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 Goylent Green
 Hive Scum Build - Warhammer 40k: Darktide 

 Goylent Green
 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
[76/80]%
First Target
[76/80]%
Finesse
[76/80]%
Damage
[76/80]%
Mobility
[76/80]%
1-2 Stamina
10-25% Damage (Unyielding Enemies)
Uncanny Strike

Uncanny Strike

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

Precognition

Precognition

+45% Finesse Damage for 2s on successful Dodge.

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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
[80/80]%
10-25% Damage (Unyielding Enemies)
5-10% Reload Speed
Stripped Down

Stripped Down

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

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%.

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Curios

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Blessed Bullet
Transcendant
Blessed Bullet
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+1-3 Max Stamina

+1-3 Max Stamina

+2-5% Toughness
+1-4% Combat Ability Regeneration
+5-20% Damage Resistance (Gunners)
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Blessed Bullet
Transcendant
Blessed Bullet
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+1-3 Max Stamina

+1-3 Max Stamina

+2-5% Toughness
+1-4% Combat Ability Regeneration
+5-20% Damage Resistance (Gunners)
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Blessed Bullet
Transcendant
Blessed Bullet
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+13-17% Toughness

+13-17% Toughness

+2-5% Toughness
+1-4% Combat Ability Regeneration
+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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Biggest value comes from rampage stim combo

ideal ability sequence(depends on your pacing and damage needed per situation)-

1 stim on top of rampage for giga damage(enough damage to reliably instakill all but crushers. use for bosses, big fights)

2 stim ends. use grenades and remainder of rampage to farm next stim(best to be in a choke to maximize hyperviolence and kill farm)

3 rampage ends.  stim when off rampage(squishy, mid dmg but better than nothing; shoot gun or gamble for hypercrit. )

4 stim ends. pop rampage/nade to farm stim(this step is where you should be for most of the game. Rampage is the bare minimum for effective melee imo. when rampaging, be aggressive and keep the kills coming or suffer the consequences of frequent cooldown phases and unsynced rampage/stim )

5.1 if your stim comes early and you're confident that you can get a ton of kills , repeat step 1

5.2 late stim on top of an ending rampage (decaying faster than gain) to extend it through increased atk spd(use it to finish bosses or gain tempo but leaves you without both abilities. when unbuffed, you do low dmg and if you stop moving you will die. big kite potential in the talents. ) 

on ability end, use the needle for bullet immunity + position/kite accordingly until at least rampage is available again. repeat 1-5 or 4-5

5.3 rampage ends. Repeat 3-5(common cycle)

burst of energy is your till death

if there is a monstrosity, twin, or blue stim captain, first priority is placing tox stacks on it. maintain stacks with throwing knives/talents throughout a fight

While rampaging, rely on building hyperviolence. heavy attack kill first to guarantee hyper violence and then drop a couple buffed lights. Heavy again when the instakill wears off.  Great way to build uncanny as heavy1 light light have rending and come out super fast. heavy spam once max uncanny against carapace.

When only stimmed, still use hyperviolence to increase hypercrit threshold but more emphasis on gambling for hyper crit. 

When totally unbuffed, have a plan to kite before committing to fighting.

blinder staggers everything beside mutant and monstrosity, staggers unshielded captains/twins. staggered enemies have reduced hitmass(means more hits more rampage more hyperviolence)

blinders alone wont outright kill horde but will leave them low for hyperviolence and grenade/stim farming.  good synergy with the tox talents, generates stim, instant mistake recovery

 

 

6 hours ago