Fight together with your friends against hordes of enemies in this new Warhammer 40,000 experience. From the developers of the best-selling and award-winning co-op action franchise Vermintide, Warhammer 40,000: Darktide is a visceral 4-player co-op action game set in the hive city of Tertium.
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Fight together with your friends against hordes of enemies in this new Warhammer 40,000 experience. From the developers of the best-selling and award-winning co-op action franchise Vermintide, Warhammer 40,000: Darktide is a visceral 4-player co-op action game set in the hive city of Tertium.
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r/DarkTide
Fight together with your friends against hordes of enemies in this new Warhammer 40,000 experience. From the developers of the best-selling and award-winning co-op action franchise Vermintide, Warhammer 40,000: Darktide is a visceral 4-player co-op action game set in the hive city of Tertium.
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Fight together with your friends against hordes of enemies in this new Warhammer 40,000 experience. From the developers of the best-selling and award-winning co-op action franchise Vermintide, Warhammer 40,000: Darktide is a visceral 4-player co-op action game set in the hive city of Tertium.
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r/DarkTide
Fight together with your friends against hordes of enemies in this new Warhammer 40,000 experience. From the developers of the best-selling and award-winning co-op action franchise Vermintide, Warhammer 40,000: Darktide is a visceral 4-player co-op action game set in the hive city of Tertium.
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r/DarkTide
Fight together with your friends against hordes of enemies in this new Warhammer 40,000 experience. From the developers of the best-selling and award-winning co-op action franchise Vermintide, Warhammer 40,000: Darktide is a visceral 4-player co-op action game set in the hive city of Tertium.
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r/DarkTide
Fight together with your friends against hordes of enemies in this new Warhammer 40,000 experience. From the developers of the best-selling and award-winning co-op action franchise Vermintide, Warhammer 40,000: Darktide is a visceral 4-player co-op action game set in the hive city of Tertium.
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r/DarkTide
Fight together with your friends against hordes of enemies in this new Warhammer 40,000 experience. From the developers of the best-selling and award-winning co-op action franchise Vermintide, Warhammer 40,000: Darktide is a visceral 4-player co-op action game set in the hive city of Tertium.
Members Online upvotes · comments
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r/DarkTide
Fight together with your friends against hordes of enemies in this new Warhammer 40,000 experience. From the developers of the best-selling and award-winning co-op action franchise Vermintide, Warhammer 40,000: Darktide is a visceral 4-player co-op action game set in the hive city of Tertium.
Members Online upvotes · comments
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r/DarkTide
Fight together with your friends against hordes of enemies in this new Warhammer 40,000 experience. From the developers of the best-selling and award-winning co-op action franchise Vermintide, Warhammer 40,000: Darktide is a visceral 4-player co-op action game set in the hive city of Tertium.
Members Online upvotes · comments
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r/DarkTide
Fight together with your friends against hordes of enemies in this new Warhammer 40,000 experience. From the developers of the best-selling and award-winning co-op action franchise Vermintide, Warhammer 40,000: Darktide is a visceral 4-player co-op action game set in the hive city of Tertium.
Members Online upvotes · comments
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r/DarkTide
Fight together with your friends against hordes of enemies in this new Warhammer 40,000 experience. From the developers of the best-selling and award-winning co-op action franchise Vermintide, Warhammer 40,000: Darktide is a visceral 4-player co-op action game set in the hive city of Tertium.
Members Online upvotes · comments
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r/DarkTide
Fight together with your friends against hordes of enemies in this new Warhammer 40,000 experience. From the developers of the best-selling and award-winning co-op action franchise Vermintide, Warhammer 40,000: Darktide is a visceral 4-player co-op action game set in the hive city of Tertium.
Members Online upvotes · comments
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r/DarkTide
Fight together with your friends against hordes of enemies in this new Warhammer 40,000 experience. From the developers of the best-selling and award-winning co-op action franchise Vermintide, Warhammer 40,000: Darktide is a visceral 4-player co-op action game set in the hive city of Tertium.
Members Online upvotes · comments
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r/DarkTide
Fight together with your friends against hordes of enemies in this new Warhammer 40,000 experience. From the developers of the best-selling and award-winning co-op action franchise Vermintide, Warhammer 40,000: Darktide is a visceral 4-player co-op action game set in the hive city of Tertium.
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"hidden"
Well at least that means we're still getting new players
Somewhat hidden. I don't think I've seen a single Mk VII user in over 1k hours in this game. And most heavy sword users had bad damage for whatever reason.
That's unfortunate. The beauty of this game is you can experiment and see what works. But the shitty part about that is crafting take so much just to get a usable weapon
Then you haven't been paying attention because its not really that hidden at all. It's like one of 4-5 options zealots usually use
Always has been.
Now try Perfect Strike + Headtaker with Blazing Piety keystone. Dashing forward and choping in half a nearly whole pack of mobs feels awesome
Yeah, it does. But without martyrdom you can't reach consistent breakpoints on all elites except ogryns. And without crit keystone Perfect Strike is worthless.
Even w crit keystone its pretty bad lol. I like using it sometimes still
So, I discovered not really known build for zealot. Most people don't use Turtolsky because they are weak against carapace. And when they do they use Mk IX because it has overhead first heavy.
But with enough damage modifiers (full martyrdom is not needed), Brutal Momentum and Headtaker IV you can easily do no less than 600k damage every game. You will need these talents below, 3 Wound curios and Flamer (to deal with bulwarks and increase your boss/mixed horde dps if needed). Crushers are sort of a problem, but you can soften their packs good enough with some Flamer+Ult shenanigans and then use standart Heavy-Special or Heavy-Heavy spam.
Sword needs Flak and Elites damage as well to reach Flak Ragers oneshot-headshot with full martyrdom stacks and make Flak Gunners/Shotgunners oneshot easier to reach. Everything else doesn't need full stacks because you have plenty of other damage increase sources in your build.
Which is also kinda funny, you don't need to heal with martyrdom build ever. Didn't really consider it before, always running crit or momentum builds. Sweet bonus.
It kinda is a known build. Just rare to see, and not discussed much since there's nothing new about it for half a year. Even if you have a maximum performance with this weapon, it is hard to compete with equally competent players using something like the Rashad combat axe, or even the eviscerator 15. If you take heavy sword, you need something for crushers in your ranged slot, or to burn Fury to kill them with whatever gun. Both of those other weapons are easier to use than the heavy sword, so it's no wonder it is mostly ignored.
I use the mk9 because it was the best before patch 13, and I struggle to get familiar with the other two heavy swords' move sets. I put hundreds of hours in with the mk9 heavy sword. Ultimately, the conclusion I came to, is that the heavy swords are really hard to use compared to other weapons, so most people give up on them. They want to spam only light attacks against horde chaff and spam heavy attacks against elites, and ignore everything else. You need to basically land all headshots and a lot of heavy attacks and move set manipulation with heavy swords.
Mk9 especially demands move set manipulation so you get the overhead swing against mutants and specific tankier targets, and the second heavy against packed groups of elites like in the clip (it is perfectly horizontal strike). So there's a lot of times I block cancel or weapon swap cancel into heavy 1 to 1-shot a mutant, and other times I use light 1 on nothing while dashing to enemies so I can sweep their heads with heavy 2.
I find the heavy sword to be one of the most rewarding melee weapons though. I personally find Rashad combat axe to be so busted that it feels like cheating. Heavy sword strikes a good balance of being very powerful if you know what you're doing, with really high potential. You're basically always rewarded with more killing power with more skill with the heavy sword. And ya, jumping into ranged packs and immediately decapitating 4+ shotgunners feels very good to do.
Good explanation. In my opinion Turtolsky IX before talent rework was mainly used to farm hordes all day long, while using overhead heavy to deal with Crushers at least not as shitty as other heavy swords at the time. It was fun, but not a good build.
But with reworked BM, new talents etc. mk XII is new goat. Give it a try, always having horizontal heavy ready is good stuff. You can also easily hit mutant head right after dodge, without risking getting caught or letting him pass.
Main combo is spamming heavy-light all day on nearly everything and using flamer to deal with bulwark patrols.
I didn't think of flamer for bulwark killing. I'll have to give it a try. It's been a long time since I seriously tried a flamer.
I tried mk7 heavy sword a few times, and it really is just painful with the amount of muscle memory I have lol. I may try it more, but I honestly am happy with my performance with the mk9.
IMO, it was actually one of the better options before patch 13, still mostly just overshadowed by the broken combat axes. It didn't decapitate several gunners at a time, but you'd just slash them back and forth with heavy attacks and it would kill them in a few swings. Old Headtaker was also crazy. I had a very off-meta build (that should have been meta, tbh) where I paired heavy sword with kantrael shotgun. Old Headtaker adding 75% power boost and proccing off of burn DOT would kill so much shit it was crazy. Now the kantrael is nerfed to hell though, but zealot in general is more powerful so you can kill a lot of stuff with just melee and worry about tougher targets after.
Flamer + throwing knives after last patch is strongest zealot nade + ranged combo. Flamer can kill pretty much anything now and ignores bulwark shields. Knives deal with any special fast and easy without reloads.
Combat axed aren't really broken honestly. They are just good against anything, but not perfect. Some weapons better against horde, some against elites, axes are good enough against all enemy types.
I've been judging heretics with the Mk VII for over a year. But indeed great weapon, although I have different blessings IIRC.
Never seen it once. It's always IX with pretty mediocre damage results. What are you running on it? Rampage, I presume?
I had to double check, headtaker and wrath on the one I use mostly. With flak/maniac. On a martyr build with fury ult. I pair it with graia autogun mostly. Edit: Iirc Some people (YouTubers and in her) said it's moveset is bad. Maybe that's why many people sleep on it? I always try stuff out myself, part of why the game is great. Of course some YT have interesting analysis/builds, but usually those are not the ones with many followers which make subjective tier lists.
Honestly, most DT youtubers talk bullshit. Their builds and ideas suck. There is like one good one I can remember, Ryzen something I think. The bald psyker dude.
But it still might be their influence, hiding this weapon from community views.
Why Wrath though? Brutal Momentum wins in every possible situation.
My build for it is very similar to yours, only I go with the flashbang grenade and have different top. I have purge the unclean for Ogryn damage on top middle. but go down on the left through vicious offering, while still taking Thy wrath be swift.
You can block cancel and spam the special attack against crushers.
I wouldn't say HS7 is underrated, I've ignored the HS9 for the longest time due to the fact I can animation cancel the first H1 with the HS7.
I prefer the Crit HS7 dagger though, much more consistent without being downed from a blindspot kill due to having 1 wound. Also you can spam your specials on Crusher heads and keep them permanently stunned till you kill them, the same applies to anything that's not Unyielding
IX is just better b/c of that overhead first heavy. Think of other options you can do not just what you showed. You can do that with follow up heavies but that first strikedown on the IX means you can oneshot bulwarks and reapers. You can even multishot those flak and maniacs when they stack up with overhead strike down
Great post. Appreciate the info. When you say “you don’t need to heal w/martyrdom” you are correct, You don’t need to heal, but I have witnessed far too many martyrdom builds raging quitting from going down.
Special attack ignores armor on heavy swords, btw. It is single target with very little cleave, but spamming it against crushers and maulers knocks them out in a medium amount of time.
Mk9 Heavy sword with martyrdom has been my main build for the better part of the last 400hrs of playtime.
So satisfying.
How do you get the enemies to group up like that? I have the creature spawner mod, but is there a second mod to get them to clump up?
I just spawned them with Creature Spawner, wdym? There are hotkeys to choose and spawn mobs.
Besides cycling thru mob types, the 3 presets are also very handy to quickly spawn.
I edited the mod to add a "hurt_player" keybind and functions to lose HP and build martyr stacks, look for "heal_player" then add new stuff.
creature_spawner.lua add this function under the heal_player function (I use -20HP, change to whatever u like)
In creature_spawner_localization.lua add this function under the cs_heal_player_key entry:
in creature_spawner_data add entry after the entry -- Keybind to heal the player
While its great, my problem has generally not been masses of mobs or maniacs, but the huge carapace armored swarms. And the heavy sword kinda just sucks at those when they come in and ruin your day.
Bolter. It insta deletes the crusher swarms.
Build on the Turtolsky?
Yes, Mk VII
I think he meant what blessings you had as well as the mark type
Yeah it’s great, I just started using it bc I got a decent roll and my friend is leveling his character. But now I take it into auric for some fun
I mean, yeah it's damn good, but I still think it's got less charm than the other weapons in the zealot arsenal. Gimme stab, gimme bonk any time over more normie weapons!
00000000000000.1 health
As I said in my comment, you dont need full martyrdom stacks to do that.
Welcome to deathblow, the namechanged brutal momentum of heavy swords. Turns out the mechanic is just ridiculous. The heavy swords have been well known to be insane horde mulchers on the zealot channel (in the darktide discord) but require a decent amount of knowhow (headtaker is mandatory for example) to get to that point.
Last I checked the 6 and the 9 were considered better than the 7 for whatever reason, but I'm not exactly up to date on them.
The thing is that VII first heavy attack is considered strikedown despite being horizontal sweep, which means same damage as IX overhead heavy. And that in turn means exciting breakpoints. Also, quite easy to follow rotation - heavy-light all day against everything except carapace.
I looked a little further into it and the 6 also does this. The damage profile for the heavies is also identical if you account for stats, regardless of swing direction. The 7 also doesn't have a horizontal sweep, but rather an overhead and a diagonal (the same as the 6, apart from swing direction). You can see this here, and very strangely the cleave damage stat appears to affect your first target damage too: https://imgur.com/a/OaCw7BZ
It's worth noting that the naming convention (vanguard, strikedown) is just a guideline and not particularly consistent with the actual workings of the swing. Fatshark has been fixing this over time, albeit very slowly.
I do see why the the high damage heavy would give you new breakpoints and make for fun situations like the gif, although the issue with including lights in a rotation is that they will either struggle (or find it impossible) to hit the 1hko breakpoints of thicker targets.
So if you're running deathblow, the value of it is dragged down substantially against anything above what your lights can one tap, which importantly includes bruisers. This is important to note as it lowers the overall performance of the weapon if only half your swings does anything impressive.
The 9 on the other hand, while it's non-overheads have less damage, is able to purely heavy spam due to its heavies alternating between a horizontal and a diagonal after your initial overhead swing. So if you reach bruiser breakpoints on it, you can fully leverage brutal with every swing for faster clear.
Also worth noting, people generally prefer either light and then heavy spam after it in terms of ease of use. Having to alternate at all is, generally speaking, the least attractive playstyle.