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Veteran Marksman
Anti-Special
Anti-Elite
Ranged
 Veteran Marksman
 Veteran Build - Warhammer 40k: Darktide 

 Veteran Marksman
 Veteran Build - Warhammer 40k: Darktide 

Class

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Weapons

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Atrox Mk VII Tactical Axe
Transcendant
Atrox Mk VII Tactical Axe
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Penetration
[80/80]%
Finesse
[80/80]%
Critical Bonus
[80/80]%
Damage
[80/80]%
Mobility
[60/80]%
10-25% Damage (Carapace Armoured Enemies)
10-25% Damage (Unarmoured Enemies)
Brutal Momentum

Brutal Momentum

+15% Weak Spot Damage. Weakspot Kills also ignore Enemy Hit Mass.

Headtaker

Headtaker

+5% Strength for 3.5s on Hit. Stacks 5 times.

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Lucius MK IIIa Helbore Lasgun
Transcendant
Lucius MK IIIa Helbore Lasgun
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Charge Rate
[80/80]%
Ammo
[80/80]%
Stopping Power
[80/80]%
Stability
[60/80]%
Damage
[80/80]%
10-25% Damage (Carapace Armoured Enemies)
10-25% Damage (Flak Armoured Enemies)
Surgical

Surgical

+10% Critical Chance for every 0.3 second while aiming. Stacks 10 times. Discharges all stacks upon firing.

Weight of Fire

Weight of Fire

Chaining Charged Attacks reduces their Charge Time by -12%. Stacks 5 times.

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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
Darktide item card middle
+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

Darktide Missions Played with this Veteran Build

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No Darktide missions have been linked to this build yet. Track your Darktide missions with the GamesLantern Tracker mod and link them to your own builds in the build editor.

Download the Darktide GamesLantern Tracker

Description

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This is a Havoc 40 ready build.
Your job is killing Elites and Specialists.

 

Melee Combos for Tactical Axe VII:

  • Single Target - PA -> (L -> H-> L)
  • Horde Clear - PA -> (H -> L )

Notes:

  • We're building around Critical Hit Chance and hitting Weakspots with Marksman's Focus.
    • Marksman's Focus gives us a Ranged Finesse Strength buff, which affects Critical and Weakspot hits.
    • You're still effective in melee, but will do your best damage in a group with good horde control. In a group that does not control hordes well, this build will struggle to use the Helbore effectively.
  • The Helbore IIIa
    • Deadshot and Surgical means you'll have a great Critical Hit Chance, which works well paired with Shock Trooper and the Finesse buff from Marksman's Focus.
    • If you're struggling to maintain Stamina with Duck and Dive, you could drop Exhilarating Takedown or Trench Fighter Drill for Tunnel Vision. If you drop Trench Fighter Drill, you may want to use a Tactical Axe instead of Power Sword VI.
    • I use Weight of Fire, but you wouldn't be wrong if you changed it to Hot Shot or Armourbane.
    • After the recent Talent Tree update, I believe the Infantry Lasgun and the Heavy Laspistol would work well in this build. However, I haven't tested either option.
  • The Tactical Axe VII
    • Great weapon, requires low investment.
  • 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).
    • Kill a Specialist every 3s, or more realistically, as often as possible (Tactical Awareness).
    • Hit Weakspots.
  • Executioner's Stance
    • Damage buff is good.
    • Toughness generation is great.
    • Stun / Suppression / Slowdown immunity is amazing (not noted in tool tip)
    • Please note that killing highlighted enemies to extend the duration works for both ranged and melee attacks.
    • The Bigger They Are ... is preferable in Havoc.
      • The Bigger They Are ... creates less visual nose, which lets you focus on the major threats.
      • The longer duration is helpful when you're using the ability in melee.
  • 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
3 weeks ago