Table of Contents
Skitarii Build - Warhammer 40k: Darktide
Kiss me, Kill me
Skitarii Build - Warhammer 40k: Darktide
Class
Weapons
Curios
Talent Tree
Description
No-ability-noospheric tag spam, arc spam, team toughness sharing (via Overflow and Resurgence). High safety, high damage, high support, but high ammo consumption. You are a multigun turret prioritizing the greatest threats in the game: Specialists, Gunners, and elite packs. This build is my quest to make Skitarius as broken as possible. For a melee & skull build, check out: https://darktide.gameslantern.com/builds/a2cb4f61-5241-4978-86f0-52434c7a15ae
--- How to Play
Tag all specialist and gunners nonstop. Do not use your ability.
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Shoot ranged enemies and elites in groups. Brace your rifle to hit 4 targets. Hip fire will only hit 3.
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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 melee (overwhelmed, trash clearing, or single target) switch to maul and power it up. Push-attack groups. Light attack spam is enough to get back to your rifle. The maul will recharge in the background while you shoot, and your rifle will recharge when not firing.
--- Details
--- --- H40 Variation
To survive multiple poxbursters and to not be deleted by one overhead, move Sequenced ChargeTarget Prioritization PsalmsCapacitor Reclamation LooptoElectro-Strike ConduitAblative WardsAugmented Power-Cycle.
--- --- Bosses
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 very good and safe boss damage, specialists come first and bosses are the distraction. Retag the boss every 2 seconds if you have to solo it.
--- --- Maul Moveset
Groups: Push attack (optional) -> L-> repeat H
Single: H > repeat (H > L)
--- --- Noospheric Skull
The skull's aim is perfect but its line of sight is different from yours. Move around (and even jump) if needed. You will have 2 skulls when you are revived (probably a bug).
--- --- Medicae Skull
Teammates can still revive the target after you've sent a skull. If they are faster, your skull charge is returned. If there's any chance a teammate will take damage attempting a revive, throw the skull and inform your team to 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!
--- --- Flame Skull
Have fun with flame skull when at 5 (cone flame chokepoints, for example), but save the last 2 for revives. Spinning flames 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.
--- Recommended Mods
Noospheric Mercy (Big green icon around body receiving med skull)
/warhammer40kdarktide/mods/974
Servo-Skull Alerts (Notification when you and/or team deploys a med, flame, or interrogation)
/warhammer40kdarktide/mods/963
ServeMeSkull (Separate keybinds for medicae, spinning, and cone flame)
/warhammer40kdarktide/mods/1165