Warhammer: Vermintide 2

Warhammer: Vermintide 2

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Landouin Nov 3, 2018 @ 2:39pm
Which weapon for Witch Hunter Captain on Legend difficulty?
Title says it all basically.
Rapier takes tremendous amount of heavy stabs to kill maulers for instance
Two-handed sword sucks again armoured ennemies
Falchion may be the best overall weapon actually, hard for crowd controle though, but i would be keen to be proven wrong
Axe strong against high priority targets, but poor horde controle
Flail does damage even through shielded ennemies, but needs, just as the rapier, many hits to get a kill

So what's your opinion?
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Showing 1-15 of 15 comments
Haggis Nov 3, 2018 @ 2:42pm 
Axe is the only weapon that I wouldn't recommend. The rest are all very viable and very effective at pretty much everything. Flail is probably the best as on top of being good at everything else, it also busts shields and has its poor stamina rating negated by the Witch Hunter Captain's ability to parry infinite attacks from the front regardless of stamina.

Play what you like though. Even the axe can work if you're willing to play more defensively against hordes. The rest are all great and pretty balanced.
Vacca Nov 3, 2018 @ 2:43pm 
vs maulers with rapier I recommend using your alternative fire. or just, you know, whip out your brace of pistols and shooting him a couple times in the nipples.
Han Swolo Nov 3, 2018 @ 2:48pm 
If you reach the breakpoints with the rapier (theres a guide somewhere) it is very powerful. Good horde clear, decent monster dmg and very good vs elites (1 shot SV, easy headshots against CW). Alternative fire against maulers is good, can 2 or 3 shot them (bodyshot dont headshot).
Mechonis Nov 3, 2018 @ 2:49pm 
All his weapons are fine. Axe requires learning to manage a crowd with low cleave. Rapier just run headshots for days and solves most issues. Flail you'll want to switch to ranged for elites but it's fine
I just build for crits and use the rapier, I instant kill crit headshot more than half the time and I get a very handy pistol for staggering enemies especially the ones about to hit my teamates, And its always satisfying when that pistol crit insta kills on headshot. [You can still block while using the dualing pistol by the way so you have a way to fight while under high pressure.]

I'd recommend Swift Slaying with the rapier by the way don't fall into the resourful combatant craze when there was always a better option right next to it.

Otherwise just about everyone and their grandma goes Falchion, If you're having a lot of issues with crowds try either Swift Slaying or Parry, The Falchion is the only weapon to my personal knowlege that has a 0.1 block time I could no sell a ton of guys with it but the range and pistol trade-off is a bit much for my taste.

The only weapon I wouldent recommend is the Axe and even then it's very good if you know what your doing just not as easy to pick up and master as the two options here. [Well mastering the rapier AND its dualing pistol takes a lot of practice to get to the point where your headshoting elites and covering teamates while clearing a horde but even the base weapon is good enough on its own.]
Silverquick Nov 3, 2018 @ 3:03pm 
Well the Changes on the WHC are actually the most significant.

(Understand the strength of the job was to be able to instantly kill any target on a crit headshot)

You can now run the Crit Build with WHC.

They gave the job an underlying +5% crit bonus now. Which it sorely needed. Also.... cut the ULT CD in half and gave it a +25% crit. So now you don't have to run with the reduced CD talent all the time. And you can use the talent for 10 seconds on duration instead.

Also the Taggable enemies skills for +5% Crit or +5% Attack speed now affect the whole party.

It synergizes really well with a LOT of other jobs in the party because of this. Depending on which of those you select in the Talent Tree.

So the final Assessment of Weapon Choice given this...

Rapier, Falchion, or Flail. (Possibly Two Hander on the charged attack).

Rapier and Falchion feel really good with the changes and play to the strengths of the job's crit kills.


Brace of Pistols now (with the Talent for Ammo Increase) is very viable now, I did not run out of ammo anymore. Still if you want a lot of Ranged kills best bet is to go with Crossbow or Volley... but Brace can hold its own now (probably could use a slight Armor damage increase but that's about it).
Vacca Nov 3, 2018 @ 3:17pm 
Originally posted by Silverquick:
Brace of Pistols now (with the Talent for Ammo Increase) is very viable now, I did not run out of ammo anymore. Still if you want a lot of Ranged kills best bet is to go with Crossbow or Volley... but Brace can hold its own now (probably could use a slight Armor damage increase but that's about it).
do you pick the extra 30% ammo to get extra ammo on scrounger proc or something? because 5% of 39 is 1.95, and 5% of 30 is 1.5. you're getting 2 ammo each proc anyways, regardless of picking the ammo talent or not. I personally recommend getting +20% dodge.
Silverquick Nov 3, 2018 @ 3:27pm 
Originally posted by Vacca:
Originally posted by Silverquick:
Brace of Pistols now (with the Talent for Ammo Increase) is very viable now, I did not run out of ammo anymore. Still if you want a lot of Ranged kills best bet is to go with Crossbow or Volley... but Brace can hold its own now (probably could use a slight Armor damage increase but that's about it).
do you pick the extra 30% ammo to get extra ammo on scrounger proc or something? because 5% of 39 is 1.95, and 5% of 30 is 1.5. you're getting 2 ammo each proc anyways, regardless of picking the ammo talent or not. I personally recommend getting +20% dodge.

Yeah the +30% Ammo brings you up to 39, so when you run the +5% Crit trait on the Brace of Pistols (along with the new bonuses in Crit for WHC), now you don't run out of ammo on them anymore.

I ran the entire length of Festering Ground without running out because there just were no ammo drops on the map that time around. That of course assumes you aren't just randomly blasting things though.

I don't use the +20% dodge talent because its not as significant as you believe. The difference in dodge distance is only one full character length. So stand Saltz next to himself, and that's the added distance in the dodge.
Last edited by Silverquick; Nov 3, 2018 @ 3:29pm
Vacca Nov 3, 2018 @ 3:30pm 
I'm just not sure I want to use a talent to get 9 extra shots... mh. gonna have to experiment
What The Sigmar? Nov 3, 2018 @ 4:19pm 
As a Saltz main of 240 levels, this is my opinion. Sorry if it's a bit brief, not really in that much of a mood to type today if I'm being honest but I can elaborate further if you'd like.

Rapier - Easy mode but makes life fairly difficult when dealing with CW's if you can't get a good angle to headshot them. But is capable of one shotting SV, zerks, and chaos marauders consistantly. Lights can also one shot fanatics to the head, this is all assuming you're using deathknell of course.

Falchion - Safest horde weapon imo, but struggles against elites.

Axe - Capable of 1 hitting fanatics and everything below in a single body shot if you run 10% power vs infantry, chaos, and have a grim with Abjure Temptation. It's a good weapon, but takes a lot of mastery to use to its fullest potential. Probably not your best choice if you're having to ask what weapon to use, so don't worry about it for the time being.

2H sword - Better saved for zealot simply because it leaves you open to stray hits since the main form of crowd clearing is just light attack spammage. That's just my thoughts anyways, there's definitely some good greatsword players out there who know it better than I.

Flail - An underrated gem. Very good at horde clearing if you have an appropriate setup. I'd recommend stamina on both it and your necklace, maybe even on your level 5 talent. Run stamina regen on trait and attack speed on wep and charm as well. Open with charged attacks and use push attacks liberally.

Hope that helps, like I said, I can go into more detail if you'd like.
Silverquick Nov 3, 2018 @ 6:26pm 
Originally posted by Vacca:
I'm just not sure I want to use a talent to get 9 extra shots... mh. gonna have to experiment


For the record I did come up with a tactic for the new BoP + Crit Build that worked better than I thought.

With the Crit Bonuses + Ult (around 50% Crit Rate) and Talent for 10 second Duration... for a brief time you can do the BoP + Ammo Box Trick.

I ran some tests on training dummies and also tried it in the field during the Beta,

Doinig the Right Click and Hold.... you can spam fire the pistols briefly while your Ult is still going and the Ammo Expenditure from a 39 ammo generally went down to only 32-34 ammo due to the Crits. Lowest it got during the 10 second period was to 26. And that's with Scrounger.

BUT that of course can only be done DURING your Ult.

And probably not a tactic you want to use normally... but during an Emergency... its now an option for saving the party's behind and it won't cost you much ammo.
Malacar Nov 3, 2018 @ 8:04pm 
Originally posted by Landouin of Mousillon:
Rapier takes tremendous amount of heavy stabs to kill maulers for instance
Maulers die to just two heavy stabs to the head (with Deathknell talent).
Pungent Nov 3, 2018 @ 10:33pm 
Originally posted by Malacar:
Originally posted by Landouin of Mousillon:
Rapier takes tremendous amount of heavy stabs to kill maulers for instance
Maulers die to just two heavy stabs to the head (with Deathknell talent).

To clarify this since it seems like OP might not be aware: the rapier charged attack has 2 charge levels, with the second one doing significantly more damage. It takes around .75s to reach with no speed buffs active.

Even with no extra damage props against Maulers, a lvl2 rapier headshot will deliver 46 (or 46.25) damage as long as you use Deathknell + Witch Hunt passive. Thats half their HP, so it most certainly does not take a tremendous amount of stabs to kill them unless you constantly fail to hs them.
Sotanaht Nov 3, 2018 @ 11:07pm 
Originally posted by Pungent:
Originally posted by Malacar:
Maulers die to just two heavy stabs to the head (with Deathknell talent).

To clarify this since it seems like OP might not be aware: the rapier charged attack has 2 charge levels, with the second one doing significantly more damage. It takes around .75s to reach with no speed buffs active.

Even with no extra damage props against Maulers, a lvl2 rapier headshot will deliver 46 (or 46.25) damage as long as you use Deathknell + Witch Hunt passive. Thats half their HP, so it most certainly does not take a tremendous amount of stabs to kill them unless you constantly fail to hs them.
I didn't know about that, but testing the delay you can get almost 3 full stabs in the time it takes to do one "level 2" stab. Since the level 2 stab does only about 2x damage and I doubt it has a significantly higher Crit rate, it probably just works better to spam level 1 stabs and either hope for a crit or simply hit enough times to make up the difference in quantity.
Hallas von Wolffe Nov 3, 2018 @ 11:12pm 
Originally posted by Vacca:
vs maulers with rapier I recommend using your alternative fire. or just, you know, whip out your brace of pistols and shooting him a couple times in the nipples.
Garunteed crits
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Date Posted: Nov 3, 2018 @ 2:39pm
Posts: 15