Appreciate this video so much! Loving the new dark tide on ps5 but something’s I just don’t know about but you definitely cleared something’s up for me. 💪🏽🙏🏽
@@ninjaaa._.2125sure I got you, MELEE: so your melee weapon is very good choice but the blessing id put on it is SLOW AND STEADY and remove slaughterer. Reason for that is because you kill so fast that you really don’t see a difference and you can still 2 tap a crusher without it but you will get 24% toughness back on every heavy swing and that’s more valuable because that stacks with the other toughness regen talents with smacking enemies so that’ll be 44%. I’ve tried all the combos and I find that thrust/ slow and steady perform the best GUN: up to the person that feels the most comfortable BUILD: the few things I’d change is TOO STUBBORN TO DIE, ATTENTION SEEKER, PAYBACK TIME, and unstoppable. And put those points into GET STUCK IN, BRUISER, TOUGHNESS BOOST that’s right below BRUISER, and TOUGHNESS BOOST that’s right below soften them up. I’ve completed two solo damnation hi intensity shock troop with this build and I have 1.5k hours on ogryn so I have a lot of sweat put into this character and I found that this build gives me the most benefit. If you would like me to say why those perks really ain’t all that and explain why the ones i suggested is better then I can. Your build is good and it’ll get the job done
I can see where you're coming from with you build, but losing Attention seeker and Payback time for Bruiser and Get stuck in, you're going with Self Utility over group Utility and a permeant damage boost, you've said you've competed Damnation Hi intensity twice that is indeed impressive, but as most of us are playing with and for the team being able to control the flow of battle with attention seeker is a large help. As for Slow and steady, Unstoppable the same thing but better and allows you to keep Slaughterer which intern lets you hit the all important break points. I feel you're putting far to much importance on toughness, it is very important but it isn't as be all and end all as it seems. Because people don't understand Toughness, they see it as an over shield when it works more akin to armour - The confusion seems to stem from this point: In many other games, players are accustomed to shields acting as temporary health points that function the same way against all types of damage. The shield absorbs damage first, followed by the depletion of the primary health pool. However, Toughness in this system works more like armour-providing damage reduction-rather than temporary health. With ranged damage, the armour (toughness) is depleted first, and then the primary health pool is affected. Close-range enemies, on the other hand, damage both the armour and the primary health pool simultaneously. The reasoning behind this system is to differentiate between types of damage and to ensure that toughness doesn’t always outperform the primary health pool. But then again different strokes for different folks.
@ I understand what you mean about attention seeker/ payback time. BUT I’m going to counter that because taking bruiser/ get stuck in is more beneficial to your team because when you active your charge everyone in coherency gets move speed/ suppression resistance which is huge benefit. Bruiser just allows you to get your ability back more often which means you get to spam your ability which in return helps out your team way more than you shoving like 5 enemies so they can aggro into you. With +4 combat ability regen on your three curios and bruiser you can get your ability more often. You also help by knocking everyone down so they can escape bad situations or just open up holes for yourself and them and you can go to town on the knock enemies cause you get 45 move speed and 25 attack speed. I use my charge like 50+ times a game. With slow and steady that blessing will be active all the time because you don’t need max stacks to activate it like unstoppable. As slaughterer is nice you still need kills to get the benefits. Still a very good blessing don’t get me wrong I’m not hating on it. Having unstoppable isn’t bad by any means and I ran it for a long time but then I realized I was gaining so much toughness that it was a waste of a talent point so I put it into +15 toughness which overall with make you live longer. Try it out tho homie, take slow and steady and remove slaughterer you’ll see what I mean. You’ll still hit those break points I promise. I understand how toughness works but the reason why I am so picky with toughness is because ogryn a chunky boi, the more toughness you have the more hits you can tank from ranged enemies because they don’t cause bleed through. A lot of people say ogryn is tough to use when theirs a lot of shooters but just have more toughness and it’ll take longer for them to take away your toughness and just slide towards the shooters and bam you hey 44% of your toughness back in one swing then your second you’re at max. That’s my opinion and it works wonders for me and I gave this to my lesser skilled friends and they absolutely enjoy it and started playing ogryn again cause of it. Give it a shot for least a game or two and if you like it make a video bout it or something.
@@yaboirichard591 "make a video about my build because I think it's better than your build but I don't have the same youtube following" is all this states.
Appreciate this video so much! Loving the new dark tide on ps5 but something’s I just don’t know about but you definitely cleared something’s up for me. 💪🏽🙏🏽
Glad I could help! always happy to answer questions if you have any !
This build looks great, excited to try it.
Damn i got a perfect stability dump stat first pull and thought thatd be the dump
Stability will work as the dump, it'll just make it a little more "bouncy" when hip firing
I think the Charge 'stop by monstrosities' is only for the Minibosses
It definitely, I was just showing there are other ways to stop yourself if you needed to ^^
Good build but it definitely can be better with just a few switched talents. Pretty similar to what I run
Can you elaborate what you Change?
@@ninjaaa._.2125sure I got you,
MELEE: so your melee weapon is very good choice but the blessing id put on it is SLOW AND STEADY and remove slaughterer. Reason for that is because you kill so fast that you really don’t see a difference and you can still 2 tap a crusher without it but you will get 24% toughness back on every heavy swing and that’s more valuable because that stacks with the other toughness regen talents with smacking enemies so that’ll be 44%. I’ve tried all the combos and I find that thrust/ slow and steady perform the best
GUN: up to the person that feels the most comfortable
BUILD: the few things I’d change is TOO STUBBORN TO DIE, ATTENTION SEEKER, PAYBACK TIME, and unstoppable. And put those points into GET STUCK IN, BRUISER, TOUGHNESS BOOST that’s right below BRUISER, and TOUGHNESS BOOST that’s right below soften them up. I’ve completed two solo damnation hi intensity shock troop with this build and I have 1.5k hours on ogryn so I have a lot of sweat put into this character and I found that this build gives me the most benefit.
If you would like me to say why those perks really ain’t all that and explain why the ones i suggested is better then I can. Your build is good and it’ll get the job done
I can see where you're coming from with you build, but losing Attention seeker and Payback time for Bruiser and Get stuck in, you're going with Self Utility over group Utility and a permeant damage boost, you've said you've competed Damnation Hi intensity twice that is indeed impressive, but as most of us are playing with and for the team being able to control the flow of battle with attention seeker is a large help.
As for Slow and steady, Unstoppable the same thing but better and allows you to keep Slaughterer which intern lets you hit the all important break points. I feel you're putting far to much importance on toughness, it is very important but it isn't as be all and end all as it seems.
Because people don't understand Toughness, they see it as an over shield when it works more akin to armour -
The confusion seems to stem from this point: In many other games, players are accustomed to shields acting as temporary health points that function the same way against all types of damage. The shield absorbs damage first, followed by the depletion of the primary health pool. However, Toughness in this system works more like armour-providing damage reduction-rather than temporary health. With ranged damage, the armour (toughness) is depleted first, and then the primary health pool is affected. Close-range enemies, on the other hand, damage both the armour and the primary health pool simultaneously.
The reasoning behind this system is to differentiate between types of damage and to ensure that toughness doesn’t always outperform the primary health pool.
But then again different strokes for different folks.
@ I understand what you mean about attention seeker/ payback time. BUT I’m going to counter that because taking bruiser/ get stuck in is more beneficial to your team because when you active your charge everyone in coherency gets move speed/ suppression resistance which is huge benefit. Bruiser just allows you to get your ability back more often which means you get to spam your ability which in return helps out your team way more than you shoving like 5 enemies so they can aggro into you. With +4 combat ability regen on your three curios and bruiser you can get your ability more often. You also help by knocking everyone down so they can escape bad situations or just open up holes for yourself and them and you can go to town on the knock enemies cause you get 45 move speed and 25 attack speed. I use my charge like 50+ times a game.
With slow and steady that blessing will be active all the time because you don’t need max stacks to activate it like unstoppable. As slaughterer is nice you still need kills to get the benefits. Still a very good blessing don’t get me wrong I’m not hating on it. Having unstoppable isn’t bad by any means and I ran it for a long time but then I realized I was gaining so much toughness that it was a waste of a talent point so I put it into +15 toughness which overall with make you live longer. Try it out tho homie, take slow and steady and remove slaughterer you’ll see what I mean. You’ll still hit those break points I promise.
I understand how toughness works but the reason why I am so picky with toughness is because ogryn a chunky boi, the more toughness you have the more hits you can tank from ranged enemies because they don’t cause bleed through. A lot of people say ogryn is tough to use when theirs a lot of shooters but just have more toughness and it’ll take longer for them to take away your toughness and just slide towards the shooters and bam you hey 44% of your toughness back in one swing then your second you’re at max.
That’s my opinion and it works wonders for me and I gave this to my lesser skilled friends and they absolutely enjoy it and started playing ogryn again cause of it. Give it a shot for least a game or two and if you like it make a video bout it or something.
@@yaboirichard591 "make a video about my build because I think it's better than your build but I don't have the same youtube following" is all this states.
I felt the pain when you said “finally have a torch” 🫡
Lol, that pain ran deep in to my soul