Table of Contents
Anti-Special
Anti-Elite
Ranged
Veteran Recon
Veteran Build - Warhammer 40k: Darktide
Veteran Build - Warhammer 40k: Darktide
Veteran Recon
Veteran Build - Warhammer 40k: Darktide
Class
Weapons
Curios
Blessed Bullet
Transcendant
Blessed Bullet
Transcendant
Blessed Bullet
Transcendant
Talent Tree
Patch
Depths of the Damned
Live
Description
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