Still keveling my Ogryn and wondering if there was a consensus on what the “best” feat setup for him are like with Sharp-shooter and Zealot. I’m assuming bleed maxing is the way to go, but with hiw many buggy feats there are I just wanted to make sure it actually works (i.e. does Towering Presence actually work now? I think they said they fixed it but idk).
Don’t worry about it too much, there is very little synergy with feats and weapons in Darktide on any class, not just Ogryn.
Just pick what works for you and the weapons you have. Testing in the psykanarium is the best way to learn what that is
There is consensus that the Payback Time talent doesn’t work on Ogryn. Which is funny as I kept using it for really long time. I’m not sure about the new Knock em’ down, beat em’ up talent, the stacks don’t seem to go up as I expected and they reset according to rules I didn’t bother to understand yet.
Regarding builds it depends what you are after. I tend to stack health, toughnes regen, sniper and gunner defence (however apparently that doesn’t work against shotGUNNERS) always. In terms of weapons I ended up really like the shovel, which is a surprise on my end. Bully Club is also fairly good. Both benefit from Carapace and Flak Armour perks, Thrust and Monumentum if you need extra toughness regen, otherwise extra damage blessings are good. I used to like Power Maul, as it allows you to control elites really easily, however I find its cleave vs hordes lacking. Rippergun MK II any day for me, but Rumbler is great also. Heavy Stubby and Grenade Gauntlent both have their uses.
I feel Cleavers with Slaughterer perks are god-like vs horde and Flak targets…but they can kill you if you don’t have anyone or anything to deal with Crushers or Rippers.
A little tip I can give regarding Bulwarks is that at least with Shovel, if you punch them with the special attack when they are in the recovery animation JUST AFTER they take a swing at you, then you should be able to knock them down to the ground. Really helpful if you don’t have a grenade launcher to stagger them.
I really don’t want to go through every perk, but I personally like both Lynchpin with Towering Presence (which I tend ot run whatever I use Lynchpin or not), bleed synergies for extra damage and damage resistence, Unstoppable/ Non-Stop Violence. NSV is good for as an emergency toughness source, however Unstoppable can really save your games at times also, as you knock down everything but Monsters/bosses.
Best Form of Defence for toughness regen is also good, Smash 'Em Good! seems questionable as it doesn’t seem to trigger if you hit more than one enemy? Not something you want to happen during ambushes.
Builds are fairly straight forward with Ogryn, and frankly you don’t have that many options. What most people struggle with is dealing with ranged trash damage. I would get in the habbit of letting veterans dealing with trash ranged (help out ofc) and dodging/sliding like mad.
This is what I run atm - no you don’t need perfect stat weapons or even the specific blessing combos. Terrifying Barrage is questionable tbh as it doesn’t do much with Ripperguns. The only reason I didn’t touch it is because I rolled level IV and I don’t want to lose it for now, just in case the blessing gets tuned up. Can Opener is OP broken atm and applies to ranged attacks also, but even without that it is good. Born in Blood is fine, Im not even sure if Inspiring Barrage exists in the game.
Ty for the help, definitely will take a look at thst link when I have the time today
I use something like this Ogryn Generic - Darktide WH40k - Games Lantern
Skullcrusher always IMHO where available, Confident Strike is a must and pairs great with the Lynchpin+Curios stacked regen speed.
The newly tweaked Heavy Club is a perfectly good alternative, or Grenade Gauntlet.
Start with the Power Maul. The new kickback is also pretty good but start with the better ones.
Keep those bleed stacks going for DR, a bit of DMG and debuffs.
Shoot’n’Scoot with the Rumble/GGauntlet/Kickback and use them to close to melee range as the situation warrants.
Knock em Down; Beat em up builds stacks based on how much stagger you cause, up to 25, increasing your next heavy attack. If you like micro, you’ll like it. Simple as.
It probably goes well with Thrust but I don’t have the time to experiment.
Towering Presence’s most important feature was to work with Lynchpin so you can be more than a fart’s distance from your team and still benefit from their coherency for toughness regen and that has always worked.
As far as a consensus, Ogryn’s meta isn’t that oppressive that you can’t use whatever build you want. But everyone will tell you Confident Strike or Momentum is a priority blessing to look for and makes a huge impact on survival (one or the other is fine, you don’t need both). Also no one is a fan of that one talent that increases damage after getting hit.
Bleed is only good for pairing with the damage reduction feat. It just doesn’t do significant damage except against bulwarks and reapers.
The only weapons that are unliked are the two knives and the ripper mk 6 but I’m pretty sure if I wait long enough someone will figure out a case use for them. Everything else is pretty good, actually.
On the Unyieldings, monsters included. But yeah, it’s for bleed DR, 8m range.
Royale updated his guide and number for new feat
Knock em’ down, beat em’ up
Staggering an enemy grants a stacking buff that increases the damage of your next Heavy Attack by 2%.
Stacks are based on the size of your enemy.
Stacks up to 25 times and last 10 sec.Heavy Attack itself can also provides stacks for next Heavy Attack.
Stagger different types of enemies provides different stacks per unit.
All none-tagable enemies provide 1 stack.
Most man-size elites provide 2 stacks. Mauler and Scab/Dreg Rager provide 3 stacks.
Most specials provide 2 stacks. Scab Sniper provides 1, Pox Hound provides 3 and Mutant provides 5.
All Ogryn elites provides 3 stacks.
Most Monstrosities provide 10 stacks. Daemonhost and Scab Captain provide 8.
I really think bleed build is pretty mid TBH. This is my list of feat preferences for every tier.
T1
Lynchpin is the pretty agreed upon best option. Stacks very well with toughness regen on curios.
T2
Heavy Weight all day for me. You get to just straight annihilate Ogryn enemies with a lot of weapons. Worth noting it currently affects ranged which lets you two shot Damnation Reapers with Grenadier Gauntlet shots and I think 3 shot crushers with the special attack (or 4 normal shots if you don’t want to get close). It also lets your box one head shot Reapers.
Bombs Away has some niche use cases and can help with beast of nurgle damage since it takes a lot of explosive damage.
Blood and Thunder only if you’re running bloodthirst on T4, but again I don’t personally recommend this build path.
T3
Towering Presence combos very well with Lynchpin. Generally my preferred pick.
Bullfighter is pretty nice too.
T4
Hard as Nails is my preferred feat here.
Bloodthirst only if you took blood and thunder on T2.
Die Hard isn’t bad but it’s probably the worst in the row.
T5
Knock em down is pretty good, is procced by Paul special attacks and also gets stacked extremely quickly by kickback. It also boosts special heavies on Paul, so very legitimate choice for that weapon. Ok for shovel and club too. Can help Bull butcher with elite killing as well.
Raging Bull is always good and takes 0 brain power to use effectively. Never a bad choice.
T6
Unstoppable is fantastic utility and pretty much guarantees you will always be able to push out of a corner if required. The distance can be a bad thing in many cases so make sure to cancel early by spamming ‘S’ where appropriate.
Non-stop violence can be nice but is often overkill toughness regen for a lot of Ogryn builds.
If I haven’t mentioned a feat it’s because I think it’s not even worth considering. T1 may have other valid options depending on weapon but I don’t have much experience using anything but Lynchpin.
Most builds you will find on internet (from « journalists ») will praise shield and blood build.
Don’t believe them. You spend your time to do heavy hit which are very slow when you can just spam L1 with BBMKIII (slaughterer and confident strike as blessings) and kill everything.
Consensus you ask ? The post above mine summed it up pretty well on feats. As for weapons « META » would be the BBMKIII and as ranged either rumbler (shattering impact + adhesive charge) or grenade gauntlet (shattering impact + blaze away/glory hunter)
Now that is said, it’s not meme tier to go with club/p maul and heavy stubber or kick back
Most important is to have melee and ranged capable to deal with either hordes and armor.
Hasn’t Towering Presence always worked? I feel like it’s always increased the coherency radius by a ton (letting me regen Toughness from crazy far away).
In general, Ogryn feats are the most boring.
- Few Ogryn weapons have satisfying Heavy attacks, which both undermines their passive and makes their Toughness feats fairly one-note. If they internally recorded “toughness gains by feat” I’d be absolutely shocked if the first one (Lynchpin) wasn’t at least 50% more effective than the second-best one. At least among high-end players who’ll go long periods without getting hit.
- Heavyweight always feels like the clear choice in that tier, and while it’s powerful it’s also pretty boring.
- Bombs Away while hilarious doesn’t flow well and honestly I feel like it’s a waste of boxes to use em against carapace enemies. I think in the absolute best case, you get what like a Mauler kill and a bunch of stagger and kills/damage to nearby horde (and good luck not accidentally hitting horde with the box)? I’d prefer to see this be more like, “Grenades spill out of your box when it strikes something, and Grenade Box capacity increased by 1.”
- Blood & Thunder has the same problem mentioned in the first point, where there aren’t a lot of great Ogryn Heavy attacks. I’d prefer to see this be more like, “Heavy Attacks apply 4 stacks bleeding. Heavy attacks against a target who’s already bleeding instead apply 6 stacks of bleeding and cause 40% more stagger.”
- Towering Presence is great, but quite boring. In another thread, I recommended making this one of the Skullbreaker’s passives and replacing this with a more active feat.
- Lead the Charge is good fun for the whole family. Only thing I’d change is to apply movement speed (to allies in coherency) at both the origin and the end point of the charge. It might already do this, I’ve never actually tested it, but regardless it should do it.
- Bull Fighter is okay, but really feels like it ought to trigger off more things so it’s not so reliant on elite kills. Either that, or just have more events actually spawn elites (too many events are just spams of hordes, sadly).
- Bloodthirst I’d love to see not be so reliant on other feats or players. I mean I love that other players can make it better – that part is actually awesome – but the fact that this feat is basically useless on its own is fairly disappointing.
- Hard As Nails is definitely my default choice, but again is fairly boring and only triggers when allies are down. In a perfect non-toxic world I’d love to see this give you damage resist and increased stagger based on teammates being both injured or downed (so it’d be like the Ogryn version of Zealot Martyrdom, except he gets mad whenever you beat up his friends to low HP), but we don’t live in a non-toxic world and so sadly we can’t have nice things.
- Die Hard I find just never seems to offer good value when I take it. I’d prefer, “Below 50% HP you take 20% less damage, and below 25% HP you instead take 50% less damage.”
- Payback Time probably just needs bigger numbers like, “Taking damage gives you +35% damage against that enemy type for 12 seconds.” With big enough numbers, it honestly sounds like a fun playstyle-changing feat (where you deliberately let an enemy hit you so you can get a really solid damage bonus for 12 secs).
- The Stagger/Damage one would good, but I feel like it’s bugged? (Swinging and hitting 8+ enemies doesn’t give you 8 stacks, and swinging 8 times also doesn’t seem to give you 8 stacks.)
- Raging Bull is good, but I’m still lukewarm on the “first target” part of it. It only seems relevant to the Bully Club (because you’ll do a heavy-cleave and hit a lot of targets, then you can single target for big damage), but that’s only one weapon it really synergizes great with among all their melee, so I feel like its current design isn’t great.
- Bull Gore should be however many stacks of bleed kills hordes on Damnation. (Is bleed the same as soulblaze where it’s 6 stacks?) Oh and it should let you charge through Bulwarks and Reapers, because I think both take extra damage from bleeds?
- Unstoppable sounds somewhat fun, but doesn’t quite cut it. I’d love to see it make you invincible during the charge, and deal 20% more and take 20% less damage for 12 secs after charging.
- Non-stop Violence is currently the dominant choice. It’s good, but again: all the good ones are on the boring side with Ogryn. (At least this one is less boring than the others, because it’s more of an active reaction to things going on: you realize you’re low-toughness and boom: you hit your ability and spike to max again.)
This amount of bleed stacks doesn’t exist. Max stacked bleed does 10 damage per tick to poxwalkers and it falls off long before that has a chance to remove 300 hp. Groaners probably would die to it with enough stacks. Bleed damage against infected would have to be massively boosted before this feat has any chance of killing hordes.
Works fine for me. Obviously it gets consumed by heavy attacks but every evemy staggered gives a stack and elites give more than that based on their tier. If there are like 3 Ogryn within Paul special range you get max stacks every special heavy.
I’ll argue for bombs away. I hop between it and Heavyweight regularly.
Bombs Away was buffed a month or so ago to trigger on Flak armor and bosses. The damage output is huge and quite viable in Hi-intensity damnation. Toss it at clusters of elites piled beneath a hyper dense horde, it will delete the chaff and leave everything else very close to death. As far as oh crap manuevers, it does the job hilariously well.
My favorite run to date was with a rando veteran who was running the grenade build. Every time his feat triggered team grenade replenishment basically meant another horde of armored ragers and bruisers were getting exterminatused. Was glorious.
I think some of the Ogryn Feats need replacing or reworking, kind of like how the infinite cleave feat got replaced by that one that makes your heavies stronger from building up stacks.
For example I’d change Hard As Nails to work exactly like the Barkskin trait in VT2. “Whenever you take damage, you gain a 40% damage reduction for 2 seconds”. This would be rather useful against damage from multiple sources in rapid secession, such as from gunners or multiple hits in melee.
As for straight up deleting Feats, I’d get rid of Die Hard since it basically does nothing unless you are prone to getting destroyed by enemies constantly.
I have an idea for a new Feat to replace Die Hard, it’s called “Fighting Fit”: While your health is above 50% your attack speed and power are increased by 15%, when you drop below 50% health you instead get a -5% power and attack speed debuff. (it should be noted this only takes into account white health max and ignores corruption, so carrying grims won’t cause the debuff)
So basically you get quite a major buff when you are healthy and a minor debuff when not so healthy, it’ll encourage you to fight better and take less damage in exchange for dealing more damage, if you are too reckless however you will be punished for it.
But yeah some of the Ogryn Feats need a bit of work, this is just 2 examples of what would make the Ogryn arguably better and more interesting to build.
That’s because it literally does nothing, broken since 39K.
I really hate the 4th row. If you don’t run bleed you might as well consider the tier dead weight with a decent team.
Same with the last one. 4 bleed stacks does literally nothing that you cannot just do with blood and thunder, and you are more likely going to get out of those " oh crap" situation’s with unstoppable rather than with some extra toughness.
I also wish bombs away would give grenade regen or extra capacity, its fun to run but I feel like I’m trolling half the time I use it. Either I miss the stupid thing or veteran shoots the target I was aiming for.
So you either run bleed all the way with a choice of 5th tier talent or you take heavyweight/bombs away and accept that you don’t more than likely have that extra DR when you are smacking things but you can do some clutch stuff occasionally.
I think the general problem is that a lot of the Ogryn Talents are way too situational and far too dependent on your team or yourself doing badly.
1-3 aren’t awful but past that it gets bad.
All of 4 besides Blood Thirst rely on either losing most of your health or your team being down. Even then Blood Thirst isn’t great since most things getting heavy swings.
For 5 payback time would be good if it counted toughness damage but it doesn’t specify either way. Both knck em down beat em up and raging bull seem like they give way to small of a bonus and are very finnicky to activate vs other class level 5s which are much more straight forward.
For 6 it really just needs Nonstop Violence to apply to all of them and replace it with something else. It’s not like it has a super short cooldown and ogryn toughness is not that high, it seems kind of dumb that chastise gets a free toughness boon on charge no matter what but not the character the size of a fridge. Maybe add extra damage to melee after a charge or something else like a big damage burst when hitting a heavy enemy.
I think a good change would to instead give bonuses based off of teammates being in coherency so instead of it only being useful when everyone is already dead have smaller increments when everyone is in coherency and maybe having another one give buffs when an elite is in that same radius. Something to build off and synergize with previous skills.
On contrary of what most people say here i find the T1 talent to get back 20% toughness with hitting multiple enemies great, after stacking +90% toughness on my curios i don’t need much else, especially if i’m using Paul and spam heavies in the horde. I also don’t use toughness rigen as blessings i prefer to go more on the damage side or brutal momentum/increased cleave.
Bleed is good only in combination to the DMR and overall not very good considering that heavyweight just give so much more.
Towering presence just gives the best value as it helps not only you to stay in coherency but also your teamates.
Movesped for teamates is just worthless i would really like to see this talent replaced with one similar to a slayer in V2, effective dodges push weaker enemies out of the way.
On fourth tier hard as nails is my choice but i feel that this is the most uninspered raw as it’s basically a “prepare for the worst” instead of “let me help make things go well” wich i"m not a fan of, but zealot has it worse.
Actually description is wrong, damage increase affects cleave, that’s why i consider it a better option to knock them dawn, at least for horde clear, as the increase in damage is higher, knock them down is anyway very valuable on bully, shovel and Paul.
Unstoppable is the best coiche for me, just so much more value, but non stop violence come close on second.
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