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Jerkface
May 21, 2001

HOW DOES IT FEEL TO BE DEAD, MOTHERFUCKER?



Building a monster, can't wait for the ability to change out blessings if real

Edit: If you refine your perk at the green stage it costs only plasteel

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Kaysette
Jan 5, 2009

~*Boston makes me*~
~*feel good*~

:wrongcity:
i've taken 10 green/grey force swords up to blue now in search of that "block ranged damage" blessing and no luck :sigh:

Ra Ra Rasputin
Apr 2, 2011
Bite the bullet, go for orange on your best blade, worst case scenario, you got to wait for blessing swap.

big cummers ONLY
Jul 17, 2005

I made a series of bad investments. Tarantula farm. The bottom fell out of the market.

Force swords should get that by default. It is a lightsaber's most iconic function

Ra Ra Rasputin
Apr 2, 2011
So curio talk, Ogyn obviously wants max health, Veteran wants toughness, Psyker doesn't care about stamina with the peril block feat, 1 wound is nice to have on heresy+ as insurance, what do people find most effective on zealot? stamina, max health with their 200 base, or toughness with their 100 base but lots of regen and damage reduction for toughness?

Ra Ra Rasputin fucked around with this message at 23:53 on Dec 19, 2022

Arc Light
Sep 26, 2013



big cummers ONLY posted:

Where do vets like dropping grenades, other than behind enemy cover when it's too dangerous to advance? That's a good use case, but I feel like I'm overlooking other situations where they are better than just killing with normal weapons.

Big ol' Ogryn looking to squash you like a bug? Toss a grenade behind him, then pop him in the head a whole bunch while he's staggered.

Grognan
Jan 23, 2007

by Fluffdaddy
with the bleed stacks on grenade I figure that will kickstart ogryn and zealot talents.

Carew
Jun 22, 2006

Spanish Manlove posted:

As a psyker, should I even give a gently caress about warp charges and using brain burst? It's so slow and usually poo poo (even elites) die before I can get it to go off. If it was just a tiny bit faster it would be kinda neat but man it's really bad.

It is very bad. With a decent vet you will almost never get any bursts on elites/specials so even trying means you are spending a lot of time doing nothing. I ignore and don't think about the charge/burst mechanics

litany of gulps
Jun 11, 2001

Fun Shoe

Ra Ra Rasputin posted:

damage reduction for toughness?

Is this actually in game? I rerolled a curio for a while to see if I could get it to show up. Never seen it on a curio in the store, either.

I personally settled on max health. If you're doing a crit/toughness build, the amount of toughness you have doesn't really matter as much as maintaining the damage reduction buff from crits. Toughness gets eaten up so quickly in emergencies (and restored so quickly in regular combat) that I never really felt much tankier from having more of it. The percentages on the curios are also smaller than the health percentages, plus they are multiplying a half-sized pool.

Spanish Manlove
Aug 31, 2008

HAILGAYSATAN

Carew posted:

It is very bad. With a decent vet you will almost never get any bursts on elites/specials so even trying means you are spending a lot of time doing nothing. I ignore and don't think about the charge/burst mechanics


Fishstick posted:

Zombie packs, on a downed dude to clear out trash to sneak a rez, in gunner/shotgunner packs to knock them on their rear end and stop enemy ranged dps, enemy dropdown areas where they like to stack up in ridiculous amounts which make for incredible gibs. The nades are great for just clearing some local breathing room when youre being flanked or overrun by just tossing a couple nearby, theres so many elites in 4+ with both regen perks you can really go ham with nades. I often dont even need to use powersword for hordes, just to clear out remainders after a shower of nades.

P much no. Use brain burst when its useful - early on that'll be almost any special people cant shoot or take longer to kill, pox hounds, gunnerss/shotgunners, ogryn, snipers etc. But its not worth being in "burst mode" 24/7 when you can delete or stun hordes and elites with staffs and melee too, just to keep charges up.

Warp charges are nice but they really dont make much of a difference outside of build synergy, and later on you can get them passively from friendly and own regular kills. The actual useful damage boost off warp charges is pretty negligible iirc.

Cool, I won't think to much about them. Thanks guys

Carew
Jun 22, 2006
One situation where I do think it's pretty useful is when a special decides to run away so they can respawn at another location (i've seen the hound, sniper and bomber do this) the BB lock on will stick and you can still kill them.

Legit Businessman
Sep 2, 2007


Fishstick posted:

USB foot pedals are a thing, are cheap, and can be bound to any arbitrary keyboard or mouse input or macro

Just fyi if you wanna complete the experience

I got one for free a life time ago (thanks Iron Tusk!) and mine is now the push to talk key, and let me tell you, it's a game changer.

Kaysette
Jan 5, 2009

~*Boston makes me*~
~*feel good*~

:wrongcity:

Carew posted:

One situation where I do think it's pretty useful is when a special decides to run away so they can respawn at another location (i've seen the hound, sniper and bomber do this) the BB lock on will stick and you can still kill them.

Agreed, it's very nice to pop your head out and see a bomber for 0.25 seconds to start the burst and know he's dead no matter what.

Don't ever worry about maintaining warp charge stacks except for that one penance.

LazyMaybe
Aug 18, 2013

oouagh
counterpoint: also don't care about that penance

Cease to Hope
Dec 12, 2011
This is an update to my old post on playing Ogryn Skullbreaker, based on more experience in 5/Damnation and more testing on weapons I previously didn't give enough credit. Plus, there have been some new weapon balance tweaks since then.

The main thing an Ogryn brings to the team is handling hordes. You're either the player on point, taking pressure for the team, or else you're focused on peeling enemies off of players who are overwhelmed. In a single mission, you're probably doing both, rotating back and forth. Your biggest specialty is being the guy who sees a mass of enemies and can plan to move into them, rather than giving ground and chipping at them as they advance. (This can be a trap, but it's good to have the option.)

I feel like heavy melee combos are a trap as you go up in difficulty. Even if they're more damage on paper and regenerate your toughness, they're lower overall uptime on staggering enemies, so you need to push more. So the enemies live longer, get more chances to sneak into a gap in your rotation, and it takes longer to move through a pack. Unless all of the ranged enemies are dead or out of LOS, you can't also be taking melee damage or you'll just get ground down to dust over time. There are ways to make heavies work, but I find they involve more opportunity to screw up and less damage overall.

My main melee weapon is the Bull Butcher Mk III Cleaver, the knife with a handguard and a blade that looks like a meat cleaver. (Bull Butcher for short.) The attack rotation I use is light attack spam, since it's two broad horizontal swipes and one diagonal one. (For situations where heavies are advantageous for whatever reason, light-heavy-repeat is wide sweeps, with the heavy having a lot of stagger that pushes enemies to my right side.) This weapon has exceptional damage on unarmored and infested armor types, the armor types for the generic zombies - groaners and poxwalkers - as well as the hound and sniper. It also has very good damage on maniac armor (scab ragers and most special enemies), but a bit below middling on flak armor (most dregs, including non-elites), and basically zero damage to carapace (chiefly crushers).

Being able to plow into a pack of chaff is a very powerful specialty. Nobody can mow down generic melee attackers like you can, and the few weapons in other classes that can compete (mainly flamethrowers) tend to have significant downtime in their rotation or are giving up some significant class utility to do so. This is one of the best cleaving weapons in the game on base rate, and it's enhanced by having very strong blessings like Momentum (restore toughness when you hit three enemies), and Slaughterer (increased damage for 3.5s on kill with up to 5 stacks). (Savage Sweep, Confident Strike, and Devastating Strike are also passable second choices.) Even without these blessings or perfect rolls, however, the Bull Butcher is still quite effective for managing hordes. Between its stagger and its killing power, this weapon can handle a mass of horde enemies without needing to push except in situations where I explicitly need to make space to maneuver. Because you can be constantly attacking, its damage is better than even raw numbers might imply.

It isn't perfect. The push attack (block-hold attack, not the regular just push) is an unusably bad uppercut slash, it underpeforms on single targets with flak armor (mainly ragers), and its heavy attacks are not useful enough to bother with. It doesn't do effective damage against Bulwarks unless you're hitting them directly in the back, and it can't do anything at all against Crushers except stagger them.

When I am dealing with a pack that contains only horde enemies, I'm spamming light attack and constantly dodging laterally, aiming to move to the edge of the mass and angle myself so I'm pushing enemies into the center of the mass. Ideally, if the party is at 6 o'clock and the pack is on the clock's axis, I want to be constantly positioning myself at 4 or 8 so I'm blocking less fire. Obviously this isn't possible in tight quarters but it's the ideal. I always want to be checking my back on the fourth or fifth swing, unless I know for a fact I'm against a wall or that someone has my back. (Nobody ever has your back.) Specials all get handled the same basic way as trash once you catch them.

When it comes to elites, Maulers can largely be handled the same way as horde trash. The main consideration is making sure that I dodge their overheads (because they generally will not be staggered out of the animation), and that I have room to dodge their overheads. A mauler or two in a pack of trash is not significantly harder than a lone mauler or a pack of pure trash. Shotgunners aren't hard to deal with as long as I'm hitting them continuously until they are dead; mainly I just need to make sure I start the fight in melee range with them, or else wait to engage until I can.

What is dangerous are Ragers. Ragers exist chiefly to poo poo on this all-offense playstyle, and must be pushed and poked. Against multiple ragers, I am chiefly concerned with keeping them in the stagger from pushes or special-attack uppercuts and marking them for my team to help. If I have my ult up, I can just use that to put them on the floor then quickly slash them to death. It's possible to just tank the damage from ragers if you absolutely have to have them dead right now, but it's not wise.

Crushers and Bulwarks are a problem. Crushers are basically immune to the Butcher knife's light melee, and Bulwarks are only vulnerable to it in a narrow window directly behind them (or directly in front when they are stuck in animations and not blocking). Crushers can be chipped down by heavy melee and Bulwarks can eventually be staggered from the front with a mix of heavy attacks and uppercuts, but these are mostly last-resort options. Ogryn ult and grenade will stagger both of them (from all angles!), and some of the Ogryn ranged weapons can handle them, but really you're hoping literally any other class is on the ball and ready to kill them for you.

Reapers and Gunners are difficult. If you can lay hands on them, then it's not hard to simply beat them to death. The challenge is getting up on them in the first place. You can't just run up on them in the open without your ult or intervening cover. If nothing else, try to mark them and get out of their LOS. You can try to handle them with your ranged weapon, but Ogryn are generally worse at this than other classes. At high difficulties, regular rifle enemies pose a similar challenge, and your ranged weapon becomes more important.

The Brute-Brainer Mk III Shovel slots into this playstyle just fine. If you want to get the most out of it, use heavy-specialattack-repeat to kill single elites and specialists, spam heavy attacks when you want to kill a single elite/special in a pack of other dudes, and spam light attacks on hordes. You can also use light-heavy-repeat to clear hordes with or without elites mixed in, as an option to activate heavy attack feats/blessings. It does have lower damage on groaners and poxwalkers, enough that you'll feel the difference with comparable gear.

Compared to the Bull Butcher, the shovel does better damage to flak and unyielding and much better damage to carapace, but worse damage against maniac, unarmored, and infested. This means it gives you better performance against most elites, especially Crushers, but the shovel has worse hordeclear (making it merely middling as ogryn weapons go) and significantly worse performance against specialists. (This is mainly an issue with mutants.) While you're leveling these differences are not a big deal, since they'll tend to be dwarfed by the difference between a bad weapon and a better one, and the enemy HP breakpoints are different anyway.

---

There is a separate playstyle for the Slab Shield. The slab shield has slow attacks and low damage! As far as weapons go, it's one of the weakest Ogryn weapons in the game against pretty much all kinds of targets. It has two main advantages to make up for that.

You can use the shield to block bullets. The regular block consumes stamina but allows you to move (just like blocking with any other weapon), while the specialattack block forces you to be immobile but allows you to block indefinitely. A regular block lets you advance, albeit slowly, on any shooting enemies, including those with annoying knockback, like gunners, reapers, snipers, and both kinds of flamer. As long as you're watching the angles and making sure you don't run out of stamina, you can even herd horde enemies with pushes (but not push attacks) while still blocking incoming fire. The specialattack block makes you into impromptu cover, which can help the rest of your team, at the cost of one party member doing zero damage. Enemies will generally stay fixated on you even though they're shooting your shield, and it's a great emergency solution when you get caught out of cover.

The shield can't block everything. It will not block charges from dogs or mutants, or nets from a trapper. It can completely block all attacks from a daemonhost, plague ogryn, or assassination boss, but the beast of Nurgle will still eat you. It doesn't block barrel explosions or poxburster explosions, and you still take damage from standing in fire.

The Slab Shield also has a shitload of stagger. The heavy attacks in particular can send most enemies sprawling, at the cost of doing quite poor damage. The first heavy attack sends enemies staggered forward, while the followup sends them to your left. The light melee is your main hordeclear tool, and while it's one of the worst Ogryn weapons for clearing hordes, that's still pretty decent. Light melee is also your main tool for killing single targets, and just like with clearing hordes, the damage is pretty much worst in class. It's unusual among Ogryn weapons in that its light attacks are better than its heavy attacks for killing Crushers, but that doesn't mean it does good damage against Crushers.

Why don't I use it much? Walls can block bullets too. You can simply use walls and corners and obstacles to prevent enemies from shooting you to pieces, while continuing to attack. It's helpful that you can walk up on shooters, but you do so fairly slowly, and the shield won't help you if there's a second shooting threat outside of melee range with the first one. If you're attacking one set of shooting enemies and the second enemies are shooting you, you'd really rather have a higher DPS weapon rather than the option to do zero damage at all.

I've seen people do good work with the Slab Shield! But I can't give you any advice on how to make it work consistently at high levels. I just don't find much use in it.

---

What melee weapons don't I use at all?

The "Brunt Special" Mk1 Bully Club needs to use a heavy-light rotation to clear trash, and I don't use that for the reasons I mentioned with the butcher knife. The pure light combo seems to have a dead space immediately in front of the Ogryn below the horizontal swings, which is only hit by the third swing in the combo. It requires more thinking constantly about the timing and order and placement of your attacks, but this isn't rewarded in any way. I haven't done extensive damage testing, but my impression is that its damage is skewed towards single targets in largely the same manner as the shovel, with better performance on flak and carapace (it's the best Crusher-killing melee Ogryns have, AFAICT) but worse performance on maniac armor.

The Krourk Mk VI Cleaver (which has a handguard and a chipped, curved blade) is oriented around heavy attack hordeclear, and uses light attacks to damage single targets except for carapace armor. The hordeclear is very good, arguably competitive with the Bull Butcher, if you do like heavy attacks and the heavy attack feats. It does slice enemies in half, which rules, but I just can't vibe with heavy attack hordeclear, and the single-target damage is not great. (It's another weapon that can't touch the Crusher.)

The Krourk Mk IV Cleaver (a stainless steel bowie knife with a grooved blade and with no handguard) looks extremely cool but just sucks. Both of its combos are mainly single-target strikes, but it's only about as good as the shovel or club for single-target damage. You're giving up almost all of your ability to clear hordes in return for nothing.

The Power Maul is an odd duck, an Ogryn weapon that specializes in obliterating a particular enemy. Movespecial to activates its charged attack, which does impressive burst damage and honestly respectable single-target DPS even by the standards of other classes, and the energy burst from the charged attack staggers all the enemies around the target. But it's competitive with weapons like Chainsword or Force Sword, not specialized single-target nukers like the Thunder Hammer or Bolter. It's also just okay against Crushers, significantly worse than the Shovel or Club. If you're under too much pressure to activate the specialattack (which you can do while walking or during a dodge but not while running), its single-target damage is passable: better than the slab shield, especially on enemies where the first two light attacks knock off a significant portion of its health, but worse than most other weapons. The main disadvantage is that its hordeclear is pretty poor. Your best bets for clearing hordes are spamming heavy attacks (decent damage but frankly excessive stagger) or pushattack followed by light attack spam (poor damage, on par with the Slab Shield), neither of which is particularly impressive. Someone may be able to figure out a better use for this than I have, but I can't quite find a use for it at the moment.

=====

You also need to have a plan for what you're going to do when there are a ton of ranged enemies. On 4/Heresy or 5/Damnation, you can't just tank the damage from 2-3 ranged elites or a full platoon of enemy riflemen. Unless you have the slab shield (and I don't really like the slab shield), that will usually mean taking cover, unless you are sure you can get on top of the enemy shooters without being in LOS of a separate group of shooters. If you're stuck in cover and there's nothing in melee range and nowhere you can move to, you might as well shoot someone!

Ogryn ranged weapons are very specialized: they do one thing exceptionally well and a few other things vaguely serviceably, but are otherwise pretty deficient. Finding a ranged weapon that suits your particular playstyle and covers the weaknesses of your melee weapon is important. There are pretty much two specialties to pick from: loving up a single target, or diminishing the threat of a larger pack of enemies. You can be decent at both, at the cost of having situational weaknesses in your main specialty or simply only being okay at both jobs. It's fine to not hyperspecialize here, and almost all of the choices are viable depending on your needs.

The Grenadier Gauntlet is the most straightforward Ogryn weapon, and better thought of as a revolver than a grenade launcher. All of the damage is concentrated in the initial target, with extreme falloff. (We're talking like 5-10 damage dealt to an enemy immediately adjacent.) The AOE is almost all stagger, which is helpful for knocking enemies down and stopping them from attacking, but generally it can only kill one target at a time. If you want to kill a single target quickly, especially a Poxburster or a Chaos Hound, it's your best bet. It's also the Ogryn weapon with the longest practical range, although the Stubber can come close with good stability and some luck. Just mind the relatively long reload.

Incidentally, the Gauntlet also has a bunch of melee attacks. They're pretty much worthless compared to your actual melee weapon, so don't bother with them. The specialattack makes you punch then shoot the gauntlet, which is actually less damage than simply shooting except against Crushers.

The Gauntlet has somewhat confusing stat bars. The Melee Damage stat is the main stat for determining the ranged attack damage, although Penetration and Blast Damage also appear to matter.

I slept on the Ripper Gun. It's another great option for deleting a specific enemy, just fire off a couple of quick snapshot bursts or brace to tear down a Reaper or Mutie on high difficulty or multiple elites at once. It's also great for exploding half of a still-unaware rifleman platoon, or simply suppressing all the enemies in a general direction while picking off a couple of them with headshots. The downsides are that it gets a bit ammo inefficient if you open up full auto too often, it can't make long-ranged shots like the Gauntlet, and unlike most of the other ranged weapons, it's completely useless against Crushers (outside of some bad gimmick builds based on the Can Opener blessing).

I mainly use the Ripper mk II. I don't actually properly know the difference between it and the other marks, and much of the explanations I've been given don't turn out to hold any water. That said, my impression has been that the mk II is the best one, even though I can't properly articulate why. I'd need to sit down and do some psykanium testing and test out some well-rolled examples of the V and VI to really be sure about this, and I haven't gotten around to it.

The heavy stubber is the Ripper but moreso, with more ammo, longer reloads, more range. A quick burst will pop weaker specials, and you can simply hold down the button until the target is dead at short-medium range against pretty much everything. At medium or longer range, you'll probably want to brace first (with the aim button) for the greater accuracy. If there's a lot of enemies, no big deal! Simply hold down the trigger and spray bullets wildly, and you'll still knock down or suppress most or all of them, if you don't mind spending ammo to do so.

The stubber's biggest downside is that it's awkward: readying the weapon in the first place is slow, there's a delay before you begin shooting, a longer delay if you brace first, and the reload is excruciatingly long. It's also not amazing at actually killing ranged enemies in cover. Its high stagger and suppression values will knock enemies down or make them cower, which means they're harder to actually hit. That's good if you want the enemies to stop shooting, but you do actually want to kill them at some point. It's great on melee enemies, which will get knocked on their rear end in the middle of nowhere, and still quite good on Reapers and Crushers, who won't get knocked flat, but it's not great at actually killing Gunners or non-elite riflemen. (BTW don't mind the "plinkplinkplink" sound report, it does do respectable damage to Crushers.)

The Lorenz Mk VI Rumbler (which I erroneously called the Thumper in some older posts) is a single-shot grenade launcher that shoots the grenade like a bullet, and extraordinarily satisfying to use. It is a combination of a slug shotgun and a grenade launcher, and to get the most out of it you need to be taking advantage of both the impact damage and the explosion damage. For the impact damage, if you can place your shots, it has projectile drop but no damage dropoff, so you can bodyshot snipers from up to about 40m away (and depending on your gear, it will kill on 4*, and kill if the explosion also hits on 5*.) It also does very respectable damage on Crushers with the initial impact.

This is the only explosive ogryn weapon where the explosions matter. The explosion does about 90% of the impact damage at the epicenter, then has significant damage dropoff. (The randomness of the grenade bounce means that the primary target may take an additional 25-90% of impact damage from the explosion.) Both the impact and the explosion have enough stagger to slow a horde or interrupt most elites, so you can seed the ground with grenades as you escape, or blunt a horde's charge, or simply take a shot on the approach before going in swinging with melee. With good timing, you can knock a poxburster out of its suicide dive or a dog out of its pounce, but this is difficult and lag-sensitive.

This is one of my favorite weapons for dealing with enemy rifleman platoons. On 4, it one-shots riflemen with a bodyshot. On 5, you need to land both the bodyshot and the explosion, but a near-miss will still blast riflemen out of cover for a followup. It also doesn't require you to stand out in the open and open up; you can dip in and out of cover as you take your potshots.

The main disadvantage is that it generally can't one-shot elites or specials without help from the grenade explosion. It's particularly bad at killing dogs and mutants, who will frequently outrun the grenade's timer, although both the impact and the explosion do enough stagger to knock a dog off of someone. It can stagger poxbursters now, but you'll need two shots or a grenade explosion followup to kill them. Its monstrosity damage is also very underwhelming unless you have the blessing that makes your grenades stick to monstrosities.

Similar to the gauntlet, the Rumbler has confusing stat bars. Blast Damage controls how much damage it does on impact as well as from the explosion. Penetration (Blast) also contributes but I'm unclear on the specifics.

The only ranged weapon that's useless is the single-shot Kickback shotgun. It just doesn't do anything that a ripper or gauntlet can't do better, and it can't one-shot anything important on high difficulty.

=====

Feats! Ogryn feats are mostly low-impact on your actual playstyle. With a couple of exceptions (mainly Bullfighter and Non-Stop Violence), you can pick them at random and largely not notice worse performance overall.

tl;dr: I use 113233.

(Useless trivia: specialattack melee attacks on your ranged weapons count as heavy attacks, so they can trigger Smash 'Em Good, Best Form of Defense, or Blood and Thunder. The initial punch impact from the gauntlet specialattack is considered a heavy attack, but the actual grenade explosion afterward is not.)

Tier 1 largely depends on your weapon. If you're using a weapon that spams lights, I find 1 (Lynchpin) is the best choice. Since you can't ever hope to tank and outheal damage at 4* or higher no matter how you build, regenning faster between fights and while taking cover is just more value. 2 (Smash 'Em Good) is also viable if you are spamming light attacks with a weapon that has a single-target overhead heavy, like the Bull Butcher or Shovel, but I don't feel like it contributes much. 3 (Best Form of Defense) is very strong if you're using heavy attacks as part of your hordeclear rotation, but I find it only partially makes up for the greater vulnerability from slower attacks, so don't feel like you're playing ogryn wrong by spamming light attacks.

Tier 2 is 1 (Heavyweight) pretty much always. Contrary to the feat description, it actually increases all of your damage against ogryn enemies by 50%, including damage from your ranged weapons and grenade box. Increasing your damage against those targets and also decreasing the damage from Reapers, one of the most obnoxious elites, is just too powerful. (It will still be the best feat when they fix it, just by a smaller margin.) 2 (Bombs Away!) is very funny, but the need to land your shot right on an armored elite's armored part (or any part of an ogryn or boss) makes it somewhat inconsistent. 3 (Blood and Thunder) contributes negligible damage, so it's only useful to enable Bloodthirst, which is not a great feat.

Tier 3 is 3 (Bullfighter). No question. This is a ton of refresh for your ult, and the main things you want to ult on are elites anyway! 2 (Lead the Charge) is negligible and 1 (Towering Presence) is only useful if you're spending more time shooting than getting into melee and even then it's just a patch on bad positioning.

Tier 4 is 2 (Hard as Nails). Unless you play with a group that consistently doesn't get downed on the hardest difficulty you play on, this is a significant amount of damage reduction at the time when you need it most. If nothing else, it makes you one of the best classes in the game for picking up downed players. 1 (Bloodthirst) looks amazing but isn't very good because even if you are spamming heavies, most things die too fast for you to benefit very much! It can be useful with the slab shield or maybe the power maul, but that means giving up both Hard as Nails and Heavyweight, which isn't worth it IMO. 3 (Die Hard) is junk, with a benefit that's too small to notice and uptime that's too low to bother with.

Tier 5 is 3 (Raging Bull). It's just more damage all the time, and rewards cleaving through enemies, something you should be trying to do all the time. 1 (Payback Time) rewards you for playing badly, and 2 (Knife Through Butter) is useless since fully charging attacks takes forever.

Tier 6 is 3 (Non-Stop Violence). It's a toughness refresh, and can be a lot of toughness. (Don't get greedy and run into the middle of packs, though; either clip the edge or plan to go all the way through.) 2 (Unstoppable) has some marginal use, since it's a very, very long charge, which can be useful for running up on faraway shooters or repositioning in a hurry (usually by running from some lovely location to where the group actually is). Mainly you'll just use 2 to get your cosmetic penances and then ditch it, though. 1 (Bull Gore) is an enabler for Bloodthirst but I feel like it's still going to contribute less than Non-Stop Violence.

=====

For curios, you mostly want +health as the primary stat. A single +1 wound is useful, and stamina is a nice luxury. For secondary stats, my personal favorites in no particular order are combat ability recharge, ally pickup speed, damage reduction from gunners or snipers or dogs, toughness recovery speed, or just more health. I'm not a big fan of more toughness because increasing the toughness pool doesn't increase the speed you recover toughness from blessings or feats or just base recovery, so it's not helpful except at the beginning of a fight.

Cease to Hope fucked around with this message at 02:07 on Dec 20, 2022

!Klams
Dec 25, 2005

Squid Squad
Anyone got any tips for a good way to get the 'Marked for Death' penance, where you have to hit a weakspot 4 times without missing during volley fire? I have it at 3 / 4, and I've fought a bunch of those plague demons and shot them in the big flashy thing on their back, but I guess never more than 3 times? Is there any particular knack to it?

The_White_Crane
May 10, 2008

!Klams posted:

Anyone got any tips for a good way to get the 'Marked for Death' penance, where you have to hit a weakspot 4 times without missing during volley fire? I have it at 3 / 4, and I've fought a bunch of those plague demons and shot them in the big flashy thing on their back, but I guess never more than 3 times? Is there any particular knack to it?

If nothing else, once you get to level 30, just pick the perk which makes your Volley Fire mark shooters and refresh on kill. Then just headshot four dudes with a Kantrael XII.

Cease to Hope
Dec 12, 2011

!Klams posted:

Anyone got any tips for a good way to get the 'Marked for Death' penance, where you have to hit a weakspot 4 times without missing during volley fire? I have it at 3 / 4, and I've fought a bunch of those plague demons and shot them in the big flashy thing on their back, but I guess never more than 3 times? Is there any particular knack to it?

just get a relatively slow weapon and shoot a beast of nurgle in the big glowing weakspot four times in a row. the kantrael XII is perfect for this, as is the lasgun you start with.

Ra Ra Rasputin
Apr 2, 2011

litany of gulps posted:

Is this actually in game? I rerolled a curio for a while to see if I could get it to show up. Never seen it on a curio in the store, either.

I personally settled on max health. If you're doing a crit/toughness build, the amount of toughness you have doesn't really matter as much as maintaining the damage reduction buff from crits. Toughness gets eaten up so quickly in emergencies (and restored so quickly in regular combat) that I never really felt much tankier from having more of it. The percentages on the curios are also smaller than the health percentages, plus they are multiplying a half-sized pool.

I was talking about the zealot's feats that reduce toughness damage taken.

The_White_Crane
May 10, 2008

Cease to Hope posted:

just get a relatively slow weapon and shoot a beast of nurgle in the big glowing weakspot four times in a row. the kantrael XII is perfect for this, as is the lasgun you start with.

Honestly I find it easier to headshot regular dudes than hit that beast weakspot. I swear sometimes I hit it and it doesn't register properly -- I think maybe if your angle is too oblique it doesn't count?

deep dish peat moss
Jul 27, 2006

The plasma gun's charged shot now has a big enough explosion that you can shoot the Beast of Nurgle in the face and pierce all the way through to the weak spot to chunk huge portions of its health off :getin:

Chillgamesh
Jul 29, 2014

Man you guys were not kidding about Kantrael Mark 12, it's absolutely loving absurd. I got a 380 one with +20% damage versus Maniacs, and I can one-tap half the specialists in the game with Volley Fire and headshots on Heresy. It's also really loving satisfying to Counterfire and wipe out a whole platoon of shooter mooks from high ground in one mag

Nehru the Damaja
May 20, 2005

What do people suggest for Zealot at Heresy and up? I had a ton of fun with the dagger bleed build and I still do okay with it, but I can't imagine it's going to keep working into Damnation unless I get some really nice gear. I saw that video about the Antax V with Brutal Momentum and I'm trying to grab one of those still. I want to use the shotgun or autogun, so the Flamer is out and thus the melee weapon needs to be able to handle hordes plus specials. Do we know what upgrades are coming for the Thunder Hammer?

Beeb
Jun 29, 2003
Probation
Can't post for 17 days!

Nehru the Damaja posted:

What do people suggest for Zealot at Heresy and up? I had a ton of fun with the dagger bleed build and I still do okay with it, but I can't imagine it's going to keep working into Damnation unless I get some really nice gear. I saw that video about the Antax V with Brutal Momentum and I'm trying to grab one of those still. I want to use the shotgun or autogun, so the Flamer is out and thus the melee weapon needs to be able to handle hordes plus specials. Do we know what upgrades are coming for the Thunder Hammer?

This put axes back on my radar

https://www.youtube.com/watch?v=AdCzOea1tj0

And the Omnissiah smiled upon me



:unsmigghh:

Edit:

Whoops saw you already saw this, I'm still also enjoying eviscerators and bolt guns :shobon:

litany of gulps
Jun 11, 2001

Fun Shoe
Thanks, Melk! Just justified doing a bunch of those lovely missions.

explosivo
May 23, 2004

Fueled by Satan


Thanks for this, I have been feeling like the always-heavy attack build based around toughness regen and bleed wasn't really doing it anymore and I think this is the wakeup call I needed.

AndyElusive
Jan 7, 2007

Question: There are two green reliquaries on sale in the store. Both give a +12% toughness. One costs an extra 105 spacebucks and is two rating points higher than the other.

Just RNG bullshit or is there actually some major difference between the two?

Legit Businessman
Sep 2, 2007


!Klams posted:

Anyone got any tips for a good way to get the 'Marked for Death' penance, where you have to hit a weakspot 4 times without missing during volley fire? I have it at 3 / 4, and I've fought a bunch of those plague demons and shot them in the big flashy thing on their back, but I guess never more than 3 times? Is there any particular knack to it?

The easiest way would be an accatran mk VIb (or other high rate of fire gun that is relatively accurate) with optic camo (just in case). When you see a beast of nurgle, make sure you get behind it (but not close to the tail), pop volley fire, and then mag dump into the Yellow Pustule on it's back. It's the easiest way to do that, and I did it by accident.

Kokoro Wish
Jul 23, 2007

Post? What post? Oh wow.
I had nothing to do with THAT.
Now I know it's nowhere near the optimal way to play Psyker, but I'm finding it had to switch away from Revolver and Dueling Sword, and just head popping people. It's just so satisfying as a play style.

Chillgamesh
Jul 29, 2014

Also is anyone else getting constant no-reg shots? I notice it really badly with the Kantrael, I'll shoot an enemy, see blood splatter and the enemy visibly scorched by my lasgun, and even hear the "scored weak spot kill" hit sound effect, but I don't get a hit marker and the enemy doesn't react otherwise. It's seriously happening every other shot and getting on my nerves.

Jerkface
May 21, 2001

HOW DOES IT FEEL TO BE DEAD, MOTHERFUCKER?

their servers have been making GBS threads themselves the last few days. Actually got chain kicked out of a game yesterday. I have noticed more phantom hitreg

field balm
Feb 5, 2012

So no chance of anymore updates until the new year, huh?

Typical Pubbie
May 10, 2011

Chillgamesh posted:

Also is anyone else getting constant no-reg shots? I notice it really badly with the Kantrael, I'll shoot an enemy, see blood splatter and the enemy visibly scorched by my lasgun, and even hear the "scored weak spot kill" hit sound effect, but I don't get a hit marker and the enemy doesn't react otherwise. It's seriously happening every other shot and getting on my nerves.

yep, I'm getting them too.

victrix
Oct 30, 2007


*checks date*

hey I heard they added a new mission

lies

Insert name here
Nov 10, 2009

Oh.
Oh Dear.
:ohdear:
I finally got to play one of the missions they added at launch for the first time like, last week so I fully expect to only be able to play this mission they supposedly added sometime next year

Owl Inspector
Sep 14, 2011

Insert name here posted:

I finally got to play one of the missions they added at launch for the first time like, last week so I fully expect to only be able to play this mission they supposedly added sometime next year

And it will be on your least favorite difficulty!

Republicans
Oct 14, 2003

- More money for us

- Fuck you


Chillgamesh posted:

Also is anyone else getting constant no-reg shots? I notice it really badly with the Kantrael, I'll shoot an enemy, see blood splatter and the enemy visibly scorched by my lasgun, and even hear the "scored weak spot kill" hit sound effect, but I don't get a hit marker and the enemy doesn't react otherwise. It's seriously happening every other shot and getting on my nerves.

My favorite is switching weapons and it switches to the weapon you already had out. That and your first or sometimes second shot just shoots nothing.

Kaysette
Jan 5, 2009

~*Boston makes me*~
~*feel good*~

:wrongcity:

Republicans posted:

My favorite is switching weapons and it switches to the weapon you already had out. That and your first or sometimes second shot just shoots nothing.

Thank you, thought I was going crazy last night...

Sab Sabbington
Sep 18, 2016

In my restless dreams I see that town...

Flagstaff, Arizona

Chillgamesh posted:

Also is anyone else getting constant no-reg shots? I notice it really badly with the Kantrael, I'll shoot an enemy, see blood splatter and the enemy visibly scorched by my lasgun, and even hear the "scored weak spot kill" hit sound effect, but I don't get a hit marker and the enemy doesn't react otherwise. It's seriously happening every other shot and getting on my nerves.

It has been considerably worse than before and has made high risk high reward responses to things extremely inconsistent. I went from a very high success rate at pushing away leaping dogs to it basically feeling like a coin flip even if I'm positive I did the push on time.

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Internet Explorer
Jun 1, 2005





Chillgamesh posted:

Also is anyone else getting constant no-reg shots? I notice it really badly with the Kantrael, I'll shoot an enemy, see blood splatter and the enemy visibly scorched by my lasgun, and even hear the "scored weak spot kill" hit sound effect, but I don't get a hit marker and the enemy doesn't react otherwise. It's seriously happening every other shot and getting on my nerves.

I never noticed it before, but I am definitely noticing it these past few days. Odd thing is, most of the time it's just fine and I can snipe stuff from across the map that's running perpendicular with the Mk12. Something is definitely happening randomly over the past week or so.

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