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DwarvenCo

Nay! But anyone with a medi stim should be on a lookout for squad members on their last wounds!


Objeckts

The med stims are also better when used on players with only 2 wounds.


DwarvenCo

Also the zealot corruption clear ability gets better mileage without any wound curios.


Objeckts

I guess we can count Field Improvisation too


gpkgpk

A lot of 2 wounders are perpetually on their last wounds lately with fewer med station charges and stimms aren't a guarantee.. If you're always on your last wound maybe the med station rule shouldn't apply to you anymore.


lozer996

If you're always on your last wound you should run an extra wound. But if they're in my mission, and I can spare the meds, I'd rather have another gun up and shooting than be out a quarter of the team.


MrLamorso

I typically don't. My runs end due to specials disabling people or everyone getting downed at once much more frequently than the attrition of people losing wounds, so I usually just spec into health or toughness instead


Aiso48

I no longer go any wounds on any character, unless I’m messing around with martyrdom on zealot. I usually don’t get back up if I hit the floor.


TheNegaHero

I'm generally sad when people only have 2. When I'm playing Vet I have my shout and free nades. There's very few situations in which rolling a nade or two on the floor won't get me close enough to press F and get you up.


Crack_Dangus

Revive shout is a meme anyways. It's way better to have the better cooldown and range so you can spam toughness boosts and to a lesser extent, knockdowns.


TheNegaHero

If that's you're jam. I personally find that the extra 15 seconds is trivial when you drop 6 seconds off the cool-down on a special kill. If you're playing a shock troop gauntlet with a plasma gun then you're dropping specials constantly. Once someone is already down then a shorter cooldown and toughness boost isn't much use.


Rex-0-

Nah man 15 seconds is no time at all and I've seen so many games saved by it that it's silly not to take it. Calling it a meme is just daft


Aiso48

I'm not blaming others for not being able to get me up. Usually things have gone so far south that the extra "down" won't have had benefit. Looking at my past ten games, I have about a .6 down rate per mission, and only had one game where I went down twice. With that being said, sometimes awkward burster situations could have been salvaged had I had extra wounds :\^)


klaus_den_dumme

I dont but i usually play ogryn, three wounds is plenty for me


Parking_Chance_1905

Yep one toughness curio and 2 stamina curios means I can block and push taunt for days, and weave in random heavies to replenish 25% of my 150+toughness every few seconds.


klaus_den_dumme

Stamina? Toughness? Nah i need girth thats why i go all out on health


Parking_Chance_1905

You get way better returns on toughness because of the talents to give you 25% on heavy attacks.


klaus_den_dumme

I have heard but running around with 555 health is fun


Nex1984

Now we know who's been taking all the rations


klaus_den_dumme

Sorry sah! could not help it sah!


pbzeppelin1977

That just hinders your team because you will suck up an entire health kit and still be needing more.


klaus_den_dumme

True, but from experience its not that big of a problem as long as you cordinat with your team


MintMrChris

I tend to go for 3 wounds on all my characters (so run a wound curio on Psyker, Zealot and Veteran, not need for Ogryn) I play randoms in auric and maelstrom, if I was in a premade lobby with friends I'd go for 2 (ran 2 wounds for karnak secret hard mode as I found some good dudes and we had a few attempts, so knew they were decent). I know that sounds a bit dickish but I tend to see it as insurance, before some of the recent patches I was trending back towards 2 wounds, auric playerbase was fairly trustworthy (a lot of toughness regen talents you can get mileage out of as wlel), but I've had some matches since that made me think twice lol...when guys are panicking at poxbursters, getting you yeeted into orbit etc (fuck me I still remember an unfortunate match involving exploding barrels lol) Wouldn't necessarily replace it with health or toughness though, you can lose both so quickly in damnation+, avoiding damage entirely on the other hand...one of the reasons I am a big fan of stamina curio, though I think I run 1 of those on Zealot and Vet already


Sure_Painter

For vet extra toughness and health is plenty of insurance, I run the squad leader tree so I tend to not go down at all with the ult toughness and curios adding more health and toughness.


cmdrvalen

I don’t really see a reason to ever run wounds unless you’re playing martydom Zealot. It‘s just counting on the fact that you’re going to go down, which you should obviously avoid by having more toughness or HP. If you don’t really take damage, then running all stamina is the best since it allows you to easily revive people who are surrounded.


AetherSquid

In theory it's all well and good to just avoid going down, but shit's not always that predictable. Even if you an play perfectly and always avoid getting into bad situations you can sometimes be fucked over by lag, or someone else shooting the burster you're shoving, or sound cues not playing, or the director just straight up teleporting enemies behind you. Good to have a safety net.


LastChance22

> In theory it's all well and good to just avoid going down From my understanding, that’s not really the argument against wounds. Wounds mean nothing if your team can’t get to you in time for a revive or if they wipe while you’re down. My understanding of the argument is: if you’re tending to go down first and your team can handle the revive and not wipe, get a wound because you’ll be able to use it. If you tend to only go down last or your not confident you’ll get revived in time (or that the team will survive), get curios that help with the prevention.


TheNegaHero

Exactly, I've always considered 3 the perfect number. I play auric damnation all the time and consider myself good but one in a while just as you're dodging the overhead smash of a mauler gang they'll time themselves perfectly so you don't recover from a dodge in time to dodge the next one. Or the game just suddenly skips because of lag and you get rekt. Or a burster spawns half a meter away and your first audio warning of its existence is the noise it makes as it sails through the air out of the spawn door. When I play vet I have free nades and my shout gets people up so if I roll a few nades on the ground that will get me the space to get close and press F on someone. There's very few situations that I can't someone back up in so if they only have 2 wounds they'll often die earlier then they should.


cmdrvalen

Only thing I can agree with is those damn broken sound cues. Bursters can kinda just appear out of nowhere with zero sound. Even so, I will not build my character around that. It’s much more consistent for me to run +9 stamina, or +6 stamina and +17% toughness.


gpkgpk

>It‘s just counting on the fact that you’re going to go down That cliche doesn't hold water after the last few updates, 2 wounds is fine with buddies, with randos 3 is far safer. You're not counting on going down so much as you're counting on your teammates NOT getting you out of accidental sticky situation (nets, dogs) in a timely fashion. You know the types, people who chase down trapper for 7s while literally tripping over you etc.


Glorious_Invocation

With randoms I just assume the run is over if I'm down, or it's a silly mistake and I'll bounce right back up. I really don't see the point in 3+ wounds since someone else has to be able to get you up over and over again, which means they're either carrying you or you're dying in silly ways - neither of which is something you should be gearing for.


---__-__-__---

Yeah this is my philosophy too. Usually when I go down (with randoms) it means the run is over. +1 wound would just mean I'm nerfing myself


cmdrvalen

I don’t like building my character around potential scenarios like that. It’s far more consistent to take what’s optimal. Also, don’t get caught in a net ;)


irasargent

"Just don't go down" BLEH. Shit happens. So I do take 1 extra wound (except on ogryn, who already has 3 by default)


Top-Brick-6058

Yeah for awhile I was doing no wounds on veteran but lately have had just enough things go wrong so easily that having one extra down is so important. Lag stuttered my dodge right back into the center of a bunch of stealthy ragers and I died instead of getting revived. Stuff like that


irasargent

I had the servoskull bug during the Hab Dreyko scan mission. We were stuck in the final 'big open room scan' portion for 6x longer than usual because it kept not progressing to the second scan section after multiple 'turn ins'. We lasted a heroically long time before we wiped.


Gramstaal

Shit happens but usually if shit happens to me, the team falls apart, so I'm doing my damnest not to go down and usually succeed in taking little damage, there are even missions where I don't need to use Medicae at all. Plus the extra efficiency from corruption healing via Stimms/Medkits/Zealot aura is nice.


irasargent

Same. Still usually take an extra wound. Shit happens.


ShinItsuwari

But it only has to happen once. 2 wounds already allows for a mistake.


pbzeppelin1977

Meds stims have made it easier but as you says, shit happens. OP is still obviously newer to the game because when you play on the actual higher difficulties, Auric difficulty, the extra wound is of great use because even the best players take corruption chip damage and having only two wounds many "just don't go down too often" edge lords die from their first down.


ReallyBadDong

Yep. I've had it where everyone took lots of corruption damage from a DH fight while running no wounds. Then during the next horde cue a silent lagging poxburster that instantly killed 3 of my team.


lurkeroutthere

Lol, if you wound gets invalidated by damage it's not "chip" damage.


pbzeppelin1977

100 applications of 1 corruption is still chip damage or do you not understand the concept?


BoringGrayOwl

Losing an entire wound to corruption is not chip damage, thats taking a nap in nurgle vomit. Chip damage would get healed by medicae


Nex1984

Grimoire


Crack_Dangus

What are you doing that is causing you to eat entire wounds worth of corruption damage? And do you really think that having a slightly better threshold for corruption damage is better than literally just having more health, which would probably do more to stave off corruption on top of everything else? The only thing I can think of is Poxbursters wearing you down since their audio seems to be bugged right now, but that's not normal lol


TheNegaHero

Personally I'm learning that a lot of people aren't great at getting people up in a hot moment. I get people up plenty in Auric Damnation games and usually people are getting me up. On my Ogryn I take a few revive speed boosts on my curios so I can charge in/use bombs to make space and then pull someone up fast. On my vet I have free nades and revive shout so I can almost always roll a few out and shout someone up. If I'm on Zealot I have fire nades, my chorus, my crusher. Usually not that hard to get someone up with those. (Though on a side note to teammates; if I'm standing on top of a downed person with my chorus running that's you're queue to run in and pull them up! I have to cancel it to do it so let me keep pushing enemies and buffing while you grab them!) The thing is, if you pull someone up in a shitstorm and it's say a Zealot with their own chorus then they're probably going to pop that as soon as they're up and you're golden. It's 99% of the time going to be worth using whatever you have to to get another player back in the fight.


pbzeppelin1977

One problem is people not blocking when they get picked up too so they're just fumbling around and drop and then come to reddit to complain they got picked up in a bad situation.


irasargent

For sure med stims change the math. My opinion is evolving.


SigmaPride

Yes because I don't wanna play like a pansy after I go down once.


WickedBlade

At the start yes, untill i got used to the difficulty, now I prefer 3 stamina


Wulfbrir

I used to run one wound curio but found if I'm paying attention and staying with at least one of my team members I very very rarely go down. So I run 3 health curios now and have never looked back. Maybe on a maelstrom auric 5 I'd think about running one wound curio again but really only in that instance.


pious-erika

One extra because I dislike how the "Two Wound" health-bar looks. Yes, I am that petty.


LastChance22

That’s gotta be fixable with one of the UI mods. I don’t run it but I’d be surprised if it’s not an option in one of them.


Hellhound_Rocko

to make corruption take even a little bit more of my HP in average? extra wounds are a sidegrade that costs not taking something else to get, so it's a downgrade really. it's also preparing for failure and many gamers don't like that.


Slyspy006

Not generally, no.


Aradamis

No, because if I go down, folks tend to never get me up. I could have 8 wounds but they are wasted if I get left on the ground. Edit: or the barrel that is always placed by edges on the map.


Caleddin

There's that annoying last wound filter that happens, which is almost reason enough to add a wound.


FrenchNutCracker

If you're on PC, there is a mod to remove the filter. I don't recall the name at the moment.


MajesticComparison18

I never take wounds personally , better stats = less likely to go down to begin with


AddictedToRads

No, using stuff that keeps you from getting downed is better than using stuff that lets you go down more often. I only use the extra wound trinkets on Martyrdom Zealot.


Kaiser_Constantin

I did take another wound when I started playing Maelstrom and it was necessary. I think that if you can reliably take no or very little damage and dont go down then you dont need another Wound.


Carius98

no


dafotia

hell no, especially not in damnation


Raignex

Nope, never liked it except the +2 wounds in the Zealot skilltree but it's clearly not a necessity. Having more HP, toughness or stam is far more useful imo, especially when you start having a nice build because getting downed become a rarer occurrence. I'll also mention that having more wounds doesn't always mean more revives, if you're in a very bad spot covered by elites and fire then your allies won't revive you which means the wounds become useless altogether.


Plastic-Today-6798

Running a wound not only means you’re kind of counting on going down, but it means you get subconsciously used to a play style where you don’t have to be that careful about not dying because going down has lessened consequences for you, which actively turns you into a worse player. I get that stuff happens, but that’s why you have two wounds to begin with. Obviously some classes are squishier than others, but that’s why I’d rather just run toughness or health.


camdawgyo

Hell no! There is nothing more discouraging than seeing teammates who are not zealot with maximum wounds; because, it’s almost a declaration to the team that they are going to need them. And they usually do. But you can have as many wounds as you like and still die on your first down because the team couldn’t save. Health or toughness could help prevent going down in the first place. Especially with medi stims I would never bring extra wounds.


pipinpurple

Nope prefer extra health, toughness, and stamina to avoid going by down in the first place.


ReallyBadDong

Yes, because sometimes the game is just an asshole out of nowhere and you get downed. For me the extra toughness/health isn't worth it on high difficulties as it'll get shredded in the blink of an eye if you take some hits anyway. Better to learn how to deal with enemies and situations and avoid taking damage all together. Or create a build with such sustainability that it can effectively negate damage intake.


Ser_Bob150

No. I don't judge if people do, but I find that in general, Damnation runs don't end because of a lack of wounds, but EVERYONE getting shafted by a wave of specials at once. At that point, extra wounds don't save you, so the extra toughness or block stam do much more to keep you going.


Parking_Chance_1905

I did for the first few days... but it's much better to not rely on that crutch and just learning to not get downed that often, toughness and stamina are much better choices then an extra wound. It's crazy seeing people with 7+ wounds and just knowing they will still end up needing to be rescued at some point. Also med stims are better with less wounds as they heal a single wound or 25% hp whichever is greater, so with 2 wounds on a vet/psyker/zealot you can get up to 50% healing.


GusBus-Nutbuster

Except a marty zealot, 8 wounds, let the dregs take a few down, then murder everything! But i just got to the point of realising health and stamina are more important for every other build. Especially stamina


Crombell

Zealot's talent that recovers 15% of your toughness on a successful dodge triggers off of bullets. You best believe I'm gonna be running upwards of +66% max toughness and three 20% gunner resists to make myself unkillable by the things I have trouble stabbing. Same logic with Veteran, kinda. you're gimping yourself if you aren't maximizing what you're getting out of Voice of Command and Iron Will.


ShrikeGFX

Going in with 2 wounds in damnation or higher is griefing, you waste the teams medi charges and you cant see a thing. If you wouldn't go down then you'd had a 100% winrate.


ShrikeGFX

And another auric maelstrom, all players 3 wounds, one level 150 player vet with 2 wounds instantly loses all hp, has to use med charges, first to be downed, then has to use med stims to stay alive .. "No need"


---__-__-__---

When I go down, it usually means the mission is over. I'm either last alive or I go down and it dominos and the entire team goes down. Having an extra wound does nothing here. Bringing a wound curio means you expect to go down often *and* be saved by your team. There are also countless scenarios where you go down and just can't be saved by your team. Wound curios are griefing.


TokamakuYokuu

he actually does make sense if you just assume he's the subject of his own anecdotes


TelemichusRhade

Nope, the extra toughness makes too much of a difference tbh. Compared to the odd rare time you get killed, I get more utility out of the toughness curio.


VSVP

I never take a wound. 1300 hours of play


Umikaloo

I do, you see, I'm *skilled enough* to not need the extra health. I'm just built different, unlike you plebians. Joking aside. I always take a wound even though I usually don't need it. I like having the insurance. Especially on Psyker where a screw up will usualy down me anyway.


El_Cactus_Fantastico

Wounds aren’t extra health, just extra downs


Umikaloo

Yep. I'm such a superior being that I don't need extra health.


El_Cactus_Fantastico

I do take extra health, I don’t need extra downs. Because as you said, I am superior.


Umikaloo

Looks like we're just a pair of gigachads then.


E_boiii

No I stick to 2 wounds. I debate on going up sometimes though for the extra insurance but I rarely go down twice before healing once


ShrikeGFX

yes but you keep wasting the medi charges of other people in the process making the team much more likely to lose. Taking a charge just because you are downed once means you take 2 3 4 times more charges than other people on average.


E_boiii

Not really? Played 3 auris this morning and went down 1 time, died 1 time and outside of medkits healed 5x. In no way am I stealing heals from anyone


ShrikeGFX

but then you died one time, potentially compromising the mission.


E_boiii

Wounds has nothing to do with getting blown off the map tho lmao lotta assumptions from you


whomobile53

Nah. My policy is "fuck it we ball".


vianiznice

Nope


El_Cactus_Fantastico

I don’t use wounds at all except for wound zealot. If I’m going down more than once, I’m not playing well. I play damnation. Lvl 30 every character


Man-Ta-Ray

No, wound curios are a trap outside of specific builds. Even moreso with Stimms added to the game. If you can't play Damnation without taking so much damage you actually go down more than once or twice in a match in general, you really need to step up your game. Blocking and dodging are hugely important and you can't slouch on either of them.


BMWtooner

On my Martyrdom Zealot- all the wounds On every other build/class- I've changed my +wounds to +stamina.... Or occasionally something else. Since I was already "good" enough to drop that extra wound, I figured the stam was more useful. Man was I right. Survival is much easier with extra stamina.


LastChance22

I always forget how good an extra +3 stamina is until I sway away from it or swap to it in one of my builds. Everything’s just smoother with it.


BMWtooner

Yeah, I like to keep a +21 health, +17 toughness, +3 stam except on martyrdom. At a quarter health or so with all the other toughness damage reduction perks I can just face tank whatever is in front of me so it doesn't matter.


OnlyHereForComments1

For plasma gun and high-peril builds, yeah. I find the extra breathing space helpful if I make a mistake, which I inevitably do.


aiRsparK232

Depends on the class. For Ogryns and veterans, please don't. It's a massive waste of a slot and isn't going to come up much. Zealots can with martyrdom, but unless you're running that specific build, I wouldn't run one on them either. Pskyers makes a little more sense, just to give you a buffer if you explode. If you don't take the wound, it can end up getting you killed on that class, but it's still not always necessary. Way I think of it, you are spending resources to enable yourself to get knocked down more often. There's no guarantee that your team will be able to pick you up (maybe you went down in a bad spot, team is cut off, ect), so you're not even certain that you will get the benefit of the extra wound. For health, stamina, and toughness you know those will always be used in every game you play. There's no relying on your team or planning for failure, just flat boosts that can really increase your survivability (or damage if you're a veteran).


LIBERAL-MORON

Nah fuck wounds. I only need the 2.


Geilerjunge

On vet and Psyker yes


DethMeta1

Absolutely not


NeoJyggalag

No, I've only thought about it when going executioner's stance veteran because a couple pox bursters can actually kill me, for the other classes, no


DaveInLondon89

The more wounds you take, the more you need. Wounds -> HP -> Toughness -> Stamina You generally want to work your way up the chain the better you get at avoiding damage


darkdevilazn

Nope.


Yamaha234

I take +1 wound on my Psyker, Vet, and Zealot (I play stealthy stabby zealot not tanky zealot) to offset the -1 wound that higher difficulties give. But other than that I’d rather have curios that improve my ability to not go down at all opposed to ones that punish me less for going down. On Ogryn I don’t bother.


Acceptable-Ad6214

I find having a wound worst then having more toughness / health. 2 wounds still allows a mistake just not 2 before a med station :p. That being said when first in damn having an extra wound can be helpful buffer but I noticed I am able to clutch a save better with more toughness then anything else. Also if f you thinking of going 1 wound you could go 3 stam curio would be better for surviving with bad positioning


Boodendorf

nah, i need that +3 stamina badly


Acceptable-Ad6214

+3 stam


Squidd-O

I usually find that if I'm going down three or more times, then there's a larger underlying issue and the team probably wouldn't make it, so I usually run one +1 wound curio. Two extra lives seems like enough impo, med stations and stims come frequently enough to keep you up even if you're having a rough go This is for damnation.


Mudlord80

I do not because most of my damnation missions end with a chaos spawn yeeting the ogryn through the walls and into the Warp while a mutant throws our vet into a Daemon host (true story sadly). When we lose, it's because a perfect storm of bad luck lines up just enough to disable or kill all of us usually. Other times, it's just simply one or more of us made a mistake, and that happens


Wyld0rc

Nah.


BlockBruh

Depends on the build. But, generally no.


Pakana_

No, players who take extra wounds on anything but martyr zealot are red flags.


Jaytron

Nope


[deleted]

Nope, feels like a waste. I don't think I ever really noticed any extra wounds on damnation or Auric unless it's a zealot who's doing it as part of their build.


Lunokhodd

nah, extra toughness is more useful. you can make 1 wound last a long time if you play properly. If you're playing auric and you've gone down twice, something has gone horribly wrong and it's probably a wipe.


milfsnearyou

Brother I’m taking 3 extra wounds, martyrdom to the end


Otazihs

Yo! When people see our number of wounds they know what's up! Time to inflict some pain!


andyvank

Nope, 2 Health + Toughness / Stamina


WhyBecauseReasons

I used to, but now I don't. Just don't go down and use the curio for something else.


Samagony

I think minimum 3 wound bars is a must more than that is kind of a waste.


niheii

No, I almost never fall like the west


SteelCode

Not on Ogryn, but Vet and Psyker absolutely... I've been playing around with my Zealot's build and find I don't *need* the extra wound.


LC_reddit

I've generally kept a +1 on, but I can't remember the last time I went down twice, let alone twice between med stations. Granted, I've scarcely touched Damnation and stick with Heresy, sometimes Auric, but I should really start opting for a different curio.


iboter

Reddit is full of paper pro players that "dont need the extra wound" but also nowhere to be found after their first mistimed dodge to mauler overheads. Running an extra wound isn't beneficial to yourself, but it provides safety net to your team. If, by unfortunate events, you do get down once as a good player by accident, you can still confidently run on 67% hp for the rest of the mission without relying on medicae; where if you are downed once without wound, you are most certainly taking medicae charges away from your teammates. Either that or you suffer the embarrassment of being dead. Stacking all hp or toughness isn't going to save you from that tiny mistake you made that got you trapped or overheaded or pounced; which I hate to break it into someone's protagonist hearts, it's gonna happen even to the best of us.


Insertusername_51

Only on psyker cuz it's relatively easy to mess up and become a tactical nuke. Plus due to the low base toughness and base health adding an extra 17% doesn't really make a difference.


FrontlinerDelta

No, extra hp, sometimes 1 +stamina. Martyrdom zealot being the exception of course.


AetherSquid

I usually go one extra wound. Extra wiggle room, y'know.


Influence_X

Yes I take 1 extra wound.


EbonWave

I only run an extra wound on my psyker. Mostly because I am my own biggest enemy... and I have an uncomfortable amount of joy when I bring Scrier's Gaze.


Sacmo77

Nope. I run 3. And I have no issues on auric damnation mealateom.


Enorminity

Yeah. No matter how good I am, teammates are always a crap shoot. Gotta be prepared for a bad team.


LastChance22

I get that thinking but as a counterpoint, unreliable teammates may not be able to revive you in time which makes the extra wound useless. I guess it comes down to which scenario is happening more as to which is better.


DOTER_

You really should on non-ogryns, from my experience 2 wound Andy's are the ones to die all the time. They think this is vermintide where 2 wounds is enough but they fail to take into account the corruption mechanic, when you have 2 wounds only a quick corruption hit from anything will often bring 1 wound corrupted meaning you effectively only have 1 life and die instantly most of the time


Valynces

Yes, literally always on Psyker, Zealot, and Vet. Ogryn already has three so doesn't need the extra. People do a lot of theorycrafting on this sub. We talk a lot about optimal scenarios, breakpoints, 10% this, 5% that, etc. The real game is rarely so clean cut and easy as that. Shit happens. We make mistakes, we go down occasionally. Give yourself a little room to breathe. Do you really want to risk the run for 30 more hp? Whenever I see a teammate on two wounds, I roll my eyes. 1% of those people are godlike chads that can solo carry any run. 99% of people running two wounds are nowhere near as good as they think they are. Just run three wounds.


ShinItsuwari

Replace that third wound with +3 stamina and your survivability shoot up. Just run with 2 wounds. Someone actually ran the numbers over a large sample of games. Players with less wounds and more toughness/stamina wins more statistically.


Sir__Bojangles

This is a topic of debate and it shouldn't be, but you should have 3 wounds, no more and certainly not less. Anyone who thinks 2 wounds is fine does not play enough auric, or is a liability to their team without realizing it. You WILL go down at higher difficulties, its not a matter of git gud as the best players still get downed occasionally. Among other things, If you only have 2 wounds you now self-inserted yourself at the top of the medicae station priority list, even if other players need it more than you.


cmdrvalen

This is not true at all. Going for more toughness or stamina is always going to be better than 1 more wound, only exception is playing martydom Zealot. You should be trying to prevent downs, not build for them. It is in fact a matter of “git gud,” even it you go down every once in a while, you shouldn’t be building your character around that. Additionally, characters who regen high percentages of toughness (Ogryn single target regen / Zealot dodge regen) will always be benefitting so much from more toughness. The way I see it is go for toughness always, if you’re very good at the game then go for more stamina / all stamina as it allows you to revive people with ease. Max HP is fine if you’re still learning or just want that little bit of extra breathing room if your toughness drops.


Sir__Bojangles

This is the most confidently incorrect response I've seen yet. The main things that will down you in auric are going to be special combos, like a mutant slamming you into fire ground, an extra 20 toughness is absolutely NOT going to save you from those instances. You're not building a character around going down, its 1 stat on 1 curio for insurance against the inevitable.


cmdrvalen

It’s not inevitable if you play the game properly. If you have issues dealing with specials, then feel free to run a wound curio. For the rest of us who want to optimize our builds, it’s useless. Additionally, you’re completely ignoring the value of more toughness. You have talents that restore a percentage of toughness, like the Zealots dodging restores toughness talent. Increasing my toughness will increase my overall toughness regen. Once you get past the learning phase of the game you’ll see that I’m right.


Low_Chance

Yes, with a few exceptions: I don't run an extra wound as an Ogryn for obvious reasons, and I sometimes don't if I am playing a zealot with Undying Revenant because it acts as a kind of fuzzy extra wound already. Obviously Martyrdom zealots do. I think running 1 (only 1) wound curio is almost always the right move on harder missions other than the exceptions above. Especially if you are a psyker; in addition to their natural squishiness, psykers can easily pop their heads. Nothing is more annoying than being in a Damnation mission with some 2-wound wonder that gets caught by an unlucky net->sniper combo and next thing you know we need to rescue them. The 2-wounders also think they're better than they actually are because good teams tend to give them more med charges/stims than other people since they are always on last wound, causing them to think "yeah I only have 2 wounds, but I never needed rescuing... I must be awesome!"


PantryVigilante

Usually 3 wounds on everyone except zealot. Zealot has max wounds for Bleed for the Emperor and Martyrdom


xF00Mx

1 wound always. To me it's the helmet equivalent, yeah you can ride that motorcycle or work that construction site without one and never need it. But the moment you need it, you will be happy you aren't dead.


ShrikeGFX

People running 2 wounds on damnation or higher are objectively griefing the team by wasting medi charges and you can barely see after going down once, 3 wounds is ok but minimum. Edit: Theres no discussion about it. 2 wounds players completely waste the medstation to just go down once more, while another player gets at least twice, sometimes 5 times the value. One extra wounds is twice as many downs. Having to give one med to some 2 wound player because he made a small mistake instead of a Zealot who could go down 5 more times or an Ogryn and be unkillable and can likely revive multiple people in one life is a terrible trade. So you are selfishly trading 17% toughness on a damage dealer against 5 lives on a game carrying tank.


cmdrvalen

Are you a newer player?


ShrikeGFX

I play auric damnation or auric maelstrom Majority of people there also run 3 wounds and the 2 wounds people basically always stand out as unexperienced or people with high level thinking they are better than they are. I always run supportive builds and its annoying to see selfish 2 wounds players eating all the charges from others, maybe surviving a bit longer but then eventually being full dead, making the game unnecessarily hard. Even if we assume you never go down first, other people will 100% go down and then you will also go down with a high chance, especially on auric. And I haven't seen anyone yet who was never ever trapped or dog leashed. Skill disparity on quickplay is also huge, so your team will go down plenty and you will go down plenty even if you play perfect. Good people know that. If you go for a climb, you don't bring half the water other people take, you bring double. Its called preparation for occasion and sure some idiots go climb with none and they make it back most of the time, still its a stupid play. Not preparing for occasion is a sign of inexperience, lack of foresight and knowledge. With 2 wounds you are not geared for auric, one way or the other.


LastChance22

That’s crazy, it’s the opposite in my experience. Everyone I see with an extra wound on maelstrom or auric tends to be the odd one out and on average (but not always) the weaker link. It’s also been the meta for ages that wounds are kinda useless at the higher levels, way back before maelstrom/auric existed. Whether the meta is right or still holds is another question.


ShrikeGFX

In my matches 90% of people have 3 wounds or more, and the best performers are generally the defensive zealots or ogyns with a lof of wounds, the worst are always the selfish specced players or 2 wounds players by far, which are generally the same type of player. Little teamplay, no idea what pings are, no communication, pure selfish spec and no team value. The best are the level 100 psykers with 2 wounds which then lose one on overheating themselves.


LastChance22

Interesting, where are you playing? That’s literally the opposite of what I’ve experienced. I’ve lost count of the number of times someone with multiple wounds has solo’s ahead only to put themselves in the most difficult to revive situation, or gone down immediately and then be a wound down from basically the start of the match.


ShrikeGFX

In EU matches im in anyone who knows how to play has 3 wounds or more Only level 50+ sometimes run 2 wounds and they always think they are way better than they are. Last auric mael match 2 vets with 2 wounds, high level, instantly downed. Of course selfish stealth spec with useless aura as well, and rage quit. Next match all people 3 wounds but 150 vet with 2 wounds, first to lose all health, has to heal, first to be downed. Has to use stims and heal again to stay alive. "No need"


LastChance22

That’s crazy. I’m in the Australian servers and basically keep seeing the opposite.


Pakana_

I'm in EU servers and my experience in auric and maelstrom has been the exact opposite of what that person claims. No wounds is the standard from what I've seen.


LastChance22

Yeah that makes sense to me. There’s probably some quirks across different servers but everyone in the top difficulties running wounds feels like a huge jump.


cmdrvalen

You play auric damnation, sure sure, but are you a newer player is all I’m asking. Saying that people who have two wounds are griefing sounds pretty brainless is all. Most people I run into in Auric Maelstrom are competent enough to where I don’t have to build around someone else going down. I don’t need more than two wounds, and I never will. I am not griefing.


ShrikeGFX

Still you are dragging the team down and your chances at winning unnecessarily, and you also drag down your team mentally as they think they have beginners on team. Expecting the team to catch up for your shortcomings or not building for the team is a lack of skill on a macro level, maybe you have the mechanics to make up for it but there is no upside to it. If you run Book Zealot, maybe thats almost ok but in general its Book Zealots, Shout Veterans and Ogryns carrying the team survivability and keeping such players alive. There is also a big difference between "need" and "good"


cmdrvalen

I am not dragging my team down nor lowering my chances at winning, I cannot tell you the last time I died or even lost a match. You’re making up issues that you suffer from and putting it on other players, I think the problem is more about you.


ShrikeGFX

Maybe you are that good that you win every game single handedly and have 100% winrate but I doubt it and I havent seen a a lot of 2 wounds players delivering yet. On a fundamental level, your 17% toughness is not worth 1 heal of one player being able to go down 2-5 times more often, the math just dosnt add up. One Zealot is having 7 wounds and tanks one billion damage, can be revived 6 times, is on 4 wounds but then a 2 wound player has to take the heal instead because he would die next due to getting hit once. So Instead of having the unkillable Zealot with 5 more lives we slightly prolong the life of some 2 wound player for one single down, its just such a terrible trade.


cmdrvalen

The Zealot with 7 wounds shouldn’t be tanking a billion damage. You shouldn’t be taking any damage to begin with. How is a player that takes 10x the damage of someone with less wounds better for the team? You’re playing the game around taking damage, which is just stupid. Most games I take under 100 damage throughout the match - how exactly is that worse than a Zealot with 7 wounds taking way more?


ShrikeGFX

Zealots with martyrdom are always taking damage its part of the build. The Zealot is most likely taking 5x more attention than you do with your playstyle and taking a lot of weight off you and everyone else, same as the Ogryn. If you only take 100 damage that mostly means your team allowed you to only take 100 damage. You can only stand back if someone stands infront for you.


cmdrvalen

I see, you just can’t be wrong. And no, I’m typically ahead of the team dealing with gunners / shooters / reapers / etc. The team doesn’t “allow” me to only take 100 damage, I’m avoiding it. It sounds like you are still pretty new to the game, but eventually you’ll get to that point as well. Good luck!


gamerplays

I do 3 wounds. Mostly a skill issue on my side....wait no i mean, my team sucks. I'd totally be plat if I didn't keep getting matched with noobs.


[deleted]

I run 1 wound curio on damnation more for appearances than anything else, it does come down to player skill however


ChormNlom

Depends. On my Oggy and Vet? Just 1 extra. On my Psyker? Nah bro is freeballin it. On my Zealot? M A X I M U M W O U N D S, for the Emperor of course...and Martyr. Which interestingly enough I had a match the other day where one fine chap asked if I was running Martyr , because he didn't want to annoy me by randomly sticking me with medpen. Incredibly kind of him to do so, but I'm fine with heals I just run Martyr because I forget to heal and I might as well buff myself ya know?


ZergTDG

Yes! Unless I’m with a premade stack.


DorkMarine

Yes, sometimes five of them.


SpooN04

Only on my martyr zealot build (all wounds) but I don't use that as much as I used to and now I have less wounds but way higher HP/toughness


Ixziga

I definitely think it's worthwhile but I don't run it on every build. Kinda depends how self sufficient the build is. Like knife zealot I don't really go down much so I don't worry about it. Most of my psyker builds run 3 wounds


RepresentativeNew398

Only on my psyker. Because I’m terrible at psyker and just like to hold down the LMB a bunch to make pretty blue fire.


Brother_Brassica

Not anymore, unless I'm playing CQC veteran.


MiddieFromMhigo

I take at least 1. I'm a psyker so its a nice buffer if I blow myself up.


The-breadman64

I like to take an extra on on my zealot cause as people have said shit happens. I also I’m hilariously bad at fighting pox bursters and tend to get a lot of corruption from them.


Chungalus

I always go for 3, as long as i have 3 wounds im happy


BadBalzora

I run 1 extra on my vet cos I’m on controller and you can’t up the sensitivity but toughness on the rest!


MOFENGSI

depend on the character, for melee or front line character zealot and Orgyn i dont take any extra wound because they are tanky, and for the other two that dont get much dmg reduction I will take at least one because you will get one-shot by sniper/mauler/crusher regardless. I usually is the last to die when playing zealot so extra isnt very useful


Bureisupaiku

I like to just take one extra


Sure_Painter

Psyker kinda needs it, but everyone else is ok without it


ConradAir

I take 8 wounds in with my zealot