Agripinaa Shotgun. Anyone still use it?

Just wondering.

It was a favourite of mine for a long while, until around about patch 13 when the damage profiles of enemies changed. Just doesn’t put out enough damage imho to warrant using it. And clearly the pistol is currently just a better version of this gun all round.

But I wondered whether: if the default fire mode was a slug, but you could load special buckshot ammo, (i.e. the opposite way around from how it is now), would that tempt anyone back to it? Feels like it’s niche is particularly long range sniping with the slug, and if you’re taking this shotty it’s probably for that.

I don’t see that carapace armour penetration should change. Can’t remember now the stagger on it, but a headshot to a crusher or mauler should put it on its backside. Ammo still too low all round on shotfuns btw. Would benefit from a modest rending bonus though - maybe that’s too much tbf.

I use it occasionally; it’s been a while since I’ve used it, but once Full Bore is active, I think primary fire is able to one shot Shotgunners within its Near effective range (14m), with the (loaded) ammo capacity giving it some little niche advantage over a Revolver for chaining one-shots of you’ve got more than 5 enemies to blast.

EDIT: With the caveat that you get a dead center headshot; off centre can drop the damage down to about 650 Flak/500 Unarmored…

I’m not sure how tight the breakpoints are; I’ve got 77 damage, 79 stopping power, T4 Flak/Maniac and T4 Full Bore/No Respite. The ranged damage at close range talent on the Zealot may help make up and deficiencies ofc.

Crushers suffer moderate stagger (enough to knock them out of an attack animation, follow up shots can put them on the floor)

I think the armor modifiers are okay on it; at Near ranges, both Flak and Maniac are >100%. Carapace on LMB is miserable, but special shots look to be around 50%?

Small bump in primary fire damage wouldn’t go astray (it has minimal cleave, and you’d think damage and cleave would kinda counterbalance each other in shotguns), or possibly minimum pellet count - the spread doesn’t leave a lot of room for hitting multiple targets :joy:

EDIT: This is from a Zealot perspective by the way, I see Forsion has shown many more breakpoints on Vet :joy:

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i started using it in patch 13 and continue now.
It’s like swiss knife for me, that i can throw on any build and it will work.

Ammo pull is large enough to not rely on survivalist, if you are using special shot only,
which i recommend and will refer to in everything below
(since patch 15 reload speed affects special shot as well).

Good for special sniping. With the right build you can even one hit body shot specials,
but it requires nearly perfect rolls on the gun.

Can throw every elite on the ground, if not killed outright.
Pairs well with low stagger weapons like knife.

Can open up bulwark shields with one shot.

Gives easy access to “full bore” (+20% power) that you can proc whenever you need.
Particularly good for melting bosses, especially with karks.

allows to complete corruption objectives solo.

Can crit alot due to good synergy with “opening salvo” which you can maintain constantly, and “deadshot”.

There might be something else i forgot.

What? Revolver? it doesn’t exist for me until it gets nerfed, so i can’t really elaborate on comparison, beside a few things.

Here are some brake points i managed to get. If you don’t want to use specific build to reach them, you’ll have to aim for the head in most cases, which is still fine for me.

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I use it with my eviscerator zealot to cover long range special sniping, even if it doesn’t kill it’ll stagger and that’s very useful.

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I feel like the repeated suggestion to make the slugs default would instantly turn the agripinaa into a better revolver and it would dominate the game

I think what it and the other shotguns especially the lawbringer need is better damage on their pellets so i don’t have to constantly be jamming slugs into the gun to be able to hit one shots on specials, Seriously it takes like 2 slugs to kill a mutie or i dump the entire magazine in default fire

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Had a “special” moment there watching it thinking, how is he reloading and then shooting so fast :wink:
'til I remembered it’s the vr room.

If you could share a gameslantern build, then I’d be appreciative. I used to use on both the vet and zealot (mainly zealot w/ knife), but even if it’s just a vet build then that’d be fun to try again. FWIW - just attached my best 2 on zealot and on vet. Some scope to do some crafting changes on a couple, and I’ve got some decent greens on both characters that I could chance to Hadron.

Zealot

Vet

Possibly, but maybe not. The penetration isn’t there (afaik), nor the damage profile. Plus; a shotgun should take longer to wield, though whether it does, I’m not really sure right now.

I see what you’re saying. I get you could be right, if it’s not worked through, but I’m genuinely looking to fall back in love with it. And for the record; I’m currently playing with a Columnus on my vet with a melee/gun build down the right of the tree following a player recommendation. Be good to try something different again. The walk and shoot build might even pair well with the despised Marksman’s Focus.

The difference would need to be how quickly the ranged damage falls off on it

I use it in a build to take down the hard twins, since at this point I do it to help my fellows Defeat it. double digits at this point, not leaving anyone behind.

I belive you can skip the last part of load animation by ADS, not realy sure if that actualy the case but it felt like it.

Its been a while since i used this build, but it should look something like that, from memory.
https://darktide.gameslantern.com/builds/9b1d4736-ed6d-487e-a060-486b85421ae5/agripvet?utm_medium=website&utm_source=gameslantern&utm_campaign=share_button

There is some stuff you can change but main things are:
T4"Full Bore",
exec stance,
“Opening salvo” paired with “Deadshot”,
“Superiority Complex” and “Bring it down”(not sure about them exactly),
+20% maniacs and flak,
“Focus Targert”, with modifiers.

It actually hard to tell what exactly you should have to reach such brake points, because they are so tight, even a couple of % mising from T3 “Full bore” could make a diffirence. I’d sugest to test it yourself.

Why no precision strikes? because only brake point it achieves is one head shot reapers without crit, good to have but i decided to skip it for myself.

Why “Death Spitter” instead of “No Respite”? Because “No Respite” works only on already staggered targets, so you’ll better of using VoC for it or rely on your teammates, it also wouldnt increase damage on far away aproaching targets, since they out of stagger range.
Deathspitter can be stacked an maintained by shooting through horde units and provide its bonus regardless of range. I believe it will allow you to one body shot ragers and maulers, if fully stacked, without crit, but in ex stance.

EDIT: I might revisit the build in game later on, to give more clearer info. Don’t have time right now

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That’s more than fair enough. Thank you very much for sharing the build.
Going to give it a try later!

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Having to drop Comfirmed kill, Survivalist and VoC to make it good seem like a big trade tbh.

Felt like if you’re going for slug precision build something like HH or Helbore would serve better without too much investment, not even gonna compare it to broken tier gun like Plasma or Zarona Revolver.

It’s pretty useful when use in conjuction with melee like on Weapon Specialist build though imo.

Depending on what you consider good. One bodyshot brakepoints is more of a convenience to me, having to aim for the head is also fun, even tohough it requiers more effort.

“Vanguard” and “Tactical Reload” is more of a flex points, i feel like there is some diminishing returns kicking in when using both reload talents. So, those points can be used to get confirmed kill instead, but it feels like a bit of overkill in terms of toughness sustain for me.

Dropping survivalist isn’t really nessecary, survivalist itself just isn’t required.
I also noticed 5% ranged damage node above survivalist, so it should be ok for breakpoints,
if calculations allow it.

Ex stance is main thing though, but i find VoC to be boring anyways.

That’s because there is. They stack diminishingly.

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Zealot main here. I still run the Grippy as my preferred secondary over the Zarona Revolver (albeit that’s a close second) in my Combat Blade + Shroudfield + Blades build. Absolutely love it and can perform just fine with it on most Auric Maelstroms (some modifiers do be an issue tho but then what isn’t at that level), and on occasion it even helps me clutch things up for the team.

The revolver does more damage to Crushers, sure - but for that I’ve got the combat blade with its metric poopton of rending plus the backstab bonuses out of stealth plus the Uncanny Strike on my CB applying to the Blades on weak point hits (can 2-3 shot a Crusher when this happens). For everything else I find the Grippy performs just as good if not better than the Revolver. Bulwarks? 1st slugshot to leave them exposed, 2nd slug shot to the head usually gets the kill depending on what buffs and blessings you have active at the time (plus damage from your team of course). Reapers? Two slug shots to the head, 1st one staggers, 2nd one typically kills. Not too different from the revolver. Maulers? 1st slug shot to the body knocks them flat on their ass, 2nd slug shot to the body (especially with T4 flak dmg) usually kills them outright. Muties? Slug to the head, trigger Full Bore, then a blade for the kill. Spam blades after that if it’s a wave of another half dozen or so muties. Everything else is either a 1 shot, weak spot hit with the slug or close enough to its breakpoint that I can kill with a blade or vice-versa (in other words, blade then slug).

To summarise - the grippy still offers most of the damage output and characteristics of the Zarona revolver but with substantially more long-range CC, debatably more long-range accuracy, more ammo, a larger (regular) magazine and therefore, more support for team mates that might suddenly find themselves in a bad spot. Sure, you can kill the first two Crushers in a murder train of Elites with the Zarona for example, but then you get to the reloading part and that’s where that weapon falls flat and can leave you with your pants down. The Grippy on the other hand, might not kill the first couple of Crushers with ease, but you can stagger and knock down all of the Elites to create space for your frontline and not let anyone on your team get immediately overwhelmed. I’ve lost count of the number of times I’ve saved an ally from those silent Crusher sneak attacks from behind, or even straight-up overhead smashes from the front, by prioritizing those targets and firing off a couple of well-placed slug shots as a ranged interrupt.

And if you don’t have time to load in another slug? Well, the regular rounds aren’t the most efficient way of killing, and they’re practically useless against crushers, but for everything else - firing off rapid shots in succession can still take out most disablers/specialists in 3-4 shots, hell even a mauler getting up in your face can go down in 4 or 5 rounds (again, body shots for the flak dmg) and you’ve still got 2/3rds of your magazine left.

All of this is with at least T3 Full Bore and No Respite Blessings of course, and my Grippy has 80% dmg, 80% stopping power and 71% stability with flak + maniacs dmg perks. And honestly, if the Grippy had something like Surgical Strike or any form of extra rending on the slug shot much as the revolver does, then it would be a very clear cut above the Zarona IMHO.

Honorable mention goes to the surprisingly good burst damage on Monstrosities (particularly Beasts of Nurgle weak spots) with a slug shot out of Shroudfield and then following up with regular rounds spam to said weak spot with Full Bore active.

Anyway thanks for coming to my Agripinaa Shottie Ted Talk.

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Behold, the graph!

reload_time_graph

I find the sweet spot in/around the 30% Reload Speed mark (translates to 23.1% reduction in reload time), since it’s readily achievable for many weapons without much investment

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This one is the best of all.
The only useable.

I haven’t used the Kantrael in quite some time so I’m not sure what it’s like in recent patches, but the Lawbringer ain’t too shabby with recent patches. It’s not the best, but it’s servicable - the wide shot is butts against elites though. I’m using the crit per enemy hit blessing (I forget the name) and No Respite to make it a bit of an all-rounder for all things not-Carapace; makes for a fun change of pace (for me, at least) - I’d usually pair it with the Combat Blade since I’ve got Uncanny Strike and Stunstorm Grenades to contend with armor blobs

It also makes some of the best clouds of blood; all the red mist of a grenade, with none of the explosion to spoil the view :smiley:

Once they took away the vet’s free reload, I lost interest in shotguns.

Funny you should say that. I was having a similar discussion with Reginald where I’d dismissed it. He persuaded me to give it another go… and it’s, it’s alright isn’t it? Range is a bit longer than you’d expect (and better than Kantrael), damage is enough to kill things. Bit of an also-ran, but not last in the race by any stretch.

I also pair it with a knife, albeit I’ve still not got the t4 uncanny strike yet.
For blessings, I take no respite and the one for single target damage crits. Figure I could hit one thing, then many if I had to, rather than the other way around. Horses for courses.