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
Darktide Missions Played with this Veteran Build
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 TrackerDescription
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