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It's that simple and that cut and dried.
Kill the ads immediately, do 25-30K to the brother, kill the ads, kill the brother, kill the ads, repeat with the sister.
I've only done the fight a few times, and I think it works like this..
1: You need to damage their auras, more or less, equally. Otherwise they'll just aura up again before you can do damage to their health. Once you've done 25% damage to their health, they'll start the gas phase.
2: Gas phase, you just need to go to the vented area while fighting off hordes. It will swap twice at a minimum, and sometimes 3 times.
3: New phase begins, the twins are back, and now specials and elites spawn in.
Rinse, repeat.
The basic tactic we did was, damage shields equally, when shields break, focus the ranged twin first to 75% HP. Do the gas cloud dance. Kill specials and elites when they spawn. Now go back on the twins. Do this 4 times until the ranged twin is dead. Now you can nuke the other twin.
Check the Steam guide section for Darktide. You'll find plenty of builds there.
All classes are fully capable. You just need to play to their strengths. In this mode, I would go Purgatus staff, to avoid getting swarmed by trash horde. It will help out your teammates too.
It's an easy fight, especially on the lower difficulty settings, if you can figure out the pattern and that took me all of one attempt. Pretty sure if anyone follows the advice you gave they'll be able to win against the twins with any class/build. Honestly found the whole thing extremely underwhelming and overly repetitive considering all the hype they tried to build up for the twins...
Minimal amount of Crushers there, lots more hordes and ragers as I recall. Also, my duelling sword deals with Crushers no problem.
Trauma does low damage, knocks enemies around, making it harder for the team to control the damage taken. While Purgatus annihilates all but Crushers, which a Veteran/Ogryn can deal with while you burn everything else.
Hang on, imma remake & share the build I used back when I did them:
https://darktide.gameslantern.com/build-editor?id=9b4d4e0d-9fc4-4241-b290-5ca89ce6701a
You don't have to have the exact same curios, or perks & blessings in general ofc, they're just what I use (those curios are the same for all of my builds really nothing specialized for this one). But these are the main points of the build, I'll try to keep it to essentials only:
- Your main role is CC'ing and clearing all adds and buffing / protecting your team. Do NOT focus on the bosses at the expense of adds ever.
- Trauma - Because esp on T5+ / hard mode that fight throws a ton of elites and other adds at you, Trauma is the one thing that can both CC and kill them indefinitely. Just put a full blast under as many elites as you can manage & knock them down, repeat on the next etc. until there are no priority threats left standing, then start blasting the ones you already downed to kill them. The stagger will take care of most non-elites anywhere nearby on its own.
- Note that Rending Shockwave hits everything within even Trauma's max range (which is grenade levels of huge) for its full effect. So 2 full blasts will significantly increase all dmg done by everyone against every flak, maniac, unyielding and carapace enemy in range.
- Warp Flurry stacks on any secondary blast, regardless of charge level, and the buff lasts for 5s regardless of changing weapons. This means a few things
- 3 min charge blasts stack it up faster and for much less peril
- Because stagger stacks too, you can often use 2 consecutive min charge blasts to stagger / knockdown an enemy a single blast wouldn't have, meaning min blasts are a great way to stack it up fast & cheap while still keeping the enemy controlled
- You can switch to melee or blitz or whatever and do other things, as long as you switch back to Trauma and do a secondary before the buff runs out. Because the min blast is faster, it's sometimes better to use that so the buff doesn't run out while you're still charging but before you got the blast off.
- One of the most important things to learn about Trauma is to do constant micro-quelling in those 5s when at high peril. Do it right and you will never cap your peril while still keeping the enemy CC'd and dead, all while maintaining ~80% peril for Warp Rider's +20% dmg bonus constantly.
- Shield bubble - Because of its massive team utility and survivability. Its huge toughness regen is massive for your whole team and yourself, and it nullifies ranged & ranged specialists. Warp Siphon ofc to both maximize the bubble uptime as well as buff your Trauma & peril efficiency.
- Smite - Because BB wouldn't do any good here. Avoid using Smite at all, but there are niches like a burster too close for Trauma but hiding behind elites, or large scale CC in general where it can be ok.
- Deimos - The special attack is strong against the boss shields, and its push-attack has a 9m range and guarantees CC / knockback on everything except muties (and is especially good for knocking back bursters from within that 9m range).
And I think that's it! Basically, CC & blast everything, use the shield to keep your team safe, sword special the boss shields when nothing else is going on. Oh! And one last thing I remembered just now, I think the bosses can be CC'd with a full Trauma blast on anything but hard mode, if they don't have shields. So that's HUGE too, remember to do that.Gl OP!
thx O-o
No way in hell it should take 4 phases to kill them
It's capped, so you are forced to. As soon as you do 25%, the twins regain their aura and vanish, forcing the gas phase.