Regarding the issue of nerfs to the Dueling Sword and Plasma Gun

Regenerating from taken shots after trading shots safely and then going into cover to let it regen is actually really good

One of the few things that really allows me to easily trade gunfire with the 5000 gunners Havoc spawns

Catch a breath will help you if you’re clutching as long as you can run

Confirmed Kill actually helps a lot during clutching tho? It’s not like you’re need stuff to clutch against horde xdd

I mean there’s a reason why I didn’t bring that up

How, how is Focus target a bad thing to take

Seriously it gives everyone a +20% dmg against bosses for 1 talent point

1 Like

yes in those moments (and when your yellow toughness is up) vet is finally doing his thing, but situational is and euphemism when describing these events

this one is a hard question, and the answer is i don’t know, i’ve just buildcrafted my vet so hard for havoc that i’ve experimented near everything, and dropping focus target for the second +25 toughness node was the conclusion i’ve reached

1 Like

But you don’t… you don’t need to drop Focus Target for it, drop Killzone or Superiority Complex instead

Genuienly try this

1 Like

a grenadier build

that’s offensive

a boss killer build without bolter

even more offensive

i see now why our takes are so incompatible at least, that would explain a lot, i would never play vet like this

what are you going to do when they nerf duelling sword though, that begs the question

your build is very nice though, i’ll rate it an A, one of the best i’ve seen so far, simply for the boss killing mentality potential and all that

the stamina regen perks i don’t get tough, i’m happy with the stamina i get by getting shot or hit so i never found any value in those

1 Like

Change the +5% crit on the DS for +25% carapace probably, and the 0.25 stam talent for +5% crit chance

Relentless strikes still destroys, Uncanny strikes would still be 60% if FS goes with what they said

Not much changes, just slightly less damage and harder stam regen that shouldn’t be a problem if I get better at positioning

It’s a personal thing of mine, I like to be schmooving a lot more but, could EASILY be replaced for Killzone, Superiority Complex, or the +5% crit chance node

1 Like

its funny to me because you called me outdated and i was running your build back in patch 16

i would go like this

with all the orange perks to maximise my boss killing potential, and i would go around messing up with demon hosts and all

from my pov you are traversing my phase when i would just maximise my builds for boss busting

now i’ve been sticking for this for a while, and i am fully satisfied by it, performance wise

in the end i dropped Kill Zone for Determined, i just like it more on bolter and i didn’t feel like that 15% ranged damage was doing that much for me

in havoc games especially

Half of these aren’t viable options due pathing issues. Other half isn’t nearly as good in comparison to others classes or arbites because of toughness regen.

Huh… This is a nice build. I think i’ll give it a try. Tro i’ll most likely replace DS with knife.

Funny enough, i was assembling something pretty much similar for recon las build but then dropped it in favor of the other recon las build

I don’t feel like that.

Psyker are big damage dealer.
Veteran are best at ranged combat, but can go melee
Zealot are melee veterans that can absorb lot of hits
Ogryns are tanks that can resists to lot of enemies

And now Arbiters. They are the no specialist. They are somewhat good at melee, good at ranged combat… but just close combat.
Their mainfield is the close combat. So, they are good, but just on close combat (they still can use revolver and boltgun and go long range).

I don’t think it is so broken.
There should have several numbers changed… but it is not a total failure. Class is fun and I like this class that is not more melee or more ranged. This is really something I appreciate.
Except the 2 first keystones that I dislike, the class is great.
And sure, we need to play it more and identify what can be really too strong.
I admit I had not the time to test it intensively. But the arbites shotgun seems a monster… just an example.

Regarding the current topic here…
Everybody knows that DS is broken. And that heavy shots on PG is just a trap because light shots are too good.

I use all of these in my main build

And now Arbiters. They are the no specialist. They are somewhat good at melee, good at ranged combat… but just close combat.

Yeah… Until they switch to exterminator mk8 or bring conbat shitgun, procing full bore at 40m distanse

don’t know if you wanted to attack me just for your fun…
But I had written it…

ok but except for end of consignment yard and when you’re at the tree pit in hab dreyko, what “ranged” is there where the gap cant be closed in 2-3 quick slides?

yep, shotgun deals even with those snipers on the scaffolding but boy oh boy, doggo got some climbing skills :laughing:

sent my hound today on the then out of bounds in said hab dreyko area, poor gunner didnt know what bit his balls :sweat_smile:

so basically when doing the same mission back to back with different characters, arbi gets the match done 5-10 minutes faster with a fraction of damage taken and 200-500k more damage.

and i’m not snorting crack cocaine to get my quake reflexes back to 100% :rofl:

I just stated that combat shotgun is better.

but exterminator feels better

This topic was automatically closed 14 days after the last reply. New replies are no longer allowed.