Table of Contents
Hive Scum Build - Warhammer 40k: Darktide
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Hive Scum Build - Warhammer 40k: Darktide
Class
Weapons
Curios
Talent Tree
Stimm Lab
Description
Overview
Supreme all-rounder scum build for damnation and below. Build functions by keeping desperado up for 75% of the mission. Your goal is to keep desperado up for long enough for sample collector to refund your stim, which you pop right as desperado ends to get it back 50% faster.
Talent Notes
Sticky Hands: Needed for the infantry autogun's hipfire. I recommend not dumping stability for the same reason. It also speeds up how fast you can stim or pull out the boom bringer.
Jittery: Never stop dodging
Gunslinger: Recommended over anarchist as the additional ammo increases your damage (especially vs hordes) more than the crit chance would. It also means all your melee focused teammates never need to steal ammo from you or another ranged focused class.
Punching above one's weight: The universal scum talent. You must run this on every build, no exceptions.
Loose Formation: I prefer this over Extra Pouches as you are so much more mobile than your allies that the extra range seriously helps you maintain aura uptime while maximizing how much fun you can have.
Sample Collector: More important than even pickpocket for your ammo sustain. It means that your stim will be ready every time your skill is on cooldown, as opposed to every other skill usage.
Vulture's Dodge: Virtual damage immunity when firing due to ~30-40% crit chance. Makes you absurdly tanky regardless of circumstance.
Avoided Talent Notes
Hyper Critical: Does not apply to ranged weaponry!
Float Like A Butterfly: 20% crit chance is very strong but the 2 talent point cost makes it worse than the existing 'free' points.
Vulture's Push: The stagger is very small in radius and strength. Its only real use is for burrowing into hordes using the shredder autopistol.
Pocket Toxin: Only useful for rumbling giants, as it guarantees any crushers in the radius die
The Sweet Spot: Not worth 2 talent points, we don't need weakspot damage anyways
Stim Notes
Either use Klay or Kalma V. Klay means you get between 3.75 and 15 seconds off your skill CD per stim usage, Kalma V means you always get 7.5 seconds off your skill CD per stim usage. Kalma V is recommended if you can maintain desperado until all enemies are dead, otherwise use Klay.
The reason I focus on CDR for our stim is because desperado is both fun and strong. Technically mixing strength / attack speed will have a higher power peak but you will never need that much damage (you have the boom bringer for times like that), and the greater desperado uptime will result in easier missions for you and your squad.
Primary Weapon Notes
Vraks Mk V Infantry Autogun is scum's highest damage ranged weapon due to its excellent crit multiplier (2.2x!) and access to all of the best blessings.
Modifiers should be Flak Damage and Crit Damage. Flak damage is the difference between one or two shotting flak wearing horde members. Crit damage is the most reliable damage increase with our crit chance.
Fire Frenzy: The strongest ranged weapon blessing, 50% damage within 12.5m is unmatched and unlike blaze away you have full control over where and how you spend your ammo.
Speedload: Helps you maintain desperado streaks and lowers your window of vulnerability when vulture's dodge falls off during reloads. IF you are taking this make sure you ramp fire frenzy when swapping to elites as you will have lower initial damage than when using dum dum
Dum Dum: Greatly improves your single target, and helps you start fire frenzy streaks faster. With both this and fire frenzy stacked up each shot of your rifle hits for ~900 damage. Thats about 12k DPS! This much damage is rarely needed however, and you will still take a second or two to melt crushers when fully ramped and in desperado.
Deathspitter: The 'low maintainence' further DPS option. Pair it with Fire Frenzy. It helps your horde clear / cleave. 6.5% strength is significant as its a multiplicative damage bonus unlike all others mentioned here.
Alternate Weapons
Shredder Autopistol
An absolute crit machine, you will regularly see 60% or higher crit rate across a mission. Worse crit multiplier than the autogun (it deals about half the damage on crit headshots) but you retain the ability to sprint while firing and its spread is minuscule in comparison to the autogun. Additionally it deals tremendous stagger damage when braced.
Blessings: Blaze Away & Cavalcade
Modifiers: Flak Damage and Crit Damage
Dual Autopistols
Significant raw damage output due to having 50% more base damage and nearly double the fire rate of the autogun. Sadly it has virtually no critical hit multiplier and the fire rate is so fast its actually detrimental. Similar to the shredder autopistol it retains the ability to sprint while firing and has a very high sprint speed multiplier.
Blessings: Blaze Away & Speedload (sub speedload for run & gun if wanted)
Modifiers: Flak Damage & Reload Speed (sub for dmg vs maniacs or unyielding if desired)