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

 Veteran Recon
 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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Accatran Mk VIc Recon Lasgun
Transcendant
Accatran Mk VIc Recon Lasgun
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Ammo
[80/80]%
Collateral
[60/80]%
Stability
[80/80]%
Damage
[80/80]%
Mobility
[80/80]%
Increase Ranged Critical Strike Chance by 2-5%
10-25% Damage (Flak Armoured Enemies)
Dumdum

Dumdum

+6% Close Range damage on Repeated Hit. Stacks 5 times.

Infernus

Infernus

4 Burn Stack(s) on Critical Hit to a maximum of 12 Stack(s).

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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 killing Elites and Specialists.

 

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 Critical Hit Chance and the Recon VIc.
    • We want Critical Hit Chance, to take advantage of Shock Trooper and Infernus.
    • Deadshot provides better Critical Hit Chance when ADS. 
    • Duck and Dive will mitigate the Stamina cost of Deadshot.
    • Focus Target works best here, since the Recon doesn't have the Finesse values necessary for Marksman's Focus and we aren't weapon swapping often enough for Weapon Specialist.
    • Onslaught and Rending Strikes will allow us to mindlessly shoot at Crushers, with decent TTK.
    • You're still effective in melee, but will probably find yourself shooting in almost all situations.
  • The Recon VIc
    • Dum Dum is a must have blessing.
    • Infernus is mostly noticeable against bosses.
  • The Power Sword VI
    • An effective weapon against all enemy types.
    • It is clunky, but an experienced player can clear Crushers and and other elites with ease.
    • Power Cycler is non-negotiable.
    • Slaughterer is a popular alternative blessing for the Power Sword. You'll want to drop Mobility instead of Cleave Targets if you choose this.
  • 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).
    • Tag anything that takes longer than a second to kill.
  • 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
15 hours ago