Table of Contents
Skitarii Build - Warhammer 40k: Darktide
Kiss me, Kill me
Skitarii Build - Warhammer 40k: Darktide
Class
Weapons
Curios
Talent Tree
Description
Team toughness regen, no-ability-noospheric, arc spam build. High safety, high damage, high support, but high ammo consumption. This build maximizes the extremes of the Skitarii, with the highest synergy and fewest tax or flex nodes possible.
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You are a mobile, multigun turret.
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Tag all specialist and gunners nonstop. If 2+ on charges, tag more elites. Do not use your ability.
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Shoot elites in groups and ranged enemies. Brace your rifle to hit 4 targets. Hip fire will only hit 3. If plenty of ammo, shoot more individual targets.
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If the team is under intense pressure, send a spinning flame skull. When someone goes down, send a medicae skull. When clutching, send a skull to untie if there's any risk.
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When surrounded, saving ammo, or cleaning trash, switch to maul and power it up (and push-flash groups). Charged light attack spam is enough. Do not spend much time with an uncharged power maul. It will recharge in the background.
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Advanced Maul, moveset:
Groups: Push attack (optional) -> L-> repeat H
Single: H > repeat (H > L)
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Advanced skull: The skull's aim is perfect but its line of sight is different from yours. Move around (and even jump) to hit distant targets in cover, especially snipers. Specialist and gunners in Auric die in one tag except mutants and a reapers, both of which will die in a few seconds from the slow shot if the tag isn't moved. Shoot reapers with your rifle for safety.
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Advanced med skull: Teammates can still revive the target after you've sent a skull. If they are faster, your skull charge is returned. So, if there's any chance a teammate will take damage attempting a revive, throw the skull. Informing your team will prevent risky revives. Avoid skulling a net, as teammates with be blocked and confused by it. Skulls can rescue hogtied teammates (even through some walls and floors), removing the hardest part of a clutch. Don't forget you have them!
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Advanced boss: Tagging a boss once will apply and maintain 8 burn and 15% damage taken. Monstrosities take weakspot damage from your arc rifle (probably a bug). Despite your good and safe boss damage with rifle and skull, specialists come first and bosses are the distraction. If you have boss aggro, play defensively. The maul is slow to kill a boss.
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Advanced flame skull: Have fun with flame skull when at 4 or 5 (cone flame chokepoints, for example), but save the last 1 or 2 for revives. Fire will go into stairs and through walls. Can safely take out heinous rituals.
If team rarely goes down or no one wants grenades, use flame even more freely. If you are at 0 skulls, you get grenade priority even over chem/bazooka scum. Otherwise, scum/arbi/ogryn grenades might take priority, especially if teammate is at 0. Know team comp of blitzes and communicate. If you don't want to deal with flame skull, you can still keep it for the 2 extra medicae skulls or put the point in Ammunition-Restoration Pod.