Target receives 1-4 Stack(s) of 10% Damage if already Staggered. Lasts 5s.
5-8% toughness on Chained Hit.
Your Grenades stick to Ogryns and Monstrosities. 6-15% Damage vs Ogryns and Monstrosities
This is a fun build, though I would not recommend it for damnation. For damnation, I would recommend switching the shield out for a power maul, bull cleaver, shovel, or bully club (pretty much anything except the shield) in order to kill more things. Heresy is more laid back, so long as you know what you a doing.
Veterans, otherwise known as “boss," need their line of sight more than anyone else. Stay out of their face. They don't need cover that is twice their height. They have plenty of health and toughness. What they need is for you to stay out of the way, do your job, mark targets, and keep things off their backs. They provide your rumbler with nearly limitless ammo throughout the mission. Staying in coherency with a veteran is more important than any other coherency. If your shooting alongside them, do it from behind. You're probably tall enough to see over quite well.Zealots, otherwise known as “shouty,” don't need you to knock everything over. They can kill pretty much anything in melee, and knocking stuff over often disrupts their train of thought. This has a couple of exceptions, mainly when you're dealing with your own group of enemies, they become surrounded, or they're are being approached by a rager or ogryn. Otherwise, zealots will be zealots. I prefer “zoomy” to “shouty” since they'll just run and slide every which way.Psykers, otherwise known as “sparky,” are dainty as a friggin flower. They are the glass cannon of the group. They need things marked even more than veterans do. And they need you to not kill most of the things they are brain-bursting (blue halo enemies are a no-go unless needed to be killed ASAP). Psykers vary quite a bit based on their staff. Most psyker's are pretty good at controlling enemies, especially lightning staffers. Explosion psykers actively need you not to knock everything over with a bull rush (for better explosions). Fire staffers don't have as much control as lightning, but man oh man are they good at killing.
Ogryn just wanna have fun. Help each other out, admire your boxes, and blow up as much stuff together as you can. I one time ran a game with two other rumbler Ogryn, and it was a blast (pun absolutely intended).
The slab shield is a lot of fun. The main sentiment online, however, is that the slab shield pushes players towards overly passive play. Holding out the shield and doing nothing except standing between allies and enemies during a horde or during a gun fight is almost entirely useless. I tend to not use the shield planting except under extremely dire circumstances.The slab shield does very little damage, but has amazing cleave and stagger. This makes it a good weapon to use against some bothersome enemies such as hounds and ragers. Hounds don't get staggered very easily, though the light attack from a well-statted slab shield can stagger lock them pretty well. Heavy attacks can do the same against ragers that are actively attacking. For hounds, you need to time your first hit fairly well, though Ogryn melee weapons have good range. Hounds only pounce when they have clear line-of-site without any obstacles in the way, so a small column or box can do quite well to get them in range of your melee before they pounce. Backwards dodging is an important tool to use against most other enemies, including the rager. Dodge backwards away from enemies while they are attacking (such as the rager) and time your heavy attack to land in between their attacks while slowly walking forwards after a backwards dodge. This technique is good against ragers, but it also works quite well against hordes and other melee enemies.
Ranged enemies can be advanced on fairly well, though Ogryn need to be careful to advance on the side of combat as much as possible. This serves the purpose of both providing additional protection (walls are like shields that don't take up stamina after all), as well as keeping out of the line of sight of your ranged allies as much as possible. While you might think you make good cover, even as another Ogryn I have to tell you it's hard to utilize your massive frame as a piece of cover. More often than not, (and I mean quite often), you are just going to be an obstacle soaking up both your allies' bullets (wasting their ammo) and your enemies' bullets (wasting your stamina/health). “Wall surfing” helps with this quite a bit. Pick a side, and stick to it. Noticing the green marks on your screen can also let you know that you're in the way, and need to find a new place to run to.
Infested damage is nice since the worst part about hordes is that they keep you from getting to worse enemies, and cutting them down help you get to them. Infested damage is also good against dogs, which I hate.
Maniac damage is good against a lot of other enemies I hate, and the ragers that I need to put down (or at least the unarmored ones).
A slab shield with a good defense stat along with a stamina curio can allow you to block for a decent amount of time, which is good for both advancing on ranged enemies (with caution), as well as blocking melee enemies while reviving a downed ally. Generally speaking, however, you should fight ranged enemies with ranged weapons whenever possible.
I am fully convinced the grenade gauntlet is a better weapon than the rumbler. It deals immense damage, and has amazing accuracy.I can't aim worth crap, however, and the rumbler is a much easier weapon to aim (with a grenade line showing where it will go) and is much more forgiving (better explosion).The rumbler can be straight shot at most things within 20 meters, with anything over 40 meters being a bit more difficult to hit. Learning how much to lead the target can be a bit of a guessing game, but you'll get the hang of it.A lot of elites need two hits to kill with a well-rolled rumbler, though the knockdown from the explosion usually gives you a second to perfectly aim your next shot. The explosion from the rumbler can insta-kill pox bursters (though a straight shot won't), knock over pretty much anything (including a horde surround you or an ally), and can just generally be put to good use for disrupting enemies. I sometimes shoot it straight down to help with hordes to give myself breathing room, shoot it at a downed ally to get to them much easier, shoot it at enemy ogryn and other annoying enemies to get them to shut up for a minute, or just use it to snipe ranged enemies with its perfect aim. Rumblers aren't the best when it comes to ammo, though a single veteran in coherency will mean you almost never need to take ammo for yourself. The only ranged weapon that isn't usable is the kickback, though both the grenade launchers tend to be better at actually killing things at range.
Extra wounds aren't a big necessity for Ogryn. Extra toughness doesn't do a lot for Ogryn. A few extra stamina might be good for blocking, running, dodging, and pushing, but stamina might be better relegated to perks rather than blessings. Health Curios just work really well on Ogryn due to the already immense health. Toughness regen is something I always want at tier 4. The extra 60% toughness regen speed pairs really well with lynchpin for 2.6x regen speed (or 3.2x depending on whether they are additive or multiplicative).
I like gunner resist due to how many gunners there are, and how much ammunition they put down range during a ranged battle.
There aren't a lot of other curio perks I'm in love with. This might be a good spot for a supportive perk such as revive speed, block efficiency which makes it safer to revive, as well as easier to advance on enemies with the shield, or that little bit of extra health that a lot of people like. With a shield that has decent defense, you don't need a lot of extra block efficiency. I personally prefer ally revive speed, but it's not absolutely necessary.Because of my desire for tier 4 toughness regen, and the presence of a wildcard pick, I look for health curios with gunner resist. I upgrade them to look for a halfway decent perk, and if I'm okay with that perk I upgrade it again and reroll the last one until I get tier 4 toughness regen.
Lynchpin is a feat I used to avoid, but it does so much work. Your toughness regens really quickly, and starts regening almost immediately after you stop being damaged. It doesn't actually give toughness regen to allies, but it's still probably the best of the three toughness perks.
If I had a melee weapon that did good damage to Ogryn I would pick heavweight. I am using the slab shield. Blood and thunder increases damage a little bit against everything, but a good amount against ⅔ Ogryns since bleed does a lot of damage against unyielding enemies. Towering presence goes really well with lynchpin, and also allows you to stay in coherency with your veteran a bit easier (for the ammo). Bull fighter can also be pretty good to keep charging. While I do have bleed damage, I prefer the resistance while allies are down because that's when I most want damage resistance for a multitude of reasons. I'm not a big fan of any of the level 25 feats, but the 5% per enemy hit with heavy cleave can help deal with hordes a tad bit better, and I don't want to get hit in the first place, nor am I going to fully charge my heavies.non-stop violence tends to get me out of more bad situations, and acts as an emergency button for my own survivability, and the survivability of allies I charge towards.