#veteran-class
1 messages · Page 1481 of 1
headhunter is better for that though
*Vigilant
Nomenclature matters đ€
if I watch Rick and Morty, do I have enough IQ for smokes?
THAT GUN IS HEADHUNTER IN THIS HOUSE
naturally
People will not learn if they never try and die like a true guardsmen
how the plasma and the back pack are literally matching đ
the pants seem to be the most polarizing bit
i wish vet had more cosmetcs
more stuff that isnt "cool looking army man #156"
I need edgy inquisition veteran or something idk
I'm currently using the plasma gun, can you guys recommend me something similiar? still getting to grips with veteran and I'm trying to finish adept assassin.
I have maybe less than 30 more to get and I'm finish with the penance.
You don't need to fix anything that's a really good build. It's just that it's a bit generic.
boltgun is the only thing really close to plasma... maybe ? quickdraw revolver?
I have a ton of time on vet and pretty much solely use plasma
you could mess around with the recon lasguns some
but those builds devour ammo
you could try the bolt piss
Krieg is all I need
It's solid one to keep in the back pocket. Safe and mobile anyway so why not. You can come up with plenty of other builds though depending on what you're trying to do.
Yes.
What did you come up with recently?
I did this with Taxe\DB
what's the best melee combo to go with plasma gun?
it's a shame the pathing is so awkward
Honestly take Recip over the middle node there mainly cause seeing itâs WS and itâs Taxe
Youll dodge a shit ton
pretty sure btw, that I took an overhead straight to the face and didn't take hp damage
Youâre bound to have high Crit chance
with Iron Will + Infiltrate TDR
Plus Taxe likes crits
man i would really just take one subnode tops for infil
the problem is that infiltrate makes it so that enemies ignore me
so I thought the dodge wouldn't proc that often
it's mostly a meme build
I wanted to take all nodes, but fuck me, it's too tight already
Itâll have far more uptime honestly
Seeing youll have moments of downtime with Infil vs like
EStance or VOC
yeah, probably
Big horde? Free high Crit
Chainsword obviously (totally not biased)
Or power sword (actually unbiased)
I feel like if I'm going Infiltrate I want to go full reject
it's not 40k if you don't use a chainsword every now and again
but yeah i'd be using PS
I love giving gunners backshots with infiltrate
it's really really funny how they just ignore you
Technically headshots but I miss them point blank
I use the shotgun
I prefer zealot shroud
For killing people
But infiltrate lowkey fun as fuck
wished CD wasn't 45 seconds lol
Plasma? Power sword, Tac Axe, Dueling Sword, Combat Axe, Knife
Heavy sword if youâre running Kraks
it's not even 45, it's 60
Wrong, power sword
because I'm pretty sure you always want that second use
the suppression it gives enemies is actually really good
Infil is 60s cd holyshity
oh wait
oh nah
i never take double charge
really?
I don't take double charge
yeah i mean i know some infil mains like it
Because I will live when I pop up
i don't
I don't need a second chsrge
I FIGHT my way outta it
And if I die
I die
I've got 4 regening frags I will live
I SHOULDVE NAMED MY VETERAN SOLID SNAKE
if voc got a second charge 
You can still do that
do the personality reset bruh
I mean you can just go to Krall and personality reset
I can do that?
Though good luck waiting for the Steel Legion alt camo to come into rotation for a camo pattern he has
That shit is fucking rare
No I named him penis
yes
somewhere around the mourningstar there's a "barber-chirurgeon" that lets you change your appearance and name
yes! there's a personality reset at the barber guy
Which ones the stealth hidey ability?
Infiltrate.
Right side, infiltrate
Are there builds built around it
Yeah? Just itâs limiting cause of its position and tax on points
yes
go to the gameslantern website for builds
gameslantern builds are pretty shit
Do NOT do that
ignore the public ones
Ask in here holy
As terrible as Discord can be Iâve seen less worse takes here
Than Reddit and Gameslantern combined
Noted
I run exe plasma chainsword ws
the most popular ones are shit, if you do the updated recently ones you'll find some decent builds
See if it was Arby
I wouldâve been like ah understandable
But itâs Vet Chainsword
Lmao
wouldn't bother with that, just ask here
I love chainsword
This server is quite impressive. I often feel like I'm the dumbest person around.
I love exe plasma
The tragedy that is Arby being the only class to make CS actually really good
I wish exe plasma actually hit breakpoints
I mean
Just ask in here basically, we even have a âslightlyâ outdated vet guide in pins
New one is being worked on, steam drop eventually
Okay okay hear me out
Helbore IV
Whatâs a good infiltrate build
Doesn't need it
I need to start solid snaking it
Charged Critical Weakspot should already deal more damage than Most Elites can handle
Also Helby 4 charged hitting for 1k on maniacs body shot
Oh I knew just reminding the vet neighborhood of the Helby IV propaganda
Damn
It actually settled on me that the maniacs buff was pretty good
How I keep reminding vet players Helby IV is good
posted one above
It got an Unarmored buff also iirc
Which I mean Didnt really do anything massive other than confirm kills on Dreg Bombers and Gunners
What else you do? Curious about the curios and perks/blessings.
shredder frags 
I'm just messing around, you should ask better players if you want to do something like this
Knife is fine. Still a top 5 vet melee a little behind DS and PS.
Infiltrate Vet is fine, I just find that people use stealth in this game incorrectly to utilize it effectively
It's not really their fault, Fatshark designed around it very poorly
Not sure if tac axe edges it out now or not.
Also about the Loose cannon and Cadia personality
Is that the personality that rage baits tf outta the Cadian
all of the other vet personalities bait the cadian
Everyone baits the Cadian đ
Nah but like REALLY pisses them off
I think it's the Zealot that really pisses off the Cadian
Because they straight up say: "If Cadians were more faithful, then it would still be alive"
And tbh, I would crash out too
after using them both in high havoc id say Taxe is betterer on vet
Planet broke before the guard did
blah blah blah cadia cadia cadia
hell, you even hear them talking to some of the zealots and they're wanting them to recite a prayer and stuff lol
or for them to do it together
Taxe is a Swiss Army knife for vet tbh
do your taxes
tax vet more
It covers a lot of areas you need filled but doesnt excel at it
I wish I could get attack speed for Vet without needing trench fighter so I could use Caxe more often but

just take ws every time
Taxe with 20% attack speed feels good, but without it ehh
never have that problem again
Taxe is probably the only melee of handful that feels good without Trench Fighter
DS has been okay just because it kills specialists/elites better than Taxe but the horde clear is sad
Well itâs DS
really been going through the weapons to find any that might feel better but its not seeming that way lol
I donât take it into consideration cause itâs just overpowered as all hell
Taxe my beloved
I do, and I don't really like it lol
I avoid it like a Plauge mainly cause I refuse to pick up bad habits from it
Taxe with decimator and brumentum just feels real nice
Taxe on the other hand feels better
i do ds with nade vet cuz the nades kill the horde well enough
but it's been a while since I last played dt so
I have kraks for finishing things or bursting Captains in my comp
tried shredders and just had more niche situations where I'd want kraks instead
so I guess the focus is more on horde clear for the melee
or mobility, Taxe does both well enough
Hour ago but honestly the main thing to actually develop is more of an understanding about how you can set builds up more deliberately to actually see what makes a build strong and adjust as you see fit for builds that you'd really have fun with playing. Luckily, you're playing veteran so you're already playing an inherently pretty stable and easier to learn class that can do plenty even if you're pooling from narrow build skeletons. Some talents are just so solid for veteran that they can be slotted in to nearly any build and variation of said build.
Not like you don't just draw on the same fundamentals when you're actually paying attention to what you're doing with any strong melee option tbh. I get being worried about playing with other weapons with the same outlook but even that gets ironed out eventually in a player.
isnt helbore also the most ammo effecient
i have 0 mastery in dueling sword
If I can't be edgemaster in everything, me no care.
Yeah cause it actually has surgical
Inf Las value would increase just slightly with that blessing imo
you ever think how funny it is that one of Professionals Voice of Command shouts is "FIGHT OR ANSWER TO ME
no
to quote Burke "He's just a Grunt. No offense."
I'm sure he'd suck up to Commissar Dukane if he could.
Commentary deleted by admin
I will not remember
yoooo! my second veteran is named that, good choice
but with Torbjörn
don't think so
I prefer: VICTORY OR DEATH
@faint beacon what bp does kraks miss if you donât take tinker
this was the closest I could find https://images.steamusercontent.com/ugc/2541800915851854327/6D9CA03278FB389BD79BE01C7059758AF4AAD857/
Bulwarks iirc
What are the most normal weapons people have? I switched to an ogre veteran, I can't try everything yet, the saber just seems to be comfortable
I just switched to an Ogre veteran, I'm not used to dying from any sneeze. Although I liked the infinite WH skills.
Power sword, tac axe, combat axe, knife, chainaxe, are all good options
I also been noticing that since the range on Vet is almost always a specialist killer, the melee for me ends up being just wave clear or wave management
I can recommend a build if you want
another example of duelling sword making people worse at the game đ
So I've been using DS and Knife less and less
It would be great, but I'm asking for a weapon to kill the crowd. Sometimes I can't even kill a homeless shooter with 3-4 punches.
All that I recommend will be amazing for any content
https://darktide.gameslantern.com/builds/9d51275b-f9c4-4494-9b88-bfafbbbf4981/terrible-vet-build @polar bay
I say that to girls sometimes too huh

What?
Does 4k alone and Bulwarks have 4.8k
A shotgun? Can it be replaced? Otherwise, the whole team will die from a single sniper or machine gunner...I don't trust random allies
Itâs bleak
No field improv
Throw the whole thing away 
It can snipe
field improv is meh anyway
Trust me
You got it, man)
But other weapons you can use is bolt pistol, revolver, combat shotgun
I didn't even think about running with a shotgun...But if you think back to the 2000s, the shotgun was a meta in DOOM
Also snipers can be slid under if your wanting to push them they arenât a big threat tbh
I wish vet had the exterminator shotgun. That would be peak.
Well, I'm looking at him too, 1 shot, 1 corpse, does the elite have a lot of armor? Then you just need a lot of shots.
Youre wrong
Well with that youâll feel like doom guy lol
my goat bolter would never struggle against anything
Do you take a lot of corruption damage
Unless you do the blight haboc its not really needet
I sit in pox gas and edge corruption damage

And if you have zealot you dont need it at all
double barrel or bust
field improv is way more viable than beacon at least
I like the utility. Purge open wounds, restore nades for everyone. Seems like a good overall point investment
Field Improv is not only useful for removing corruption if needed, but also because you can quickly get grenades for Ogryn to clear a room if things get out of control.
More nukes = happy life
Nukes or Boxes, both helps.
Survivability is most of the time more important than damage. You can't kill when you are dead.
Can a veteran give a grenade to an Ogryn?!
With Field Improv, yes.
with field improv it makes ammo crates restore grenades
Field Improv
not giving a grenade of your own
You drop ammo crate and Ogryn gets grenades from it.
Never read the ability description?
In 200 hours as an Ogryn, I have never played with people who would use this aspect for a grenade...
You need better teammates
It's such a cliche)))
But it is true.
In boxing, you just have to dodge and hit better, In running you just have to run better, in games you just have to find the best team))))
it's not a talent that's hard to slot either, is p well situated on the tree
Itâs nice I will say
I wish it was built in
Its a no brainer for me
But people who dont pick it are probably in the same boat as the dipshits who find but dont pick up ammo crates because "i dont need much, fuck my teammates"

And I'm the person who just played all of Miyazaki's new 7+ game. It's already in my blood to rely only on myself. That's why I asked for weapons advice so that I could solve everything in close and long range combat.
simple; you take away stamina regen delay boost; unironically
there ya go
this is a teams based game; bet on them & yourself
I'd rather have grenade regen as built in
Power Sword deals with everything in melee + any precision weapon for ranged: bolter, bolt pistol, helbore, vigilant, plasma
but power sword is lame
I never take it bc the 2 point deviation imo is worth more elsewhere 
How dare you
zarona revolver?
POWER SWORD IS LAME
Really? Where to?
But is he wrong though?
ws and other bottom right tree nodes 
2 point? do you use exec stance?
The activation gives me physical pain but i love power swords
power sword is special clicking simulator
and if so; why would you not EVER take demo stockpile
miss to click special and it lame
Activated Power Sword is the best generalist in the game
Unpowered sword is a sword made of balloons
Yes and yes. It feels sluggish to me. I feel more nimbler with ogryn shield than with powersword

If I were betting on the team more than on myself in this game, it would be sadomasochism.
forget the power sword and the duelling sword
combat axe is where it's at
wait I forgot where field improv was lmfao
it's above voc
you haven't meet good teammates yet then; not surprised; they are not a commodity
right above VoC 
oh yeah I take either duck and dive or on your toes instead of field improv

Ah, the skillissue nodes.

even with WS
hey free stamina/toughness is free stamina/toughness
nobody uses on your toes
@tropic notch By the way, about the build, is it really necessary to take the right branch? There's just a buff time when changing weapons, it's not very pleasant to play with.
only always prepared and the keystone itself is normally used; rest is redundant
jUsT dOnT gET hIT bRuH
idk I sort of feel a difference sometimes
also I like how it makes the tree look aesthetically pleasing
use OfB & CK; thats all you need really
this ain't an arts class this is darktide; its a video game
I like aestetics too but i wont pick something average just so it looks good on the panel

I can smell the bait
but i'm hungry

I would weapons specialist is very good, you donât have to swap constantly just enough to refresh the buff
fr
arby tree has bad feng shui
it's because it's so broad and not locked up like zealot or veteran
why is it not pleasant? It's practically free 15% attack speed for melee
nah wtf is this??? why is it so pointed
I believe it's to be like a badge
Hold on
sorry wait lemme add more arrows
https://www.youtube.com/watch?v=jas8OABbn0Y
speaking of aesthetics, you lot ever watch a film called "Mad God"? the fatshark devs said it was a visual inspiration for Darktide.
and it's a really cool movie
Follow The Assassin through a forbidding world of tortured souls, decrepit bunkers, and wretched monstrosities forged from the most primordial horrors of the subconscious mind. Directed by Phil Tippett (Star Wars, Jurassic Park), the world's pre-eminent stop motion animator, every set, creature, and effigy in this macabre masterpiece is hand-cra...
And dodge speed and distance
Seems like it needs even more
when I look at arby tree all I see is how lumpy it is đ đ đ đ
Some just see what they want to see.
a magnum opus of the creator; made by 1 man
Thats a very interesting name? It it a brand name for ramen?
consult a feng shui master vro it will change your room layout fr đ đ đ
I am the Definition of single guy asthetics lmao đ€Ł
stop motion animation tends to have a darker tone than straight-up cartoons
it's probably because of people like Ray Harryhausen, Phil Tippett, and Tim Burton
Guys, working on penances here - does enhanced target priority kills by teammates extend executioneer's stance or not? I am setting up build to do Be Methodical
what are some good builds for vet?
Krak grenades are niche.
This build is specifically meant for using shredders to deal with mixed hordes.
ahh
Which mode
auric damnation, maelstrom, havoc
revolver (auric)
u pay 2 points extra to not play VoC
If you like being a bad teammate itâs good
got it
exe stance has same point cost as VoC (u don't need subnodes)
infil is +2 from VoC usually
should get a 35 second cd too imo
plus making the movement speed bonus linger for a bit after the stealth ends
ehh tbf vet already has really fucking strong cdr with that one node i forgot the name of
I'm only using infiltrate for penances tbh
i'd prob remove the aggro reduction subnode, and lower cd to the 35s
it's fast
but if that node gets nuked (which i think it should) im down for reducing its cooldown
vet only has 1 tedious penance
500 krak kills vs flak/carapace center mass enemies
easiest way to do it was Moebian 21st mutator in havoc
but it's not in rotation rn
i played with it a bit, and it seems pretty good for comfy sniping
the aggro reduction node?
yeah it's good
but if cd is buffed, that node would prob be too good
and really annoying for the team
Oh right delete low profile too
You already have the node that gives you a big chunk of tdr when leaving stealth
yeh
Aggro reduction is the best subnode of the invis
yea prob
for fucking over the team maybe
idk
For allowing you to snipe specials in peace in the middle of the fight
you're not supposed to tank as vet anyway, it's not like aren't already dropping aggro by using infiltrate
when you're just passively not getting aggro for 10s, I don't think it changes that much
i think the node is just bad design tbh
also again
It has its place, someone else may be better off taking the agro anyway, it's just skipping the step of them needing to take it
you already have the modifier that gives you a ton of tdr after leaving stealth
with no aggro you're free to snipe all the pesky specials in peace
Ye
also if you're cluthing, the node does literally nothing
Infiltrate will though so big whoop
tbh i think infiltrate should be primarily a tool for entering close range of enemies safely rather than leaving it
entirely different cuz you aren't getting targeted so you won't have to worry about getting hit at all
i also thought that until I actually used it
enemies already enter close range with you
and you have giga mobility because it's darktide
It's 25% movement speed right?
yeah
Nuts
feels really good to carry batteries in infiltrate
almost like you're playing ogryn
super annoying that you have to infiltrate and then pick up, because otherwise you drop the battery
Yeah that should be changed imo
Shroudfield and infiltrate should just be able to activate when carrying things
not ranged enemies though
or quite a few specialists
plus the right path of vet seems to be going for a more skirmisher type of playstyle so an ability that lets you get in safely makes snese
also im saying thats what i think the skill was supposed to be
yeah, but the thing is, the enemies that are really far away you don't want to close in with, because then you're alone as a vet and your low profile probably doesn't work
and the close-mid range guys you can kill\reach pretty easily anyway without infiltrate
but yeah, I understand
I wonder if you can grab all the damage increase nodes and make some boss killer build with bolter
for VEG or Havoc
dmg juice for gun is almost always exe stance + MF/FT
yeah from the cooldown of the ability
it should probably be like 10s
especially since the damage buff on something like EO, capable of getting up to 50% damage
goes for 10s
eo
lol
castigators
scrier's gaze too
that too
the lingering buff lasts for 10s
also ngl
the more i think about scrier
the more i think its like
up to 20
true
ye cause its a lingering buff
who is Scryer and why does he have gays?
scriers geese
ngl i kinda wish exestance was more like scrier's
with it giving buffs that ramp up with how long the ability lasts and they linger for some time after the ability ends
i think that would make it way more fun to use
something like that
idk
just something to let it ramp up over its duration and have it continue as a lingering buff after
would also open up some options for actually interesting modifiers
i mean that'd basically make it a better scriers
god knows we dont need that on arby
not necessarily
also scrier gives you a big crit chance buff and theres stuff like warp rider that turns peril into an upside
i think theres plenty of room to make the two very distinct
what about
no
5% TDR per elite\special kill, 10 stacks, lingers for 10s
could be a cool idea for a modifier
yooo
hell yes
because its kinda the only thing its lacking
outside of CC
make it more tanky for doing your job
kinda nuts in the right situation too, because you can keep exe stance up for a pretty long time if there is enough targets lol
also gives it some sauce cause now you feel much more rewarded for it outside of just "the ability lasts longer"
Yeah
It doesn't really feel like I needs damage
So the tankiness would be very nice
It won't get CC and probably shouldn't
So I hope they go that way
oh and it also needs some actually cool modifiers
Would maybe let you peak gunners and shooters for more than a microsecond in havoc
So you can kill some stuff without requiring a bubble
Yeah
Marking different stuff is eepy
Taking a node for each
Just make it mark everything for you and have a node for doing increased damage to marked targets and one for sharing to allies
Maybe one that marks ogryns/bosses as a seperate one but only if it's deemed too powerful to be free lol
it would prob be too powerful in combination with the node that gives you a damage bonus to them passively
@steep flower just notify me if a slot opens up
sure
how can it be a better scrier's if it does not affect melee
see above

idk who posted it the other day but just realized we have actual just straight up baseball cap in 40k
how are you now?
Does heavy recon apply inferno stacks on all targets it pierces?
Yes. As long as something is getting hit by a crit, it procs.
There's like 3 Recolors iirc
Who needs vets when you can just have two ogryns
Who needs a Veteran anyway?
No Chorus, no Shout.
No Bubble
No Bubble either.
grom getting carried
Oh 100% I was
big strong ogryn hands on this man
This is so cool can we nerf vet
Veteran is clearly still way too powerful.
vet shouldn't have stamina regen
Age them up so they gas out after the first sprint
Nah you can't do that, how would he carry all the ammo he somehow scavenges from the dead bodies?
ogryn got a backpack
Like a homeless man
might as well use it
A homeless man who lost his dog?
We had no arby
So, no Nuncio Aquila either.
Arby is P2W confirmed
No space for ammo, full of rations
true
The backpack is used to carry the invisible veteran.
I made sure to get the ration pack
Veteran plushie
I think its in the current ogryn shop lol
Emotional support sah
you press the plushie and it does a shout voiceline
Motivational speech with each hug, 146% Emphrur approved (do not apply full force to your Sah, may cause permanent damage if done by an ogryn)
"i am feeling pretty sad Sah, what should i do?"
presses plushie
"CLOSE, KILL, AND DO IT AGAIN"
"understood Sah!"
(Vox static) In other news: an inquisition squad has cleansed the inmediations of the carnival from Heretical acts, the auxiliary ogryn that performed along the officers of the holly Lex was condecorated with honours in its acts against the unfaithful, all he declared as he holded what it seemes like a real life size plush of an officer was, quote: "Sah said I must do it, so Ogryn do". The devotion and performance of such creatures is worth the blessing of the Em__ror oF Ma(Static Vox noices)
emotional sahpport
Is it viable to use the Hellbore bayonet as your primary melee as a veteran
not anymore sadly
damn just as I'm getting into veteran
Youâre almost 2y late to that
It has good damage but you can't block or push, which isn't ideal
what're the best weapons for vet?
Psword, knife, taxe, R.lasgun, DBshotgun,Bolter, Helbore, good old broken plasma and Evil toothpick (aka dueling sword) and of course: his lungs
Power sword VI
Combat axe III
Duelling sword II / IV / V
Combat blade VI
Tactical axe VII
Heavy sword IX
Revolver IIa
Recon lasgun VIc / XII
Infantry autogun V
Plasma gun
Helbore lasgun IIIa / IV
DB shotgun
Boltgun
Boltpistol
Combat shotgun VII
vet got pretty versatile weapons
and can spec hard into things if you try
I think speccing fully into melee is probably the thing it struggles with the most lol
yeah I'm just tryna figure out what weapons I enjoy the most
plasma is fun but is feels really clunky
no?
10% melee dmg + agile engagement + reciprocity + desperado + trench fighter + weapon specialist
compare it to every other tree, it has far less options for melee in its talents, they're good options
but they're not right side psyker, arbites, left side ogryn, or circles entire zealot tree zealot
right side psyker has less
wat are u talking about
DD and scriers work great with it lol
they're not "melee spec"
they're quite generalist
if anything they're a lot more ranged benefit than they're melee
inf auto V scales dps significantly better than every psyker melee with those 2
psyker has ONE pure melee dmg boost node and it's charged strike (which is a cool concept executed horribly)
Heh charged Strike mentioned
Me is bored. Anyone wanna go play with me, lets say; in 30 minutes?
Completley unrelated, i love your Profile picture. The manul is my favorite feline.
"The body is round"

Melee psyker is such a cope
We finally agree on something
đŸ đ„
why these messagfes have to spam my feed
Download the scoreboard fix with the hot lady on it
Melee psyker is a declaration, it means that I am good at melee combat and can outgun the Arby while we are at it
Seriously, I have seen so many psykers that need a personal ogryn bodyguard to stay alive, meleeker is a rare art
psyker mains inherently have a -10 to their melee skill
Even with the dueling sword 
your mom has -10 to melee skill > : (
she's in her 60s and retired, so prob yes
Mom needs no melee skills, because unlike all rejects when she does get a goodest boy ogryn protecting her she makes it easier
I love melee psyker
Can do more damage than a zealot EASY but has glassjaw, that's the Sparkhead way
Ninja Veteran is a very interesting way to play
Ninja veteran? Are we speaking of perpetual smoker veteran, either sniper or qcq, or infiltration maxing your explosive potential with frags and a bolter to channel your inner Fuma clan?
(Come to think about it, smoke vet could count as an Iga clan ninja)
Infil vet + knife
- shrapnel nades + bleed + bolter pistol
So yeah infil-maxxing
I like that with bolter more, Bistol works but I want a bigger broomstick that can punch through caparace,
True, I primarily use it to build even more bleed
Iirc you can build bleed with the bolter too, it just needs rhythm to pull it when frags are blowing and doesn't have the increased radius from Bistol
Oh yeah that too
So I throw 1 nade, half the map starts bleeding to death
And then I run demo team and the other nade perk so I am constantly regening nades, + 1 more nade slot
Nade-maxxing 101
Combined with infiltratemaxxing
Honestly imo frag vet is the right way to infil-maxing
Run in, drop 2 frags on a horde of maulers, crushers, and ragers, stab the gunners in the head, run back to my team all while no enemy aggros me
Peak gameplay
I think I also have something that puts brittleness on the enemies, but I might be misremembering
So carapace is much less of a problem than anticipated
Plus if something is still standing, just throw another nade
Stabs from knife to head give rending, there is a bolter blessing that gives brittleness, which both makes good synergy with bleed from frags
I think thatâs what Iâm ultimately running on Vetjutsu
Plus melee gives 2+ stacks of bleeding perk
Lots of bloody
Lots of boom
Lots of brittle
Idk how I came up with it, as in I didnât watch any sort of videos, I went âhuh, thatâs pretty neatâ
Except for the increase in aoe of the Bistol
And ngl the large duration on Infiltrate makes it go insane
Plus the -90% reduction in threat
Makes for a good rez and obj build as well
it does mean all the enemy aggro will be focused on 3 people instead of 4 for a really long time
Thatâs fair
and threat reduction does nothing if youre clutching
Thatâs why I usually run ahead and weaken the hell out of the enemy
Like a sorta recon
idk if i was choosing an ability to help me with revives and objectives i'd just go shout like always
the stagger+gold toughness already help a lot with those
except when youre having to carry heavy objects from point a to b
Itâs very âselfishâ thatâs for sure
But in my experience itâs helped more than itâs hurt
Shout in general is just very powerful
ye
Very powerful, but not necessary.
Thereâs very few, if any, situations where the shout isnât peak, but I think getting behind enemy lines and wracking them all with bleed and brittleness and being able to get back to the team in time is just super useful
And itâs always to run around super fast
Good way to evade damage altogether
And just always having replenishing grenades so enemies are always bleeding
Drawing aggro, stealthing and laying a carpet of frags as you turn to gun the bulwark conga that is stepping on your trap is fun, not to mention that negates your aggro drop because you are cc'ing a lot of enemies in the process of killing
-15 melee proficiency
-15 aim proficiency
no, u can play around it
threat reduction is not threat ignore
how exactly does it work then?
threat reduction just means enemies target someone else if they can, if they were to target you
however, dealing damage to that enemy can cause them to target you instead
its still more or less doing what i said from what im understanding then
enemies will be much more likely to ignore you and aggro to your teammates
just do damage against a lot of enemies
not guaranteed but still likely
ex: grenade, DB shotgun
but then why even take that modifier?
i feel like im missing something
if you take low profile youre trying to avoid being attacked after leaving stealth, so drawing aggro by damaging enemies after just seems like it defeats the whole point of it
just saying, u can play around it
im not saying you cant
just asking whats the point of taking low profile if youre going to be deliberately drawing aggro again
I see it as getting within range of weakening a mass of enemies before a full engagement begins
So aggro will return, but not before they are all mostly dead from bleeding out
And then you can just turn and run with the buff to movement speed and suppression
it works by default to reduce threat so u can dive backline
this doesn't mean that ur completely untargetable and by dealing damage (usually from diving priority enemies) u take their aggro away from ur team until those enemies are dead
It just gives more time to either get back to the team or weaken the enemies further
Cuz thereâs the damage in stealth you can do, then the enemies practically forget about you once you leave stealth, then do more damage
doesnt dealing damage break stealth?
I forget if throwing a grenade causes you to leave stealth
underhand grenades don't break stealth
and stealth has a grace period where it cannot break
but once they detonate and deal damage they do break stealth right?
i noticed some delay before you could break stealth
maybe a second of leeway where you can attack after pressing stealth and it won't break
so as long as you do underhanded throws you can just spam your grenades?
yea
that feels like a pretty big oversight
i just said it feels like one
yea, you gotta stop speculating based on ur own assumptions
-25 aim proficiency
but the fact the explosions also dont break stealth was news to me
So ye, stealth to throw a ton of nades into the enemies, give the chunky ones a few good weak spot stabs, nade some more, run away
Psyker with assail or staff, I have no such weaknesses
Because auto aim
I say as I throw a shard directly into a barrel to my extreme left
no no wat I said was
psykers that play staves have innate -15 aim proficiency to them
psykers that play voidstrike have innate -25 aim proficiency to them
which is why they play the weapons that don't need to aim as much
also how exactly are you certain that grenade explosions not breaking stealth wasnt an oversight and is actually intentional?
How much aim proficiency the madlads that use gunkers have?
it's been how it's worked since infil was added to the game
if it was an oversight it would have been addressed the last time they buffed infil
u also have zero evidence to say that it is an oversight
if it was an oversight it would have been addressed the last time they buffed infil
it's fatshark
this is not a "uh surely it shouldn't work this way" case
no it wouldn't have been
~equal as vet
less than range spec vet
So inferior to Hstubber ogryn?
that gun is rly more rng than aim lol
The dakka way 
ok, but why then does it work like that?
what makes underhanded throw different?
if it is intentional then I don't understand the intent
the underhand throw itself not breaking stealth is neat i do like that
it's literally how the ability works in the code and how it is designed idk what "oversight" there is
what puzzles me is that the explosion doesnt break your stealth
Underhand is low reach, so you can plant the bomb in B
pretty sure they're going for a "stealth saboteur" vibe with this
They probably considered that since there are so many grenade-buffing perks for veteran
i think its supposed to be more of a skirmisher thing like what the rest of the tree seems to suggest
#givevetshockmines
It would be obnoxious if the nades broke stealth with how useful the nades are to the class
Then thereâd probably be no reason to pick infiltrate at all
there already is barely any
ye true
#givevetfragbomb
Exactly
Pay 2 extra points to not play VoC is just a horrible deal
Itâs kinda based tho
Even if u actually want to play infil itâs horrible to build
im hoping vet rework will make infiltrate more fun to use for that skirmisher playstyle the right path on his tree seems to be going for
Vet rework 2027
i wish those names where visible in-game somehwere
what are the names for the other classes btw?
Preacher
Banisher
Death cult assassin
wait preacher is left path and banisher is middle?
Investigator
Exterminator
Subjugator
yea
Still feel that they need to remake that middle keystone of psyker, the perk tree does fine minus some needed fixes but middle really doesn't feel like it has a clear theme
middle path is more of an defensive/supportive role
and considering the blitz on that path is more cc oriented i think it makes sense the middle keystone buffs blitzes
nerf psyker first
Does it? EP just amps the blitz, which in most cases is just damage, would want to see explosive chunks of assail that knocks enemies down or a brain burst that on kill slows enemies in an area, also smite rework, but that's a long time wish of me
im not disagreeing that it could use some changes
No, make it cooler by making EP more mechanical than "random damage boost"
after nerf to psyker
(this also includes reworking smite)
more like rework to psyker
it's more nerf than buff
No, if we can have the atrocities against balance that ogryn and Pay2Vet are, we can have cooler psyker
Is not even asking to be stronger
Just cooler
that's peril system overhaul
which requires psyker nerfs to be executable
and tree overhaul
Are we making the peril more crazy and explosive on your take? Are we becoming a DH on peril death?
also what stuff exactly requires nerfs
low vs high peril give different benefits that benefit different playstyles
- soulblaze's ability to scale DPS indefinitely into density thanks to talents & blessings
- psyker's weapons that straight up don't interact with cleave therefore further nullifying density
- psykinetic's aura being the strongest CDR talent in the game, and psyker having busted CDR in general
- psyker's direct dmg scaling is ludicrous for how many buffs u have (u quite literally can spawn in with 22.5% base crit chance on a finesse class)
- smite
bonus: there is almost ZERO incentive to be at low peril so the peril mechanic itself is quite boring in application
Mind fortress Vs One with the warp perk rework, I like the idea.
Also more staffs and new special plz
i think its good that theres almost no incentive to stay at low peril cause it means you have to actually engage with the core mechanic of the class
but more ways and incentives to interact with the mechanic would very much be welcome
Peril almost works like the psyker ammo in current implementation
You can get more damage on higher peril, but you can go boom
other than just "you get buffs for being at high peril"
Higher peril = better cleave = kill horde better = BCOB works better = lower peril
wow very peak design fatshark
I kinda like it because I can use regularly Warp Slash in FGS to stagger a horde in melee combat
It's not ideal and wants you to swap to staff, but is not terrible
if youre going to incentivize a "safer" playstyle on psyker i dont think giving buffs for not interacting with the core mechanic would be the way to go
Make peril edging the meta, you either be on 90-99% all time or DIE
it's a much better approach than "I edge 24/7 to the goon god" peril system that psyker has currently
yeah im not saying the current version is perfect
That feels like a taste perspective mate Path, I can see the appeal to encourage the players to really gamble with peril, the risks of the warp for power and whatnot
its more so that this is pretty much the only way to engage with peril currently
I wrote this last time I had a discussion abt it
basically new talents to facilitate stable/unstable schools
it's a pretty basic draft
again i do agree more ways to engage with peril as a mechanic would be really good for the class
but i dont think tying those buffs necessarily to staying at low peril is the way to go
since it would end up disincentivising those builds from even using peril which is the whole point of the class
well i wouldnt say peril is the whole point but i get what you mean, i just play it for the force swords
It does sound interesting to have paths that are keeping you safe from warp (with perks that keep you safe but generate peril to make you manage it to be lower for buffs) or embracing it for more damage
Maybe the key is making any defensive aspects of the payker be tied to peril, so you generate peril when protecting yourself but it puts you out of the buffs that make you not a glasscannon
almost sounds like a completely different class a psyker that doesnt explode
tbh i think a better way to execute a "stable" psyker idea would be to make those bonuses tied to quelling peril instead of being at low peril
This would include melee prowess
Also doable
a santic psyker route?
And yea prob better for quell instead of lower peril
that way youre still incentivising players to actively engage with the mechanic
I feel that's what Path wants, a brand new type of payker for a modern age
Stable would be middle/right
Unstable would be left
but instead of constantly being at high peril you have to actively manage your peril levels
i think it fits more the other way around
with unstable being right path
lol nah
Keeping it at 40-60% makes your gun do more damage and increases your thougness DR
make it more of a buffer as well since its giving off heavy paladin vibs
considering how the other trees are structured as well
how not?
Youâd remove a bunch of key dps talents from staff build
If all the unstable talents are on the right
That could be the new EP
not necessarily?
i mean we are assuming full tree rework
like what ogryn got
Why do u want unstable to be on the side that has lowest peril usually
so they could still change stuff around
Left side is still aimed to be staff, and that will generate lots of peril and will want to have buffs from it, right side is all about guns, where generating peril is harder, because gun
i imagine if unstable got changed to be more on the right path that would end up changing around
idk left path being the one that is actively doing peril management with quelling and stuff and right path being the "fuck it we ball" gun/meleeker high peril glass cannon makes more sense to me
I honestly am of the reasoning that if itâs on the side of Scriers it should reward for lower peril management
Thatâs just me
yeah
yeah im with gale on this one, skriers is all about keeping peril down
i mean
skriers straight up has you constantly building up peril
Gaze buffs lasting only as long as you are in the mode would REALLY encounter you to find ways to not generate excessive peril, currently it's easy to let it run rampant and benefit from the lingering buffs
It would also make it very bad tho
Crack of Bone enables the max stacks but managing a lower power pretty effectively
Current right side enables some really fucking dumb builds anyways
Top scoring with a Parry focused DC lmao
also if you look at the other classes with their trees you can sort of see a common theme with them
usually left side is kind of the "standard" version of the class that is the simplest/most straightforward to play and what most people would assume is how the class plays (ranged weapons with a focus on precision shooting and taking out priority targets on vet, melee zealot/ogryn (with ogryn having a lot more focus on heavy attacks and sheer raw damage over weakspots/crits), and arbites having plenty of anti-specialist/elite stuff and bonuses for the dog)
and i feel like left path on psyker being more about actively managing your peril levels fits that better
Is the default of the psyker experience the peril control? I feel most of the people will lean into "MORE PERIL FOR THE FURNACE!"
also default is shreik which wants more peril for dmg
it wants you to reach high peril yes
Bubble is the default for harder content
Bubble is a crutch.
other than that peril edging is how you play for damage
very true
but it also instantly quells a ton of peril
like i think that should be the key difference between the two paths
they both want to reach high peril
but they benefit from it differently
left path gaining bonuses from quelling peril and right path wanting to stay at high peril
Left path is to let you staff more
Which is controlled by ammo in the form of peril
Also some blessings boost the staff damage when in high peril
and that means you also have reasons to use staffs in right path builds
which means more variety and flexibility 
Or current left vent paths because I can staff more
yes
so more possibilities, option, and stuff to consider when choosing your loadouts
I feel that I have at least one scrier staff build, is super meme, but it works
thats backwards logic, skriers (the right ability) doesnt reward high peril and goes as far as to punish it by ending your ramping up period for damage. only by taking things on the left can you off set this by making your cd lower than the linger period, furthermore things on the left that interact with peril either lower it like bcob or tts, or are negativly impacted like kinetic deflection which stops working at high peril. on the right and middle is where high peril is rewarded by giving dmg with warp rider (middle) shriek (left more dmg more peril) One with warp (higher peril higher tdr and on left again) right is clearly more about keeping peril low to utilise it while right rewards having high peril
Gaze is only for crit and warp unbound
its meant for high peril
but I do see your logic
cant ramp up damage if you stop gaze short
yeah scrier doesnt punish high peril
it punishes hitting 100% peril
Gaze finesse damage is cut short if you don't keep it's time up with some other tools
yeah with like i said abilities on the left side of the tree that lower the cd otherwise its not spamable
No, it should be sustained, to have more crits and chain gaze activations
25s cooldown with 10s lingering is pretty spammable
and again i think both paths should reward high peril
the difference being left path would quell it for bonuses while right path stays at high peril for it
but at the end of the day all builds rewards high peril
no matter what side
warp nexus scaling crit chance, one with the warp scaling DR, the cleaving with peril, and warp rider
The design of ObeseFish is to make psykers want to have high peril for damage but wish to lower it for uptime in weapon attacks
i mean the game should incentivise you to actively engage with the central mechanic of the class
If we want staff improvements, the perks that are on the left side, equivalent to the melee attack speed ones from right, should be reworked
when you are a good psyker its not even a thought to manage peril
and its so much buffs
but having more ways to be rewarded from it than only from staying at high peril would be more fun
What I'm hearing is that you want to peril edging more dangerous, is that the case?
always be atleast above 60
80 is the sweetspot
every staff and blitz can be used at 80 and its where most buffs soft cap is
So break the progression of the buffs so the lower values happen around 60%?
most of the buffs are half at 60% and for most people 60% peril is safe for them
Yeah, but what if only the weaker value is gained at that peril, and around 90 is the max, so if you don't manage peril you can drop your buffs more easily, encouraging you to be at higher
Agreed, that style do feels nice with that staff
someone show me perfect rashad i forgor what goes on it
Iâm very much of the strong belief psyker should be dead last for a rework cause they literally had one last year
Their class is pretty comfortable in its current state
ye i agree
zealot and vet are much more in need of reworks than psyker currently
but i do think psyker should 100% get a rework after those two
arb just needs some numbers lowered
Agreed. I like that Arby's tree is as cohesive as it is.
It just needs a number dumb down.
Agree, at most making the staffs have some new gimmicks could give new life the the class, currently the Veteran and zealot need the rework more
Thatâs really all psyker needs at the moment is just weapons
regardless of how op arb and ogryn may be in their current states, the fact is the structure of their trees is leagues better than the other tree classes
there could be some improvements sure but at that point calling them reworks would be innacurate
Arbyâs buff time 
All buffs set to 100% and cooldowns to 1s
And gets an ogryn sized shovel weapon
Arby with poop scooper Thammer
Arby with a lascannon
Arby gets a perk where he transforms into an Astarte for an hour
Oh. Yeah.
I guess that's one thing.
Malocator should be obliterated or at least severely nerfed tbh
thats the cdr modifier on order right
tbh i think the majority of cdr in this game should get nuked
What we talkin about
cooldown reduction modifier on execution order
I think we're at a point where that's not exactly a viable option anymore unless they did some real reworking on the ai director.
Oh lmao
it would come with adjustments to the abilities themselves
Itâs unbelievably cracked
but i think cdr that is available regardless of ability chosen should be extremely rare
like castigator wouldnt be nearly as problematic if it wasnt so spammable thanks to malocator+3 cdr curios+psyker on your team
Right side is far less peril than left
Hence right should be the stable side
Left unstable
in its current state yes
but considering the blitzes, abilities and keytones on each path i think the other way around makes more sense
??
you're not making a lick of sense
-shriek quells a bunch of peril at once and its effects scale with how much peril was quelled, scrier builds up a lot of peril for huge damage buffs as long as you dont hit 100% peril
because playing melee/gun doesn't generate a lot of peril therefore scrier is one of the few ways u can access bonuses from being at high peril
whereas left is overwhelmingly staff use which inherently generates a lot of peril
again its not about peril generation
right side also literally has a talent that quells peril for you from being in melee
thats not the distinction im going for
and then u say "actually the unstable stuff should be on the side that deals with peril far less"
u also agreed with gale who says the same thing I did
so idek wat ur on abt
there is one goofy means of ranged actually causing peril that isn't assail
on the right side
i think i misunderstood what they meant then
double barrel with surety of arms can get you to high peril pretty quickly lol
just say goodbye to ur ammo
i think right side could use some more nodes like it
which give you other ways of building up peril with stuff that normally wouldnt make you gain it
i think both sides should have to deal with peril but in different ways
one side rewarding you for quelling peril and the other rewarding you for staying at high peril
Left build (unstable)
Right quell (stable)