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Kiss me, Kill me
Anti-Special
Anti-Elite
Ranged
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 Kiss me, Kill me
 Skitarii Build - Warhammer 40k: Darktide 

 Kiss me, Kill me
 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]%
10-25% Damage (Carapace Armoured Enemies)
10-25% Damage (Unyielding Enemies)
Enhanced Voltaic Arcs

Enhanced Voltaic Arcs

Arc lightning gains +12 jump angle and +2 jump distance, and can jump 2 additional times.

Confident Strike

Confident Strike

+7% toughness on Chained Hit.

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Branx Mk IV Arc Rifle
Transcendant
Branx Mk IV Arc Rifle
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Ammo
[80/80]%
Reload Speed
[60/80]%
Arc Efficiency
[80/80]%
Damage
[80/80]%
Mobility
[80/80]%
10-25% Damage (Carapace Armoured Enemies)
10-25% Damage (Unyielding Enemies)
Enhanced Voltaic Arcs

Enhanced Voltaic Arcs

Arc lightning gains +10 jump angle and +1 jump distance, and can jump 1 additional times.

No Respite

No Respite

Up to +20% Damage on Hit (Staggered Enemy), scaling with Stagger.

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Curios

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Blessed Bullet
Transcendant
Blessed Bullet
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+13-17% Toughness

+13-17% Toughness

+7.5-30% Toughness Regeneration Speed
+1-4% Combat Ability Regeneration
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Blessed Bullet
Transcendant
Blessed Bullet
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+13-17% Toughness

+13-17% Toughness

+7.5-30% Toughness Regeneration Speed
+1-4% Combat Ability Regeneration
-
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Blessed Bullet
Transcendant
Blessed Bullet
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+7.5-30% Toughness Regeneration Speed
+1-4% Combat Ability Regeneration
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Talent Tree

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Description

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Team toughness regen, no ability, noospheric, arc spam build. High safety, high damage, but high ammo consumption.

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Tag specialist and bosses. Shoot elites and bosses. Take most ammo and grenades. Revive teammates. Flame emergencies. Regen thousands of toughness for your team automatically.

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If 2+ on charges, tag more ogryns and elites. Brace your rifle to hit 4 targets. Hip fire will only hit 3.

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If the team is pinned, drop spinning flame skull. When someone goes down, send a medicae skull.

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For emergency defense or saving ammo, switch to maul, power it up, and push-flash. Light spam is good enough to get back to your rifle. Do not spend much time with an uncharged power maul.

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L-> (H repeat) for hordes; H > (H > L repeat) for single target. 

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Flex points areInvigorating Overload(too random) andAmmunition-Restoration Pod(not a lot of ammo). Place them inAblative Wards(blight havocs),Retribution Conduit(constant 10% damage),Sequenced Charge(30% uptime 12.5% strength), Target Prioritization Psalms(highlight near specialists), orAugmented Power-Cycle(if low on capacitance).

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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. However, if you send a skull on a net, teammates with be blocked and confused by it. Skulls can rescue hogtied teammates, removing the hardest part of a clutch. Don't forget you have them!

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Advanced boss: Tag the boss at least once to apply debuff for your team. Monstrosities take massive weakspot damage (unlike everything else). If you have aggro, play very defensively until you can shoot from range again. Despite your very good and safe boss damage, specialists come first and bosses are the distraction. 

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Advanced flame skull: Have fun with flame skull when at 4 or 5 (cone flame checkpoints, for example), but save the last 1 or 2 for revives. 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 use the point elsewhere.

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33 minutes ago