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I have thanks. Looking for advanced player input.
Best trait imo for a start : regrowth/bloodlust and dev blow on melee. Get improved pommel when you loot exotic weapons.
For ranged, haste, hail of doom, skull cracker, amo holder, extra capacity, and stability for staves and drakes are all fine choices.
You might want to take a look at this spreadsheet. There is a lot of informations here, including the builds used by it's author (lvl 2000+ crazy dude)
https://docs.google.com/spreadsheets/d/18EkRXVdTinmGTlhQKshDr7mTIjuFsLu5na8Lc-QI0AI/edit#gid=0
Keep up killing rats !
The defensive traits have each been recently buffed, and allow you to alter your playstyle somewhat. e.g. improved pommel lets you push a lot more (which I find works very well with 2H hammer charged attacks), while improved guard lets you block much more (and pairs really well with the Off Balance trait). Which you choose depends a bit on the weapon, and a bit on the way you want to play.
The Knockback trait on ranged weapons is perhaps one of the weakest traits; since it's pretty unreliable.. (though I do have it on some weapons).
Inspirational Shot is another one that I can't recommend using.
If Skullcracker is available on Trueflight bow or Bolt staff, it would be a bit redundant.
Distraction and Safety in Numbers get mixed reviews-- I don't use either that much, but they can be alright. Some players complain that the proc effect of Safety in Numbers is blinding, so be aware of that it you use it haha :)
https://www.reddit.com/r/Vermintide/comments/5j9pyx/centralised_weapon_trait_discussion/
Go here for weapon traits on current patch, not as dense but still a great starting point:
https://www.reddit.com/r/Vermintide/comments/6sc1ee/centralised_weapon_discussion_v2/
Keep in mind, after the patch coming this week (hopefully) either of these links might be somewhat innacurate, but you can still get great information from them.
Effectiveness of a trait partially depends on a weapon you get with it, its properties, like the target count of normal/charged attack, damage to each target, and swing speeds.
As of 1.9.11, across the board, the traits i consider bad, or - more correctly - try to avoid to take the other ones instead:
MELEE
swift slaying charged (any %)
swift slaying normal (4%, or 7% on a single target attack)
endurance
perfect balance (unless on 2-shields of stamina weapon)
regrowth charged (any %) (except probably on rapier and falchion)
berserking
heroic killing blow
backstabbery
safety in numbers
earthing rune (of wizard. all types. just put channeling rune on a staff for cheap venting on health)
exception: red witchhunter axe Bloodlust+Berserking+Backstabbery, due to unique combo its at least a glass-cannon.
RANGED
knockback (except on normal crossbow)
targeteer
berserking
hail of doom (except fireball staff)
skullcracker
inspirational shot
distraction (on a single line projectile weapon)
stability
hawkeye (unless its longbow, trueflight longbow, or beam staff)
skirmisher (unless its handgun)
regrowth / bloodlust (unless on drakefire pistols, or all wizard staves, or shotguns, prob crossbow)
The traits i consider solid choices across the board:
MELEE
bloodlust
regrowth normal (10%)
second wind
killing blow (on >3 target attacks)
improved guard
improved pommel + devastating blow (as a combo)
devastating blow
RANGED
haste (especially on drakefire pistols, conflagration staff)
mastercrafted (may be reload time decrease, or attack speed buff)
extra capacity
rupture
ammunition holder
scavenger (ammunition holder is more frequently used) (scavenger is for weapons that can kill lots of rats, shotguns for example, ammunition holder is for anti special-SV-ogre ranged)
channeling rune
Take all your questions and compile them in one big thread, or better yet, read some guides, because most of them are really trivial.
There is NO NEED to create dosens of threads for every question you have. And search button is right there, but it seems nobody ♥♥♥♥♥♥♥ cares about it.