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==The Ubersreik Five and Careers== Each character now has three different Careers, which affect their weapon choices, abilities, and talent trees, allowing a great deal of customization for each one. Lore-wise, the three careers are based on how each of the heroes might have reacted to the fall of Ubersreik: Either they barely changed at all and simply became the elite version of their old jobs (the starter career, canonically their choice), were inspired for a higher calling, or became traumatized and jaded. The exception is Markus, whose three careers all end up being good for him. A fourth career, canonically advanced to from the starter career after the events of the previous DLC from when each is released, is on the way for each character, though it's locked behind DLC. So far, Markus, Bardin, Kerillian and Victor have their fourth class, with Sienna on the way. It's later revealed that the career switching in between missions is canon. How? As Lohner writes, [https://www.vermintide.com/news/franz-lohners-chronicle-the-changer-of-ways Tzeentch has taken a gander at the team], changing their histories and lives and nobody notices because "that's how it's always been". It takes a conscious effort for everyone to notice and dispel the illusion. Now, whether that was actually Tzeentch or Olesya [[Troll|fucking with everyone]] is anyone's guess... ===[[Victor Saltzpyre]] (aka Grand Lector Saltzpyre)=== The Witch-Hunteriest Witch Hunter continues to hunt... More Skaven and Rotbloods than witches, but he hunts all the same. After the Ubersreik campaign, the Order of the Silver Hammer still [[Derp| stupidly tried to deny the existence of the ratmen]], spinning the invasion as a myth. How "Salty" he was in his reaction formed the crux of his future: Either he gained more political power in the chaos, allowing him to secretly fight the ratmen (The canonical choice), spoke out against the stupidity and abandoned the order to become a bounty hunter, or he lost faith in humanity entirely and relished in fanatical worship of Sigmar. As the events of the game go on however, even this faith in Sigmar is shaken, and he organizes a pilgrimage to the Chaos Wastes to assuage his fears. Journals reveal that he's coming on more to preaching and thinking on the Eternal Flame... After the Chaos Waste pilgrimage, he rededicated himself to Sigmar and became a Warrior Priest, somehow managing to become even more of a fanatic in the process. *'''Witch Hunter Captain''': The deaths of several Captains over the course of the End Times has allowed Victor to rise in rank, but he has had to accept that the Witch Hunters won’t recognize the fact that there’s an entire fucking empire of ratmen just below their cities; Saltzpyre now uses his new political position to fight the menace in secret. In addition to a fancier hat, Victor as a Witch Hunter Captain can do everything he could in the first game and also gets some abilities that help him support his allies. **Base Health: 125 **Unique passive abilities: ***''Witch Hunt''- Enemies pinged by Victor take extra damage ***''Eternal Guard''- Blocking light frontal attacks does not consume stamina ***''Killing Shot''- Crit headshots, melee or ranged, instantly kill human-sized enemies (i.e. any non-boss enemy smaller than a Chaos Warrior) **Unique active ability: ''Animosity''- Victor screams lets out his [[RAGE]]. All nearby allies have their critical rate enhanced for 6 seconds, and nearby enemies are knocked back. Can be upgraded to give yourself guaranteed crits, refund 40% cooldown if the shout hits ten enemies, or ping everyone hit by it with Witch Hunt. *'''Bounty Hunter''': When his order attempted to cover up what happened at Ubersreik, Salty removed his heraldry to fight the Skaven himself, taking odd-jobs on the side to pay for his endeavors. While officially he's still a witch hunter, he doesn't associate much with other witch hunters anymore after the threats they made in response to Saltzpyre snapping and speaking his mind about the Skaven. He's less of a religious fanatic and more pragmatic as a result. As a Bounty Hunter, Victor focuses on ranged weaponry to blast away Skaven and Chaos Warriors alike. He also dressed in a similar appearance with [[C.L.Werner|Brunner]], a canon bounty hunter. ** Base Health: 100 **Unique passive abilities: ***''Blessed Shots''- Guaranteed ranged critical every 10 seconds ***''Ammo Pouches''- +50% ammo capacity ***''Quick Release''- Improved reload rate **Unique active ability: ''Locked and Loaded''- Fires a powerful shot that pierces multiple enemies...and potentially allies too, so everyone involved really should try to be careful with the Bounty Hunter around. Can be upgraded to have massive cooldown reduction on headshot, get more pellets on the next shot based on the number hit on the current shot, or have ranged crits reduce the cooldown by 20%. *'''Zealot''': The horrors of Ubersreik and the Witch Hunters' refusal to admit the threat the Skaven pose have caused Victor to give up on earthly organizations entirely and place his trust in Sigmar alone, with the rest of the world fit only to be cleansed in righteous fire. Victor as a Zealot favors vicious melee combat, and not only is his armor some of the best in the game even without the Flagellant talent (which is mandatory while playing the class), a heaping helping of faith and holy rage makes him even more dangerous as he loses health - after all, the end is upon us, why not shed as much blood as possible before it goes? As a nice bonus, picking up grimoires will count towards his health-based attack boosts. ** Base Health: 150 **Unique passive abilities: ***''Fiery Faith''- Attack power increased by 5% for every 25 health lost (up to 20%) ***''Unswerving Strikes''- Heavy attacks cannot be interrupted by enemy attacks. ***''Heart of Iron''- Ignores death upon taking lethal damage (long cooldown) **Unique active ability: ''Holy Fervor''- Charge forward and gain 25% attack speed boost for 5 seconds. Can be upgraded to be unkillable during the skill, or gain stacks that either reduce cooldown or increase attack power. *'''Warrior Priest''': His tenure as Witch Hunter Captain came only as a process of elimination to Victor. His faith was deeply shaken by the sheer depths of incompetence that his supposedly inviolable comrades in the Templar Witch Hunters, the officially sanctioned Witch Hunter Order of the Empire and the Cult of Sigmar, could show. After the risky pilgrimage he persuaded the others to go along to the Chaos Wastes, he found his faith again and became a Warrior Priest of Sigmar, divine power flowing through his veins. Nominally retaining his Witch Hunter Captaincy, he simply stopped bothering with the bureaucracy and found his true calling in applying hammers to heretic skulls while preaching. While he loses access to his ranged weapons, he does get exclusive access to the Flail and Shield, the Skull-Splitter and Shield, and the Skull-Splitter and Blessed Tome weapons. **Base Health: 150 **Unique passive abilities: ***''Righteous Fury''- Gain Fury when nearby enemies die. When Fury reaches 100%, attacks Smite the enemy for 20% of weapon damage. Fury depletes outside of battle. ***''Enemy of Chaos''- 30% bonus power against Chaos Warriors and Beastmen Standard Bearers ***''Incorruptible''- 100% curse resistance ***''Implacable''- Damage taken is reduced by 20%, with a further 20% of incoming damage being dealt over 3 seconds (this damage cannot kill). **Unique active ability: ''Shield of Faith''- Saltzpyre generates a barrier on himself or his allies, making them invincible for 5 seconds. The shield explodes when it expires, dealing damage to nearby enemies. Can be upgraded to affect both Victor and someone else simultaneously, extend its duration to 8 seconds while granting the ability to trample weaker enemies, or provide a revival and healing effect. ===[[Markus Kruber]] (aka Markus de Mandelot)=== [[This Guy|Faithful, dependable Markus]], always willing to help out, continues to serve against the Ratmen for both coin and conscience. The universe seems to have rewarded him for being a nice, simple guy because none of his careers turn out badly for him. Either he gets deeper into merc life (the canon choice), he takes some time off to breathe as a Huntsman, or he's recognized for his achievements and gets inducted into the Order of the Reikhammer as a Foot Knight. Later in the story, his ancient bloodline is revealed and he becomes an official Grail Knight of Bretonnia. This means he somehow made the journey to Bretonnia, fought all manner of beasts and monsters (while drunk) and even [[Awesome|proved himself to]] [[The Green Knight]] before finally sipping some <strike>[[Lileath|elven goddess]]</strike>[[Lady of the Lake|Lake Lady]] bathwater, gaining the requisite powers, stupid French accent, and... [[Troll|"chivalric" manner]]. Let's just hope his good luck continues to hold, eh? *'''Mercenary''': The life of a mercenary has suited Markus well, in no small part due to not having to answer to incompetent leaders like he used to. Being a Mercenary allows Markus a good degree of versatility, with medium armor that grants protection without losing maneuverability and a focus on using sweeping attacks to clear out hordes. **Base Health: 125 **Unique passive abilities: ***''Paced Strikes''- Hitting 3 enemies in 1 swing boosts attack speed by 10% for 6 seconds ***''Hitting the Sweet Spot''- 25% more cleave (attacks hit more enemies at once) ***''No More Laughin' Now''- Critical hit rate improved by +5% **Unique active ability: ''Morale Boost''- Staggers nearby enemies and grants nearby allies temporary bonus health. Can be upgraded to give a defense buff for all alies, reduce the cooldown or immediately revive allies. *'''Huntsman''': After Ubersreik, Markus found a degree of inner peace by devoting himself to Taal and Rhya, the gods of nature (though not devoted enough such that [[Gunpowder (Warhammer Fantasy)|gunpowder]] weaponry is disallowed on him). As a Huntsman, Markus trades away his access to heavier armor for greater proficiency with ranged weapons of all kinds. He also gets to use a bow, a ranged weapon unique to the Huntsman career that, while much slower than Kerillian's, holds a lot of ammunition and does considerable damage. Had a hilarious bug that [https://www.youtube.com/watch?v=XKoqArJjYIo pretty much gave him an AK-47] and absolutely melted bosses. **Base Health: 100 **Unique passive abilities: ***''Waste Not, Want Not''- Ranged headshots return 1 ammo ***''Poacher's Mark''- Effective range for ranged weapons doubled ***''Call Out Weakness'' - Aura that boosts critical rate by +5% ***''Deep Pockets'' - +50% ammo capacity **Unique active ability: ''Hunter's Prowl'': Become invisible for a short time; automatically reloads ranged weapon for no ammo cost, improves reload speed, and adds 1.5x damage multiplier to ranged attacks while invisible. Can be upgraded to reduce the cooldown, increase the duration or have ranged attacks not break stealth. *'''Foot Knight''': For his part in the defense of Ubersreik, Markus was made a Knight of the Order of the Reikshammer. Markus may not have been aiming for the position, but his heavy armor, protective aura, and highly disruptive ultimate make him an excellent tank as a Foot Knight. **Base Health: 150 **Unique passive ability: ***''Protective Presence''- Aura that reduces damage taken by 15% ***''Taal's Fortitude'' - Extra stamina shield ***''No Guts, No Glory'' - Reduces damage taken by 10% **Unique active ability: ''Valiant Charge''- Charges forward, knocking back any enemies hit by the charge. Also interrupts and stuns bosses and specials. Can be upgraded to make Kruber temporarily invincible, have increased size and the ability to knock over greater enemies, or grant increased attack speed for every enemy hit. *'''Grail Knight''': MOTHERFUCKING GRAIL KNIGHT!!! The first unique class introduced and locked behind a DLC wall. It was revealed one day Kruber found out his Bretonnian lineage after he received a mysterious letter that was addressed to him with the '''de Mandelot''' surname. According to Lohner, he used his huge information network to trace back Kruber's bloodline and found out his father was actually a Bretonnian! but not just any Bretonnian: '''Foricarl de Mandelot'''! who used to be a well-known grail knight in Parravon after he saved the city from a dragon with style! He was widely worshiped since then with arts, music, and clothes referencing him. It wasn't until the duke's son, an arsehole by the name ''Willibald'' who is jealous of the hero's deed that he killed his father, the duke of Parravon, and framed Foricarl for it. The lady had to intervene herself and turned the fucktard into a frog but it was all too late, for Foricarl had already self-exiled in shame. Despite that, he continued to slay beasts and killing chaos shit like a badass until he finally settled at '''Ubersreik Hills''' and impregnated Kruber's mama, only to leave her before Kruber was even born. With the lady's blessing, Kruber is now '''Markus de Mandelot'''! And he now has [[troll|the privilege call his teammates peasants, acting cockier and mightier than even Kerilian, while Bretonnian dancing all the way to the waystone, one-shotting any foe he came across with his magical sword ability]] (a voiceline while waiting to start on a Chaos Wastes expedition ''really'' has him imply he's been talking down to Saltzpyre after becoming a Grail Knight just to be a troll). Just like Slayer Bardin Markus can't use ranged weapons in this career (because peasant weapon dislike and chivalry bullshit), and he doesn't even have the option of throwing axes like Slayer Bardin does (again, see above), but his special buffs, move speed and ability make him a fantastic boss killer and crowd controller. **Base Health: 150 **Unique passive ability: ***''The Lady's Duty''- Get 2 random quests that grant buffs to the party when completed, lasting until the mission is over. Can be upgraded to have a third quest, stronger buffs, or a repeatable quest that grants a potion of strength each time it's completed. ***''Knight's Challenge'' - 25% extra damage to the first enemy hit. ***''Thirst for Glory'' - 10% move speed increase. ***''Bastion of Bretonnia'' - Your shields can now block Warpfire. **Unique active ability: ''Blessed Blade''- Smite a target with a holy blade. Can be upgraded to deal even more single target damage with a slash and stab, change into a horizontal crowd cleaver or stay the same and increase movement speed upon kill. ===[[Kerillian]]=== The elf continues to be a standoffish, if slightly nicer, jerk, though her sensitivity masks hidden scars. Her faith forms the crux of her careers, whether remaining a faithful, if conflicted, Waywatcher promoted to Waystalker (this is canon), a Handmaiden more devoted to Isha and protecting others, or losing herself to bloodlust and becoming a Shade of [[Khaine]]. The Drachenfels DLC reveals that Kerillian basically has the biggest impact on the story out of the whole party, with consequences reaching to the rest of Warhammer. She received a vision about how Ubersreik MIGHT have to do with the fall of Athel Loren. With pride and without any thought, she ambushed two regiments of soldiers from Nuln meant to reinforce the city, leaving it undefended... From the Skaven. That's right, [[Fail|because of her pride, she's responsible for ALL of the slaughter and death caused by the Vermintide, and contributed more than a fair bit to bringing about the End Times]]. This explains her biting behavior, a shield to her own failures. The pilgrimage to the Chaos Wastes broke her resolve and caused her to question her faith, giving up her regrets to Isha and becoming a Sister of the Thorn, losing part of herself and becoming more cynical than ever. *'''Waystalker''': Frustrated with the clumsiness of her companions, Kerillian has resolved to further hone her skills to compensate further for the "lumberfoots". As a Waystalker, Kerillian further specializes in her longbow, both for precision sniping and for raining arrows on enemies. **Base Health: 100 **Unique passive abilities: ***''Amaranthe''- Automatically regenerate health (3 health per 10 seconds, up to a maximum of half your total hit points) ***''Arrow-Storm''- +50% ammo capacity ***''Waywatcher's Bow''- Effective range for ranged weapons is doubled **Unique active ability: ''Trueflight Volley''- Fires a volley of homing arrows. Can be upgraded to fire one more arrow, refund ammunition when killing specials, or turn into a single piercing arrow that deals massive damage and has no cooldown when you get a headshot. *'''Handmaiden''': Through the subtle guidance of the Everqueen, Kerillian came across a long-lost shrine to Isha and gave herself up to serve her. Kerillian's Handmaiden Career focuses primarily on dancing around enemies in direct melee combat, and is her most durable career option through both maximum health, stamina, and mobility. The career for players that are allergic to standing still. **Base Health: 125 **Unique passive abilities: ***''The Dance of Seasons''- 15% longer dodge distance ***''Aura of Renewal''- Aura that increases stamina regeneration speed by 100% ***''Ariel's Benison''- Cannot be interrupted when reviving allies **Unique active ability: ''Dash''- Quickly dash forward through enemies, stunning enemies that are hit and causing them to bleed. Has a hilariously low cooldown, the lowest of all of the game's abilities. Can be upgraded to become invisible after the dash, make anyone you hit bleed or gain crit chance based on how many enemies you hit. *'''Shade''': One of Kerillian's dreams spoke of an ancestor of hers who dwelled in Clar Karond, and with it came the voice of [[Khaine]] urging her to reclaim the mantle of her ancestor. Kerillian as a Shade is an assassin, focused on rapidly killing elite, special, and boss enemies. She also gains access to the volley crossbow in this career. This is the class to play if you really like killing the absolute shit out of Chaos Warriors and bosses. **Base Health: 100 **Unique passive abilities: ***''Murderous Prowess''- 50% damage bonus when attacking enemies from behind ***''Assassin's Blade''- Critical hit backstabs instantly kill man-sized enemies **Unique active ability: ''Infiltrate''- Become invisible and intangible for 10 seconds, or until performing an attack. Also has a unlisted effect where any melee attack that ends Infiltrate gets a massive damage boost; depending on the weapon this can increase the power of Kerillian's melee attacks to the point where they 1-hit kill a Chaos Warrior on Legendary difficulty, and can even reach the maximum damage value possible for a single attack. Can be upgraded to have less cooldown and grant more crit chance after it ends at the cost of losing the damage bonus, cause her to blink forward while damaging enemies, or allowing her to attack without breaking stealth exactly one time. *'''Sisters of the Thorn''': The 3rd microtransaction DLC career. In truth, Kerillian has been losing faith in her goddess Lileath for some times, and it finally reached a critical point after the '''Citadel of Eternity''' shenanigan where the said goddess did not answer her. Hoping to rededicate herself to the weaves once more, she began courting other goddesses (even [[Ereth Khial]], the kind of goddess only the mentally ill elf would worship). She ended up going back to Athel Loran to seek answers, and offered up her uncertainty and regrets to the forest. Doing so allowed her to become a '''Sister of the Thorn''' , a handmaiden of Isha who can raise up a thorn bush wall to block enemies (or just turn them into a deadly thorn spike that bleeds anyone it targets) as well as providing extra healing to her teammates, leeching extra temporary health from them in exchange. She now also calls her teammates "meat", as if [[Ferrus Manus|flesh is weaker]] compared to her, a superior plant fused being. She also gains access to the Deepwood Staff, a weapon with similar mechanics to Sienna's staffs that can make enemies levitate, temporarily disabling them. **Base Health: 125 **Unique passive abilities: ***''A Cluster of Radiants''- Gain a radiance charge that allows free use of your active every 60 seconds. ***''A Murder of Sprites''- Deals more damage to wounded units depending on their remaining health, up to 50%. ***''A Sustenance of Leeches''- Gain temp health if a party member gains temp health when they're at full health. ***''An Attendance of Munificents''- +25% healing for everyone. **Unique active ability: ''Thornwake''- Raise a thornwall that blocks movement. Can be upgraded to last longer, deal more damage and apply bleed at the cost of duration or explode with poison when it expires, increasing damage dealt to enemies caught. ===[[Bardin Goreksson]]=== Short, stout and sure to stomp your arse, Bardin is here to help out his Dawis and slaughter some rakis (and anything else that comes in the way). Either he continued his quest for Karak Zorn as a Ranger Veteran (Which is canon), returned to his roots as an Ironbreaker, or forsook life in pursuit of honorable death as a [[Slayer]]. After the trip to Drachenfels however, the regrets that surfaced made him look to his old passions of becoming an Engineer, and thus, became an Outcast Engineer. Life STILL isn't smooth sailing for him, as Lohner's journals reveal that his daughter has gone missing. Whether she'll be found is anyone's guess... *'''Ranger Veteran''': Karak Zorn is yet to be found, but the defense of Reikland currently comes first for Bardin. Bardin the Ranger Veteran favors the use of ranged weaponry to punish foes from a distance, but he's more than able to hold his own in melee if a hail of crossbow bolts doesn't do the trick. Cousin Okri would be proud. While this used to be the least powerful of the range-focused careers due to lacking a consistent means of generating ammo for itself, recent balance updates have made it into an extremely versatile and powerful support class. Of particular note is a talent that gives a chance for every special enemy you kill to drop a bomb, which is just hilariously strong. **Base Health: 100 **Unique passive abilities: ***''Survivalist''- Special enemies drop ammo on death ***''Loaded for Battle''- +50% ammo capacity ***''Fast Hands''- Increased reload speed ***''Ingenious Improvisation'' - 10% chance to not consume health items, potions, or bombs on use **Unique active ability: ''Disengage''- Drops a smoke bomb that staggers enemies and turns Bardin invisible as long as he remains within the cloud. Lasts ten seconds. While invisible, Bardin gains increased ranged attack power. Can be upgraded to remain stealthed even outside the cloud, grant everyone attack speed and temp health while in it, or basically allowing you a free bomb throw. *'''Ironbreaker''': Bardin used to be an Ironbreaker in Kazak Norn, and following the defense of Ubersreik he took up his old oaths and gromril armor once more. The heavy armor and shield of the Ironbreaker makes Bardin a superb tank that can take whatever the enemy can dish out, and then return it in kind. In addition, he gains access to a drakegun and drakefire pistols, which let him spew out gouts of flame. Like in the first game, they do not use ammo and instead use a heat meter, like Sienna. Be mindful that this also means that they'll kill you if the heat gauge maxes out. **Unique passive abilities: ** Base Health: 150 ***''Gromril Armor''- Negates all damage from 1 hit every 20 seconds. ***''Dwarf-Forged''- Reduces damage taken by 30% ***''Doughty''- Grants an extra stamina shield ***''Resilient''- Decreases stun duration after getting hit by an attack by 50% **Unique active ability: ''Impenetrable''- Briefly staggers nearby enemies, then forces all man-sized enemies among them to attack Bardin exclusively. Bardin also takes no stamina damage while blocking for the duration, and can block normally unblockable attacks. Can be upgraded to give everyone a power increase, increase its range and duration, or the ability to affect even monsters. *'''[[Slayer]]''': Bardin had been carrying a secret burden in his heart even before Ubersreik, and by the time the Skaven came to Helmgart he had taken up the Slayer's Oath in the hopes of an honorable death. As a Slayer, Bardin can't use ranged weapons at all but becomes a melee powerhouse, with exclusive access to the Dual Axes weapon and the ability to take a second melee weapon to replace his ranged weapon slot. Despite his deceptively low base health, he's one of the tankiest things in the game due to his Oblivious to Pain talent, which is practically mandatory while playing the class. He even has another talent that can increase his base health, as if this weren't enough. With the addition of the generally-superior Grail Knight and Warrior Priest classes and the comparatively situational nature of the classes' key abilities however, Slayer is often considered the most underpowered class in the game - hopefully a rework will bring it back into the light. **Base Health: 125 **Unique passive abilities: ***''Trophy Hunter''- Stacking damage buff gained upon hitting an enemy ***''Path of Carnage''- +7.5% attack speed **Unique active ability: ''Leap''- Leap forward, stunning enemies and gaining a temporary boost to attack speed. *'''Outcast Engineer''': Bardin's fourth unique DLC locked class (chronologically the 2nd paid class DLC). Ever since he returned from castle [[Drachenfels]], Bardin has been busy locking himself alone studying machinery. According to Lohner, his uncle '''Drakki Dagsson''' used to be an engineer whom Bardin looked up to, much to the dismay of his traditionalist dad '''Gorrek Dagsson''' who shuns technology and often came to disagreements with his brother Drakki. Upon learning Bardin was going to become an apprentice engineer, Dagsson went to disengage pneumatic supports at the mine out of anger and caused an earthquake, which also happened at the same time when Bardin was about to receive his apprenticeship. Dagsson managed to get most of the Dwarf to safety before the debris and stones swallowed him alive with the remaining Dwarfs. This forced Bardin to quit his passion to follow in his father's footsteps, becoming an Ironbreaker, and good ol' Drakki took the blame for the mining accident and became a slayer out of guilt (because of how heroic Dagsson was) and died in a troll cave. Still, tragedy did not end there for Bardin for he would later fail to defend his home, his family and his beardling son just because he wasn't strong enough to fight off a gutter runner, even led his entire team of sentry dying saving him in the process. Filled with grief, Bardin decided to leave his hold and search for Karak Zorn as an excuse to exile himself (because seeker sounds better than exile) but ended up joining Victor's anti-ratman crusade at Ubersreik instead. The demon living in castle [[Drachenfels]] read everyone like an open book, including a magic resistant Dwarf, and it sarcastically mocked Bardin of his old shame. Having realized maybe he should never have followed his father's path and perhaps he was never suited for being an Ironbreaker, he went back to his old tinkering passion. With Lohner's help, Bardin acquired materials and minerals needed for his various tools of destruction like his signature crank gun (read: [[Awesome|handheld Gatling gun, or handheld super repeater handgun because Richard Jordan Gatling doesn't exist in the Warhammer world]]) and is now out to destroy all those Thaggrakis and Dumals with it!... Unfortunately, despite the sheer and undeniable cool factor of the class, the Outcast Engineer often stands rock-bottom of Vermintide career tier lists; he is very squishy (despite his appearance) and has no options to buy himself some space so he will go down quickly if he's in the hands of a player who doesn't know exactly what they are doing, nor does he have any abilities that synergize with and support his teammates (unlike the Ranger Veteran). Outcast Engineer can be a decent boss killer and do OK in support of a ranged-focused party if the player behind him is good, but there are better options out there. **Base Health: 100 **Unique passive abilities: ***''Build Pressure''- Holding reload with the crank gun equipped builds pressure, gradually restoring the ability bar. Stacks are lost when you fire. ***''Gunsmith''- +50% Max ammo. ***''Spotter''- +10% Ranged Power to nearby allies. ***''Utility Belt''- Allows you to carry three different bombs, cycling through them with the bomb key. **Unique active ability: ''Steam-Assisted Crank Gun (mk2)''- An interesting active ability that's more like a third weapon, activating Bardin's special gun. Switching to the gun doesn't use up the bar, nor does it build up automatically. You "Reload" the gun in order to fill up your ability bar over time, and you can fire it as long as you have "ammo" in it. Can be upgraded to fire slower but stronger slugs, immediately start out firing at full speed, or have a longer ability bar that temporarily isn't used when you kill a special. ===[[Sienna Fuegonasus]]=== As fiery and feisty as ever, the U5's witch is here to blaze a trail through rat and rot alike. How she does it forms the basis of her paths in life: She either made an attempt to discipline herself as a Battle Wizard (Canon), split between freedom and control as a Pyromancer or lost herself to the flame as an Unchained. It's eventually revealed in Lohner's journals that Sienna "had" a sister named Sofia. They weren't on the best terms, but they were family, so when Sofia was accused of being a [[Necromancer]], Sienna burned the town responsible for accusing her. [[Fail|And then it turns out she WAS a necromancer, so Sienna burned her too]]. Note the quotation marks, as Lohner recently got a letter from someone claiming to be Sofia, blackmailing him to do her a favor or else some of his unsavory secrets would be revealed. This fiasco finally blew up in everyone's faces (which fits Sienna) when Sofia finally made her appearance known in the Trails to Treachery, and now the 5 have to deal with whatever madness she has. *'''Battle Wizard''': Ubersreik taught Sienna the value of self-control, and while she was reluctant to do so she has learned to control the flame for the first time. The greater degree of self-discipline Sienna has as a Battle Wizard allows her to focus on perfecting her spellcasting, letting her cast spells more quickly, more often, and for more damage. ** Base Health: 100 **Unique passive abilities: ***''Tranquility''- Passively vents overcharge after 6 seconds of not casting spells ***''Reckless Haste''- Overcharge increases spell charge rate ***''Pyromantic Surge''- 10% increased ranged damage **Unique active ability: ''Fire Walk''- Quickly teleport forward, leaving a trail of fire behind you. Can be upgraded to have lower cooldown, a bigger and stronger explosion with no more fire trail, or the ability to double-cast within 10 seconds. *'''Pyromancer''': While far from having the control of a proper Battle Wizard, Sienna has enough self-awareness to restrain herself from the most ostentatious of fire magic. Sienna the Pyromancer trades in the consistency of her Battle Wizard career for more explosive moments of burst damage. Of special note is a talent which lets her activated ability also instantly clear all overcharge. **Base Health: 100 **Unique passive abilities: ***''Critical Mass''- Critical chance increases based on overcharge level ***''Searing Focus''- 10% increased ranged damage **Unique active ability: ''The Burning Head''- A powerful fire blast that initially travels directly forward, but after a short time it will attempt to home in on the closest enemy; holding the active ability key down allows the user to designate a target for the fire blast to home in on instead. It will jump from foe to foe, killing until it runs out of power. Anything not killed by the blast is staggered, including bosses. Can be upgraded to refund cooldown on crit, vent her overcharge on cast or give her temporary health. *'''Unchained''': Sienna's addiction to magic has finally overwhelmed her, and now she lives only from one magical high to the next. As an Unchained, Sienna favors magically-boosted melee, with a focus on generating as much overcharge as possible before moving in for the kill. **Base Health: 150 **Unique passive abilities: ***''Blood Magic''- 50% of damage received is converted to overcharge. Do not get hit while at high levels of overcharge, lest you accidentally [[Fail|explode yourself like a dunce]]. ***''Slave to Aqshy''- No overcharge slowdown ***''Unstable Strength''- High overcharge increases melee attack power up to 60% **Unique active ability: ''Living Bomb''- Expends all overcharge to produce a massive explosion centered on Sienna, dealing heavy damage to all nearby enemies. Fortunately, this can be done even while beginning to explode from too much overcharge. Can be upgraded to increase power based on how many you hit, gain a scorching aura after it's finished or give everyone temp health. *'''Unknown Fifth Class''': Revealed during the announcement of the Karak Azgaraz DLC, it seems like it's finally time for the pyro-witch to get her paid DLC class, with a release date of Fall 2023. From what little the trailer showed, it looks like she had fallen in with some other form of magic if the multi-colored flames had anything to say about it, and according to her dialogue it might very well piss the rest of the Ubersreik Five something fierce. Some guesses before were Magister Vigilant, Myrmidia Priest, or some other kind of Pyromancy user like Unchained was...but after the teaser, many propose that Black Magister (magic users that gamble on using the Dark Arts, or just trying to use more than one Wind dangerously), could be the more probable option for Sienna 4th. It would not be the most lore-friendly option, but it would not be lore breaking unlike her just switching to another Wind of Magic just because. But alas, noone is a soothsayer so we cant guess what Fatshark will make. we can only wait until it releases.
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