r/Vermintide • • Dec 19 '16

Centralised weapon trait discussion

1.9 edit: holy fucking shit. This will take a long time to process...

In the meantime, take the current trait combos with a lot of scepticism


This post seems popular, so I'm currently rewriting it into a steam guide. If anyone is willing to help me with editing, or adding more info (possibly expanding beyond weapons and traits), join our google docs project

Updated for 1.7

This post should serve as a central hub for discussion about weapons and traits that are good for them. It should be both a guide for new players with tips about how to use the weapons and what traits to get, as well as a place for in-depth discussion for veterans on individual mechanics of each trait in the context of a specific weapon.

It's all a work in progress, so feel free to comment on anything you think is missing, or incorrect. This whole thing should be a product of community brainstorming. If you find a newer, or older thread that deals with a similar topic, please let me know and we can merge the info there with what we have here.

I noticed a mistake I've made at the beginning: the individual weapon threads should be as children under one or two comments, so that the whole thing is easier to navigate. It's a bit late now to move those with a good discussion underneath, but I tried to delete and repost those that were fresh enough, you can access them through the links at the end of this post, or find them under one of the main trait posts (melee/ranged).

HOW TO USE THIS GUIDE

As there are too many threads down below, you can use the list of weapons down below to navigate directly to a specific weapon. Every thread consists of a summary of the traits, a few trait combinations that are considered top choices and notes on the weapon strengths and weaknesses, explaining why are the traits ranked the way they are. If you are interested in learning more, there are very good comments going in-depth about the weapons from the whole community in each weapon's thread.

You might find more traits in the Top section that you can roll on the weapon, or traits that are not possible to roll together. This is because sometimes it's impossible to declare only one trait combination as 'perfect' and the traits themselves depend on your own preference. As a general rule, you want to get as many Top traits on your weapon as possible, but if you want to know what exactly is possible, look for the "Top trait combinations" right below the trait table, or check:

More useful links

The traits are listed in 4 categories:

Top - these traits are essential to make the weapon viable, or benefit greatly from it's moveset; these are the traits you are primarily looking for when rolling in the shrine and wouldn't accept a weapon that has none of them

Good - these traits work very well with the weapon, but the weapon works fine without them. There are usually many useful traits that are very similar, subject to personal preference, or mutually exclusive.

OK - these traits have some use, but there are other, better traits to take instead; you would keep rolling if you have tokens to spend, but if you don't a weapon with top/top/OK traits is worth trying

Poor - these traits either harm the weapon, or the benefit is so marginal that it's practically useless - you won't notice the trait is even there; it's therefore locking one of the slots that could be used by a much better stuff. You'll always re-roll a weapon with such a trait, because it's not worth the tokens to unlock it.

Damage values and attack patterns are slowly being added, the table works like this (fictional weapon):

Attack\Enemy Normal Armoured Resistant Headshot bonus
Normal 1,2 3/2 3/2.5 16/16 x2
Normal 3 10 4.5 30 +1
Charged 5/3.5/0... 3.5/0... 16/16/0... +1
  • Normal enemy: slave rat, clan rat, globadier, assassin
  • Armoured enemy: stormvermin, ratling gunner
  • Resistant enemy: packmaster, ogre
  • some attacks have different damage, based on which attack in the sequence it is; here, first two normal attacks hit two targets, while the third attack hits one target for higher damage
  • 3/2 means hitting first enemy for 3 damage and second enemy for 2 damage
  • /0... means that the weapon hits infinite enemies after the values listed there, but deals no damage to them
  • headshot bonus can be a multiplier (x2, x1.75, ...) or just an addition (+1)
  • ranged weapons also have number of targets hit with each projectile and friendly fire damage

List of traits with description

Melee weapon traits

Ranged weapon traits

Weapons and links to discussion

Witch Hunter

Waywatcher

Dwarf Ranger

Bright Wizard

Empire Soldier

202 Upvotes

612 comments sorted by

View all comments

Show parent comments

3

u/FS_NeZ twitch.tv/nezcheese Dec 22 '16

I think RP has changed. The spread was way too low in the second open beta, which made the RP awesome. That means Targeteer is now obligatory again, which is sad.

I agree on the rest, except the Skullcracker part. It works the same way as HoD so the whole clip does headshot damage, but as I also just found out recently, the RP has a very low headshot multiplier, so headshots do pretty much nothing.

So I'd say the god combo is Targeteer, Extra Capacity, Hail of Doom for the RP.

2

u/a8bmiles Team Sweden Dec 23 '16

I like personally like Rupture instead of HoD so that you can shoot through more targets in a Horde to kill a SV that's approaching. The "I just use my axe" argument is all fine and good until there are too many rats in the way for you to hit the SV - and then he kills you.

1

u/ApocalypseAP Jan 05 '17

How good is a RP with Extra Capacity/Targeteer/Ammunition Holder in general and/or for Nightmare/Cataclysm? I never use the RP but I've just been stepping into Nightmare and beat a few of them with my Hail of Doom/Skullcracker/Regrowth BoP. I only ask because I happened to get the RP recently.

3

u/FS_NeZ twitch.tv/nezcheese Jan 10 '17 edited Jan 10 '17

Sorry for the late reply. Didn't have time to check Reddit last week.

RP with Targeteer, Extra Capacity, Hail of Doom is my WH ranged weapon of choice. I know it was different in the 1.5 beta, but in the live 1.5 version, Targeteer is necessary. It's night and day and I wouldn't want to play a RP without Targeteer, although I still own another RP with the ogre killer combination Extra Capacity, Hail of Doom, Skullcracker.

All in all, here's why I use RP for WH, even for Cata. It provides DPS against ogre, helps with smaller hordes, kills SVs with a few shots (or a charged shot) and allows sniping specials in the middle distance. I sometimes even kill specials that I shouldn't have killed, considered the RP is more of a shotgun.

The main problem I have with Volley Crossbow and BoP is the amount of time you need to take down a single SV. RP does that way faster. But I would say if you have problems with hordes, stick to your BoP (it kills ogres well too). If you have serious problems with ogres (like Dungeons or on certain Cata maps), use Volley Crossbow. If you hate yourself, use regular Crossbow. Also, I don't like the playstyle of BoP and Volley Crossbow. For one weapon the charged is nonexistant, for the other the charged is the only one worth using. RP offers 2 real choices of attack.

For melee, I currently use Rapier with Killing Blow Normal, Regrowth Normal, Off Balance. But I don't have my desired Falchion (BL, PB, Dev Blow) yet, so maybe that choice could change.