So I haven’t played much of havoc 2.0 and would like to get back into it since I never grinded for True Survivor, what I know is from 1.0 gunners were the apex predators and basically each class would fill a role in a specific build like so:
Vet - VoC, Specialist picks with Plasma, ammo regen, Frag Spam
Zelot - Chorus, Boss/anti armour DPS trough flamer or bolter, Support (stims carrier, specialist picker)
Psyker - Anti-Horde trough Flamer staff, shield spam with heavy CDR, positioning/team lead (because of shield spots)
Ogryn - Gets rejected from party finder
What I know from 2.0 is that enemies are very spongey via the modifiers and there’s a lot of boss spawns, so I assume boss dps is king? But then how the ammo economy works?
Gunners still shred.
Vet is the same, but you may see that more vets bring smokes, but that’s can be problem if all your party don’t have new mod, that makes smoke invisible, shows it’s area of effect and smokes need talent that increase duration.
Survivalist helps with ammo.
Zealot - same + you can bring meta charge builds.
Psyker - Same.
Ogre is new meta, but still doesn’t guarntee win even if you play as full team of them, they are the boss killers and depending on builds, they are also tanks, additional horde clealers.
I gotta say I played a few matches (in havocs 30~38ish) and Ogryn feels like the carry class, no exagerations.
You still need game/class knowledge to perform well and survive, is not braindead. And if you are left alone against a horde/multiple bosses it still is GG but damn, Ogryn feels good to play on Havoc now.
For high Havocs, my #1 tip is to bring Brittleness Blessings on any melee or ranged weapon, it helps out for sure. You’ll have a much easier time with tougher enemies (armored, bosses, etc & their inflated health pools). It basically cuts right through like a hot knife through butter.