Warhammer: Vermintide 2

Warhammer: Vermintide 2

531 ratings
Warrior Priest of Sigmar DLC Guide
By Royale w/ Cheese and 1 collaborators
Guide for Warrior Priest mechanic/talent, six DLC weapons, and some build theory.
16
14
3
4
15
3
5
4
3
3
4
4
4
4
2
   
Award
Favorite
Favorited
Unfavorite
Career General Overview
Career Orientation
A melee frontline with consistent team buff and strong support skills.

Pros: High tankiness. Has access to a lot of strong crowd control weapons. Has good damage against armoured elites. Well-used career skill has both high offensive and defensive potential.
Cons: Low burst damage, fairly low DPS ceiling, low mobility, extremely vulnerable to specials.

Basic Stats
Base HP: 150
Career Skill Cooldown: 70 sec
Weaponry: Can only use six weapons in total: Holy Great Hammer, Paired Skull-Splitters, Skull-Splitter & Blessed Tome, Skull-Splitter & Shield, Skull-Splitter Hammer, Flail and Shield.

Perks
Enemy of Chaos
30% bonus to Power vs Chaos Warriors and Beastman Standard Bearers.

Affecting all Super Armour units, which includes Chaos Warriors, Standard Bearers, Skarrik Spinemanglr, Bodvarr Ribspreader, Gatekeeper Naglfahr(phase 1).
Only increases damage. Does not increase stagger/cleave against these units.
Incorruptible
100% Curse Resistance.

Makes Victor immune to all curse effects, like Grimore, Miasma of Pestilence & Cursed Aura Grudge Mark in Chaos Waste, Hysh's Purging in Weave.

Currently equipping items with extra Curse Resistance, Curse effects will grant Victor extra max Health.
Implacable
Damage dealt to Saltzpyre is reduced by 20%. A further 20% of incoming damage is dealt to Saltzpyre over 3 seconds. Saltzpyre cannot be killed by damage dealt by Implacable.

Take 60% of the damage(lethal) upfront, 20% of the damage is negated completely, and the last 20% of the damage(non-lethal) is done over the period of 3 seconds.

The over-time damage completely depends on the original damage. Receiving damage reduction during over-time damage only does not reduce the over-time damage.

Career Skill & Passive
Shield of Faith
Saltzpyre imbues himself or an ally with a shield, rendering them immune to damage for 5 seconds. Upon expiring, the shield explodes, inflicting damage on nearby enemies.
Press Career Skill key(default key: F) will put the shield on Victor. Holding Career Skill to target an ally and using the attack input to place it on them with a range limit of 20(double the range of Ironbreaker/Witch Hunter Captain career skill). Can target allies behind walls and objects.
While under the effect of Shield of Faith, the blessed target gets an aura that constantly sends out short-range low-level stagger shockwaves that can stagger trash mobs/assassin all moves/leech grab. It also makes the blessed target immune to range attack knockback, so they can approach gunrat/firerat safely. The shield also stops most enemy attacks from interacting with player, completely prevent both HP and Stamina damage. Though specials attack like disabler/blight storm can still interact, elites can still connect shove and enemies are still able to move player's hitbox.
The shield will explode upon expiring, both inner and outer radius explosion is able to stagger off most disablers except Hookrat, but the inner explosion + DoT damage can kill Legend Hookrat or kill Cataclysm Hookrat most of the time(need 7 ticks of DoT). It can also free you from Halescourge/Nurgloth bee attack when it explodes. The inner radius explosion is able to stop normal elites all attacks, but cannot stagger Chaos Warrior overhead/Monster/Lord; the outer radius explosion can only stagger trash mobs. It also applies a fire DoT inside its AoE. The inner radius fire DoT lasts 5 seconds, has a base tick rate of per 0.7 seconds; outer radius fire DoT lasts 2 seconds, has a base tick rate of per 1.5 seconds. The explosion and DoT damage source are always counted as Warrior Priest.
Righteous Fury
Saltzpyre gains Fury when enemies die nearby. On reaching 100% Fury, he briefly enters Righteous Fury and his attacks Smite the enemy for 20% of weapon damage. Saltzpyre loses Fury while out of combat.
Victor can only restore energy when enemies die within 6 units(similar to normal aura range). Need to store 100 energy to trigger Righteous Fury. After triggering it/after 5 sec out of combat, you lose 6 energy per sec. Currently, for host as long as anyone in the team is hitting enemies, you are not counted as out of combat. However, for client Warrior Priest need to hit enemies himself to be counted as not out of combat.
Horde units generate 2 energy, elites generate 6, specials generate 8, bosses generate 200.
On Recruit you generate 150% energy, Veteran generates 120%, Champion/Legend/Cataclysm/Cataclysm 2 generate 100%, Cataclysm 3 generates 70%.
Only works on melee attacks. Does not work with push, bombs or Skull-Splitter & Blessed Tome AoE explosion.
The second attack deals 20% of the original hit, with a 0.3 second delay. Dealing increased damage if the original hit landed a headshot/critical attack. Since stagger state & lvl15 talents increase the original hit damage, they also increase the second attack damage. However, the hit from Righteous Fury does not benefit from stagger/lvl15 talents directly.
The second attack is able to apply a secondary stagger(same stagger power as light push, e.g rapier/dagger push) to enemies but does not generate temporary health from Level 5 talents nor generate career skill charges.
Talent Mechanic & General Usage (Part I)
LeveL 5 Row
Enternal Vigilance
Staggering enemies with a melee attack grants temporary health. Health gained based on stagger strength.
Should be used with Hammer and Shield.
Slayer of the Wicked
Damaging multiple enemies in one swing with a melee weapon grants temporary health. Max 5 enemies.
Should be used on most of melee weapons.
Blessed Hands
Healing yourself with a First Aid Kit or a Healing Draught also heals your nearby allies for 20.0% of their maximum health. Clears any wounds.
With the talent From Fury, Fortitude and The Comet's Gift, this talent is fairly viable on Warrior Priest, as you have the ability to restore health consistently in other ways. However, the main role of Warrior Priest in the team is a tanky frontline, and if using this talent force you to abandon frontline due to low health, this talent should be avoided.

LeveL 10 Row
Unstoppable Force
Striking 3 enemies in a single attack halves the cost of pushing for 4 seconds
Consistent crowd control tool during horde
Half push during horde can greatly increase any weapon's crowd control ability.
Due to the talent mechanic, it is fairly hard for shield bash attacks to trigger this talent, as shield bash attacks are inherently three hitbox in one attack.
For weapons with good push attacks, this talent can also increase their DPS while this talent is active. E.g Hammer + 30% stamina regen on the trinket, can do push attack - light attack - light attack combo infinitely inside horde. Hammer and Shield can also do push attack - light attack combo infinitely to help you burst down elites mixing inside horde.
However, this talent has a low trigger rate or is even completely useless while fighting mass elites or Boss/Lord fight.
Rising Judgement
Hits increase the power of the next charged attack by 8%. Max stacks 5.
Consistent damage for specific loadout on all types of units
The most consistent talent in this row. However, unlike the talent description, it only increases your damage instead of power, which means your stagger and cleave do not receive a boost from this talent. And it only increases weapon damage, so the AoE explosion from Skull-Splitter & Blessed Tome does not receive this bonus.
If you use Heavy Attack without any stacks, it will still receive 8% damage increase. For dual wield Heavy Attacks like Dual Hammers, one of the hammers will receive 8% damage increase and the other will receive 16%.
Should pair this talent with weapons that use Heavy Attacks in their combos.
Sigmar's Executioner
Killing an elite enemy grants 5% critical strike chance for 12 seconds. Max stacks 3.
Inconsistent strong damage boost
Grants up to 15% critical strike chance. With full stacks, it's an amazing high DPS talent. However, Warrior Priest is a low burst damage pure melee career with low mobility. As a result, this talent has pretty low uptime in low difficulties and/or with some range focus/high DPS teammates.
Talent Mechanic & General Usage (Part II)
LeveL 15 Row
Smiter
The first enemy hit always counts as staggered. Deal 20% more damage to staggered enemies. Each hit against a staggered enemy adds another count of stagger. Bonus damage is increased to 40% against enemies afflicted by more than one stagger effect.
Increases your single target DPS. Better for key target deletion. Should be picked most of the time.
Mainstay
Deal 40% more damage to staggered enemies. Each hit against a staggered enemy adds another count of stagger. Bonus damage is increased to 60% against enemies afflicted by more than one stagger effect.
Increases your horde clear DPS. However, Warrior Priest weaponry already provides him strong crowd control ability. Should be avoided most of the time.
Enhanced Power
Increases total Power Level by 7%. This is calculated before other buffs are applied.
Does not benefit a melee based career as much as other talents. Should be avoided.

LeveL 20 Row
Blazing Bright
Taking damage grants Victor Fury. Entering Righteous Fury grants Victor Shield of Faith.
Best career skill uptime talent
60% of the damage taken will be transferred into Fury. Does not include the delayed damage from Implacable. So in total, Fury Receive = Enemy Damage Dealt * 36% * Difficulty Modifier.
The auto cast Shield of Faith benefits from all Level 30 talents.
Since by default Fury is generated when enemies are dying nearby, it can be bit tricky to control when will you get the free Shield of Faith with this talent. However, even if the Shield of Faith is not given at the most useful time, having higher Fury uptime when you need damage is already very important, since taking enough damage to maintain Fury usually means the player is experiencing a difficulty spike. This talent also has strong synergy with The Comet's Gift, since you can intentionally take damage in short period of time to enter Fury and use that talent to heal all the lost health back.
See My Wrath
Shield of Faith grants Victor 60% Fury. Smite now deals 40% of the attack's damage.
Best Fury uptime talent
Casting Shield of Faith on either Victor or teammates grant you 60% Fury charge, and Righteous Fury attack damage increases from 20% to 40%.
With correct Shield of Faith timing, this talent can make sure you to have Fury ready on horde/patrol fight, but not guaranteed on boss as you cannot generate Fury on boss when it is the only enemy present. The high uptime Fury plus improved Fury damage should provide overall highest DPS among all level 20 options, even though it gives up some utilities.
From Fury, Fortitude
Each Kill now grants 2% Fury and during Righteous Fury restore health to the party.
Best sustainability talent
Units killed by Victor grants 2%(2 point) of Fury, on top of the regular Fury he can gain. During Righteous Fury, all units you kill will store the whole team's Permanent Health, doesn't matter the distance between Victor and his teammates and can be triggered with explosives. The amount of health you restore is equal to 50% of THP on kill that the slain unit can provide, and fully benefits from all increase healing effects.
When playing as host, the last hit/kill that triggers Righteous Fury is also counted towards this talent, so if you landed a killing blow on a Boss, you can be guaranteed to heal your team 25 Permanent Health, doesn't matter if you have Righteous Fury active or not beforehand. Also, as Righteous Fury can be triggered consistently during horde fight, this talent can provide a noticeable amount of Permanent Health in each horde, as long as there aren't many range horde clear careers in your team, since it requires Victor to land the killing blow to generate health for the whole team.
Talent Mechanic & General Usage (Part III)
LeveL 25 Row
Prayer of Vengence
Bless the party with 25% increased power versus Monsters.
Moderate damage boost for the whole team
Same as 15% Power vs Monster. Works against mini boss like Bile Troll/Chaos Spawn, but also Packmaster/Halescourge/Deathrattler.
It allows Shield of Faith explosion plus DoT to kill Cataclysm Packmaster more consistently, if they are in close range.
Having a big damage bonus for the whole team against some of the highest difficulty spike in the game is extremely valuable. This talent can some times be the difference of kill the boss before specials/hordes show up or not. Consistently improve win rate if you can afford losing some defence capability from other options.
Prayer of Might
Bless the party with 25% increased Stagger Power.
Moderate crowd control ability for the whole team
Due to the nature of stagger, the 25% increased Stagger Power can be completely useless or very helpful depending on if you can reach certain meaningful stagger breakpoints. Since interrupting enemies certain movement is a yes or no situation, unlike damage dealt where even unable to reach breakpoints they still increase DPS. For a randomly formed team, it is very rare to reach some stagger breakpoints with this talent. Only use this talent if you know and want to reach specific stagger breakpoints for yourself.
Prayer of Hardiness
Bless the party with 15% increased Max Health.
Consistent toughness for the whole team
Basically 15% more room for error for the whole team. For 150 max HP careers, this talent also allows them to survive a Cataclysm elites overhead attack when they are full health, which can come in clutch in a patrol fight. Not flashy, but an extremely consistent talent for all types of team composition.

LeveL 30 Row
Unyielding Blessing
Shield of Faith now lasts 10 seconds. The shielded hero's attacks cause the shield to pulse, staggering nearby enemies.
Horde control talent
While under the effect of Shield of Faith, whenever the blessed target land a melee attack hit, it sends out a shockwave around the target, applying medium stagger to lesser units within 3.5 unit. With the long last duration and AoE shockwave, Victor can singlehandedly stagger a whole wave of horde. However, the shockwave does not generate THP, and it doesn't have enough stagger power to stagger elites at all, making the stagger effect very underwhelm under tough difficulty spike, with only the double duration plays a role in those situation. And although the extra duration can be outstanding, most of the time other options provide better more consistent result and utilities.
United in Prayer
Shield of Faith always affects Victor as well.
Raise career skill usage floor and less micro
While using this talent, Shield of Faith will still affect your nearest eligible party member if you do not manually choose the main target/main target is Victor. It basically doubles the total duration of Shield of Faith, creating two explosions when the shields expired, providing a bit more stagger and damage.
Since now Shield of Faith can affect two players, the chance of someone getting good use of the invincibility is increased. You can also just cast Shield of Faith on yourself in a pinch and not worry about its efficiency too much.
The Comet's Gift
Shield of Faith revives and heals an amount equal to all Damage suffered last 3 seconds.
Raise career skill usage ceiling and more utility
Shield of Faith will heals the Temporary Health lost as Temporary Health and Permanent Health lost as Permanent health in the last 3 seconds.
Besides providing invincibility for defensive or offensive play, Shield of Faith can now act as a long-range revive or strong healing. Especially if you or one of your teammates suffered a high amount of burst damage(e.g elites overhead, close range gunrat burst, monk/savage chain attack), a Shield of Faith can heal them back immediately, though it requires you to pay close attention to your team's health condition all the time.
Keep in mind even though this talent provides so much great play potential to your career skill, do not save it too aggressively. A skill that's not used at all is a useless skill, regardless of its potential.
New Weapons Overview - Holy Great Hammer





Career Accessibility
Zealot, Warrior Priest
Basic Stats
Stamina:
6 stamina/3 shields
Dodge:
100% dodge distance, 2 dodge count
Block/Push ability:
Same as normal weapons.
Crit chance:
Light Attack 3, Heavy Attack 1 have 10% extra crit chance.
Mass modifier:
Light Attack 3 and all Heavy Attacks have Tank.
Additional notes:
Light Attack 2/Light Attack 3/all Heavy Attacks do not get stopped by cleave resistant units(e.g Armoured units).
Has a single target special attack, sharing the damage profile with push attack.

Holy Great Hammer is a well-rounded two-handed weapon. Unlike Kruber/Bardin Great Hammer, Holy Great Hammer has not just amazing horde control but also horde clear speed. Its single target combo also comes out quicker and with very little movement slow effect during the combo. It also inherited other characteristics of regular Great Hammer, has amazing damage against armoured enemies, especially Super Armour. Though it still suffers a bit from two-handed weapon dodge capability. And its move set is not as straightforward as a regular Great hammer, requires a bit of combo practice to be used effectively.

Pros: Good cleave. Good crowd control. Good single target armour damage.
Cons: Low dodge(though same as other two-handed weapon). Monster DPS is fairly low.

Recommended Weapon Combo:
Special attack:
Great Hammer special attack(default key: Mouse 5) is a quick single target attack, sharing the damage profile with its push attack. Use it to reset your attack combo back to the first light attack or first heavy attack.

Against horde:
When fighting horde, use combo heavy attack - heavy attack - light attack.

Against elite:
When fighting elites, use combo light attack - light attack - heavy attack.

Against monster:
When fighting monster, use combo light attack - light attack - heavy attack.
New Weapons Overview - Flail and Shield





Career Accessibility
Warrior Priest
Basic Stats
Stamina:
8 stamina/4 shields
Dodge:
115% dodge distance, 3 dodge count
Block/Push ability:
Same as shield weapons.
Crit chance:
No extra crit chance.
Mass modifier:
Light Attack 1, Light Attack 2, Push Attack and all Heavy Attacks have Tank.
Additional notes:
Light Attack 4/Light Attack 5/all Heavy Attacks do not get stopped by cleave resistant units(e.g Armoured units) and damage through shield.
While charging Heavy Attacks or holding left click after full charge Heavy Attacks can block incoming attacks like normal block.

Flail and Shield is closer to the regular Flail than regular shields. All its attacks beside the shield bash have the same damage profile as its regular Flail counterpart. And similar to Bretonian Longsword, while charging or holding left click after full charge Heavy Attacks, you can block incoming attacks and release your Heavy Attack at any time. It even has higher single target DPS than Flail thanks to Light Attack 1 and 2 being the overhead attack. The only downside compared to Flail is the loss of 1 dodge count, which is very minimal considering they still have the same dodge distance. On the other hand, the similarity between Flail and Shield and regular shields are less presented. While still having shield strong block and shield strong push, it doesn't have quick access to shield bash attack, only has a weaker version inside its light attack chain. It also has one less stamina shield compared to regular shields, down from 5 to 4, and lack the shorter stamina regen delay after push like other shields. As a result, Flail and Shield perform better with THP on Cleave talent rather than on Stagger if you favor its regular attacks and should be used to utilize the Flail part more. Overall a good crowd control weapon with decent damage and strong defense.

Pros: High dodge among shields. Good single target damage. High crowd control. Good horde clear. Damage through shields.
Cons: Monster DPS and DPS cap are fairly low. Don't have access to shield bash quickly.

Recommended Weapon Combo:
Against horde:
When fighting horde, use chain heavy attack.

When fighting horde and need quick crowd control, use combo push attack-light attack-light attack.

Against elite:
When fighting single Mauler, use combo light attack - light attack - block cancel.

When fighting single Monk/Savage, use combo 5 light attacks - block cancel.

When fighting single armoured elite, use combo light attack - heavy attack.

Alternatively, use combo light attack - qq cancel for best DPS on all types of the single elite.

When fighting multiple elites, use chain heavy attacks.

Against monster:
When fighting unarmoured monster, use combo light attack - light attack - block cancel.

When fighting armoured monster, use combo light attack - heavy attack.

Alternatively, use combo light attack - qq cancel for best DPS on all types of monster.
New Weapons Overview - Skull-Splitter & Blessed Tome





Career Accessibility
Warrior Priest
Basic Stats
Stamina:
6 stamina/3 shields
Dodge:
120% dodge distance, 3 dodge count
Block/Push ability:
Same as normal weapons.
Crit chance:
Light Atttack 1/2 have 10% extra crit chance.
Mass modifier:
All Light Attacks and Push Attack have Tank.
Additional notes:
    Charging Mechanic
  • Both Heavy Attacks have two levels of charge. You can charge these attacks by either holding mouse left button for a short period of time like normal weapons, or pressing special attack(default key: Mouse 5).
  • While pressing special attack(default key: Mouse 5), you are slowed down by 10%.
  • Heavy Attack/Special Attack charge speed can be increased by Attack Speed.
  • After the Heavy Attacks are charged to 2nd level, the pattern on the book will be fully lighted.
  • Unlike other weapons, you don't need to fully charge the Heavy Attacks to 2nd level charge in one go.
  • Switching weapon/item does not lose charging progress. Two different Skull-Splitter & Blessed Tome have separate charging progress.
    Heavy Attacks Properties
  • Both 1st level Heavy Attacks are single target attack.
  • After fully charged, the heavy attack 1 will get a bit more damage and a lot more stagger, also perform a lunge. During the lunge, you do not have dodge state and apply a very weak stagger(light push level) to the enemies near you. Right click during lunge can cancel it.
  • After fully charged, the heavy attack 2 will get a lot more stagger, and release an AoE explosion near the main target. The explosion also applies to the main target, does not provide THP or career skill charge, does not apply DoT.

Skull-Splitter & Blessed Tome is an interesting weapon with a lot of unique mechanics related to its two Heavy Attacks.
The fully charged Heavy Attack 1(heavy stab) is mostly served as a move tech and gap closing tool. It applies a weak stagger(light push level) to enemies on your charging path and does not provide dodge state during lunging. So it's not recommended to be used during horde fight/high threat combat situation or even trying to catch up hookrat/assassin/gunrat/firerat that are targeting you, as they will most likely disable you or knock you back or deal high damage to you during the lunge. Though you can right-click to cancel the lunge. The stagger and damage of the direct hit does increase when fully charged, able to stagger elites running attack and Storm Vermin overhead without investment, but it is not worth the charging time for DPS purposes.
The fully charged Heavy Attack 2(heavy slam) is the most useful offensive tool for Skull-Splitter & Blessed Tome in most situations. It's similar to Sienna Flaming Flail heavy slam attack, apply stagger and deal damage to a group of enemies while one enemy will take higher damage/stagger. Compare to Flaming Flail, the Skull-Splitter & Blessed Tome AoE does way more damage, enough to kill horde trash inside the AoE in 2-3 hits. In order to get a fully charged heavy slam, you need to light attack/push attack once, and then full charge you heavy, which is fairly slow in a real combat scenario and can leave the player vulnerable.
In order to release a fully charged heavy attack, you can charge it by holding left click or special attack. During combat(mostly Heavy Attack 2), holding left click is better as it takes less time in total since you already have gone through part of the charge animation already. So in order to release a fully charged Heavy Attack 2, should use push attack/light attack - 2nd level heavy attack as the combo. During pacing, preemptively charging your heavy with the special attack is better, as it slows you down less and allows you to get a fully charged heavy version quicker on the next enemy. Also, use special attack - 2nd level heavy attack allows you to move around in a more efficient way.
Overall Skull-Splitter & Blessed Tome is a utility weapon that has a lot of unique mechanics with ok damage output ability. The biggest issue is the long charge time required for its useful attacks and since most of its attacks are single target/explosion, its temporary health generation is fairly poor. Should be paired with another all-rounded weapon that helps you to perform better in tight situations and farm health.

Pros: High dodge. Unique moveset. Good move tech.
Cons: Heavy Attacks require a long charge time to be effective and leave players vulnerable. Low temporary health generation.

Recommended Weapon Combo:
Special attack:
Skull-Splitter & Blessed Tome special attack(default key: Mouse 5) is used to charge its Heavy Attacks. After fully charging the Heavy Attacks, the pattern on the book will be fully lighted. Then you can choose when to perform your fully-charged Heavy Attack.

Against horde:
When fighting horde, use combo push attack attack - 2nd level heavy attack.

Against elite:
When fighting single unarmoured elite, use chain light attack.

When fighting single normal armoured elite, use combo light attack - 2nd level heavy attack.

When fighting single super armoured elite, use chain first-level heavy attacks.

When fighting multiple elites, use combo light attack - 2nd level heavy attack.

Against monster:
When fighting unarmoured monster, use chain light attack.

When fighting armoured monster, use chain first-level heavy attacks.
Weapons Overview - Skull-Splitter Hammer
This weapon is an exact copy of Kruber Mace/Bardin Hammer





Career Accessibility
Zealot, Warrior Priest
Basic Stats
Stamina:
9 stamina/4.5 shields
Dodge:
120% dodge distance, 3 dodge count
Block/Push ability:
Same as normal weapons.
Crit chance:
Light Attack 3 has 10% extra crit chance.
Mass modifier:
Light Attack 1/Light Attack 2/Light Attack 3 and Push Attack have Tank.
Additional notes:
This weapon is an exact copy of Kruber Mace/Bardin Hammer.

A one-handed weapon, focus on defense, mobility and crowd control. Its light sweep attacks have great stagger power, can interrupt Storm Vermin/Mauler/Bestigor overhead by default, and generate a huge amount of THP against horde. Its high stamina count plus good move speed while blocking allow you to push attack shove through density or block while retreating easily. With level 10 talent Unstoppable Force, its horde clear combo push attack - light attack - light attack can also be performed infinitely as long as there are 3 units for you to hit through. The only downside is that this weapon's overall damage potential is not as good as other options.

Pros: High mobility and defense. Good dodge. Good crowd control. Ok single target armour damage.
Cons: Horde DPS, Monster DPS and DPS cap are fairly low.

Recommended Weapon Combo:
Against horde:
When fighting horde, use combo light attack - light attack - block cancel. Mixing some push/push attacks can increase crowd control.

Against elite:
When fighting unarmoured elites, use heavy attack, then chain heavy attack - light attack.

When fighting armoured elites, use chain heavy attacks.

Against monster:
When fighting unarmoured monster, use heavy attack, then chain heavy attack - light attack.

When fighting armoured monster, use chain heavy attacks.
Weapons Overview - Paired Skull-Splitters
This weapon is an exact copy of Bardin Dual Hammers





Career Accessibility
Zealot, Warrior Priest
Basic Stats
Stamina:
8 stamina/4 shields
Dodge:
115% dodge distance, 3 dodge count
Block/Push ability:
Same as normal weapons.
Crit chance:
No extra crit chance.
Mass modifier:
Light Attack 1/Light Attack 2/Light Attack 3/Heavy Attack 2/Heavy Attack 3 have Tank.
Additional notes:
This weapon is an exact copy of Bardin Dual Hammers.

An all-rounded dual wield weapon with no obvious downside. It has amazing horde clear speed and crowd control ability, farming THP extremely fast. Paired Skull-Splitters also have access to good and fast single target attacks, high stamina/good dodge and easy move tech. The only downside that barely counts is its killing speed against mass elites, but even then you can utilize your high moveability and high stamina count to turn the fight into your favour.

Pros: High mobility and defense. Good dodge. High crowd control and horde DPS. Good single target damage.
Cons: Single target DPS cap is fairly low.

Recommended Weapon Combo:
Against horde:
When fighting low density horde, use chain light attacks.

When fighting high density horde, use combo light attack - heavy attack - heavy attack.

Against elite:
When fighting elites, use combo push attack - light attack - heavy attack.

Alternatively, use combo heavy attack - qq cancel for best DPS on all types of elites.

Against monster:
When fighting normal monster, use combo heavy attack - block cancel.

When fighting super armour monster, use combo push attack - light attack - heavy attack.

Alternatively, use combo heavy attack - qq cancel for best DPS on all types of monsters.
Weapons Overview - Skull-Splitter & Shield
This weapon is an exact copy of Kruber Mace and Shield/Bardin Hammer and Shield





Career Accessibility
Warrior Priest
Basic Stats
Stamina:
10 stamina/5 shields
Dodge:
100% dodge distance, 2 dodge count
Block/Push ability:
Same as shield weapons.
Crit chance:
Light Attack 3 has 10% extra crit chance.
Mass modifier:
Light Attack 1/Light Attack 2/Light Attack 3 and Heavy Attack 2 have Tank.
Additional notes:
This weapon is an exact copy of Kruber Mace and Shield/Bardin Hammer and Shield.

A standard shield with a simple single target combo. The easy access to shield bash attack allows Hammer and Shield to crowd control efficiently. And due to the high stagger and infinite cleave of bash attack, Skull-Splitter & Shield synergize greatly with THP on Stagger, providing the most efficient THP farming method in the whole game. But just like other standard shields, its DPS, in general, is not amazing against all types of units, and has below average dodge ability. Though compare to some other shields, Hammer and Shield still have some mobility and short-term single target burst thanks to the push attack - light attack combo.

Pros: Ok mobility among shields. Good crowd control. Ok short term single target DPS.
Cons: Horde DPS and long term single target DPS are fairly low.

Recommended Weapon Combo:
Chain bash:
Chain bash can stagger all types of unit (except monster). A great way to stabilize your position/stagger multiple elites. It can also farm temporary HP with stagger very efficiently.
Use the combo push - heavy attack to chain bash.

Against horde:
When fighting horde, use light attack, then chain light attack - heavy attack. Mixing some push/shield bash can increase crowd control.

Against elite:
When fighting eltes, use combo push attack - light attack.

Against monster:
When fighting monster, use combo push attack - light attack.
99 Comments
Royale w/ Cheese  [author] Aug 28, 2022 @ 1:19pm 
Paired skull splitter + thp on cleave is pretty good too on horde, but will perform worse when there are armoured elites and such.
HerrDave Aug 28, 2022 @ 12:50pm 
Thanks for the quick response!

I didn't know you can't get THP if you deliver a killing blow, that sucks :(
I was hoping to use the Paired Skull-Splitters in Legend with comparable THP results

If I'm getting this right:
- Paired Skull-Splitters can out-heal the Flail & Shield during a swarm attack or picking off stragglers, but will not keep you alive during a Boss or Chaos Patrol

- Flail & Shield will consistently grant THP-on-hit and is generally safer due to better cleave and auto-block

Because of the high but inconsistent THP generation of the Paired Skull-Splitters, they don't necessarily encourage or reward the Warrior Priest for playing more aggressively; especially against more high-value targets like Berserkers, Monks, Chaos Warriors & Bosses.
It would be wise to stick to the Flail & Shield for steady healing in every fight.

TL:DR
Stick with the Flail & Shield
Royale w/ Cheese  [author] Aug 27, 2022 @ 12:56pm 
THP on stagger usually gives more THP when it works, but I don't recommend it because THP on cleave is more consistent for couple reasons.
First, there are a lot hard to stagger enemies in the game, like monk/zerker/chaos warrior/boss, where THP on stagger is mostly useless. But THP on cleave + flail and shield let you get at least 1 thp per hit, and usually multiple because flail shield heavy attack can cleave armoured elites and such.
Second, THP on stagger does not give you THP if the hit kills the unit. This happens very often, and depends on your headshot rate/team comp etc can be a big problem. If you have another high cleave career or range horde clear like wizard staff, lots horde unit will be in one shot range, and swing at them will give you nothing.
HerrDave Aug 27, 2022 @ 12:45pm 
Out of curiosity, how does the THP generation between the Flail & Shield and Paired Skull-Splitters compare?

I've been running Flail & Shield + Slayer of the Wicked (THP on crowd hit)

Recently I saw a video that mixed the Paired Skull-Splitters with the Eternal Vigilance (THP on Stagger) and Prayer of Might (Stagger Strength Aura) which can stagger Maulers with Light attacks, and I'm curious if it's THP generation is better or worse than the Flail & Shield.

Thanks for reading, man!
Baracuta Mar 19, 2022 @ 3:34pm 
Thanks, good to know.
Royale w/ Cheese  [author] Mar 19, 2022 @ 3:15pm 
just two shields
Baracuta Mar 19, 2022 @ 3:12pm 
Is it just with the flail/shield and hammer/shield, or is the +10% to chaos able to get his holy great hammer to reach a stagger BP?
Royale w/ Cheese  [author] Mar 19, 2022 @ 2:49pm 
Check my cata build guide.
He doesn't have any bp beside stagger bp.
Baracuta Mar 19, 2022 @ 2:48pm 
Anyone know if anyone has the breakpoints for cataclysm on this lad yet?
Kitten: Wolf War Survivor Mar 6, 2022 @ 9:35pm 
That's a shame. Thank you.