[IDEA] Ogryn Berserker Skill Tree

The Ogryn Berserker tree

The Ogryn Berserker line specialises in Light Attacks, Melee Damage and Melee Attack Speed.
It’s designed as a counter-part of the Skullbreaker tree, where the Skullbreaker excels at heavy attacks, the Ogryn Berserker excels at light attacks.

The Berserker Tree would be placed to the left of the Skullbreaker tree.
I won’t go into the smaller passive skills and stat nodes, but have detailed the most important stuff, blitz, special ability, aura and keystone.

BLITZ

Ogryn Gas Grenade: The Ogryn Gas Grenade or OGG is a damaging debuff grenade, it spreads toxic gas over a 10 meter radius
and this gas lasts for 12 seconds, the gas does 10 damage every 0.5s and double damage against Infested and Unyielding enemies.
For debuffs, it slows affected enemies movement by 50% and reduces damage they deal by 30%, the debuff lasts for 3 seconds, but is constantly refreshed while enemies stay in the gas.

ABILITY

Go Berserk: Unleash a loud roar that stuns all enemies within 8 meters for 3 seconds, rendering them unable to do anything, also
grants you the berserk buff, which increases your melee damage by 20% and stagger/cleave by 50% for 10 seconds. 60 second cooldown.

ABILITY UPGRADES

Iron Will: Activating “Go Berserk” now refills 50% of your toughness and the Berserk buff grants a 30% toughness damage reduction.

Unlimited Fury: Every elite or special you kill while Berserk is active will extend Berserk by 1 second.

Gone Bloody Mad: Berserk now increases melee attack speed by 10% and melee attacks apply 2 stacks of bleed to enemies.

AURA

Foe Smacker: Increase light attack damage by 10% for you and allies in coherency

KEYSTONE

Build Momentum: Increases melee attack speed by 1% per enemy melee hit for 2 seconds (lose 1 stack at a time). Stacks up to 15 times.

KEYSTONE UPGRADES

Wrecking House: Each stack of Build Momentum grants +3% cleave and stagger.

Armour Breaker: Each stack of Build Momentum grants +1% rending.

Encouraging Progress: Allies in coherency gain 1/4 of Build Momentums bonuses

Many of those ideas feel uncannily like the Zealot class …? I mean, with no disrespect because new takes on anything are good in my mind, but if you compare many of the above they’re pretty much what the zealot has.

Gas Grenade = Immolation Grenade
Go Beserk = a bit OP, but basically Fury of the Faithful
Iron Will = FotF
Gone Mad = a bit like Inexorable Judgement
Gone Bloody Mad = Scourge
Build Momentum = a bit like Fury Rising (ish)

I too would like an option to play Ogryn with less emphasis on Heavy Attacks, and more on Light Attacks … but I dunno, it’s got to be distinct from the Zealots light melee style.

4 Likes

Tbh I feel like the blitz doesn’t really work well with the Ogryn.

Maybe exchanging it with a Tesla Coil (Slave Ogryn Gang like)

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2 Likes

Ogryn Butcher

{Close Range aggressor/Left side, next to Skullbreaker}
Ogryn are often used in heavy tasks, where they superior strength enable them to work much more easily than what a normal human would

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Blitz: Throwing Axes

{Quick, low target high damage}
Get 5 Throwing axes that can be thrown by aiming (like the rocks) but have more cleave, letting it pierce through enemies to hit the one behind them
Recharge on grenade boxes.

Ability Harpoon

{Disruptor and force lighter enemies to close the gap}
Harpoon gun let you shoot a quite strong harpoon that will pierce and hook the target, upon which the automatic rewind system will start pulling the target in (Human sized target will be immobilized, bigger one will be forced to move closer but won’t be immobilised), forcing it to move closer to the Ogryn. If the target dies on the Harpoon shot, refund 50% of the ability charge, if the target survive for 60s after being hooked it will be freed.
HarpoonLauncher

Sub nodes:
→ Remove the rope/chain, turning the Harpoon into a Spear gun, increase damage
→ Change the rope with a barbed wire, that will cause bleed on enemies that are close to the wire

Aura: Extra Rashion

Increase Stimm duration, and duplicate it’s effect on nearby allies (half of Coherency radious)

Keystone: More Nosh

Killing enemies with weak spot damage increase melee attack speed

1 Like

Going back on this one:

Ogryn Wrecker

{Mid range Controller/right side, next to Gunlugeer}
Inspired by the Slave Ogryn gangs, who are used in most Imperial world as heavy work force.

Blitz: Tesla coil

{Totem/Standard drop}
Get 2-3, throw a Tesla coil on the ground, which will start zapping around and deal damage and crowd control, prioritising armoured target (Carapace then Flak)
At the end it explode and deal some small damage in its close proximity
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Ability: Seismic Cannon

{Special weapon}
Short ranged flamer like weapon, that work akin to the Outcast Engineer’s Clattergun, but with ammo costing more ability charge. Can be affected by talents that affect ranged weapons. A full ability charge count as 10-15 shots, which can be held for more damage (But costing more)
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(Quick and dirty, won’t have time to do it better for at least 2 weeks)

Aura: Walk it off

Decrease health damage bleed through by 25%)

That seems like a pretty cool concept.

I hope we get some more class trees next year or better yet a new Archetype (Tech Adept pls), maybe both if we’re lucky, but Fatshark works at a glacial pace, so not likely sadly.

For me, an ideal BIG UPDATE would be adding the Tech Adept and 1 new skill tree for each pre-existing class, so we get a shiny new archetype to start leveling or we could play around with new skill trees before doing that. This would make a lot of sense to do all at once since in theory it should somewhat prevent a mono-class situation (everyone going tech Adept) because there’s new skills to try on old archetypes.

That’s a pipe dream and a half.

Introducing the tree all at once was necessary as it needed to change them all at once, but if they increase each tree to 4 or 5 branches (So 4-8 new branches in total for current archetypes), they probably will lean toward doing it like they did the careers in VT2, where every year they released 1 (Well 1 year at minimum, some took quite longer).

Seeing as a branch in theory take less time than making a full career, I would say that 2 branches a year (So likely starting with Veteran, and either Psyker or Ogryn; Then the year after doing Zealot and the unpicked one) would be more appropriate.

As for Archetype, there is still the major problem on how it’s monetized, where it’s clearly dlc level content, but at the same time they may wish to be able to treat it as a base game content, for additional weapons, but also for cosmetics, where selling dlc for dlc does cause problems on the Microsoft side.

We’re seeing the end of year 2, new branches could be returning to the table at the end of year 3, but archetype is very much year 5+ considering FS’s speed.

6 Voice actors and the number of voice lines alone would be such a big ordeal.

Yeah, I guess we’ll just have to wait and see what they do.

I like the idea, even if i prefer an ogryn charonite skilltree.
It would be fun to play the “Big Daddy” with a giant drill. :grinning:

Well there are a couple of issues that make that impossible:

  • Lore: Charonite is a now illegal tech (which is why 30k has it, but not 40k)
  • Mechanic: Charonite claws (Dunno if the drill one have a specified name) would imply not being able to use weapons (melee/ranged) nor a load of other things (among which: Ladders, Stims, Med/Ammo pack and Auspex)
  • Cosmetic: Which isn’t really a problem to me.

On the other hand, have 'Charonite plate as cosmetic (they are iffy lorewise already, same in VT2)

And introduce new gauntlets, basing them not on Charonite, but on GSC industrial weapons:

mH6I1vh

Which could also be done with those ones (haven’t done that one yet)
200px-HeavyRockDrill300px-HeavyRockCutter

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