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melee? I'd pick up the dual hammers or coghammer.
but, really, it depends on what type of role you are trying to fill.
also, grudge is great at wiping out berserkers, but the pistol can do the exact same thing albeit more risky.
For players that don't own or want to use busted DLC weapons or deal with DLC pushers. A trend among Bardin's melees is that Hammers tend to be controller weapons with moderately high amounts of stagger paired with the ability to handle with armored units with decent dmg at the expense of some attack speed, relatively less cleave, and an average headshot modifier. The axes trades its part of that stagger for raw single-target damage across the board and a slightly faster attack speed. 1H Axe handles elites more easily with the highest dodge count on Dwarf, decent stagger, and high crit rate. Greataxe is the same but its heavies have horde control + linesman but the windup is too much without any attack speed bonus. I swear I do more light attack chaining with this weapon against more dense hordes.
Though if you ask me within my time in maining Bardin. Bardin is going to spend more time in hordes in melee due to high stagger compared to cleave and attack speeds of other weapons. When you realize Bardin's melees compared to other characters can seem a bit stacked against his favor compared and hand me downs to Kruber's vast arsenal that combined all 3 (stagger, cleave, damage) and as you go up in difficulty you have to double down on stagger to make it more relevant at the expense of your own attack speed. Drakefire Weapons aid to eliminate this neigh-sayers try to use this weapon on armored elites then screech when it doesn't kill them in one shot.
With that in mind, the DLC weapons would be your best bet, but if you want non-DLC weapons.:
I would strongly urge you to try all of these in order, as I'm prioritizing general use, utility, and then damage.
Hammer & Shield (its anti-armor & single target with push attack + light attack #3 combo is good movetech and can apply pressure at to a target while still having the utilities of a shield.),
Axe & Shield (Doesn't use stamina for its single target & pairs axe with a decent horde clear, paired with a faster shield bash, lower cleave/horde control on weapon attacks as slow down can become apparent when attacking to apply pressure to a single elite/special.)
(If focusing on raw damage & general utility)
Great Hammer (Super armor damage paired with multiple elite sliding on heavies offers excellent single-target & mixed horde control in a pinch. Getting out the charged attack under pressure can be difficult but you can always dodge and light chain all armored elites, specials, break shields before that opening to control the horde again.)
Great Axe (Great Axe's speed allows you to get out the most damage out on unarmored (especially monsters) than armored but still its damage is raw as its horde clear is lacking What breaks it for me is armor locking into the first elite for such a slow heavy attack attempting to horde clear struggles vs marauder hordes. Vermintide 1 did this weapon better.)
Dual Axes (Only here because of Slayer only option. If you're slayer should be next to Great Axe. Excellent headshot & single target damage across the board, low horde clear *use push attacks, heavy attacks, then light if you can't get in heavies.)
1H Hammer (Most defensive weapon while still retaining decent single target damage *heavy 1, heavy 2, light 3 and light 4 combo.* Majors at nothing, while having a high stagger, lower cleave, high stamina, decent dodge count of 3 and distance. Not to mention its decent mobility so its a flat all around decent weapon.)
1H Axe (High dodge count, great single target. Stagger should be better to guarantee a stagger on singular elites and a better headshot modifier to let it excel; otherwise other weapons can do its job better. Vermintide 1 did this weapon better.)
War Pick (The most amount of work to make the highest single target damage on dwarf to work. Not giving this thing a heavy linesman modifier on its lights hurt it as you're sliding through armor to stagger horde to then allow for heavy attacks or push attacks. Instead, nobody uses this weapon because of how slow and vulnerable you are as Slayer is one of the only careers able to make it shine. QQ switching should be mitigated for horde control, looked at previous updates for this game. Did you know 2H Hammer (Great Hammer) was slower in its light attacks and QQ canceling was the fastest way to get a similar attack speed? Yeah well they neglected this weapon in that balancing pool and it looks like the only change was a linesman modifier on a high stagger weapon. Vermintide 1 did this weapon better.)
For ranged (still non-DLC):
Handgun, Crossbow, Throwing Axes, Drakefire Pistols, Drakegun, then Grudgeraker.
SO when someone tells you some weapon is best w/o specifiyng role or situation - he is in most cases dont know what he is talking about and just repeats words of someone else.
Melee?
Large Axe? Its swing can be a bit off from time to time, but using it as an iron breaker with swift slaying, some stacked attack speed on itself and a trinket it can get the job done. Its simple for the fact that because its an armor piercer, you can freely swing away on anyone armored but its decent for headshots.
Dual Hammers? Sort of yes and no. You get to break skulls but its pretty good if you prefer stagger and building temp HP off of it.
Dual Axes? As its a slayer only weapon, well you do get the benefit of extreme attack speed or the talent for more crit if you pack a 2 hander as a secondary.
Axe and Shield? More only for the point if you prefer wanting a shield. I mean shields help, they can be very useful. Its more so that the axe at least with some properties to increase the attack speed it can be useful. Armor piercing weapons usually are worth the application.
Cog Hammer? Everyone uses this. Its a blunt and bladed (via its heavy attack). Rather its like half large hammer half large ax. The real thing to love about it is that its attack range is simple, its heavy is a direct easy to aim overhead. Its pretty fast too. It works well with any talent like "temp HP from stagger" or "Enemies take more stagger damage" and it melds well with a ton of builds on any of the classes. The only downside? It lacks a bit of the pure armor penetration that say the large ax has, but the overhead from the heavy is a damn good one.
Ranged?
Throwing axes- much like krellians Javalins, Bardin has access to a recall type ammuntion. The axes themselves are actually pretty damn strong. They can go through a lot of foes, bypass armor, and you can pick them up if within range. The only downsides? Locked to the slayer class and the recall takes a few moments. It also leaves you with only 1 melee option so you basically are forced to take either increased attack speed or 5% more crit talents for using this weapon.
Grudge raker- its a double barrel shotgun, thats all you need to know. Any FPS with this type of weapon is self explainatory. Simple, easy, and to the point, 2 reasons its always used. Shoot something up close. If its still alive, shoot it again.
Drake pistols? Some dont take it but, I find it better if you don't really plan on having a full range investment. Its really more of a simplistic weapon. Not super strong, its fairly accuracute. It can kill some enemies do some minor damage over time. Its pretty good at least for blasting a charging mob of infantry before they get too close. You also don't have to worry about ammo. The bad side? It can get pretty inaccurate. only ironbreaker and outcast enginner can use it. There isnt much in terms of talent investment to help it either. Ironbreaker has a very specific underwhelming talent. Outcase enginner? You can get something a bit more out like ranged criticals every 4 shots or combined arms if you know when you want to get a stronger damage window.
Masterwork Pistol? I find it more reliable than the handgun. Its a wind up pistol with a secondary mode like fanning the hammer on a revolver. Its very quick to just point and shoot. It can get rid of most specials with a well placed shot. In some specific events too like against a rat Ogre, Abyss spawn, and bile troll, the secondary fire can be very very useful on such a large unarmored target. Survivalist and enginner also get a lot of bang for their buck with some talents on this one.
Troll torpedo? It makes things explode. Makes them into tiny little bitsized pieces. The bad? Low ammo, constant reload, your teammates will most likely yell at you for being the cause of death, use with caution on higher difficulties and it actually favors troll players themselves who just want to screw you over.
Cog-hammer for Engineer, MWP for their ranged unless you want to use a fire weapon to avoid ammo managment.
Not that they aren't a meme compared to more useful weapons.
People naturally gravitate to what they find most useful and you rarely see drake guns, because they aren't.