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Veteran Hybrid
Anti-Special
Anti-Elite
Ranged
+2 more
 Veteran Hybrid
 Veteran Build - Warhammer 40k: Darktide 

 Veteran Hybrid
 Veteran Build - Warhammer 40k: Darktide 

Class

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Weapons

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Achlys Mk VI Power Sword
Transcendant
Achlys Mk VI Power Sword
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Cleave Damage
[80/80]%
Finesse
[80/80]%
Cleave Targets
[60/80]%
Damage
[80/80]%
Mobility
[80/80]%
10-25% Damage (Carapace Armoured Enemies)
10-25% Damage (Flak Armoured Enemies)
Power Cycler

Power Cycler

2 Extra Chained Energised Hits and 10% Impact on Energised Hits.

Sunder

Sunder

Increased Cleave and +20% Heavy Melee Attack Damage on Energised Attacks.

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M35 Magnacore Mk II Plasma Gun
Transcendant
M35 Magnacore Mk II Plasma Gun
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Charge Rate
[70/80]%
Ammo
[80/80]%
Stopping Power
[80/80]%
Thermal Resistance
[70/80]%
Damage
[80/80]%
10-25% Damage (Flak Armoured Enemies)
10-25% Damage (Maniacs)
Gets Hot!

Gets Hot!

Critical hit chance scales by your current heat level up to +10%. Also increases critical ranged attacks damage by +10%.

Rising Heat

Rising Heat

Up to +20% Strength scaling with Heat Level.

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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
+5-20% Damage Resistance (Gunners)
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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
+5-20% Damage Resistance (Gunners)
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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
+6-15% Corruption Resistance
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Talent Tree

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Patch Depths of the Damned Live

Description

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This is a Havoc 40 ready build.
Your job is support, with an emphasis on killing elites and specials.

 

Melee Combos for Power Sword VI:

  • Single Target - (Sp -> PA -> L -> L)
    • Sp -> PA works as an animation cancel. So you may choose to use this instead of the Horde clear combo when in a tight situation.
  • Horde Clear - (Sp -> L -> L -> L)

Notes:

  • We're building around Weapon Specialist.
    • Weapon Specialist gives us guaranteed critical hits with our Plasma Gun, against specials and ranged elites. Despite the Plasma Gun's reputation, it does need those critical hits to do its job effectively.
    • Weapon Specialist also gives us Melee Attack Speed and Dodge bonuses, which are extremely helpful when using the Power Sword.
  • Voice of Command is still a powerful support option, despite the removal of bleed-through protection.
    • Only In Death Does Duty End is extremely useful, but note that it only applies to Revives. It does not apply to Rescuing players who have died, and respawned.
  • Smoke Grenade is effective and powerful in Havoc.
    • Grenade Tinkerer increases the duration to 30s, which I feel is necessary.
    • Smoke Grenade has a major impact on the Ranged Twin's AI, as they can no longer use their main attack. Rendering them a non-threat.
    • Per Kuli's guide;
      • Players inside smoke are considered 'concealed' which alters the line of sight distance requirement of enemies during target selection
      • If a player holds aggro of an enemy who is in melee combat, the smoke has no effect on enemy perception.
      • If a player holds aggro of an enemy who is in ranged combat, then the smoke makes the ranged enemy stop firing and change positions (this includes Sniper; Reaper is less likely to reposition);
      • Gunners and Reaper when they are inside the smoke cloud's area of effect themselves keep firing at a player's last known position
      • Pox Hounds cannot lock on a player who is inside smoke cloud's area of effect and will keep circling the cloud
      • Trapper and Flamers need to be closer to players in order to start their shooting action
  • To maintain your buffs, you need to
    (This play style turns a lot of people off, but once you have experience, it becomes second nature.)
    • Sprint or Slide every 10s (Skirmisher).
    • Successfully Dodge every 8s (Reciprocity).
    • Swap to ranged and kill something every 6s (Agile Engagement).
    • Kill a Specialist every 3s, or more realistically, as often as possible (Tactical Awareness).
  • The Plasma Gun II
    • Charge affects the speed of your left-click attack, because your left-click is a 50% charged attack.
      • You can dump Thermal, if you don't want to spend too much time grinding rolls at Brunt.
      • The ideal roll on the Plasma Gun II is 68.X% Thermal and 72% charge. If you get one that says 68%, you'll need to test it to see if it gets the extra attack before hitting thermal limit. I run 70/70, because it looks nicer.
    • Plasma Gun does not benefit from Deadshot, so it isn't worth considering.
  • The Power Sword VI is an effective weapon against all enemy types. It is clunky, but an experienced player can clear Crushers and and other elites with ease.
    • I strongly prefer Sunder in Havoc.
    • Slaughterer is a popular alternative blessing for the Power Sword (drop Mobility instead of Cleave Targets if you choose this), and is better for your total damage output.
4 hours ago