Table of Contents
Class
Weapons
Curios
Talent Tree
Description
Havoc 40 modifier -> Total Toughness = 136|| Total Health = 102
Defense: ★★★★★★☆☆☆☆ (High amount of defensive tools)
[4 consistent sources of toughness generation]
[3 sources of movement speed]
[Scrier's Gazeand Disrupt Destiny give a decent chunk of survivability between the 2 of them]
[45% TDR at base] [68% TDR at 100 peril] [65%-85% TDR in Scrier's Gaze] (around 60% true TDR at cap)
[Has a lack of Stun Immunity]
Offense: ★★★★★★★★☆☆ (Very high single target DPS and good horde clear)
[Has excellent kill power into all Special and Elite enemies including Crushers]
[Good damage into Captains and Monsters both in melee or at a range]
[Disrupt Destiny allows each crit to hit like a truck which gets better with Scrier's Gaze damage stacks and active]
[Can average 70%-75% crit consistently with Nomanus Mk VI Electrokinetic Force Staff]
[Can average a consistent 55% crit with Covenant Mk VI Blaze Force Greatsword]
Complexity: ★★★★★★☆☆☆☆ (A bit demanding to play)
[Requires micro-management to generate and vent peril for damage and survivability in comparison to other builds]
[Will sometimes end up competing for Keystone stacks which is a sizeable boost in damage (aim to maintain 10 stacks)]
[Just a Dream can lead to blowing yourself up if you don't have Scrier's Gaze available and aren't wary]
[Very input intensive playstyle that also requires situational awareness]
If ANYONE tells you that Penetration of the Soul is pointless for EK, promptly block them and continue on with your day. At about 50% peril it provides you with 10% rending on warp attacks, and 20% rending at max Peril, both are easy to achieve and at 50% peril you are basically doubling your damage with the EK primary attack against Carapace and roughly a 16% increase against Unyielding. EK deals with literally every other enemy type effectively and efficiently and this is why we can focus the one armor types it would struggle against. Given that there is a lot of power hidden behind weakspot hits and their damage there is no reasonable statement to be made as to why you would want to gimp your damage in that area. The enemies with Carapace armor on their head specifically warrant these choices in the current state of the game and moving forward: Plasma Gunners, Maulers, Crushers and Pack Masters.
This is a more focused build centered around the Nomanus Mk VI Electrokinetic Force Staff. Compared to my updated beginner build found below, this setup makes specific choices to massively increase the output of the staff while giving different defensive options that require more active input and awareness.
I choose to lean into Scrier's Gaze as a DPS buff but also as an ancillary survival tool. For this reason I didn't take Cruel Fortune even though it would help quickly ramp Disrupt Destiny. The main reason is that Cruel Fortune does nothing when you are at the max 15 stacks and that talent point could be put elsewhere.
My thoughts on the matter was that opting for a playstyle that will want you to sit in Scrier's Gaze would be the best case for both melee and ranged damage viability. The longer you stay in Scrier's Gaze, the more you can get out of the damage and survivability boost it gives, while also making it easier to loop once you fall out of it again. This wasn't a playstyle that was achievable with good viability in Havoc before as you would naturally be trading some much needed power in other areas, not that the loss of stun immunity doesn't sting somewhat.
Immaterial Focus is a noticeable loss with this playstyle since you are both accumulating peril slower, but also using it to regenerate toughness via the ramping generation coupled with quelling via Quietude. Immaterial Focus better fits a build not planning on staying in Scrier's Gaze and chooses to use the ability for much more than just the infinite peril loop it allows. Ultimately, trying to make use of Immaterial Focus would only muck up the game flow even more just trying to get the value out of the stun immunity. Hopefully players can survive easier with good awareness and spacing. And with Warp Speed kiting should be much easier given the uptime you can have on the buff.
The build gains a fair bit of survival and absurd amounts of damage in comparison to my beginner build but is more dangerous as a whole to play -- especially since it slightly nukes some of the player's peril generation; lowering the value of Quietude a bit . The goal is to remove problem enemies as soon as you see them while not having to fight your own peril while doing so. The damage helps mow down enemies that might be in the way of more distant threats. You will especially notice the big chunks of damage you deal to Monsters and Captains in between Kinetic Flayer procs and the massive crit and weakspot damage bonuses.
With the changes this build got to pick up a few things. The most significant change was that the Ranged Damage Boost talent was removed, requiring use to take the new warp damage talent [ ] to substitute the loss in damage, netting an additional 5% to said. The new tree layout makes it so the build could pick up added utility and defenses, these being Just a Dream, Anticipation and Warp Ghost.
Lastly, if you aren't a fan of the Covenant Mk VI Blaze Force Greatsword you can swap it out for the Deimos Mk IV Blaze Force Sword or Obscurus Mk II Blaze Force Sword and swap Warp Speed for Cruel Fortune.
The alternative build leans more into the staff making good use of Precognition to stack your damage on the EK even higher
https://darktide.gameslantern.com/builds/a2d0c2e0-112f-418d-beee-f6d40c3e9fcb/alt-113
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