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Zapp & Roger
Crowd Control
Melee
Allrounder
 Zapp & Roger
 Skitarii Build - Warhammer 40k: Darktide 

 Zapp & Roger
 Skitarii Build - Warhammer 40k: Darktide 

Class

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Weapons

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Branx Mk III Arc Maul
Transcendant
Branx Mk III Arc Maul
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Penetration
[80/80]%
Arc Efficiency
[80/80]%
Crowd Control
[80/80]%
Damage
[80/80]%
Mobility
[60/80]%
2-5% Melee Critical Hit Chance
10-25% Damage (Carapace Armoured Enemies)
Execution

Execution

+20% Damage Bonus vs Staggered enemies.

Hammerblow

Hammerblow

+25% Impact for 3.5s on Hit. Stacks 5 times.

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Branx Mk XI Phosphor Blast Pistol
Transcendant
Branx Mk XI Phosphor Blast Pistol
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Ammo
[80/80]%
Penetration
[80/80]%
Critical Bonus
[80/80]%
Damage
[80/80]%
Mobility
[60/80]%
Increase Ranged Critical Strike Chance by 2-5%
10-25% Damage (Unyielding Enemies)
Infernus

Infernus

5 Burn Stack(s) on Critical Hit to a maximum of 15 Stack(s).

Surgical

Surgical

+10% Critical Chance for every 0.33 second while aiming. Stacks 10 times. Discharges all stacks upon firing.

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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% Toughness
+1-4% Combat Ability Regeneration
+4-10% Revive Speed (Ally)
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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
+4-10% Revive Speed (Ally)
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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
+4-10% Revive Speed (Ally)
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Talent Tree

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Description

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To maximize Zapp, AS > Cleave > Crit.


AS and Cleave helps both charge spending & charge building (more enemies hit -> quicker charge generation -> more Zapp).
Crit is mainly to proc Electro-Strike Conduit and the goodies on top of the talent tree.

  • Horde/mixed: push every ~4s (push -> light-> heavy -> heavy is the reliable way to get to horizontal swings). Maul generates 1 Zapp charge per enemy hit, that's why you wanna cleave as much as you can.
  • Single target: zapp increases single target damage. ~241 on flak/carapace, ~216 on unarmored, ~192 on infested/unyielding - and it can crit too! That means in a clutch activating arc + spamming lights will have great dps even against the most armored enemies. Against a bunch of hard targets the more efficient way is the proper heavy->light overhead loop, but hey, it's good to know that when things gets real messy, activating arc + spamming light can be enough to kill some elites, regain a charge of Voltaic Emitter, and keep it going.
  • Activate Zapp often, for real, it'll come back soon enough


Blessings

/e After playing it for a while, Voltagheist Overload was a bit underwhelming compared to the always-active blessings.

Hammerblow feels nice with the already good stagger values of this weapon. The huge stagger makes me feel safe enough to drop some defensive talents, so it's win/win.

Ranged

Ranged is flex. 

In the end, as long as you're able to handle specials/gunners in a pinch, every gun is fine, so you should really pick your favorite.

2 weeks ago