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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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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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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
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
Darktide item card middle
+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 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 Tactical Axe VII
    • Great weapon, requires low investment to work.
  • 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
4 weeks ago