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Adrenaline Rampage
Horde-Clear
Anti-Elite
Anti-Boss
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 Adrenaline Rampage
 Hive Scum Build - Warhammer 40k: Darktide 

 Adrenaline Rampage
 Hive Scum Build - Warhammer 40k: Darktide 

Class

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Weapons

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Improvised Mk I Shivs
Transcendant
Improvised Mk I Shivs
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Penetration
[80/80]%
First Target
[80/80]%
Finesse
[80/80]%
Damage
[80/80]%
Mobility
[60/80]%
10-25% Damage (Carapace Armoured Enemies)
10-25% Damage (Unyielding Enemies)
Riposte

Riposte

+20% Critical Chance for 6s on successful Dodge.

Uncanny Strike

Uncanny Strike

+8% Rending on Enemy Weak Spot Hit for 3.5s. Stacks 5 times.

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Branx MkVI Needle Pistol
Transcendant
Branx MkVI Needle Pistol
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Ammo
[80/80]%
Stopping Power
[80/80]%
Stability
[80/80]%
Damage
[60/80]%
Mobility
[76/80]%
10-25% Damage (Unyielding Enemies)
1-2 Stamina (Weapon is Active)
Run 'n' Gun

Run 'n' Gun

You can Hipfire with this weapon while Sprinting. 15% Close Damage while Sprinting. Also reduces weapon spread at all times by -30%.

Stripped Down

Stripped Down

Gain Ranged Attack Immunity while sprinting with over 50% Stamina.

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Curios

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Blessed Bullet
Transcendant
Blessed Bullet
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+13-17% Toughness

+13-17% Toughness

+2-5% Health
+2-5% Toughness
+4-10% Revive Speed (Ally)
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Blessed Bullet
Transcendant
Blessed Bullet
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+1-3 Max Stamina

+1-3 Max Stamina

+2-5% Health
+2-5% Toughness
+4-10% Revive Speed (Ally)
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Blessed Bullet
Transcendant
Blessed Bullet
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+1-3 Max Stamina

+1-3 Max Stamina

+2-5% Health
+2-5% Toughness
+5-20% Damage Resistance (Gunners)
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Talent Tree

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Stimm Lab

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Description

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Hyper-critical, street tough, quick and deadly and adrenaline smiter can be taken off and put somewhere else but this is usually what im running.

Hyper-critical and hyper violence can be detrimental to each other but from my gameplay, i find it often that being able to 1 shot most enemies is more beneficial to me than just setting enemies up for hyper violence. enemies that aren't 1 shotted will be primed for hyper violence then, but i can understand not using hyper critical at all too.

street tough is honestly a qol perk that more often saves you from getting chip damage while fighting hordes than you realize. Yeah you can just push and dodge but with this perk you can rest easier and go crazy while getting saved from chip damage every 8 seconds. this perk also saves you from dog attacks too. I should also note that rampage shout also saves you from dog pounces so if you're in rampage but got pounced by a dog, once your rampage runs out the extra shout at the end will push the dog off, so thats a talent that I would take even if the shouts are often useless because you'd be activating rampage before even going close to enemies or by the time rampage is over most of the enemies are dead and the extra shout affects no one, but the times when shout does save a teammate from a grab or yourself from dogs, its worth it.

The stimm is pretty strong but often i find 15 seconds too short of time for 20% strength when this build has no cooldown at all so i'd rather the stim just be 50% cooldown for whenever I run out of rampage to get it back as soon as possible. Alternatively you can go all 20% strength too if you don't mind the 30 second rampage cooldown and stim whenever a boss is present or massive mixed horde is happening.

 

Two talents i would take off are adrenaline smiter and channeled aggresion (the rampage rending) and put them into rampage shout and either tis but a scratch or sample collector. tis but a scratch isnt that useful since gunners in high havoc will instantly melt your toughness if you let yourself get hit for more than 1 second but when you're running and slide spamming with needle pistol, the split second that you are vulnerable to ranged enemies while recovering from sliding if you get hit by a bullet, tis but a scratch will recover that toughness for you while you run away from the horde chasing you while you try to clutch a revive with rampage's shout.

you don't need sample collector since the stimm is already a 45 second cooldown, but there will be times where you wont be able to use rampage with its maximum uptime because you couldnt increase the duration due to not having enough enemies to hit, in which case if you've already used your stimm before and your rampage got cut short, that wouldn't allow your stimm to go off cooldown in time and this is where sample collector comes in handy for these situations. so pick your poison between sample collector and tis but a scratch.

 

pickpocket is not needed in this build because the only times when you should use your needle gun is to kill specialists and disablists and maybe some shots on monstrosities but otherwise you shouldn't run out of ammo throughout the entire match.

 

21 hours ago