Bardin's melee options feel extremely limited. (When you aren't playing Slayer.)

I honestly cannot fathom how people can say that. As I outlined in the OP Kruber, Saltz, and Kerillian all have 4+ weapons that can easily be utilized on any career (barring GK weapon restrictions) without any special investment or build consideration whatsoever. Bardin has two, maaaaaaybe three if you include 1h hammer. Which I don’t. Because even more so than the tuskgor spear the 1h hammer is just a defensive stick and is best utilized as such.

With RV it takes significant talent investment to safely utilize things like the 2h hammer or warpick. Greataxe wants both talent investment and a complementary ranged weapon to handle density. The shields are both incredibly meh like they’ve always been. And 1h axe at least wants you to bring along something to kill hordes.

IB doesn’t even get attack speed talents to invest in to make the slower weapons less risky. And gets less sustain to feed complementary ranged weapons. All for what benefit? Being unnecessarily tanky? IB doesn’t even get anything special to let shields shine on him.

Both shield weapons, 2h hammer, 1h hammer, dual hammers and coghammer are all perfectly viable on all careers.
Dual axes are more restricted to Slayer.
I’m not a fan of the greataxe nor of the warpick, though after seing its stats I’m definitely going to try running it a bit more.

What are you calling “significant talent investment” ? The 2h hammer heavies stagger like there is no tomorrow, and cleave tanks so you can stagger mixed hordes to death… It is my weapon of choice on RV and it just works fine.

I play IB with 1h hammer, it has 13 stamina (which is indeed unnecessarily high), the first two light attacks and the push attack have, again, insane stagger and cleave tanks, and heavies have more than decent armour damage. Off-balance and Rune-Etched Shield also grant quite a lot of damage to the team, and I run Drengbarazi Oath for even more utility.

I feel like you haven’t even tried (and I mean properly tried) all those other options before saying “they’re bad”.
Obviously people are using them and making them work, so what are you saying ? What is actually, factually wrong with them ?

I know for instance that, though I love Bardin’s 2h hammer, I can’t stand Kruber’s. Why ? I don’t know. Is it a bad weapon ? For me, it is, but I see people using it all the time and I recognize that it has good stagger on heavies and single target damage on lights, it is just me who can’t use it properly. It doesn’t feel good to me, doesn’t make it a bad weapon.

1h axes on the other hand, I rarely ever see anyone use them, because they have got nothing going for them that other weapons can’t do. They don’t fill a niche, and because of their terrible cleave in a game called verminTIDE, they actually suck at a core aspect of the game. They shine for idle enemies and monsters, but so do other weapons that can also be useful in a horde.

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Well at the very least you’ll need ales and Exuberance, it doesn’t begin to make any logical sense to use 2h hammer without those things in Cata. And you’ll probably want Foe-Feller too since every bit helps with such an ungainly and slow weapon.

I believe that spending 2/4 to 3/4 of your actual talent choices that you could be using to support your ranged weapon, on a ranged career, going towards supporting your melee weapon is a substantial investment.

Especially when you could just use the dual hammers or coghammer and do perfectly well using 0-1 of those talents. It’s quite the opportunity cost. Why pay it?

:thinking:

Even beyond your… questionable trait and talent choices, I’m curious if you know what the “tank” modifier actually entails.

Except I don’t. Here’s what I’m using currently. And even then, are you going to argue that ales are a bad choice of talent ?

Correct me if I’m wrong, but my understanding is that the Tank mass modifiers are applied on the attacks with Tank property when calculating damage and stagger cleave.

Just occurred to me I’ve responded to various posts in this thread but not OP’s actual topic so here goes.

I disagree both with your assessment of how many weapons are good on each class without significant investment, as well as your solution.

To my mind RV has: Coghammer, Dual hammers, 1h hammer, both shield weapons. I’ll admit 1h hammer isn’t exactly competitive but it’s certainly plenty useable. I don’t know why you’re ignoring the shields as an option. RV has temp on stagger which makes him extremely safe with either shield, and they let you group up enemies for more efficient GR use, and also both deal with armour respectably well. With smiter he could even use the 2h weapons respectably, though you definitely would need to build for them with AS talents. Also worth noting that stacking attack speed directly benefits the MW Pistol so it’s not like putting some talents/properties towards AS is necessary a loss for your ranged efficiency.

IB can really use any weapon he likes, even 1h axe since he has an excellent ranged weapon to cover horde clear. Shields are indeed a bit overkill but if you want to play a stagger tank they do their job well on him. His tankiness lets him run 2h weapons without much worry about survivability. I don’t really see a lack of options here.

Engi again I don’t know why we’re ignoring shields, he gains an immense amount of survivability with them and again I’d put 1h hammer as a very decent option for a mix of offence and defence. So at least 5 solid melee options for him, and he’s probably in the worst state out of all of Hardin’s careers in this respect.

This seems like a comparable number of options to most careers as far as I can see. Taking away Slayer’s passive just sounds kinda gross to me, can’t agree with this idea at all. If we wanna tune a few of Bardin’s weapons like pickaxe up I’m all for that though. No need to go about it in such an unintuitive way.

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Ah good. The way you used the odd phrase “cleave tanks” to describe both the 2h hammer & 1h hammer made me wonder if you perhaps thought that 1h hammer had armor cleave like 2h hammer heavies. Never mind me.

Nowhere have I said that ales are bad. Annoying and sometimes unreliable? Absolutely. But not bad. I still don’t want to have more than half of my career’s decent melee weapon selection tied to using them though.

As for your build, I will only say that you must be an immaculate player with blessed internet to get away with that on Cata.

I would say that 1h hammer is RV’s #3 option, even if it is just a stick for pushing enemies around. And it’s exactly the same as a weapon I will not touch on Kruber with a pole because it is strictly worse than both spear and spear & shield in every worthwhile metric I can think about. That’s just a sad state of affairs. Feels Bardin man.

As for shields, I hardly believe it needs to be said aloud. They’re bad weapons utilized by bad players in 98% of all circumstances. In the base game modes with pubs they bring very little to the table outside of farming temp health.

I do think that needs to be said if that’s your take. I disagree but at least I now understand where you’re coming from better. I’m just gonna tag @TmanDW here, our resident shield lover. I don’t have the breadth or depth of experience with shields to argue the shield point properly but I don’t think I’m alone in thinking they’re a solid option for a number of Bardin’s careers

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Save your tag. I’m not interested in getting into a yet another completely pointless argument about how worthless shields are sans spears.

That’s a lesson that took me a long time to learn. To be fair though, it’s also because Kruber has some power steroids that boost a lot of Kruber’s weapon to the 2H Hammer’s stagger level (40% power & extra cleave on Merc, FK has Staggering Force, GK has 30% power and Huntsman has more reliable Hunter uptime). Bardin doesn’t have any large stagger steriods, so still gets mileage out of the 2H Hammer’s base stagger strength and stagger cleave. It’s also got great synergy with IB with Rolling Mountain and hitrading during ult with thp on kill.

I’m not saying Kruber has a better kit in case it’s coming across that way, more so that the 2H Hammer is often overkill on Kruber, particularly because it doesn’t cleave superarmour (I’ll admit this is a design choice I’ve started to question more and more over time), so the extra stagger ends up only really helping out with staggering specifically Plague Monks.

Kruber doesn’t make up for the low horde dps as well as Bardin generally does, except on Huntsman.

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Smiter, would help RV a lot when it comes to playing him as a hybrid career. Some breakpoints, e.g. with coghammer, need Slayer or IB (thanks to IB having Smiter) to reach without needing a very high property investment. RV really should have it instead of one of his other current stagger talents.

I kinda wish ales provided AS and power not AS and DR seeing as we can get that via exuberance, but they’re not bad as they are.

As for shields, I have mixed feelings on those. They get a bad rap since a lot of players take them along with an extremely tanky build and then can’t do any actual damage to help the team while not providing the utility they should be with their shield/kit to justify bringing it. ie the players that survive another 5 min after the team dies doing nothing but block instead of trying to ensure the team doesn’t wipe in the first place. Or they derp e.g. when other teammates are trying to rezz each other they bring the boss over to them.

Good teammates with shields can do things like safely staggerlock + kill all the berserkers trying to murder their teammates and don’t overinvest on defensive options beyond the amount they need to provide team utility. They can also clear the area around downed teammates with shieldbashes and secure revives easier than many other weapons. Spear n Shield does seem to be a cut above the other shields however, with the exception of maybe Bret SwnS which does solid anti elite work and has good utility (but weird combos when you’re first learning it). I do see Hammer n Shield a fair amount on other ironbreakers but I prefer more aggressive weapons on IB Bardin.

Still, I don’t think they’re relevant to the discussion on buffing e.g. pickaxe and Bardin’s underutilised, non shielded, not coghammer or dual hammers, weapons.

The spear&shields aside, all of krubers shields are excellent and strong on merc/GK/FK with the exception of the brett shields as far as i´m concerned. The only ones i dont like are the dwarf ones for feeling too dang sluggish no matter what.

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Then don’t reply, but I was summoned and so I’m still going to explain why shields are good. If you think shields are useless, I dare to say you’re using them wrong. I’m not going to claim shield are secretly the top of the meta or anything, but they’re still great on some classes and they definitely bring something worth bringing to the team. The strenghts of shields are such that they aren’t really great on anything below Legend, and only really start to shine on Cata. On anything lower they have difficulty making up for their downsides. I’ll start by talking about the strong points of shields in general, and then I’ll go into the specific shield + weapon combos.

The most obvious pro of shields is their stagger power. With most of them you have easy access to a powerful bash, and their pushes are top-notch as well. It’s quite easy to get enough stagger power on any class to be able to stagger everything up to a Plaguemonk out of their combo on Cata (+25% power vs. Skaven / Berserkers which can include the Enhanced Power talent, in combination with the Opportunist trait) and knock chaos warriors about for a little bit. This damn near trivializes berserkers, who tend to create some of the most dangerous situations in the game. Like the end of Old Haunts, or things like that. Stormvermin and Maulers mixed in a horde? Who cares, back they go! No space and relentless enemies: Normally punishing, but such stuff is no big deal with a shield.

Even if you think staggering stuff is an inferior way of fighting and your reply would be something like “BuT tHe BeSt StaTuS eFfeCt is DeAd, NoT sTaGgErEd!”, I’d like to point out that a shield can stagger stuff a lot faster and a lot better than any other weapon could kill it, and there are plenty of very realistic (even common) situations where a shielded weapon actually has higher effective DPS than most other weapons, because the shield can actually make space to attack safely. Elites or shielded enemies mixed in hordes, a Monster + horde; basically any kind of high-density, high-pressure situation. And sure: These situations can also be solved by other weapons by doing stuff like kiting things apart to get an opening, but sometimes not having to move around as much is a definite advantage other weapons do not have, and if a shield creates safety and openings for attacking non shield wielding teammates can do more damage than they could have without a shield user present as well. (Sometimes people argue shield stagger is good for the team because of the stagger-damage system, but to be honest I think that damage advantage is pretty insignificant in reality. Even with Bulwark, which is a really weak talent. The spacemaking is the main advantage there.) And (excluding Firesword, I guess) THP on stagger with a shield is more effective than any other kind of THP generation, and adds a lot to the survivabilty of a class.

The mistake most people make is that they see shields as only good for stagering and they therefore only use them as such by chain staggering with pushes and bashes, and not doing much else. Then they say shields are weak, and the team would be better off with another killing weapon. Which would be true in that situation, but most people doing this are usually not playing on Cata and they are simply doing it wrong. There actually is a time for chain staggering for a bit sometimes, but it takes some experience to recognise that time. Most of the time it’s a lot better to make space, hit a few times, and re-evaluate from block. Heck, a lot of times it’s even better to just use the weapon that comes with the shield and forgo staggering for a while. And the weapons that come with the shields are actually a lot more viable than most give them credit for with the right combos. (I’ll go into some of those below.)

Another big advantage shields have is their blocking power. Now, in Vermintide just holding block is usually a very bad strategy for a myriad of reasons. The most dangerous things in this game do not give a damn about blocks (overheads, monsters, specials, etc.), you usually can do something more useful instead of blocking (like attacking), blocking just causes density to build up in front of you, and even against stuff that can be blocked your block won’t last long. So the shields’ blocking power is usually ignored, because people have learned that blocking is relatively useless. But being able to buy a second or two because even an entire horde + elites can’t touch you is great. Being able to not die for a long time because you regenerate stamina faster than they can drain it is good. Being able to block overheads when you don’t have space is really good. Being able to not die when a monster + horde is coming down on you is amazingly good. Being able to pull of a rescue in thick density where nothig else could saves runs.

In fact, shields’ blocking capabilities make up for their biggest weakness, which is their bad mobility. No speed and no dodges mean no kiting in Vermintitde, right? Well, normally that totally does. Executioner, 2H Hammer, etc… But not if you can also shrug off hits like they’re not even there! A shield totally allows you to kite a horde, a dozen elites, and an angry Minotaur until they all die of boredom and exaustion. The ending of Dark Omen? Piece of cake. Shields not being able to kite is a misunderstanding. Shields are pretty damn good at kiting, really! It’s just done in a totally different manner.

I can’t deny shields don’t have weaknesses. They have slightly (slightly, when done right!) less DPS than normal weapons. They don’t do much against most specials. But the core of the matter actually is that shields are usually overlooked because playing them effectively is so very different from playing normal weapons in this game. You need a little more patience. You require completely different reflexes, even instincts! You block when you normally shouldn’t, you stay still when you’d dodge away normally, you stick to places that that benefit you but would be a death sentence with normal weapons, kiting works different, and fighting everything works different. Play them like other weapons, and yeah: they’ll suck. But play them to their strenghts, and you’ll see that they are a lot better than they’re given credit for. That’s the main reason for their bad reputation if you ask me: Misuse.

Now, I’ll try to give a few tips on using some of the different shield & weapon combinations in the game specifically. Since this is originally a Bardin thread, I’ll focus on his weapons.

Axe & Shield
This weapon has some very obvious strong points on top of the usual shield characteristics described above. Its lights are great for dealing with armor. But it’s slow, and terrible for doing anything against a horde that isn’t staggering it, right? Well, no. The second heavy, the sweep, is actually a really good attack for damaging a horde. Look up its damage and cleave profile. Because it’s horizontal it’s good for headshotting multiple enemies. The trick of this weapon is mastering the combos. This weapon is low key really versatile when you get those down, and you’ll be able to use this weapon to its full potential when you can instinctively switch from one combo to the next without thinking.

The first useful combos to learn are those with the heavy sweep, because that attack is key to this weapon’s damage potential against multiple enemies. The sweep follows either light 1, heavy 1 (the bash), or the pushattack. It’s good to know that after the sweep you can do light 1 again, chaining them endlessly. Be careful not to do a heavy after it, because that is heavy 3: a single target attack. (Which can be used to switch from horde to single target fighting, though.) Light 2 chains into heavy 3 endlessly for single targets. The push-bash (heavy 1) combo can be chained endlessly when in a pinch or when you need THP.

This weapon is good on Ranger & Engineer because it gives a lot of safety and THP, and they can damage with ranged weapons well. It’s particularly great on Ironbreaker because of his talents, and it pairs with drakefire weapons like a fine wine. This is my currently favorite setup with it. (I know the build generator is slightly outdated but it gets the gist.)

Hammer & Shield
This weapon is like the A&S, in that you need to master combos to get the very most out of this weapon. It has the same powerful sweep A&S has, with the difference that it chains with light 2 on this weapon. Its heavy profile is a little simpler, because it only has the bash and the sweep, not a third attack. But its main strenght is the pushattack and light 3 follow-up. That is stamina hungry, but amazingly good.

This weapon is good enough on all of Bardin’s careers, however I feel this weapon does best on Kruber, specificaly on Foot Knight. Footknight’s talents are basically made for this weapon. This is my favorite setup with it. Really high damage, for a Foot Knight, and stellar staggering.

As for the other shield weapons: Sword & Shield is very much like Axe & Shield, but its lights have a different purpose and its single target damage combo is pushattack - heavy 1. Both Spear & Shields are different beasts altogether because they can’t bash. Brettonian Sword & Shield is an odd one, because it’s basically a single target weapon with control options built in for a class that doesn’t need that combination of traits. I won’t go into much further detail here because this post is already enough a wall of text, and it was a Bardin weapon thread to start with.

EDIT:
I forgot to mention Hammer / Mace & Shield’s combo of doing pushattack - heavy 1 (the bash). That is really good for controlling a mixed horde and taking out a high value target at the same time, which is a rare function for a weapon. That’s a definite advantage it has over Axe & Shield.

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I agree, shields only being good for stagger is a common misconception. Imo, shields are dps enablers under pressure, both for the wielder and the team. A lot of players just go in thinking they can’t deal damage with them, but they can. Sword & Shield at a high headshot % with Push Attack > Heavy Stab does similar armour dps to the Billhook’s Heavy Stab > Heavy Overhead chain (Vermintools: Sword & Shield has 26.9 armour dps, Billhook has 29.1). Shield weapons are more headshot reliant than I think most expect. Takes skill to headshot with them.

Sword & Shield has a higher overall dps than something like the 2H Hammer for contrast. Mace/Hammer & Shield has a decent realistic under pressure single target dps value while being safer than a 2H Hammer.

I think shields can sometimes feel weirdly unsafe because of specials, but that’s mainly dependent on a team’s special killing. Shields suffers the most from there not being enough enemies on Cata while there also being too much stagger resistance on modded (where dps reigns supreme). Combine that with a few meta/top tier weapons, both melee and ranged having access to tons of stagger (Fireball, Hagbane etc.). The weapons themselves are mostly fine, even if there are some tweaks I’d like to see for them.

It surprised me when I first used it. It’s like an upgraded 1h Axe overall, only losing out on mobility. It’s good at fighting massed armour.

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Yeah, exactly, great points. I should have said something about the headshot factor as well, and shielded weapons generally have great striking arcs for headshotting, especially on their single target attacks (and with the sweep).

Your characterisation of shields as “DPS enablers” is really the core of their value, in combination with their survivability. That’d be a way less wordy-er way of saying what I wanted to say in my post.

And Axe & Shield is indeed a great weapon against massed armor. It completely punks entire Stormvermin patrols, even on Cata. That Footknight build I linked also absolutely eats those for breakfast as well.

EDIT:
On a related note: I strongly feel Sword & Shield should get the same headshot damage bonus on its sword strikes that normal 1H swords received in the last BBB.

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Dunno where the notion Axe & Shield is good against massed armour came from.
That cleave attack only staggers and damages 1 stormvermin.

I’m gonna chip in anyway

Both Spear & Shield weapons are in a league of their own.
They’re mobile/fluid, reasonably quick and have very high DPS.
There’s a lot of things going for Kruber Spear & Shield especially, it’s possibly too good.

I think it’s quite difficult or unfair to compare some of the OG shields with the newer ones.
(Aside from Bret Longsword & Shield which is interesting but meh)

I’m not too bothered about low DPS so long as they feel good to use, currently they don’t.
My biggest deal breaker with shields is the movement slowdown during attacks.
Some of the shield weapons have move tech to alleviate this.

Movement slowdown combined with ghost swings/deceptively short reach attacks lead to a crude experience.
Possibly another factor on why a lot of players just spam Push attack > Light with H/M & Shield.

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The sweep has nothing to do with A&S being good against armor. Its powerful push, bash, block, and axe strikes make it great against that. A&S can not only shrug off overheads and create openings like nothing else, but it can also capitalise on those openings really well by quickly doing a light or two on a staggered rat’s head for great damage. And then have block up in a milisecond again when needed immediately after.

Mace / Hammer and Shield can do the same thing with its pushattack and follow-up or bash. No sweeps involved.

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Good stagger on light attacks. Heavy Shield Bash > 2x Light, mixing in emergency pushes when needed is quite good. Thp generation is great.

This is with a dedicated ranged build on RV: https://www.ranaldsgift.com/4/123231/11,1,4,6/24,3,5,4/3,2,1/1,4,2/7,2,3
If using Exuberance it would be fairly safe. RV otherwise struggles to fight something like 10 SV and kill them in melee in a reasonable time frame, as would someone like Huntsman. Of course, this is less useful if using an armour killing ranged weapon, but it would pair well with Grudge.
I am no master of this weapon. With mastery it would be better.

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To be fair, if your standard for killing time against SV are ults and the masterwork pistol, not much in the game will measure up to that… A&S and H/M&S have an effective killing time against multiple SV that is very good compared to most of the other melee weapons, especially if you take abilities and such out of the equation.

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Not the standard, but the point is there are a lot of options that delete armour faster (and thus safer). A&S shines most when you have annoyances like shielded stormvermin mixed in (or berserker enemies) which cause even more problems for other weapons.

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A&S shines most when you have annoyances like shielded stormvermin mixed in (or berserker enemies) which cause even more problems for other weapons.

This, killing elite hordes is hard especially when they’re shielded but a good use of Weapon & Shield can open up these hordes for the elite killers to clean them.

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