Table of Contents
Anti-Special
Anti-Elite
Ranged
+1 more
Veteran Shotgunner
Veteran Build - Warhammer 40k: Darktide
Veteran Build - Warhammer 40k: Darktide
Veteran Shotgunner
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 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 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 this build is all sniping specials and abusing minimum pellet count against dense mixed hordes.
- Minimum pellet count is the minimum number of pellets used to calculate damage when fewer hits are detected. For instance, if a shotgun's minimum pellet count is 10 and a single pellet hits your target, damage is still calculated as if 10 pellets hit the target.
- The Combat Shotgun VII (Agripinaa)
- The special, Slug Shot, turns this into a sniper rifle.
- Full Bore is great.
- The shotgun's tight spread, combined with Executioner's Stance and Deadshot means it'll be easy to proc this buff with normal primary fire.
- Works with the Slug Shot special.
- No Respite is great for squeezing additional damage out of followup shots.
- The Huntsman's Shotgun is a good alternative choice. It's wider spread makes for better minimum pellet count abuse.
- 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).
- Hit Weakspots (Marksman's Focus).
- 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