Table of Contents
Skitarii Build - Warhammer 40k: Darktide
Super Tank Support
Skitarii Build - Warhammer 40k: Darktide
Class
Weapons
Curios
Talent Tree
Description
You don't need to be very good to make this build work. Me and my friends call it "The Build" as a joke. For "The Build" we operate on theoretical quasi-existent DPS that allows us to deal unprovable and subjectively "real" damage.
For hordes - Push attack into L, L, repeat. If using Empowered attacks ALWAYS push attack for the AoE electrocution application before swinging - this allows easier arcs to proliferate.
For armor - H, H, L, H, L, and repeat the last H, L pattern for pure overheads. Alternatively you could just do H, H, block, H, H, block, repeat.
The main philosophy behind this build is to eat damage and just spit it back out. The arc maul is insanely good, offering mobility and damage without sacrificing either despite mobility being the dump stat. Empowered attacks are your big source of "get that crusher out of my face" damage - but you still do just fine with regular attacks. The Empowered side of the weapon you can optionally ignore completely, but I advice learning it because it provides a lot of utility and damage by itself. The push attack is an AoE stagger and electrocution (for arcs) that makes room and sets you up for tons of arc damage.
The second part to this build is the Arc Rifle. It's just a great weapon in general if you build it right and we are doing exactly that. Arcing hits deal damage to multiple enemies, making it extremely good for clearing out rager waves or even crushers. For bulwarks, popping an ult opens them up or do an Empowered push attack with your arc maul before swapping. This weapon will also be your main source of boss damage for safety, but going into melee is fine since confident strike means you can eat anything and keep walking.
OTHER NOTES:
Servo skulls - Medicae makes saving teammates zero risk and high reward. Getting even one other person up can mean the difference between a saved run and a failed one. The Flame skull is great for evaporating hordes and weakening or outright kill most elites. It suppresses most enemies that aren't immune to it, meaning gunner groups can be effectively silenced if your 2-charged ult is down.
Ultimate - This mainly serves as an area application of electrocution for the arc maul and rifle, but also good for stunning groups of enemies. At 2 charges it jams ranged weapons of enemies, but this is unreliable because Fatshart sucks - I recommend using it only in open spaces, as even small boxes can disrupt it.
Survivability - With the Resurgence aura, we and allies are getting constant toughness regen at all times. I combine this with the +30% toughness regeneration on curios for even more. The "Power Overflow" lets allies in coherency leech any of our excess toughness. "Kinetic Energy Distributors" gives us toughness back if we take damage - good for if gunners are a bit too much (ally revive speed on curios can be changed to gunner resistance if you want).
That's all I feel like writing. This is the only build I use for Auric and maelstrom. This is not tested in havoc because I hate havoc (I suck). Despite. There are some nodes you can swap out if you want MORE damage (drop more ammo for weakspot damage, drop electrocute on getting hit for +10% damage, etc), but I almost always come out on top of damage even without those. We take crit chance, not for damage, but so we can elctrocute and get more toughness. The only damage node that's really taken is the +3% melee damage on hit.
Enjoy.