Hive scum lol

trust me it gets better and the squishy phase is a very good teacher for later on auric maelstrom and above.

once the slithering like a snake becomes second nature, you begin to enjoy the classes bite all the more.

and ragers of both factions for example melt like butter when popping desperado and dual uzi em down.

bosses with the upper right rend stim bonus as well, so do crushers to a point, throwing a stinky shiv though is advisable to speed up the process.

add to it the mud-wrestling tox grenade and you’re as happy as a pig in….well….mud :rofl:

It’s fine I play melee build hive scum in auric it’s pretty strong not amazing, keep in mind the average player can’t dodge or block and the class is very fragile so.. more than half of the playerbase will get filtered out

I found the dual auto guns and shives to be the more boring build, fun times with bone saw + needle gun, then mix matching old/new weapons… really liking heavy sword on hive scum

Tac axe and Needler for me :slight_smile:

So my thoughts on Hive Scum are that it is a very fun, if slightly punishing, class to play (which is not helped by Darktides, er, shall we say somewhat arbitary at times approach to hit recognition). It takes some getting used to, and I think it is suffering slightly by the comparrison to other classes at the moment (I’m not going to wade into the Buff/Nerf debate - my point is merely about relative comparisons here). However, I am finding it pretty rewarding (though admittedly I’m mostly in Damnation at the moment).

Some advice if you are a somewhat mid player like myself is that it might be worth building into melee. Although it may not be optimal, I’ve found success in going:

Tertium Welcome → Precision Violence (melee gives toughness) → Untouchable → Toughness boost → Chem grenade (which seems to be the best grenade) → Gang tough → Slippery Customer (sliding makes you immune to melee, so slide your way to freedom!) → Jittery → Anarchist (I like boosting crits as they boost toxin application, but other choices might make sense too) → Toughness → Rampage (take boiling blood to improve uptime, and take Forge’s bellow for the knockdown as it can basically save your skin)

Middle → Melee Damage → Tis but a scratch + Burst of Energy + Hive city brawler (these three basically make you far less squishy!) as well as Punching above ones weight + Hyper violence + Battering strikes (to help with Damage output)

Right side → Potent tox (helps improve DOT) → Coated weaponry (so your hits apply Tox) → Toxin Mania (the more you apply, the harder you hit) → Toxic renewal (melee kills on Tox infected regens toughness - again important for survivability) → Pocket Toxin (boosts chem grenade) → Sample collector (kills replenish stim - which is a key part of this class) → Chemical dependency + Chem fortified (which coolsdown Rampage and gives toughness on stim use).

Left side → Critical Chance and Swift Endurance (this is just to boost hitting / applying toxin)

Then I build the stim Strength into Fury with a 45s cooldown.

Weapons: Mk II Needle gun (blue mode for distance crowds or yellow for single targets) with Glory hunter (for a little toughness regen) and Stripped down (immunity to range when running above 50% stamina - which can be lifesaving when there’s a group of gunners).

Crowbar with Can opener and Unstoppable Force, which allows me to stagger crowds in normal mode or flip to secondary and deal with crushers. I’ve tried other weapons (like the shivs and such), but find the stagger just an absolute life-saver.

Here’s the thinking: This build is pretty good at dealing with most things in melee, or by sprinting and sliding to get things into melee range (sprint / slide is more stamina efficient than sprinting anyway, so always be sliding!).

If there are things you can’t get to in range (e.g. gunners) dodge behind cover and slide out / shoot with needle gun / slide back.

If you need to deal with a whole load of crushers, slip the stim slide up and start hitting - if they wind up the instadeath attack, shout to knock them down.

If you are getting surrounded, shout and slide to safety.

If there is a big boss monster, soften it up with yellow needles and then take whacks / dodge. If you’ve got decent support from a team it will go down pretty easy so long as you are careful not to be the one aggroing.

If there’s a mob, stim and rampage and just go to town. So long as you are always moving, dodging, and sliding between whacking you shouldn’t face any issues.

This build is serving me pretty well, though no doubt a good player can improve on it (it is still WIP, and I hope to refine further as I go on). Still, it should see you through (I’m by no means a top level player, and unless I’m in a last one standing situation I rarely go down - and even then I can single handedly take down a Captain + mob) and you might find going absolute ham with a crowbar to be a pretty good time (I know I do!).

Hope this helps!

Nimble is actually buggued (it is actually a big debuff to dodge bullets)
Jiterry and all dodge are for builds IF you dodge.

Basically toughness regen are Tis but a Scratch, Burst of Energy, Voice of Tertirum, Precision Violence

I have not conducted enough tests to be sure… what I am sure is, when I get hit, I get on floor. Surely my way to play it (2 x Stamina + 3), but I am not even sure these talents are really useful in my current build…

I repeat. The class has enormous potential. So many possibilities… I expect a lot of players to be totally lost by this class. The guys that wait a build, a meta, will be just disappointed.
The obvious ones are the full ranged or full melee… but after that, there is a world of possibilities.
I actually play a build that relies on cartel stimm… just to reduce the cooldown of my ability… This works like that. Ability → end of the effect → Stimm consummation → Cooldown reduction effect acts → Ability → wait 15 seconds the stimm ends to reload → stimm etc..
This is one of the thousand of possibilities that the class has… but it requires a little part of imagination and know what you want to play. And yes, the class has a learning curve, obviously… and we will die a lot to learn to play it.
So much that we already see players returning to vanilla classes.

Those 5 talents between gang tough and auras are just awful. Slippery customer is fine but the rest is horrible.

This is in the middle of the tree mind you making mid lvl ganger so much worse than any other mid lvl class in the game.

It depends… if you go dodging… the middle is a dream.

Otherwise… you are left with only the right part of the middle so slippery customer (useful) and cheap shots (useful only if you stagger)

I admit that this part of the talent tree is not good

do you think gunner resistance perks on the curios are useful? or is the ganger so squishy that it doesn’t change much?
i’m just at lv32 and took 3x toughness with perks toughness, health and revive speed for lack of more experience with the class for now.
and yes, the clicktide experience with buying, consecrating to green, sacrificing, clicking blessing boxes was a chore.
worse however is that we still can’t just buy basic curios and empower them just like we can do with weapons, but have to camp brunt and melk because curios somehow missed the unlock.

Right now, I’m running 2x 17% Toughness & 1x 3% Stamina with Ability Cool Down, Toughness & Revive Speed. The Stam is just to really be a bit more agile & it’s worth it, IMO just to move around more & all that jazz. I tried Gunner Resistance & it’s okay, but I didn’t really notice a huge difference personally. I would do 2x 17% Toughness & 1x 21% Health, with maybe all Health or Toughness on Curios Perk to be a bit more tanky, which I found to be even better, honestly. Because Health on Scum seems to be lacking a bit. But yeah, either way, it totally works. 3 Toughness Curios or 2 Toughness & 1 Health Curios for tankyness or even 2 Toughness & 1 Stamina to be a bit more on the agile side. Just kinda depends on what you really want.

Yeah, the Melk Bucks RNG system is total trash & I hate it with the passion. I had to spend like 100k on getting 17% Toughness, 3% Stamina & 21% Health Curios for a few of those each.

Jittery is bugged too lowering the dodge reset count after a slide and we slide a lots… remove the middle points put them on the right… Don’t take Nimble, Jittery and hyper critical. You will survive way better.

Will try 2x 3 stam 1x toughness (for swift endurance node 2% attack speed for every stam point.)

already did…

I cannot remove one of the 2 stam…
But beware… once you get hit, you’re on floor.
Paper warrior…

Here the result (Auric - second time I use this variation)

I am not yet sure… but what I am sure is that I have a BIG margin of progression and that I must stop playing zealot.

Zealot class has too many tools to forgive errors… at contrary, Scums have none.

lol ok right now got 1x stam 1x tough 1x health… learning …

3x revive 2x tough 2x gunner 1x bomber 1x parry for the revive.

Revive is useless

But I was about to advice you to go for stam regen… but… this is one specific build where the stam is really useful.

In fact, there are so many good interactions that I cannot believe how good this talent tree is… of course, when the bugs will be fixed.

My actual curios would surely surprise you… stam regen and +5% toughness + the +30% toughness regen that I don’t know why I pick… but I always pick it…

You should try to see what you need regarding what YOU want to play.
Easier way to play the class. Desperado. Take stub pistols and run and shoot shoot shoot. And avoid melee (if you are not confident).

Why not but the 30% is only for the coherency regen and with pub….

To be honest I hate all the ranged weapons of the scum too many clicks for low accuracy and efficiency this is just my opinion…

I disagree, you need to pick your teammates as fast as a humanly possible & especially in Havoc’s, they re-worked that & it’s excellent, an S+++ Tier perk. It’s part of the meta now, it’s a staple. You don’t really need Stam Regen. He regens it fast anyways, but depending on the build. So, it doesn’t really matter too much, honestly besides that one tiny niche. I saved way too many games by having that on.

No reason…

I always picked that… and had not think to what I can put instead.

The toughness regen is also impacting the window between when your toughness is broken and when it starts regen.
I really don’t see anything good enough to replace that. I have just replaced one of them with a sprint efficiency.

yah with all the falling revive is extra useful rit now

It does seem like the Jittery isn’t “working” if you exhaust all your dodges then go into a slide (w/ or w/o Jittery, the recovery is the same). I may be misunderstanding what you’re saying. as long as you have a dodge available and > 75% stam, Jittery works like a dream - it and Nimble are fantastic.

For raw survivability, Tis But A Scratch, Burst of Energy, and Hive City Brawler are all excellent.