Suggestion to alter the attack combination to Ironhelm Mk IV Thunderhammer

I’ll try my best to put this into words as clearly as possible. After spending some time playing with the Ironhelm mark of the Thunderhammer, I’ve come to the conclusion that its current attack pattern is unnecessarily frustrating and would greatly benefit from a small adjustment.

At the moment, the attack patterns are as follows:

Light Attacks:
Sweeping Attack → Strikedown Attack

Heavy Attacks:
Sweeping Attack → Sweeping Attack → Strikedown Attack

The core issue lies in how the chained attacks function, specifically one particular combination that feels very inconvenient for the player.

That combination is:
Light Sweep Attack → Light Strikedown Attack → Heavy Strikedown Attack

Ideally, this sequence should allow the player to continue performing Strikedown attacks indefinitely. However, that isn’t the case. After the Heavy Strikedown Attack, performing a light attack causes the chain to reset back to a Light Sweep Attack instead of continuing with a Strikedown. This interruption makes the combo feel clunky and unintuitive.

To make the Ironhelm mark more appealing and satisfying to use, I suggest a simple change to this attack chain.

Current attack loop:
Light Sweep Attack → Light Strikedown Attack → Heavy Strikedown Attack →
Light Sweep Attack → Light Strikedown Attack → Heavy Strikedown Attack → …

Proposed attack loop:
Light Sweep Attack → Light Strikedown Attack → Heavy Strikedown Attack →
Light Strikedown Attack → Heavy Strikedown Attack → Light Strikedown Attack → …

This change would allow players to continuously perform Strikedown attacks, similar to how the Crusher weapon functions. I believe this would make the Ironhelm mark significantly more enjoyable, as it would provide a smooth and satisfying way to deal consistent damage to single targets.

While I understand that the Ironhelm’s special attack already delivers a powerful single-target hit, I still think this adjustment would only improve the weapon overall. Unlike the Crucis mark, the Ironhelm’s special attack begins with a wide sweeping motion rather than a Strikedown, which further limits its single-target follow-up potential. Additionally, it’s currently possible to force a Heavy Strikedown via the special attack by performing two light attacks that miss and then using a heavy attack. The proposed tweak would complement this mechanic well, especially in situations where the special attack doesn’t immediately kill the target. Being able to follow up smoothly with a Light Strikedown → Heavy Strikedown combo would allow players to finish enemies more efficiently.

In short, this change would elevate the Ironhelm mark from feeling like a weaker Thunderhammer to offering a distinct and valuable alternative playstyle. Unlike the Crucis mark, which is largely limited to heavy sweep attacks, the Ironhelm would enable quick sweep attacks while still allowing players to continuously apply strong single-target damage—especially when combined with its special attack.

I hope I made myself clear, since people complained about the Ironhelm mark ever since it came out, so hopefully this change could make this mark, at least, more viable than it is now.

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I don’t like the Ironhelm combos either, at all, but you’re missing that pushes allow you to skip straight to the H3 strikedown or loop P-L2-H3 endlessly.

Also you want the 10% haste from a PA every 5s so the horde combo would be something like PA-H2-L1. I get the impression you’re supposed to make heavy use of the special vs horde but I can never tolerate the Ironhelm long enough to master that.

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I think my suggestion would just make this weapon’s combos much easier to master. I had no idea that this is possible but as I am trying this out in the Psykhanium, after you push and do the H3 Strikedown, it just resets back to the L1 Sweep.

So I still think that it’s better to tweak the attack combo, so this weapon becomes more appealing and easier to use to the playerbase.

Push to heavy for the shroudfield attack (no loop).
Push to light to heavy for the strikedown “loop”.

Normally the mark with the tricky combos does more damage, or should. Not the Ironhelm :face_with_diagonal_mouth: unless that is locked behind more creative use of the special than I’ve been able to come up with.

Okay, I see now. Yeah, that just reinforces what I already said. This combo should be much more accessible because then you wouldn’t be using your stamina for it, and that’s what I am pushing for in the end.

It also so weird to me when I do an H3 Strikedown, and then I do the L1 Sweep instead of the L2 Strikedown. After playing the Crusher for a good while, it feels so wrong seeing this forsaken combo.

A lot of the more technical weapons (eg RB Mk ii) require stamina for optimal combos and the new zealot tree leans right into this with stamina restoration on failed P/PA and haste on PA. I love it. But those are good weapons with fun combos.

Somehow the the Ironhelm has combos that are both hard and boring and then hits for 25% less damage. “Forsaken” is a good description.

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I’d like to also make the Ironhelm’s special not reset the combo chain, similar to Relic Blade power up. This will make the Ironhelm the more versatile in exchange for not having a ready-to-use special heavy strikedown.

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