How to Love the Careers that Reddit Hates
Introduction
I follow the Vermintide subreddit and was fascinated by a recent series of posts by u/Jonteman93. It was a poll of the community in which participants voted out their least favorite careers one-by-one. I was surprised to see that my three favorite careers were the first ones voted out: Huntsman, Outcast Engineer, and Pyromancer. I also see a fair amount of other posts that lament about the weaknesses of these three careers along with suggestions for reworking them.
I used to dislike all of these careers as well; I subscribed to the idea that Waystalker and Battle Wizard were the superior ranged careers in every way, and I seldom played any other career for ranged combat. However, over time I learned how to utilize the strengths of all three careers by changing my play style and familiarizing myself with the weapons.
Full disclosure, I am by no means an expert. I have ~500 hours in the game and regularly perform well in all of my matches. I do not claim anything I state to be fact or the 'right' way to do things, I am merely sharing my perspective and my success with the three careers listed.
Huntsman Mechanics
- It grants stealth until an attack is made
- Gives increased ranged damage and attack speed
- Makes no ammo consumed upon reload
Poacher's Mark. Doubles effective range for ranged weapons. This is what makes Huntsman an excellent sniper career. This allows you to shoot specials and elites over a great distance for high damage. You are never too far away from an enemy to kill it efficiently.
Deep Pockets. Increased maximum ammo. This is ubiquitous among ranged careers.
The following list of ranged weapons is ordered for you to select based on how good your aim is. Starting from bad aim and ending with elite aim.
- It draws slower and deals more damage
- It has a lower total ammo count
- Kruber moves slower at full draw
- Kruber's longbow can be shot before full draw is reached and deals decreased damage if shot in this way.
- The zoom is delayed until after the full draw is complete
No input
Partially drawn
Fully drawn
Some more pictures to show the difference in damage between the partial and charged shots, and then compared to Kerillian's longbow:
Huntsman Playstyle
- As a dedicated elite/special sniper career, Huntsman players need to be constantly aware of their positioning and their surroundings. It is important to keep a good distance between yourself and enemies in order to keep shooting at priority targets like specials and elites; if you have to defend yourself with your melee weapon, you are unable to shoot.
- It is imperative to practice until you can average headshots at least 1 in every 4 shots. That rate of headshots should allow you to maintain your ammunition for an entire mission with only 1-2 pickups. If you have trouble with this, play a different ranged career and practice getting headshots until you feel comfortable.
- You don't need a headshot on specials, prioritize killing them quickly, as they are dangerous. A headshot is desirable, but the 10% ammo gained from shot crafter makes up for a lack of a headshot.
- Change your playstyle based on the monster/lord. Huntsman can absolutely melt certain bosses while faring much worse against others. When fighting a Stormfiend, Bile Troll, Halescourge, Deathrattler/Rasknitt, and Nurgloth, stand back and shoot as much as possible. These monsters frequently stand still and make chaining headshots together a breeze; the longbow and repeater handgun are much better at this than the blunderbuss and handgun. Against other monsters/lords, particularly high mobility ones, shoot sparingly and play more defensive.
- When using the repeater handgun, I recommend using the talent Blend In at level 30 to decrease your ability cooldown. This will allow you to shoot more frequently and utilize the rapid fire trick more often.
- When using the longbow, know when to use the partial draw instead of a full draw. Partial draw shots can easily be chained together by holding down right-click and spamming left-click. This will give you the highest DPS possible on the longbow and is better in certain situations. Use this technique when shooting at an incoming horde, try to aim at head level to get several headshots per arrow to refill ammo quickly. The partially drawn shots also have the same amount of cleave and stagger as fully drawn shots, so you will still pierce plenty of targets. Also use this against unarmored monsters and lords, this will increase your DPS against them regardless if you get headshots or not when compared to fully drawn shots. You should fully draw your bow when shooting armored monster/lord, specials, elites, and super-armor. Kruber's longbow fully drawn is the only bow that can damage super-armor on a body shot.
- When using the longbow, you can shoot right as Kruber begins to rotate the bow and it will count as a fully drawn shot. If you can practice the timing, you can chain together full shots only slightly slower than spamming partial shots. If you time each shot quick enough, you will also prevent yourself from zooming in with the longbow. It is uncertain if this strategy offers higher DPS than spamming partially drawn shots, but spamming partially charged shots is certainly easier.
- If you are using the handgun, consider a higher damaging melee weapon. Compared to the other 3 ranged weapons, the handgun is the worst at clearing a horde. This results in being in melee more often when using this weapon (on average). The spear, sword, and sword and shield are lower damage weapons intended to get you out of melee to shoot. When using the handgun, however, you may have to rely on melee to kill a higher number of enemies.
Outcast Engineer Mechanics
Spotter. Increases ranged power of nearby allies by 10%. You won't be around allies too frequently for this to help your team, but it can make a real difference when you are.
Utility Belt. You can carry up to 3 bombs at once. Nice.
Outcast Engineer Playstyle
- Consider your crank gun a weapon, not an ability. Also consider it your primary weapon. Your crank gun is your source of power as an engineer and you should use it as frequently as possible. That being said, it is very difficult to use because of the following reasons.
- Positioning is everything. Since you should be shooting as much as possible all of the time, you need to be aware of your surroundings and keep yourself safe. Your teammates should help you, that is true, but you shouldn't rely on them. Engineer is one of the least mobile and defensive careers in the game and therefore has serious difficulty escaping or avoiding danger while shooting. This can easily lead to deaths from the most basic enemies that you were unaware of.
- Managing your resources is almost as important as positioning yourself. The difficulty of engineer comes from managing three weapons, especially the pressure stacks on crank gun. You need to always keep an eye on your pressure stacks to make sure that your ability bar is always refilling. This requires pausing your shots to build stacks while using the rapid fire build. This aspect of engineer is far easier when playing as the armor piercing build with the superior gaskets talent and should be used by beginners to engineer, in my opinion.
- Know when to enter melee. While it is true that you should prioritize shooting as much as possible, do not neglect melee, especially when defending yourself. Putting away your crank gun too late can easily cause you to take significant damage and/or go down. Again, this aspect is easier on the armor piercing build as superior gaskets offers increased attack speed.
- When using the rapid fire build, focus on hordes with your crank gun and switch to your ranged weapon to kill armored enemies. This build is also considerably more difficult than the armor piercing build because of the need to reapply pressure stacks. However, the increased skill and effort is well rewarded, as a good rapid fire engineer can make the entire game trivial for his whole team.
- When using the armor piercing build, use your crank gun against armor and your ranged weapon for horde. You can also use your crank gun on horde before applying stacks. You can do this because you have no need to reapply stacks and can comfortably empty your ability bar without worry.
Pyromancer Mechanics
Searing Focus. Increases ranged damage by 10%. Epic.
Pyromancer Playstyle
- Don't be afraid to hurt yourself with venting. Most of Pyromancer's damage comes from being at high overcharge to take advantage of the increased critical hit chance. Therefore, it is a good strategy to shoot until almost at critical overcharge, vent down to roughly half, keep shooting, and repeat. This does involve taking small amounts of health damage somewhat frequently so it is important to mix in melee occasionally to generate temp hp. Level 30 talents bonded flame and exhaust can help with this.
- Pyromancer can be quite effective in melee. Selecting the level 25 talent The Volans Doctrine eliminates being slowed down from overcharge. It is a good strategy to take this talent, generate high amounts of heat, then wade into melee combat with 20%-30% increased critical hit chance. This can result in generating a good amount of temp hp, especially with the temp hp on kill talent at level 5. There are 1-2 other talents that can create a good melee Pyromancer as well.
- Friendly fire voice lines are misleading. Many of Pyromancer's weapons have an area of effect. If an ally is caught within an area of effect, their friendly fire voice line may trigger, leading you and your teammates to believe that you are damaging them. For example, if your teammate was on the edge of a fireball explosion, they could have taken no actual damage because they were too far away from the epicenter, but the voice line still triggered. A few of Sienna's weapons have this issue, particularly on Champion where the friendly fire damage is decreased. Do not try to use this as an excuse if you are actually damaging your teammates, though.
- The bulk of your damage is not damage over time. Compared to many Battle Wizard and Unchained builds that utilize DoT more, Pyromancer is different in this aspect. This could be a cause of distaste for Pyromancer among players. The critical strike chance does not benefit DoT and therefore it is important to play Pyromancer with a different mentality than Sienna's other careers.
- Pyromancer benefits greatly from supportive teammates. Mercenary, Grail Knight*, Waystalker, Sister of the Thorn, and Warrior Priest all have methods of providing health or temporary health to their teammates. This allows the Pyromancer to more frequently vent her overcharge which leads to greater damage output. If you are coordinating with a team, consider these synergies.
Conclusion
It seems that my analysis and conclusions for all three careers seem to have a commonality. A different skill is required to excel at these careers compared to other ranged careers. Huntsman is heavily reliant on headshots to succeed, Outcast Engineer is reliant on his crank gun/pressure stack management, and Pyromancer is reliant on maintaining high overcharge and venting health for damage.
All other ranged careers, Ranger Veteran, Waystalker, Bounty Hunter, and Battle Wizard are all relatively more straightforward. They don't have to hit a certain part of an enemy to succeed and their ammo/resource management is much more passive. Ranger Veteran gets ammo dropped at his feet when he or any teammate kills a special, Waystalker can get 30% ammo for each elite and special she kills with her ability, Bounty Hunter can get 5% ammo from his guaranteed critical hits every 6-10 seconds with the Scrounger trait, and Battle Wizard automatically vents overcharge for no health cost.
I think the core of the issue here is flawed character design. Why do Huntsman, Outcast Engineer, and Pyromancer have extra steps to be effective? Could it be argued that these are limitations that, when surpassed, make them better than their counterparts? I like to think so, and I have come to love these three careers over my long experience with this game. As I mentioned, however, to me this is flawed character design. I believe it to be the result of cramming fifteen to twenty careers into a game about killing rats with melee weapons; it isn't possible to create true variety with that level of quantity. For that reason, I'm glad that Fatshark's new game, Darktide, seems to only include four characters. I am hopeful for the future that their new game has more fleshed out careers that have increased variety and enjoyment.
I love this game, I love this community, and I love these three careers. I hope that you do, too.
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