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Warhammer Vermintide 2: Every Class, Ranked | Game Rant

Warhammer: Vermintide 2 will have Warhammer fans leave the treacherous galactic war in Warhammer 40KIn classic Warhammer Fantasy fashion, Vermintide 2 has players fight the forces of Chaos amongst humans, elves, dwarves, and orcs. Essentially, Vermintide 2 reunites the five Heroes of Uberseik to stop a new threat of Chaos in the peaceful town of Helmgart. Thankfully, each Hero has individual specializations that give their team a fighting chance against the enemies.

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However, Vermintide 2 now boasts special Careers that expand a Hero beyond their traditional RPG stereotype. Moreover, with each Career transforming the playstyle of their characters, just which of them stand out the most?

Bardin Goreksson developed a newfound obsession with inventions that it's become his new career - an Outcast Engineer. As a Premium Career, the Outcast Engineer has no level requirement. Moreover, he boasts various gadgets and unique battle approaches that give him and his team an edge in combat.

His Steam-Assisted Crank Gun (Career Skill) unleashes devastating firepower at long range. Meanwhile, Build Pressure (Passive) can help regenerate the Engineer's Ability bar faster. This gun's sheer firepower is improved by various Passives, such as maximum ammo (Gunsmith), ranged power (Spotter), and more bombs (Utility Belt).

Moreover, his Talents encourage his capacity for long-ranged devastation. He can constantly get damage reduction (Ablative Armor), his bombs act as both Incendiary Bombs and Regular Bombs (Bombardier), and add immense stagger to charged attacks (Pistol Power).

Despite his solid toolkit, the Outcast Engineer excels mostly as defensive or utility support for the rest of the team. Unfortunately, its builds aren't as powerful or diverse enough to capitalize on solo builds - especially when pressured to a position. Players in teams will love the Outcast Engineer, but this Career isn't as viable for solo experiences.

Bestowed with the Lady of the Lake's blessing, the Grail Knight of Bretonnia boasts a supernaturally endowed arsenal. As a Premium Career, the Grail Knight isn't level-locked. Moreover, it boasts specialized Duties that grant buffs to the party upon completion.

His Blessed Blade (Career Skill) grants the Grail Knight with a blessed blade that deals heavy damage to opponents near him, while The Lady's Duty (Passive Ability) grants the party access to the Grail Knight's Duty benefits. His other Passives also grant benefits such as dealing more damage to first enemies (Knight's Challenge) and a movement speed boost (Thirst For Glory).

Moreover, his Talents also favor attacking at the right time. For instance, he can boost the potency of Duty-based buffs (Virtue of Purity) or increase the number of Duties for maximum benefits (Virtue of Duty). He can also regenerate half damage (Virtue of Stoicism), and get a movement speed boost for kills (Virtue of the Impetuous Knight).

Make no mistake, the Grail Knight's toolkit make him no pushover. In fact, his abilities help him get enough firepower to eliminate even tougher waves of enemies. Unfortunately, his reliance on proper positioning adds a huge element of risk to the Grail Knight. In fact, solo players might have a trickier time maximizing his benefits compared to Grail Knight in a team setup.

Instead of letting her studies control her, Sienna relies purely on instincts. At Level 7, the Pyromancer specializes in taking down foes as fast as possible, one at a time.

Thanks to The Burning Head (Career Skill), the Pyromancer unleashes a seeker flaming projectile. Meanwhile, her Passives allow her to boost her critical hit change via Overcharge (Critical Mass), and increased ranged damage (Searing Focus).

Moreover, her Talents boost her prowess in taking down her targets. She can get straightforward increases in attack speed (Martial Speed) and ranged power (Ride The Fire Wind). Some Talents also recover health when using her Career Skill (Bonded Flame), remove slow from Overcharge (The Volans Doctrine), and boost critical hit chance while at almost-full health (Spirit-Casting).

One might look at the Pyromancer and look at a Career with devastating literal firepower. Sadly, where the Pyromancer excels in damage, she lacks in mobility. Players confident about their rotations can maximize the Pyromancer. However, the Pyromancer can't last in clutch situations involving multiple close calls with clusters of enemies.

Instead of relying solely on the Order, Victor Saltzpyre relies on his own efforts to eliminate the scourge that threaten the land. At Level 7, the Bounty Hunter keeps himself protected at all times while dealing damage at a distance.

His Locked and Loaded (Career Skill) releases a projectile that can pierce through enemies. Meanwhile, his Passives also improve his ranged potential - such as guaranteed criticals (Blessed Shots), more ammo (Ammo Pouches), and improved reload speed (Quick Release).

Moreover, his Talents further increase his potency against enemies. He gets more attack speed and power after last shots (Steel Crescendo), forces enemies to take more damage after crits (Open Wounds), and extends movement buffs to allies (Rile the Mob).

True to its nature, the Bounty Hunter has enough aggressive firepower to obliterate his target. Unfortunately, his focus-fire skills leaves too much to be desired in terms of crowd control. Despite his specialization in damage, the Bounty Hunter's lack of control over enemies can become its ultimate downfall - especially in solo runs.

Dwarves away from their walls can instead protect their homes from afar - as Ranger Veterans that specialize in taking down foes in any situation. As early as Level 1, Bardin as a Ranger Veteran can provide early-game tactical prowess across multiple vantage points.

His Disengage (Career Skill) gives him temporary concealment from a smoke bomb that can stagger enemies. Meanwhile, his Passives enhance his ranged potential. His special attacks drop ammo (Survivalist), he can get increased ammo capacity (Loaded for Battle) and reload speed (Fast Hands), and may even avoid consuming items upon use (Ingenious Improvisation).

Moreover, his Talents can maximize his presence on the battlefield. He can get an attack speed boost (Foe-Feller), more movement speed (No Dawdling), or increase his allies' attack speed if they're inside his smoke (Exhilarating Vapours).

Granted, his tactical options don't make the Ranger Veteran a pushover. However, his toolkit evidently serves as a step down compared to those of the Huntsman. Essentially, players looking for a challenge might appreciate the Ranger Veteran and his more toned-down selection of skills. However, players may need to pay attention to its more situational ultimate.

It's Sienna's choice to stop trying to control the flames society forces her to tame. Now Unchained, she brings fire up close and personal to her enemies. At Level 12, the Unchained is equipped with all the means to burn everything blocking Sienna and her objective.

Her Living Bomb (Career Skill) allows the Unchained to damage enemies and clear Overcharge in a burst of fiery energy. Meanwhile, her Passives enhance her fire's deathly potential - transferring damage to Overcharge (Blood Magic), remove slowdown from Overcharge (Slave to Aqshy), and boost Overcharge-based melee power (Unstable Strength).

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Moreover, her Talents transform her into a flaming goddess. For instance, some burning enemies can explode on death (Chain Reaction), ignite pushed enemies (Outburst), reduce damage from burning foes (Enfeebling Flames), and heal allies whenever the Unchained explodes (Bomb Balm).

Despite her core role being that of a magical DPS, the Unchained provides better survival options for Sienna. Her melee skills allow the Unchained to protect herself better when enemies get up close. However, the Unchained does trade-off its survivability with middling damage options. In turn, the Unchained becomes more of a so-so in both solo and team builds.

When word of Markus Kruber's skills reached the Empire, he got invited to join the Order of the Reikshammer. At Level 12, the Foot Knight stands firm even in brutal combat, his presence and training providing solid protection in the front lines.

He boasts Valiant Charge (Career Skill), letting the Foot Knight charge-slam into enemies and knock them back. His Passives also boost his overall defensive potential, as he gets damage reduction (Protective Presence) and even extra stamina (Taal's Fortitude).

Moreover, his Talents also allow him to pressure opponents up close. He can boost an ally's power and damage reduction (Tag Team), reset a charge when an ally gets incapacitated (It's Hero Time), and get invulnerability while charging (Numb To Pain).

True to its name, the Foot Knight boasts enough mobility to give it the freedom to run around the battlefield. Essentially, players skilled enough with this Career can help him protect his allies whenever they need to. Sadly, his overreliance on mobility makes him lackluster in both offense and defense compared to his counterparts.

For Markus Kruber, being a Mercenary is all about the business of hunting prey. As early as Level 1, the Mercenary's toolkit encourages a constant but safe offensive.

His Morale Boost (Career Skill) constantly Staggers nearby foes while granting Temporary Health to allies. Meanwhile, Paced Strikes (Passive) can constantly give him an attack speed boost when he hits multiple enemies. In addition, Hitting The Sweet Spot (Passive) lets his attacks pass through enemies, while No More Laughin' Now (Passive) gives a decent crit boost.

Moreover, his Talents alone encourage safe aggressive play. His Talents grant him melee kill-based (Mercenary's Pride) and multi hit-based (Drillmaster) lifesteal, boosting power from nearby enemies (The More The Merrier), and remove random crit chance with a guaranteed crit per five hits (Helborg's Tutelage).

True to its stereotype, a Mercenary is any player's best friend when it comes to an all-rounder. Essentially, give the Mercenary a melee weapon and a handgun, and he can defend almost any point from any range. Granted, solo builds will love the Mercenary for his decently balanced toolkit. However, team builds might want a Career with a much more refined focus.

Slaughter is the name of the game, and Bardin Goreksson is the best in this department. At Level 12, the Slayer relishes in attacking and charging at enemies to boost his combat prowess.

The Slayer boasts Leap (Career Skill) that lets him dive-stun a target and gives him a speed boost. Moreover, his Passives contribute to his rampage, giving him a stacking per-hit damage buff (Trophy Hunter), an attack speed boost (Path of Carnage), and uninterruptible charge attacks (Drengi Grit).

Moreover, his Talents further enhance his penchant for carnage. He can get Temporary Health when striking multiple enemies at a time (Doomseeker) or by killing enemies up close (Slayer's Fury). Meanwhile, he can get damage reduction when charging at enemies (Gimnir's Focus), and push enemies away during successful dodges (Barge).

Thanks to Leap, the Slayer can get more than enough mobility options to obliterate clusters of enemies. Moreover, its other attack skills make him viable against most bosses in the game. However, despite his reliable toolkit, players may soon find the Slayer boring due to his rather repetitive rotation.

Mastery of her magical gifts was a welcome change for Sienna, and as a Battle Wizard she is an invaluable ally against the Skaven. As early as Level 1, the Battle Wizard maximizes her burning potential to deal devastating area of effect spells to enemies.

The Battle Wizard boasts Fire Walk (Career Skill), allowing her to teleport while leaving a blaze in her wake. Meanwhile, her Passives let her ventilate Overcharge after not casting spells (Tranquility), let Overcharge boost her spell charging speed (Reckless Haste), and boost her ranged damage (Pyromantic Surge).

Moreover, her Talents add various effects to her fire spells. For instance, she gets increased power for fully-charged spells (Volcanic Force), boost damage over time with burns (Famished Flames), and get damage reduction for igniting enemies (Soot Shield).

Nothing can go wrong when it comes to pure firepower. Akin to a D&D 5e Wizard gone out of control, the Battle Wizard boasts her powerful offense to obliterate enemies. Moreover, her low CDs and rather powerful ultimate let a properly-built Battle Wizard pepper through enemies easily. Teams will love her quick attacks to eliminate enemy waves. However, solo players will find the Battle Wizard a bit dull given her manageable-yet-repetitive toolkit.

Bardin Goreksson brings his tunnel fighting proficiency to provide peerless defense as an Ironbreaker. At Level 7, the Ironbreaker boasts superior protection that extends to himself and his peers.

With Impenetrable (Career Skill), he taunts nearby Man-Sized enemies to attack him - all the while getting a defense boost and even block attacks within a short period. Meanwhile, his Passives allow him to absorb a hit every few seconds (Gromril Armour), reduce damage taken (Dwarf-Forged), get more stamina (Doughty), and decrease stuns (Resilient).

Moreover, his Talents extend these protections to allies. The Ironbreaker has Talents that allow him to give allies a power boost naturally (Blood Of Grimnir) or through blocking attacks (Rune-Etched Shield), and constantly stagger enemies (Smiter).

Sometimes, survival is someone's best asset in the end times. With the Iron Breaker, players get a solid-enough defense to soak damage from most enemy waves and even pesky disablers. For teams, an Iron Breaker can provide an extra layer of protection from bosses and elites. However, solo builds might not like the Iron Breaker as its remarkable defense comes at the cost of base damage output.

Kerillian honed her Waywatcher's skills to the point of evolution, becoming a Waystalker that never misses her mark. As early as Level 1, the Waystalker capitalizes on various ranged attacks that practically gives her ownership to the ranged offensive.

Her Trueshot Volley (Career Skill) lets her unleash seeking arrows, while her Amaranthe (Passive Ability) gives her health regeneration at a duration whenever she's below half-health. Her other Passives enhance her ranged prowess, such as increased ammo capacity (Arrow-storm), double range (Waywatcher's Bow), and zooming (Asrai Vigil).

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Additionally, her Talents add variety to her long-ranged potential. For instance, Talents allow her to get multi-hit lifesteal (Dryad's Thirst), add bleed to ranged attacks (Serrated Shots), and make arrows ricochet (Ricochet).

True to its ranged focus, the Waystalker owns the ranged battlespace. In fact, both her normal attacks and Ultimate can eliminate various mob types with ease. However, her melee options tend to be a bit dull and her mobility options can become quite limited under continuous pressure. For team setups, the Waystalker easily becomes a must-have for ranged combat. However, solo players might have a harder time maximizing her ranged options.

Markus Kruber may retire to worship Nature Gods Rhya and Taal in the farmlands, but a Huntsman like him would still need his battle prowess for the hunt. At Level 7, the Huntsman encourages more tactical precision in ranged combat, gaining benefits when scoring criticals, staggers, and ranged headshots.

His Hunter's Prowl (Career Skill) is an invisibility skill that slows him down but boosts his overall attack power. Meanwhile, his Passives let him recover ammunition on headshots (Waste Not, Want Not), boost criticals (Call Out Weaknesses), double maximum range (Poacher's Mark), and increase ammo capacity (Deep Pockets).

Additionally, some powerful Huntsman Talents rely on headshots for increased crit chance (Makin' It Look Easy), temporary health (Burst Of Enthusiasm), and increased reload speed (Thrill Of The Hunt).

Invisibility and marksmanship make a great pair, and that's what the Huntsman does. While its invisibility isn't as strong as the Handmaiden's or the Shade's, the Huntsman's vanishing specialization is enough to get the job done. In fact, he makes up for his subpar stealth option with a powerful yet semi-complex ranged toolkit. Players who master his intricate set of abilities can excel as a stealthy hunter.

Victor Saltzpyre was born to rise within the Order's ranks, and his role as Witch Hunter Captain demonstrates his tactical prowess. As early as Level 1, the Witch Hunter Captain relies on boosting his allies' damage output against tagged enemies.

Thanks to Animosity (Career Skill), Victor can boost his allies' critical hit chance while pushing enemies back. Meanwhile, Witch Hunt (Passive) can let Victor and his ally tag enemies to increase their damage taken. His other Passives let him block frontal light attacks for free (Eternal Guard), and slay Man-Sized enemies instantly with crit headshots (Killing Shot).

Moreover, his Talents alone constantly add disadvantages to enemies. For instance, he can get guaranteed crits by blocking enemy attacks (Riposte), add bleed to melee hits (Flense), and increase damage taken (Templar's Knowledge).

For damage dealers, DPS isn't always the game. While the Witch Hunter Captain isn't the "ultimate" damage dealer amongst its role, he isn't a pushover either. In fact, the Witch Hunter's combination of critical buffs and ranged focus make him a deadly protector of faraway points. He can pick off enemies from a distance fast enough that he can defend from mid-range whenever necessary.

When Kerillian rekindles her faith with Elven Moon Goddess Lileath, she becomes a Handmaiden. At Level 7, the Handmaiden specializes in melee combat, darting from one foe to the next with her spear.

Her Dash (Career Skill) enables her to move through enemies, damaging unarmored foes as she blocks, changes melee gear, or shoots ranged weapons. Moreover, her Passives greatly boost her defenses. She gets boosted dodge distance (Dance of Seasons), double stamina regeneration (Renewal), and increased revive speed (Ariel's Benison).

Moreover, her Talents also center around dodging and maximizing melee damage. For instance, her strikes (Spirit Echo) and kills (Martial Blessing) can grant Temporary Health. Meanwhile, dodges can increase attack speed (Willow Stance). Lastly, she can gain temporary invisibility after Dashing (Gift of Ladrielle), effectively making her an infiltrator.

The Handmaiden's natural proficiency with the spear allows her to engage in melee while giving herself distance between deadlier foes. With Gift of Ladrielle giving low-cost invisibility, the Handmaiden can use it alongside her effective long-ranged toolkit to change positions and eliminate enemies before they can become a threat to her - or to her and her team. In turn, the Handmaiden easily becomes a viable option for challengingly-fun solo play or complex team battles.

When Victor Saltzypre loses his eye with the Skaven, he also loses his trust in his organization. However, he regains a newfound faith as a Zealot of Sigmar, the God of War. At Level 12, the Zealot empowers himself through endless fighting.

His Holy Fervour (Career Skill) is a charge that boosts attack speed. Moreover, his natural Passives boost his power for missing health (Fiery Faith), and gets an innate death resist (Heart of Iron).

Moreover, his Talents alone boost the Zealot's killing power as the battle rages on. He gets lifesteal for killing blows (Repent! Repent!) and gains attack speed when below half health (Castigate). Additionally, he replaces his random critical chance with a guaranteed critical strike every five hits (Smite).

The Zealot's offensive-oriented toolkit is fun to play with regardless if it's solo or team play. The Zealot has a decent mix of survivability and aggressive options to make him one of the best options to eliminate waves in a multitude of methods. Moreover, his health-for-power abilities can encourage players to experiment with strategies and even become a bit reckless for those supercharged hits.

If repentant Kerillian chooses to become a Shade, she embraces the mantle of her forbears - this time for glory. At Level 12, the Shade specializes in assassination, with innate invisibility that allows her to tear enemy forces from the inside.

Her Infiltrate (Career Skill) turns Kerillian undetectable and intangible to enemies until she attacks - with her first melee attack always landing a critical hit. Meanwhile, her Murderous Prowess (Passive) instantly kills Man-Sized enemies. Her backstabs alone deal 50-percent more damage courtesy of Assassin's Blade (Passive).

Moreover, her Talents alone maximize her ability to break the game with pure stealth and critical strikes. Talents allow her to get kill-based lifesteal (Khaine's Thirst), increase critical damage (Cruelty), improve stealth per kill (Vanish), and transform Infiltrate into a teleportation skill (Shadowstep).

Trust in the Shade to eliminate hordes of enemies from behind the enemy lines. Thanks to its invisibility and absurdly powerful aggressive options, the Shade has more than enough flexibility to tear through most enemy types. Granted, the invisibility spam can make the Shade rather repetitive for solo and team play. However, players will appreciate the Shade's room for tactical diversity and various approaches to killing enemies.

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Warhammer Vermintide 2: Every Class, Ranked | Game Rant Warhammer Vermintide 2: Every Class, Ranked | Game Rant Reviewed by Unknown on May 28, 2021 Rating: 5

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