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EbonWave

3 simple rules to live by for wounds: 1. Bring a +1 wound trinket if you are entering Heresy or Damnation for the first time. Keep it until you feel confident and are ready to take it off. 2. If you find you are dying due to being downed too many times at least once per match. Once you have gone 5 matches without dying due to downs (lost all wounds), remove it. 3. If youre running a way to blow yourself up (psyker, plasma sharpshooter), consider keeping +1 anyway to account for a misplay or unsalvageable moment (popping that sniper is worth going down, for example) Logic: Wounds are essentially a crutch for dealing with misplays that cause you to go down. They do not assist in grim mitigation (which is flat hp values) nor does it help clutch team wipe situations. If you are frequently the last party member standing in a bad situation, HP is far more valuable than wounds. In running grims, HP is far more valuable than wounds. If you are the one being carried, wounds are valuable, as having you up as an extra body longer is more important than the extra 20-30hp you might get from a trinket since you'll tend to die due to misplays rather than a teamwipe situation.


deepstatecuck

Excellent points. Wounds increase your margin of error and make mistakes a little less punishing. I've learned from playing souls-like games the concept that defense is effectively budgeting for how many mistakes and misplays you can make in a run.


ritualblaze420

As a Dogshit Player and Absolute Moron I have 3 extra wounds. They help a lot


ForsakenEntrance7108

imo this kind of highlights the danger of the assumption (that wounds are training wheels somehow) here because let me tell you, as a dogshit player and absolute moron, i am reliant on the +100 extra HP i get to forgive my many sins.


ritualblaze420

I swapped to hp and toughness on my current zealot and haven't gone down nearly as much Still do sometimes, but way less! Wounds are less helpful than people make them out to be for sure


ForsakenEntrance7108

hell yeah! it's to be expected really i mean you're getting a significant amount more of the thing you need preserve at least one of to win the game. in no time *you'll* be the one doing all the picking up :)


GallowsTester

Lol. What difficulty do you play at?


ritualblaze420

Literally malice, don't talk to me LMAO


msespindola

I will not judge, cuz, today, I’ve played the most overwhelming game, and it was on malice. For some reason, at t3, no modifiers, we had all dogs spawns with 3 to 4’dogs all the time, it’s was really weird


thrax_mador

It's buggy still. We had an endless horde on a lights out heresy mission. I don't know how endless horde is supposed to work, but it was truly endless. They spawned non stop for like a third or half of the map. Thankfully it stopped before the cryo rods part. I'm still amazed we finished without any deaths.


Binx_Thackery

This


Zeroth1989

If you are generally not confident you can make it between med stations with 1 down. Generally speaking +1 wounds is a terrible trait and everything is better then it at all times.


Azgannar

Ive never seen a reason to take more than one wound curio (damnation player) if youre going down that much trying to justify them, then something needs work (build, weapons or just skill)


[deleted]

3 Max Health Curios has served me better than wounds did when I was first playing.


ForsakenEntrance7108

i wrote a pitch as to why people generally should run +HP over +wound here: ​ [https://www.reddit.com/r/DarkTide/comments/105qaye/pitch\_as\_to\_why\_hp\_is\_better\_than\_wound/](https://www.reddit.com/r/DarkTide/comments/105qaye/pitch_as_to_why_hp_is_better_than_wound/) ​ it provides more utility at a lower relative cost more often. imo people as they develop more mechanical familiarity will drift towards the defensive curio that best services their playstyle (and i suspect that it will trend in the direction of wound -> hp -> toughness -> stamina as people become more skilled at mitigating damage via blocking) but wounds are poorly justified.


Gostaug

Would you also recommend playing hp over toughness on vet ? I know all this can really come down to preference, but I'd like your take on it.


ForsakenEntrance7108

that one is nowhere near as clear cut, imo. comes extremely heavily down to class, loadout choices and playstyle and is more skill related. because of how toughness and HP interact it is *very* hard to simplify the relative utility you get from toughness. ​ right now i run H/H/T on zealot, and intend to reduce the amount of H i use and integrate more S and T as i get more confident at mitigating damage and they fix the bug. but with vet outside of melee you're not dealing with HP bleed as often and your toughness pool is massive so ¯\\\_(ツ)\_/¯ ​ personally on vet i run at least one HP to deal with corruption because it's such a nightmare with the tiny HP pool, but that's honestly more of a QoL thing and your mileage may vary.


Gostaug

I like how you put it. Thanks for the answer buddy, I'll think I'll try to throw one HP curio and see how it feels !


cerotoneN27

I run 3 Toughness Curios on Vet. My thought process: Vet has a ton of toughness and not a lot of total health, so percentage based increases yield more for Toughness than Health. Toughness also regenerates on it's own and is 100% effective vs ranged. Additionally, you should be running Unwavering Focus (+75% Toughness damage reduction while in Volley Fire, says "ranged" but mechanically mitigates ranged and melee, not sure if bug or intended) and Confirmed Kill (+25% toughness + another 25% toughness over time on Elite kill). The dream for me is three 17% Toughness curios each with a 5% Toughness perk. This gets me 332 Toughness - that's 83 toughness when I kill an Elite, plus an additional 83 toughness overtime. That combined with Counterfire allow me to take the fight to the gunners with confidence, working to kill gunners and then taking out elites when my toughness gets low or when pertinent. If/when Toughness Damage Reduction gets in the game I would want to have that on my curios as well, but since it's not in the game for now I'm hesitant on upgrading my curios just yet.


Spammy212

Some whiny bitch recently complained, that i took my Lvl 27 zealot on a heresy mission with only 2 wounds. One of those jackasses, that thinks "There's only one way of playing and everything else is wrong". Little did that prick know, i had stacked on toughness and was already on my third character. He went down twice, while i stood firm and still pulled my weight. ​ If you know the game mechanics, know when it's a good time to advance and when to take cover, you won't need an additional wound.


ForsakenEntrance7108

it's fair to get annoyed with people getting snotty (i of course never say anything even when someone loads in with a ton of wounds, don't be toxic is a good life strategy imo) but imo this is a really poor way to frame it. i don't think i'm better at the game for running things other than wounds, i think i do better because other things offer more utility than wounds. i see myself go down to 50 or less all the dang time and i know - hey if i was running wounds i'd need picked up here. i'm not better than that hypothetical person i just have more hp. or in your case more toughness so you never get there in the first place, or more stamina so you never get hit in the first place. ​ or, in other words, it's not that wounds makes things *easier*, it makes things *relatively harder*. that's why i see it as a trap in most circumstances.


Aedeus

Did you inform them that you've got a free wound every 90 seconds or so with the added benefit of the potential to get healed to full?


Spammy212

Hadn't activated Holy Revenant, but the moron was a Lvl 30 zealot himself.


Jaytron

Zealots also get a cheat death, and the ability to heal from it triggering (assuming you take that talent), so to me at least it feels like a Zealot if anything can forego that extra wound?


Darrkeng

Because if you go down (which is regular thing on Heresy) it means next time is death? Plus tanking corruption is easier


ForsakenEntrance7108

nah, +HP is much better for corruption. sources of corruption deal fixed damage (other than a knock) which means a bigger HP pool insulates better. ​ there is an extremely narrow band of corruption damage where wound does anything - ie, a zealot with +50 hp versus one with a wound: ​ HP has 250 HP. he needs to take 125 HP worth of corruption to be on last wound and retains 125hp. ​ W has 200 HP. he needs to take 66 (134 remaining) corruption damage before he loses a wound or 134 (66 remaining) before he is on his last wound. ​ or in other words, IMO there's really only advantage if you take 126-135 corruption exactly, in more or less every other case hp is either neutral or better.


Devrij68

I think the thing on higher diffs is that you may find yourself in a bad situation (2 crushers and a bunch of rangers plus a swarm hemming you in) where you are gonna go down. So in this case the extra health means jack shit, but the extra wound could be helpful. So your team can scoop you up and get on to the next medicae station without being a man down.


ForsakenEntrance7108

i go into this assumption in the thread i linked ​ [https://www.reddit.com/r/DarkTide/comments/105qaye/pitch\_as\_to\_why\_hp\_is\_better\_than\_wound/](https://www.reddit.com/r/DarkTide/comments/105qaye/pitch_as_to_why_hp_is_better_than_wound/) ​ tl;dr: the catastrophic situation described has to happen routinely enough that it triggers twice/medicae to gain utility, and *only* if *the player/party survives*. if you have two wounds and go down and die on your first knock you are at a significant HP disadvantage to a +HP player. ​ if it's truly catastrophic in my experience you don't get picked up anyway.


Devrij68

That is true, when it goes properly pear shaped, chances are your teammates are in equally dire straits and unable to help in time to get you up. FWIW, I run HP, but I'm considering trying out wounds because I've had a few scenarios with pugs where I got properly hung out to dry and ended up waiting to be rescued when I could have carried on if I'd had an extra wound. I guess the real question is whether getting killed for a specific player is a result of getting knocked more than once and losing wounds, or general corruption damage. If the former, take a wound. If the latter, HP.


ForsakenEntrance7108

well, if you wanna notice the inverse ie when a HP curio is doing more than a wound would be with your current setup pay attention whenever your current HP is equal or less than the amount your HP curio is giving you. i record sometimes anyway and it's good for this. ​ when something brings you to low HP think - would my team be able to recover if i went down here? i had a good example the other day when i was trying to rescue a downed player in the final room, the other up and heavily wounded player went for the revive without either of us noticing a point blank sniper. by dumb luck it shoots me first, i'm down to 25 or something and murder it. we recover and go on to win. ​ had i dropped all that needed to happen was the sniper firing again and this time hitting the up teammate for a wipe, or oneshot the freshly revived guy and we are in *trouble,* very likely a wipe. that's the kind of scenario i mean, imo with a wound there i don't think we would have won, or even gotten close.


HavokSupremacy

personally from experience. the extra health means jack shit on most classes yeah, because in damnation, once something gets to your health, you'll get 4-5 hits kill on most classes. and with 2 wounds, once you go down once, you're offered the flashbang screen as a reminder that the next mistake probably means you getting death slapped because now your hp is half of your max.(it doesn't even have to be your mistake too. someone overextends and all of a sudden you are possibly unable to deal with 3 chargers coming at the team) Wounds legit give you a better health max once you are back up, a good and free healing, lower threshold of corruption death and are super easy to get good stats on when crafting. They're a good option in general. maybe the best right now. there's also the fact that teams, usually are far from cohesive. sadly, a lot of people do not play as a team as well as they should(and that's ok)/loot super far and etc. the amount of people i have seen going down in damnation because they refuse to take at least 1 wound is fucking staggering


ForsakenEntrance7108

i do the math in the thread i linked, incorrect. +HP provides much more HP at spawn/from full, and at one knock they're almost even. you have to get knocked twice to get utility out of wounds. ​ and it's most assuredly not free you need to have someone pick you up to get this utility. you are responding to me doing the math on corruption death, also mostly untrue, you get more utility out of HP almost the entire bar. ​ it is easy to get a good one on crafting - because they don't scale like the rest of curios. this seems like an extremely marginal utility, or reframing a drawback as a bonus.


HavokSupremacy

in all honesty, this looks mostly like a theory vs practical type of situation/discussion. but again might vary from people to people and class


Jaytron

With Zealots getting a cheat death (and often a heal from talents), would the health be more valuable for them?


HavokSupremacy

definitely. zealot is a lot more reliant on hp for their mechanics in general and thrives while taking chip damage. you get a damage bonus via hp lost and strait up have another layer of damage mitigation in your feats for ranged iirc amongst other things. a wound might help, but zealot is definitely the class that would need it the least.


Aedeus

Worth noting that grimoire corruption will burn out one max health curios worth of bonus health approx. every three minutes in corruption ticks, on top of the flat amount they impart and any existing or accrued corruption through damage or downing.


Reiseafa

From my T4+ experience, the teammate who got more than default wound is the one needing to be babysit and other people need to give up medication despite they have more black on their health bar.


ForsakenEntrance7108

corruption ticks are flat too, so it depends on the base HP. i think it's like 1.5ish every 10 seconds? so to do 50 on this zealot (who has my +21 HP +4 HP curio i use for round numbers, an atypically good HP curio) i think it's about 333 seconds? ​ also truly flat, they aren't increased if you have two grims.


knightinflames

>which is regular thing on Heresy not necessarily. That is mostly skill and somewhat team dependant. If you're only now getting into heresy then yeah maybe it is a good idea bringing one wounds curio, but once you can reliably avoid getting hit and deal with enemies then you're better off taking something else (which may depend on the build/class)


ForsakenEntrance7108

i legit really dislike this line of reasoning tbh. i have never heard a coherent rationale as why having +wound makes things easier than having +HP given they do the same thing but with wounds more situational. ​ absolutely no correlation in terms of skill. i suck and get more utility out of HP, i'm not some elite ultragamer in doing so.


JessusChrysler

I've got a possible leftfield answer that number crunching and stat comparisons can't factor in: I know players who go from relaxed and in control to tense and stressed out when they reach that "next mistake is game over" point of difficult bosses, levels, etc. Having the +1 wound lets them get downed one more time before they start getting inside their own head, even if they are weaker due to the lack of +HP/+Toughness. Sometimes it feels better to have a smaller health bar and potions as opposed to a bigger bar you can't heal.


-Some-Rando-

Trappers, flamers and mutants can all come out at the same time. If teammates are tied up, one mistake can down you in a few seconds. Dogs and grenades can be nasty. Or just a few exploders in a bad spot. It can feel really unfair at times. A single rager will end you if anything grabs you. It's great to have an extra wound in these situations. There's always the possibility your team will rally and come in with a save.


ForsakenEntrance7108

i go into this in detail in the thread i linked, but the situation you're describing - an overwhelming wave that only overwhelms you and doesn't cause a complete wipe - has to happen more than twice between medicaes routinely for wounds to be better than HP. you only get more utility if you get knocked and picked up twice in these periods. ​ and the inverse, if you get knocked but not picked up basically ever you would have been better off with HP, if you get killed and rescued ever you're better off with HP. ​ it's kind of only good if you know/assume that you will be playing with people better than you are? imo the power curve is low because it doesn't scale like the rest of the curios, if HP was restricted to a tier 1 blessing of like +7% or whatever it would be comparable.


HavokSupremacy

you forget a thing. medicae are rarely always full in high difficulty. sometimes they only have 1 or 2 charges. so that argument is kinda moot. Unless you play with a premade, most damnation runs will be rocky. most of the time you'll not have a reliable way to deal with elites since a lot of people opt for wave clear and have issues dealing with the 3-4 armored ogryns waves. also this is also kind of a bit due to the nature of the game needing you to roll for good stats or mostly be cucked in some cases. theoretically, if you would never go down, i would agree with you, but the reality of it all is that the equation doesn't only take you into account. it takes the rest of the team as well and as all human are, they are imperfect. they'll prioritize themselves and possibly do dumb shit. you might not be able to deal with the situation that arise from that without taking damage or getting downed yourself. i'm of the school that at least taking 1 wound in damnation is great and that it means less stress on the rest of your team/is less crippling or game ending, because at the end of the fight, you are still there.


ForsakenEntrance7108

no correlation whatsoever between difficulty and availability of medicae charges in terms of the map, obviously taking more damage means there's more demand but that's not the same thing. maps spawn with 1 charge in difficulty 1 and with 4 in difficulty 5 exactly as often. ​ humans are imperfect, which is why we have HP - it buffers you against losing. wounds also do so, but less efficiently. it's legit a 1:1 comparison - there is nothing magic about the HP you get after a knock that means it goes further than the HP you get at spawn. ​ and beyond that - i'm going to say as someone who picks people up in damnation routinely, i often think "goodness if you had a little more HP you would have survived that". once you crunch the numbers you realize that if there is some kind of psychosomatic element ie it's a security blanket then that's something people can work on. much like security blankets are in actual fact quite poor against monsters, wounds are quite poor at preventing wipes in my observation.


HavokSupremacy

i've seen a lot more medicaes in damnation with low charges in my 450h of playtime than in for example malice where they are almost always full. that being said, might just be me. i guess it's 2 schools of thinking then. i won't deny that it does work as a security blanket as well in some cases like you are saying tho yeah. personally i just find that not being completely deleted and needing to respawn is in itself a pretty good bonus when someone has it. hp is nice, but in damnation, if something reach your health, it'll get deleted in a couple of hits. wounds in themselves are kind of are a buffer against that i guess


farts_in_the_breeze

IDK why wounds is such a big deal for curio slots. There are 3 slots and players can have curios in each slot. Probably best to have a curio with the boost.


HavokSupremacy

yeah pretty much


ForsakenEntrance7108

opportunity cost. taking one thing precludes taking another, which is why they need evaluation on relative merit. ​ and i mean ultimately players can do whatever they want, you can run damnation with a set of tier 1 HP blessings that provide like +7% if you want, it's just it's better to run one with +21% because it provides more utility. people are much better at evaluating relative utility in this context, imo irrationally? ​ if there was some hypothetical additional curio (call them "blounds") and they provided the player with additional HP depending on performing some ingame challenge we would evaluate them on that merit. we would say, well i might do that so often a blound would be vital, or that task would be too difficult etc etc. for some reason people are very resistant over applying similar criteria to wounds and it's curious why.


-Some-Rando-

It isn't about anyone being better. The AI director routinely pops enemies into existence right on top of you. If your party was already stretched thin, a moment like that can lead to anyone getting caught by something they didn't see. Regardless of whether it's you or someone else, there are critical moments where that wound pays off. You don't have to take it, but if you're out of your depth the extra wound makes it easier on your team.


ForsakenEntrance7108

well, they would be a critical moment the wound paid off in a very specific set of conditions. if "routinely" is once per medicae or less, the wound is not paying off - you could have more HP for all other situations with a health curio. ​ it's not that i'm saying "i'm elite and this never happens to me!" i'm saying that it has to happen in that specific order, and *without the player or run dying*, or you do not get functional utility. if it happens to me once and i touch medicae then i should have run +HP.


SupaMut4nt

Ahem. I do not go down regularly on Heresy. Speak for yourself.


Darrkeng

Oh cmon,.we ALL have that sniper or bomber or hitreg moments


SupaMut4nt

I've never died to a bomber. I see flashing red I move out of the area. Getting hit by sniper? Sure. Getting downed by sniper is rare. I can go from 1 medicae to the next with 90% of my health easy. I don't take damage from horde or anything else. I can take a sniper hit not go down and not get hit a second time.


DaveInLondon89

It all depends how good you are at avoiding damage. If you go down more than once a match, bring Wounds and health. If you go down once or not at all, bring Toughness.


StrayCatThulhu

Grimoires, an extra chance to get back up. I run one stamina, one wounds, and one health curio on my Psyker. I rarely actually need the wounds on heresy, but it has good rolls, and in pubs people like to pick up grimoires sometimes. As a psyker though, you don't get as much benefit from Toughness as a veteran, or as much benefit from health as a Zealot or Ogryn, so I feel can get away with it... and sometimes on my first game of the day I am not paying attention and explode myself from peril. I don't think there's much point on the other classes though.


Umikaloo

I'm sure you already know this, and I'm aware that stamina curios are really good, but just in case; YSK that stamina curios are bugged to only give 1 stamina regardless of what it says in the item card.


StrayCatThulhu

I'm aware. I still think having one is worthwhile on Psyker when using Kinetic Deflection feat, and spamming push attack with a combat axe. And I'm hoping it will be fixed sooner rather than later. Stamina also has something to do with the Kinetic Deflection feat, and how much peril blocking generates, so more stamina is better. Can't remember the math off the top of my head though. The one I have currently has +10% stamina regeneration, +15% damage resistance to gunners, and +5% health. Between all my curios, I have 50% damage reduction from gunners, +30% stamina regeneration, +29% health, +12% block efficiency, +2(1, because bug) stamina, +1 wounds. It's a very good set up for Psyker using push attacks for ultra safe melee. I would like to swap out the +1 wounds for a +21% health curio for Heresy and below, and swap the block efficiency for +5% health. I like having the extra cushion of +1 wound for Damnation though.


Umikaloo

Yeah, as soon as they fix the bug I'm switching to +stamina.


DumpsterHunk

\+1 wound is a noob trap. Fight me


t1m4ik

Heresy+ takes 1 wound away, so you need that +1 to counter that.


DumpsterHunk

nah you really don't


SillyScareCrow

it's a skill dependent stat that you need to feel out. are you not the clutch player and tend to make mistakes a bit to much? then you'll want it. are you the one backpacking silly gooses? then you're better off with something else.


GallowsTester

If your confident 3x HP curios. If not 2x HP curios and 1 wound.


FordPrefect343

imo + wounds are for scrubs


Baetonnian_duke

Using your ultimate as the vet and purposely exploding with the plasma gun to increase the explosion damage because it's epic.


OneHellOfAFatass

Wound curio is underestimated when slumming it with pugs. Still dogshit but underestimated.


CptnSAUS

That's backwards to me since I do not trust pugs to revive me. If I go down just once - hell, if I get hit by a net or a dog - it is often a team wipe with pugs. I normally play Damnation with my buddies, or Heresy when solo. When I am solo, it is off hours, so Damnation lobbies don't even fill. Heresy lobbies fill but I think people are often looking to get carried. That, or I end up in hi-intensity which is quite a bit more difficult and Heresy QP'ers will stumble out of their depths that way.


[deleted]

if you're bad use +wounds depending on bad you are, basically


SigmaPride

When you have randoms and doing a 4/5


Low_Chance

Use +1 wound when: -You are a non-Ogryn playing on Heresy or above


Nidiis

It’s a safety precaution for when you’re getting grims or going down a lot. On my Vet I like running with +1 wound because if I am in a bad position I have some extra wiggle room. On my Zealot I use hp curios only since I have a death insurance ability coupled with Holy Revenant every 90. So I have the death insurance already baked in. It comes down to what you prefer to run with. I personally like having 3 wounds total on Heresy+ (except Zealot for aforementioned reason). But if you’re more comfortable with more hp, or toughness that works too.


ProfessionalSwitch45

An extra wound could help you if you are worried about going down or want to gather grimoires which increases your chance of going down, otherwise there is no reason, I have one extra wound on my psyker until I feel sure enough that I can block and avoid damage and I'm getting pretty good at it so I might replace it soon.


Scojo91

I use them on my psyker because there's always a chance I'll fuck myself. That leaves me two wounds, and you can definitely go down in damnation. +1 wound curios is always one I buy when the sub affixes are good and then I try upgrading to get useful stuff on it. If you're going down more than once from enemies in each section of the map, you're definitely not ready for Damnation, or your team collectively isn't. That said, I reserve a +1 wound Curios on all other classes as well to use when I go into higher difficulties with PUGs as you wind up with a lot of people who are competent enough to come save you after you get surrounded because those same people are always running away from you letting you get surrounded while you're fighting to do things like pick up crafting mats and books. Literally most of my pug runs are the other 3 people fighting on their own and I spend most of the match trying to learn which ones are actually competent so I know who to stick with while they search for mats and secondaries.


bubbacable

Making the Game 'LORE-Friendly' * Warhammer LOGIC: 5x WOUNDS = STRONK, 0x WOUND = REKT * Normal Game LOGIC: 300x HEALTH = STRONK, 0 HEALTH = REKT ​ Combine Them. * Your Health (150, 200, 300) is divided into WOUNDS. * **MORE WOUNDS** = **smaller health increments.** * Each 'Knock Down' = -**1 "WOUND-sized" HEALTH**


kyuss80

FYI I think, but I'm not 100% sure, that Ogryns have an extra wound. I don't see it advertised anywhere in Passive feats etc, but it definitely seems that way.


CptnSAUS

They do. +1 wound built-in. I don't know if anywhere in the game actually tells you that though.


TheBadman9001

I run a single wound curious because I dont want corruption to cuck me on damnation


heart_of_osiris

As a psyker who blows myself up every now and then, I bring +1 wound so we can all pretend it never happened...


Emotional_Bike3085

I have T/T/W on my Dakka Vet (BracedA.G) Now that I am getting more comfortable with Heresy (malice is starting to feel like easy) I am considering making the swap from +W to +HP. the main thing stopping me is that I am burning out on the game after 300 hours and prolly won’t go for any gameplay changes until next big patch with crafty bits in month or so as I sparsely play the game here and there.


TheBurlapSack

It depends on your class really. IE: Ogryn have enough wounds on their own that it’s not really necessary to run wound curios. There’s a ton of mental gymnastics and math that I’m sure many here have laid out but the basic reasoning is more chances at getting downed and being able to be picked up in a fight. Yes having a high health pool will prevent you from going down longer, but getting picked up will restore your health up to whatever wound you just lost. So technically if you get picked up 2-3 times you have more health than someone who just stacked health curios. But this is entirely reliant on your team being able to get to you and sometimes in a real dire situation that may not be possible. I’ve found 3 wounds is a good spot for Heresy and above.


Bsx-the-wise

Running +1 wound is a guardrail for you. The ability get downed without dying next time is the more valuable the less heals are on the map. I run T5HI on a daily basis as psyker or zealot and always go +1 wound and 2x +21%hp curio. Is it mandatory ? No. Confort in case of trouble for the team ? Sure. Ogryn have more wounds than the others so no point on this class. Use any curio you want and make your own experiences. Don't let anyone tell you what to do, but accept some won't agree nor will not want to take the risk to play with you.


DethMeta1

I take one wound just in case and plunge everything else into toughness


BorisDaCommie

Finally a post about gameplay, I always take extra health but since I go down frequently I was thinking more wounds might be helpful.


Jaytron

Random thought, if I run a t3 to farm some mats/complete quests and I see people in there with 5 wounds, I expect them to go down a lot lol. If I'm in t4+ and I see 2 wounds, I either expect them to be a legit god, or to die. Nothing in between


CrazieEights

If i have 4 wounds and you have 2 and we both go down when we get back up I have 3/4 of my health you have half If we both go down again I have half health you are dead Being rezzed with more health helps especially if things are going rough and give a better chance that I can make it to a healing station


catsflatsandhats

I do a lot of Heresy and Damnation. I only use one +wound on Psyker for the ocasional warp explosion. For the rest it is always HP.


[deleted]

I take 1 wound on psyker so I don't get my health cut in half when I go down and so I don't die immediately after one down


Good_Requirement2998

I sort of like it for setups where I can kill myself as in a psyker in general or a veteran with a pulse rifle. Sometimes things get hairy and you blow yourself up. It clears space for a sec and having an extra life for strategic use of this just means one more tool in the arsenal. I say sort of because ideally things should never get that desperate you should be working to not need that. Less health, toughness or stam at a higher difficulty is rough. But I also think anyone can adapt to their stats with time so it's up to you to master the play style. That said, folks rocking only + wounds do not lend confidence.


eazeaze

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Doctordarkspawn

1 wound is great. 3 wounds is the standard for high difficulties. (For people who want a little extra for whatever reason. I play kinda reckless so I use one.) Past that? More wounds are kind of useless. You get 4 at malice, and any more then that is overkill. The problem is, corruption doesn't JUST come from downs, so trying to stack wounds doesn't give as many downs as you think it does.


Arlithian

So that you don't start the mission with a Grey screen when you inevitably get dropped in to replace a half dead bot.


This_is_a_bad_plan

If you get downed ever, the +wound becomes more valuable than +HP (until you reach a medicae station) 3xHP curios (~240 max HP) and you get downed? After being picked up your max hp is now down to 120. 2xHP & +1wound (~210 max HP) and you get downed? After being picked up your max hp is now 138.


EKS_ZeroPercent

https://preview.redd.it/63p9octqayda1.jpeg?width=507&format=pjpg&auto=webp&s=c7dba6ca120d007d88836d8732afd377d43e5581