Yeah it feels like the Operations minibosses really love to just check out for inexplicable reasons. The craziest one I ever had was a Carnifex that kept wandering off during the wave like it realized it had something better to do, only to come back as a fresh wave of Warriors entered the fray. I know it was probably just some glitch in the game's pathfinding AI, but I'll be honest... Having to fight a hit-and-run Carnifex in my very first Ruthless Operation had me shitting bricks every time it returned.
It teleported away for 43 seconds? Did it get lost in the Warp? Teleported TOO hard into an entirely different Operation, then back? That's wild. Just like being able to parry _this thing_ and its person-sized hammer.
Spin happens when theres an enemy behind him close by and he switches aggro to that enemy. Usually people dont try to melee hellbrutes, and melee characters usually have aggro anyway.
The part about enemies not spawning while there is a Hellbrute on the field is definitely not always true; I know of at least one exception. On the third mission, Vox Liberatis, the room with a capture point and a Lesser Sorcerer can spawn a Hellbrute which most definitely does not prevent other spawns from happening. It may be related to the capture plate starting a spawn sequence that is uninterruptible or something similar, but you will absolutely get multiple spawn waves even after the Hellbrute spawns.
When I got to his fight in the campaign I repeatedly reset the checkpoint to try and get a feel for all of his attacks. Nearly all of his hammer strikes can be parried, though the window for some seems to be in the realm of 10-20 frames, meaning you need to be staring him down at all times or you'll miss it.
I think that's actually the window for the parry, not his attacks. I believe I read that the normal (balanced) parry has frames 1-10 of the animation as inactive frames (but can block) and frames 11-20 as active (parryable) frames. That's reversed for fencing weapons, but it should be the same total active frames (as of Update 4.0).
This might sound super silly, but for me, the worst "boss" in the game is the Flamethrower Chaos Marine. I don't remember a single time in recent history i've managed to successfully dodge out of their AE. -.-;
@@action-nerdBulwark has a perk called "Intimidating Aura" that deals a genuinely big amount of damage AS you parry in an AoE, using this you can genuinely parry a Hive Tyrant to death and (although MUCH more dangerous due to its broken ass charge and rapid fire spine attack) The Carnifex too
Yeah it feels like the Operations minibosses really love to just check out for inexplicable reasons. The craziest one I ever had was a Carnifex that kept wandering off during the wave like it realized it had something better to do, only to come back as a fresh wave of Warriors entered the fray.
I know it was probably just some glitch in the game's pathfinding AI, but I'll be honest... Having to fight a hit-and-run Carnifex in my very first Ruthless Operation had me shitting bricks every time it returned.
Ol' One Eye is back if your tale is to be believed brother.
@@Reginald-sc9tkthat would be horrific to fight him and his constantly regenerating health bar 💀
Step-hammer, I'm stuck!
Door stuck! DOOR STUCK!
didnt knew i can parry some melee attacks from this dude. good to know, its a survival fight with my bulwark every time
Elevation is your best friend when fighting these beasts.
It teleported away for 43 seconds? Did it get lost in the Warp? Teleported TOO hard into an entirely different Operation, then back? That's wild. Just like being able to parry _this thing_ and its person-sized hammer.
It was really strange. Clearly he is a busy guy
Parrying is diverting force towards the least resisting vector
I have not only seen those attacks while playing but I have died with that damn flurry hammer
Spin happens when theres an enemy behind him close by and he switches aggro to that enemy. Usually people dont try to melee hellbrutes, and melee characters usually have aggro anyway.
I have definitely seen the spin, very painful to dodge out of
The part about enemies not spawning while there is a Hellbrute on the field is definitely not always true; I know of at least one exception. On the third mission, Vox Liberatis, the room with a capture point and a Lesser Sorcerer can spawn a Hellbrute which most definitely does not prevent other spawns from happening. It may be related to the capture plate starting a spawn sequence that is uninterruptible or something similar, but you will absolutely get multiple spawn waves even after the Hellbrute spawns.
Ive had 3 terminators spawn with a hellbrute before.
I think I said mostly because you can still get spawns but it seems, at least in some places, to really put a damper on it.
When I got to his fight in the campaign I repeatedly reset the checkpoint to try and get a feel for all of his attacks. Nearly all of his hammer strikes can be parried, though the window for some seems to be in the realm of 10-20 frames, meaning you need to be staring him down at all times or you'll miss it.
I think that's actually the window for the parry, not his attacks. I believe I read that the normal (balanced) parry has frames 1-10 of the animation as inactive frames (but can block) and frames 11-20 as active (parryable) frames. That's reversed for fencing weapons, but it should be the same total active frames (as of Update 4.0).
Dodging and getting gunstrikes is harder but definitely worth an attempt if you have armor
It can be done but is kinda inconsistent
This might sound super silly, but for me, the worst "boss" in the game is the Flamethrower Chaos Marine. I don't remember a single time in recent history i've managed to successfully dodge out of their AE. -.-;
Its so tedious how strong they are. A single mistake eats you.
Is it worth trying to melee it at any point, or just going for parry/dodge gunstrike?
Parry on terminus doesn't trigger gunstrikes, only perfect dodge. It does damage so you can but I don't think its much worth it.
@@Reginald-sc9tk Ah, so optimal strat is mainly perfect dodge where possible, else ranged attack?
@@action-nerdBulwark has a perk called "Intimidating Aura" that deals a genuinely big amount of damage AS you parry in an AoE, using this you can genuinely parry a Hive Tyrant to death and (although MUCH more dangerous due to its broken ass charge and rapid fire spine attack) The Carnifex too
"pointless shout"
slope
Slopes for the slope throne! Gradiants for the gradiant gods!