Smoke Nade build

First of all y’all going to hate me for this because this build is pure canc… ebola, but I just can’t keep it for myself.

The basic idea was to make a build that needs the smokes to survive and since it’s a right side build might as well pick Weapon Specialist too. It turned out to be a very fun build to play (at least for me).


Introducing the “Ebola Vet”.


Full build


Upsides:

  • Almost Ogryn levels of damage.
  • Can clutch, and run to resurrect teammates as the last man standing.
  • Can deal with bosses (with unyielding PS).
  • Can flex into sharpshooter/special control.
  • Can flex frontliner.
  • It’s probably very good in premades.

Downsides:

  • Ogryn levels of damage is only true if there is no Ogryn on your team. An Ogryn or Zealot build played by a moderately skilled player who plays aggressively will still do way more damage.
  • A friendly slap from an old lady might make you fall over.
  • Your team is going to hate you at first. I had people dodge q regularly, and at least one person quits after the 3rd smoke pops every 3-4 games. I have also been kicked from a group twice in the character select which hasn’t happened to me before (I run like 50 games with this build so it isn’t a lot, but weird it happened twice).
  • People aren’t used to having someone with this playstyle on the team.
  • Requires at least 1 good teammate or support-focused team to handle the agro dump. (You can clutch but carrying a bad team is impossible extremely hard)
  • Requires “perfect” weapons to reach peak efficiency.


Basic how to play:

You are not a Zealot, you are not going run around like a headless chicken, you are going to stick with your team, protect squishes, or clear specials for the big guys. If you want you can engage full gunner/shotgunner squads and mop the floor with them, but make sure you smoke your team first (for their protection of course).

Power sword for hordes, ranged enemies, low number of elites, muties, and bosses. Plasma for specials, far away targets, and to stagger huge elite blobs. Smoke early, smoke often, and always follow up on aggro dumps.


Why not Kraks?

Your largest enemy is shooters. You are a squishy little vet after all, and you cannot allow your toughness to drop below maximum. Without smokes you can’t stay alive alone, you need it, you want it, and you even pick up Demolition Stockpile for it.

On the other hand, what is Krak doing for you? A little bit of boss damage? Clear Crushers and shields? You have tools for that anyway, no need for Kraks!


Why not Voice of Command?

Because F teammates that’s why. Infiltrate allows you to ninja around making engaging enemies super easy, and you can pick up Surprise Attack for a large damage steroid.

You aren’t the commissar and not an archon point for your team. You are a friendly, helpful but mostly inconspicuous Vet until you’ll suddenly disappear and tear everything apart in the next 5-10 seconds.


Why “Hunter’s Resolve” if you have “Low Profile”?

If you look at the build you see that it has only 5% TDR, which is nothing compared to any other build on any class. If you are caught off guard, or you are going to do a little “go, in and out 20-minute adventure” you’ll want and you’ll need that large boost in TDR. It’s very, very helpful.


Why not Close Order Drill and Confirmed Kill?

  1. It nullifies the pressure to get a kill count for specials/elites. CK bad.
  2. Close Order Drill isn’t there when you engage… or when the 2 ogryns and the Zealot on your team decide they want to run around on a V-E-G Maelstrom because they feel like it.
  3. Out for Blood is actually very, very nice.
  4. +5% movement speed operative node is a game-changer.

I highly advise playing this with Out for Blood for the sole reason that it will make you learn to use smoke nades properly faster.


Why Weapon Specialist? You said it is bad.

It is bad. It feels horrible to drop dodge speed randomly, but Always Prepared has wonderful synergy with plasma. You only have to reload 2-3 times during the whole game even if you aren’t paying attention to the buff at all. It also helps a bit with elite sniping adding a bit more oompf to agile engagement.

Alternatively, you go into Precision Strikes for the points and have some actually impactful benefits. The +5 ranged damage node on the way is also very good if you don’t have a perfect plasma.



Smoke 101:

Smoke is weird, but if you take it you have to use it to its full potential, here are some tips:

  • Enemies perceive smoke as cover until they are inside. This means trappers won’t shoot from outside the smoke! So if you smoke doorway smoke slightly behind and trappers/flamers will just walk into melee range if you (stand on the edge of the smoke).
  • There is an easily visibly distinct buff icon letting you know you are standing in smoke if you aren’t sure.
  • Gunners will continue shooting after smoke pops, but their attack is untargeted. You can just slightly move to the side and they’ll keep shooting nothing.
  • Ranged enemies in smoke will switch to melee. Especially good against shotgunners!
  • A left-click throw will break your stealth, but a Right-Click throw will not!

What to keep in mind when you are playing:

  • Always follow up on aggro dumps. After you ult your targets are whatever is attacking/targeting your team. This could be the Trapper/bomber/Flamer combo that is tormenting your team, and not the 2 ragers attacking your psyker, but… always attack whatever takes the most pressure off your teammates.
  • Don’t ress downed teammates in stealth while their body is surrounded. They’ll just die. At least clear the elites first, since low-profile works with downed allies too you can slash away in peace.
  • Whenever there are shooters around stand in smoke, and smoke before the gunners start shooting. You can even pre-smoke doorways and such. If you have a dome Psyker, you don’t have to smoke as often… as long as you are standing in the dome.
  • Smoke your team before you go in for gunner/shotgunner blobs. This will keep your team safe and the blob will stay together making them an easier target. If you smoke the shooter blob they’ll start running around.
  • Infiltrate and do the interrogation, search, and canisters. You can even do it solo! If you pick up the canister and use your ult you will drop it, but if you are in stealth you can pick it up freely.
  • Ration Combat Ability. It’s not a build where you press it whenever it’s up. You have to use it tactically.
  • Ration ammo unless you are fed by the team. This is natural, you’ll only have ammo problems if there is a trigger-happy ammo vacuum Gunlugger in your team. Otherwise, you’ll either be fed by the team or the local sharpshooter/Revolver Zealot will make sure you don’t have to concentrate on the specials that much.


Have fun!



Wargear:

High Mobility on PS is mandatory.

Some Scoreboards 3 man V-E-G

V-E-G

11 Likes

Downsides: You use a smoke grenade.

7 Likes

If Fatshark thought it was a good idea to add this to the game might as well make a build so insanely fragile that you need it. :person_shrugging:

People in Pugs not knowing what is going on for at least half of the map just fuels my enjoyment of playing this build.

5 Likes

There are those that hate smoke as a concept. I dont blame them. It is kinda boring esp in the 40k universe, but to me it allows for some sort of a safety wall at least from some angle.

I do like the idea of meleeing in the smoke, which is what i do anyway. A key thing many people dont get is depending on the situation you have to throw your smoke in a certain way. If youre in a horde situation and the team is taking ranged fire, its probably better to smoke yourselves. If youre able to move up when the situation allows it, smoke the ranged units in question and repeat step 1. Never try to be passive with smoke.

Another tangent im going off of is smoke being a consumable by default is just awful. At least give me more than 3 - give me ten so i can toss it a lot and not drain the level resource.

1 Like

I feel like with Infiltrate smoking gunners before engaging is a bad idea, it makes them move around too much. If I need to (because the area is open for example) I run up and toss a smoke right before I leave stealth so they remain nicely bunched up.

Based on my experience 4 with the nade regen is about just enough, although I do run low quite regularly.

My issue is that its hard to justify not taking grenade regen on the smoke, but thats extra nodes to take too. Smokes by default should regenerate and/or have more in reserve. Taking the regenerate talent should be reduce the time instead or something.

2 Likes

My experience with smokes is that they are a great solo grenade, but are more often than not a troll 'nade for teammates especially other veterans.

I think using them with a duo zealot could be great.

Infiltrate is a troll skill. Hate it. If you aren’t going to use executioner’s stance then VoC is your only real choice.

I made a similar post to this already, but Infiltrate is a self-fulfilling prophecy style skill. You can clutch with it, and because you have it in the first place those situations are going to arise more often meaning you HAVE to clutch with it.

The amount of times you can prevent someone from even going down in the first place with the knockdown for space, and p̶e̶e̶ overshield is innumerable. Here are some standout examples which don’t remotely include everything:

  • Prevents pox burster health damage even if they land right on top of you.

  • Prevents sniper health damage if they shoot you right in the D, V, or A hole.

  • Can stop overheads from crusher packs, or straight up knock down rager packs allowing everyone to get 2-3 free kills if not more.

  • Can knockdown trappers before they get their shot off allowing for a free kill, or knocking away hounds mid leap.

vs

You get your toughness bar with no overshield for you or team, and all the stuff that was on you goes to off to backstab one of your teammates.

You need space to get off a shot? Guess what has a shorter cooldown, and does exactly that. All without being an “ebola” vet.

I think this goes for all grenades the vet has, they are considerably weaker than any other blitz and balanced out by picking up regen.



@Tempest_yo I don’t argue against what you wrote. VoC support build saves lives, but I play that a lot in patch 14 and it’s just meh compared to what it was, especially my favorite the grenadier variant (VoC getting cut in half is more or less ok in my book, it’s everything else that hurts).

What this build is, is taking offense-focused melee Vet to its limit, and somehow I’m having a hell of a lot of fun with it while being pretty successful.

One very, very tangible upside of Infiltrate over VoC is the fact that it lets you just do interrogation and carry events entirely alone (and immidetly, shortening the event duration) and it’s ridiculously good considering the current insane spawn rates in Auric STG and Maelstrom.


To add to it a bit, I’m kinda tired of playing an ammo/support bot with Vet that I tried to actually make a pure right-side build work, and while it is underpowered compared to what other classes have to offer, purely looking at it from a Vet perspective it’s actually fine.

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Senza titolo

2 Likes

Love this build

Thanks, i hate it.

2 Likes

Fair enough. Still think VoC would be worth even with a 20 boost (don’t get any ideas FS) since overshield prevents sniper and burster health damage, but +50 for 15 seconds is nutty considering how it just regens like regular toughness.

Is it patch 14 level? Nah, of course not. The key is not letting your perception of what something was cloud what it is.

I will grant you infil is great at hacking events. The cost is still too steep.

Griefing everyone equally by being the most obnoxious vape enthusiast is unironically an upside and worth dying for.

3 Likes

I knew it was smoke build you’ve ben talking about befor, hehe.

The thing i want to add:
If you are running, infiltrate and smoke build, you really need to take care of map objectives.

Infiltrate vet is basically the best at that.
It’s one of the things that makes him special.
For that reason i like to run shotgun in such builds. Because i can fast and easy clean corruption objectives solo.

I remember, one time on Ascension Riser 31 maps last event, I cleaned that far away corruption room so fast, that my team started going for it only after i came back.
They didn’t even noticed that it was done until they got to a room.
It was so funny watching them walking around there all confused.

So, infiltrate vet can basically allow his team to just constantly sit in defence and not risk going for objectives.

1 Like

High School Male Toilets build.

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Based on my experience it tracks. Super clean and full of smoke.

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Seeing the replies in here it’s mind-blowing to me how few vet players have actually bothered to even try out a pure commando vet build since p13. Tbf though, having any latency issues hard counters most commando vet builds, lol.

1 Like

What kinda build is a commando build?

Essentially, this build, anything that goes all in on the right end tree like this build is a “pure” commando build.

Oh ok. I agree that most people probably just play vets like they did pre patch 13. Melee vet could be decently strong and needless to say stealth is very good too. Still think smoke grenade needs a lot of work to be competitive though.

1 Like