Table of Contents
Arbites Build - Warhammer 40k: Darktide
Femcellence
Arbites Build - Warhammer 40k: Darktide
Class
Weapons
Curios
Talent Tree
Description
The Arbitrator build is basically "Here, we know you suck, so take these damage reduction buffs and instant toughness regens!". It plays well into my shortcomings, I tend to run head first into danger and then reel as soon as I realize that the half a dozen Crushers want to eat my lunch.
I keep the dog on my build so that I have my own personal babysitter, I find that the less time I'm saying "Hey, I'm downed" the less time you guys sacrifice in taking care of objectives.
The grenades on this build are take it or leave it, they don't do a ton of damage and I find that the special allows me to stagger more but they throw out quicker than the Voltaic which I generally avoid and the dog grenade is totally unreliable for me.
Like my Psyker build, I usually lean towards crits but the amount of stagger in the Arbitrator's build also means that while the enemies can't move, they're also taking extra damage.
Break The Line is crazy good, I love being able to BTFO 6 Crushers, it gives me time to sick a dog on one, throw a grenade and start working them over.
The Arby Maul is fast and reliable but I do find that I'm spamming left click to the pojnt that my index finger gets tired on Auric! The Shotgun is also reliable, it does a ton of damage but I do find that Mutants usually take two shots and Crushers 3-4. I tend to chance the perks and blessings around a lot, that's one thing I do like about this class over the Psyker or Vet, changing a Talent point, perk or blessing won't break your build immediately!