[Tips and Info] Sienna

Other ‘Tips and Info’ threads for other Characters are linked at the bottom.


  1. Battle Wizard
  2. Pyromancer
  3. Unchained
  4. ?
  5. Weapons
  6. Links to other threads

Feel free to ask or answer any questions, and I’ll add it to the main post, so it’s easier to find. I will add, remove or reword sections on request.


Introduction:

These are discussion threads, where the aim is to share and test different mechanical interactions or gameplay strategies that aren’t made clear by game descriptions or by general gameplay experience. For that reason I will not be focusing on breakpoints too heavily.

For in-depth guides with specific stat builds and breakpoints, check out Sleezyrats and Royal w/ Cheese’s guides on Steam guides:



1. Battle Wizard:

1. Battle Wizard:


Health: 120 (with 20% Health on Necklace) - 135 (with WPoS Passive)
Cooldown: 40s (36s with 10% CDR) - 28s (with 40% CDR) - 0.5s (removed with Fire From Ash)
Cooldown Reduction On-Hit: 0.25s
Cooldown Reduction On-Damaged: 0.5s


Tips:

  • Venting damage is not lowered by Damage Reduction
  • Potential 40% Cooldown Reduction before Fires From Ash
  • Potential 58% Damage Reduction with Soot Shield and Barkskin
  • Potential 45% Attack Speed with Immersive Immolation
  • Potential 70% Cast Speed Reduction at high Overcharge
  • Tranquility (Passive): Not casting spells for 6 seconds automatically ventilates Overcharge increases Overcharge decay speed by 200%
  • Fires from Ash: Killing a burning enemy reduces the cooldown of Fire Walk by 3%. 0.5 second cooldown
  • Famished Flame increases Incendiary Bomb damage
  • Volcanic Force does nothing for Beam Staff
  • Volcanic Force increases Coruscation Staff’s damage, but is nowhere close to Famished Flames
  • Volcanic Force for Fireball Staff is worse than Famished and Lingering Flames, due to the ability to spam more Fireballs for Burn damage
  • With Conflagaration; due to Barrage, and the need to spam cast, Famished and Lingering Flames seem like they’re better options than Volcanic Force
  • Battle Wizard’s Volcanic Force talent affects the damage of Flamestorm’s left click attack. This might be a bug
  • Flamestorm can work with all 3 second row Talents. Lingering is for high population density/high health modifiers and Specials (Cata+), spray everything and kite, Famished Flame deals a lot more burst AoE, and Volcanic Force deals extremely high burst on unarmoured, but requires a lot of health and timing to make it work. LF and FF are likely better than VF because of this
  • Lingering Flames is a good alternative to a Special Killer, if you want to run a high AoE damage Weapon, with a group comp that’s low in Special killing power
  • Career Skill benefits from both Famished and Lingering Flames
  • Unusually Calm stands out as the best Overcharge burner due to a lack of downtime on higher difficulties
  • Beam Staff’s sustained Beam Attack benefits from Famished Flame, and so lasering down Monsters works a charm
  • Famished Flames also reduces Overheat explosion damage by 30%, because it is considered self-dealt damage
  • SEE ALSO: ‘DoT Damage’ segment in the ‘Weapons’ section

General opinion:
Whether built for CC or pure AoE damage, Battle Wizard is generally perceived to be one of the strongest Careers in the game, with some fun Ranged Weapon options.

The Staffs make builds feel more unique, but there definitely is some rows that feel set in stone. Soot Shield benefitting you offensively as well as defensively, by letting you burn more Overcharge from range is too good to make the other Talents on that row feel worthwhile. Immersive Immolation and Fires From Ash just make you feel too glass cannon in higher difficulties, and she doesn’t have the Melee Damage to deal with Elites to make up for it, like Pyromancer, and also is still effected by Overcharge Slowdown. On top of that, her Melee Weapon options are limited by Stagger THP and On-Kill THP being her options. She definitely doesn’t need a buff, but it would be nice to see some Talents toned down, and others reworked slightly or improved.

In terms of Melee, Fire Sword and Dagger are your main 2 options, due to Soot Shield. Other things can work, but the safety of those Heavy 1’s and ability to build more THP for more spam shooting wins out over any of the other options.

Pure damage and not DoT Melee Weapons don’t feel as if they have any other bonuses either. Immersive Immolation is stupidly situational, as they only benefit you in Horde situations. You could try playing on on higher difficulties, but then you lose out on the Damage Reduction that would stop you dying to overheads and sprint attacks.

All of her Staffs are viable for her, with Bolt Staff being better on her than any of the other Sienna Careers.

Synergy:

Any melee heavy team comp, that create space for to spam.

Any Careers that can feed her Damage Reduction, Temporary Health or True Health.

Any Careers that can give her bonus Power for ranged damage.


Questions:



2. Pyromancer:

2. Pyromancer:


Health: 120 (with 20% Health on Necklace) - 135 (with WPoS Passive)
Cooldown: 60s (54s with 10% CDR)
Cooldown Reduction On-Hit: 0.25s
Cooldown Reduction On-Damaged: 0.3s


Tips:

  • Venting damage is not lowered by Damage Reduction
  • Critical Mass (Passive): +5% crit chance per 6 overcharge. Stacks up to 5 times. 25% Crit Chance from Overcharge
  • Potential 50% Crit Chance with Spirit-Casting (80% with WHC)
  • Potential 45% Attack Speed with 40% Crit Chance or 40% Attack Speed and 50% Crit Chance
  • Bonded Flame benefits from Boon of Shallya

General opinion:

Pyromancer is the biggest glass cannon on Vermintide 2. If you take little damage and get as much ranged damage off as possible, you’ll absolutely destroy everything. There’s also extremely viable melee builds, including the finger-breaking Dagger build.

Much Like Battle Wizard’s row 25, you’re railroaded in to taking one Talent, in this case The Volans Doctrine, because the alternatives are too situational. Fleetflame only makes sense if you’re completely focused on melee, but The Volans Doctrine would allow you to maintain a higher melee Crit Chance from Overcharge, while not being slowed at all. Soul Siphon is too situational to make use of, and offers no benefit against single Bosses with no Elite/Special adds.

Bonding Flame and Blazing Echo are your best Career Skill choices, with Exhaust not coming close to competing with Bonded Flame.

All of her Ranged Weapon options work, with Bolt Staff being the weakest due to lack of Cast Time Reduction or damage increases to make it hit breakpoints. You need to rely solely on Crit RNG.

Whether you’re a ranged or melee heavy build just depends on your team comp. Melee is always safer, even though Pyro is still very squishy, as you’re able to build lots of THP.

The most simple all-rounder build you can take is Beam with Hunter, to spam Blast Attacks for Hunter Procs and then keep spamming or switch to Melee Weapons.

All of the Melee Weapon options are viable. Flail is likely her best melee option due to it’s anti-shield utility, which makes up for Pyro’s lack of Stamina for pushing shield users.

Synergy:

Any melee heavy team comp, that create space for her to spam ranged damage.

Any Careers that can feed her Damage Reduction, Temporary Health or True Health.

Any Careers that can give her bonus Power for ranged damage.

WHC and WPoS with their Crit and Crit Power support builds, respectively.


Questions:



3. Unchained:

3. Unchained:


Health: 180 (with 20% Health on Necklace) - 203 (with WPoS Passive)
Cooldown: 120s (108s with 10% CDR)
Cooldown Reduction On-Hit: 0.25s
Cooldown Reduction On-Damaged: 0.5s


Tips:

  • Venting damage is not lowered by Damage Reduction
  • Potential 45% Attack Speed
  • Potential 67.5% Melee Power (92.5% with Barrage or Hunter)
  • Potential 57.5% Ranged Power (with Barrage or Hunter and Fuel For The Fire)
  • Potential 110% Block Cost Reduction (130% with Footknight)
  • Blood Magic reduces Overcharge Generated by Blood Magic by 49.8%, and has 15% Damage Reduction, at full stacks (unsure how this is calculated)
  • You can use your Career Skill over max Overcharge, which will stop you blowing up
  • Enfeebling Flames should be maintained on Bosses. Beam Staff’s Beam applies Burns, so lasering the Boss will ensure the debuff stays active
  • Blood Magic (Passive): 50% damage taken transferred to Overcharge. This does not affect damage from venting overcharge or fall damage. Applied after all other damage modifiers
  • Frenzied Flame: Increases attack speed by 15% while at or above high 50% Overcharge
  • Dissipate: Block cost is reduced by 50.0% when Overcharged and blocking attacks vent Overcharge. Applied after other block cost reductions
  • Abandon: When Sienna overcharges she starts rapidly (4 times per second) exchanging 1/15 of her health for 10% ability cooldown

General opinion:

Playable as a tanky frontliner or as a pure DPS.

In terms of talents, Outburst and Chain Reaction are trying very hard to be CC Talents, but can’t compete with 15% Attack Speed on top of 60% Melee Power, which inherently has a lot of CC, but also gives damage.

On Row 10, due to the versatility of Attack Speed, Frenzied Flame is better than any of the alternatives. With Attack Speed you can Damage, Stagger and generate THP. Whereas Outburst only offers a slight bit of damage and CC, which isn’t necessary when you consider the Melee Power gained from Unstable Strength.

Chain Reaction Staggers smaller enemies, but as with Enfeebling Flames, is less effective due to the short duration of Burning effects. Coruscation Staff, Flamestorm Staff and Beam Staff have the most potential to proc this, but it’s still only a small Stagger on Infantry enemies.

Enfeebling Flames is weak due to low Burn times from all Staffs, except Coruscation Staff, which could potentially make it work in tight areas. The alternatives on that row offer too much offensive potential though.

Row 20, and 30 both have a lot of choice, with Conduit, Natural Talent and Fuel For Fire being useful in pure Range builds, while using Fire Sword to make up for the THP loss.

All Melee Weapons and Staffs are viable with Crowbill and Bolt Staff being a little more difficult to use on Cata+.

Synergy:

Any melee heavy team comp, that create space for her to spam ranged damage.

Any Careers that can feed her Damage Reduction, Temporary Health or True Health.

Any Careers that can give her bonus Power for ranged damage.


Questions:



4. ?:

4. ?:


Health: (with 20% Health on Necklace)
Cooldown: s
Cooldown Reduction On-Hit: s
Cooldown Reduction On-Damaged: s


Tips:


General Opinion:

Synergy:


Questions:

**


5. Weapons:

5. Weapons:

This section is a combination of information from the ‘Armory’ mod and useful information about Attack combos. For more in-depth stats on Weapons, use the ‘Armory’ mod and guides.


Melee:

Mace:

  • Push Attack, Light 2,3&4, and Heavy 2&3 all have ‘Tank’ and Stagger Stormvermin and Maulers
  • Heavy 1 Burns two enemies ticking 2 times
  • Heavy 1 and Light 1 both chain into Light 2, a 2 hit combo that deals good single-target and armour damage
  • Push-Attack > Light 3 > Light 4, has good AoE CC and damage, but getting into Heavy chains with Push-Attack > (Heavy 2 > Heavy 3 > Repeat), has the best damage potential
  • Light 1 > Block-Cancel > repeat, has fast and safe single-target damage

Flaming Flail:

  • Attacks through Shields
  • Push-Attack and Heavy 2 have ‘Tank’ and Stagger Stormvermin and Maulers
  • Heavy 1 Burns two enemies ticking 2 times
  • Heavy 1 seems to work like a projectile and can be eaten by terrain
  • Heavy 1 > Block-Cancel > Repeat is the best way to spam CC
  • At high Power, Heavy 1 can Stagger Chaos Warriors out of Attacks
  • SPECIAL: Heavy 1 acts as an explosion Staggering everything in range of it

Fire Sword:

  • Heavy 1 > Block-Cancel > Repeat is the best way to spam CC and build THP
  • Push-Attack and Heavy 1 Burn ticks 3 times, while Heavy 2 Burn ticks 1 time
  • SPECIAL: Heavy 1 hits everything in front of you, similar to how Beam Staff’s Blast Attack Works

1H Sword:

  • Light 3 gives Movement Speed
  • Heavy 1&2 have ‘Tank’ and Stagger Stormvermin and Maulers

Dagger:

  • Push-Attack > Light 1 gives Movement Speed
  • Has half-cost Pushes
  • Light 4 has 10% inherent Crit Chance
  • Push-Attack Bleeds, ticking 4 times
  • Heavy 1&2 burns, ticking 1 time
  • Heavy 1 chains into Light 2, if you don’t want to spam Heavy 1 over and over
  • Heavy 1 > Block-Cancel > Repeat is the best way to spam CC and build THP
  • SPECIAL: Heavy 1 hits everything in front of you, similar to how Beam Staff’s Blast Attack Works

Crowbill:

  • Light 4 Burns the first enemy hit for 3 ticks

Ranged:

Bolt Staff:

  • Charged Bolts shoot through shields
  • Armour/Infantry x2 and Enhanced Power will give Battle Wizard one-shot breakpoints on all Specials and Man-Sized elites, with Volcanic Force
  • Has 3 damage levels at different levels of charge
  • SPECIAL High armour damage on highly charges Bolts

Coruscation Staff:

  • The burn from Flame Geyser ticks 4 times per enemy, despite the animation remaining
  • SPECIAL: Zones enemies, causing them to try to avoid the area where Flame Geyser is placed

Conflagration Staff:

  • Hunter no longer procs from Flame Geyser Critical Hits, but will proc from it’s Fireballs. Barrage is recommended instead
  • Flame Geyser gives 1 tick of Burn on each enemy hit
  • SPECIAL: Zones enemies, causing them to try to avoid the area where Flame Geyser is placed

Beam Staff:

  • Blast Attack will hit everything in front of the cast Burning it
  • Blast Attack gives 1 tick of Burn on each enemy hit
  • Blast Attack has a target limit of 10
  • Right clicking while holding Beam bursts, causing a high amount of damage, and Burning for 3 ticks of damage
  • Extended beaming Burns the enemy for a lot of ticks
  • SPECIAL: Extended beaming deals high sustained damage to Bosses

Flamestorm Staff:

  • Flame Burst (left click), can Stagger Elites, allowing you to tap it and Stagger Stormvermin Patrols in place for a short time
  • Charged Flame Stream Burns 1 time for every tick of damage
  • SPECIAL: Charged Flame Stream has a target limit of 50

Fireball:

  • Burns two enemies for 2 ticks
  • SPECIAL: High AoE damage from long ranges

DISCLAIMER: This DoT information is not yet tested, and the guides I compiled it from may be out of date. It is here to advise and guide people in further testing

DoT Damage:

  • Different Sienna DoTs are stackable
  • Applying the same DoT refreshes it’s duration
  • Bardin’s DoTs will replace yours
  • Damage bonuses are only applied while active. E.g. Strength Pot or Power increases
  • DoT damage will change depending on which Weapon you have out due to Power bonuses. E.g. Skaven on Staff, Chaos on Melee, the Staff’s DoT damage will drop once you switch to melee, but will come back if you switch back to Staff

Best Burn DoTs:

  1. Channeled Beam held DoT (left click)
  2. Fire Walk
  3. Flamestorm Staff

Questions:

Ranged breakpoints?
I’ve decided against getting into the depths of breakpoints beyond some meme ones, so I’ll recommend Sleezyrats and Royale w/ Cheese’s guides. These have links to builds and in-depth information on every Career and Weapon. My guides are more to share information and mechanic interactions that aren’t obvious or take some testing:

Steam Community :: Guide :: Tweaking Your Build (Supplement to the Build Guides)

Conflagration Flame Geyser Stagger breakpoints?


6. Links to other discussion threads:

6. Links to other discussion threads:

Bardin:

[Tips and Info] Bardin

Saltzpyre:

[Tips and Info] Saltzpyre

Kerillian:

[Tips and Info] Kerillian

Kruber:

[Tips and Info] Kruber

Sienna:

[Tips and Info] Sienna

1 Like

It’s supposed to be multiplicative, not additive.

BW: Famished Flames also reduces overheat explosion damage by 30% because it is considered self-dealt damage.

1 Like

Thanks.

From a guide: “Surprisingly, Battle Wizard’s Volcanic Force talent affects the damage of flamethrower’s left click attack. This might be a bug.”

Just tested it and it still works.

@alsozara

"Limited Target Attacks

Including Drakegun Primary & Secondary Attack, Drakefire Pistol Secondary Attack, Beam Staff Secondary Attack, Flamestorm Primary & Secondary Attack

Limited Target Attacks will hit a constant number of enemies in the attack hitbox; regardless of the type of enemy, difficulty, or power level.

Drakefire Pistol/Beam Staff Secondary Attack has a target limit of 10.
Drakegun/Flamestorm Staff Primary & Secondary Attack has a target limit of 50."

Yeah, it can be worthwhile. I would go for Lingering/Famished for Cata+ and Famished/Volcanic for Cata-.

LF and FF still effect Kaboom!

I haven’t retained anything about the math in V2. I swear people have told me it’s ‘multiplicative, not additive.’ 100 times.

1 Like

The math here is actually pretty easy. You just do 1 - DR then multiply those together to get how much damage you take.

So 60% X 70% = 42% damage taken. So an effective 58% DR with max stacks of soot shield and barkskin active.

Regarding BW, does anyone else like to run her with flamestorm, volcanic force, and rechannel? I don’t think it’s terribly good but being able to fully charge really quick, then ult into an optimal position away from the team while retaining the charge, unleash a full barrage then second ult (burnout) back to your team just feels really really good to me. Is Volcanic a general power increase? It feels like the flamestorm staggers better with it but I’m not sure. It definitely kills elites much more efficiently if you can get the full charge off with Volcanic.

1 Like

PATCH: 4.6

Changes:

  • Remove info about DMGR and venting (on Bardin too)
  • Update info about burning effects

Which Burns stack?

Does Bardin’s DoTs still remove and overtake hers?