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"OGRYN BASED"? BASED ON WHAT, SAH??
Vatinas 1 year ago
 "OGRYN BASED"? BASED ON WHAT, SAH??
 Ogryn Build - Warhammer 40k: Darktide 

 "OGRYN BASED"? BASED ON WHAT, SAH??
 Ogryn Build - Warhammer 40k: Darktide 

Horde-Clear
Crowd Control
Tank
Frontliner
Melee
Support
Allrounder

Weapons

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Orox Mk II & Mk III Battle Maul & Slab Shield
Transcendant
Orox Mk II & Mk III Battle Maul & Slab Shield
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1-2 Stamina
4-10% Melee Damage (Elites)
Skullcrusher

Skullcrusher

Target receives 1-4 Stack(s) of 10% Damage if already Staggered. Lasts 5s.

Confident Strike

Confident Strike

5-8% toughness on Chained Hit.

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Lorenz Mk VI Rumbler
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Lorenz Mk VI Rumbler
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10-25% Damage (Unyielding Enemies)
10-25% Damage (Flak Armoured Enemies)
Adhesive Charge

Adhesive Charge

Your Grenades stick to Ogryns and Monstrosities. 6-15% Damage vs Ogryns and Monstrosities

Gloryhunter

Gloryhunter

20-35% Toughness on Elite Kill.

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Curios

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Blessed Bullet
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Blessed Bullet
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+17-21% Max Health

+17-21% Max Health

+2-5% Health
+2-5% Toughness
+6-12% Stamina Regeneration
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Blessed Bullet
Transcendant
Blessed Bullet
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+17-21% Max Health

+17-21% Max Health

+2-5% Health
+2-5% Toughness
+6-12% Stamina Regeneration
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Blessed Bullet
Transcendant
Blessed Bullet
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+17-21% Max Health

+17-21% Max Health

+2-5% Health
+2-5% Toughness
+6-12% Stamina Regeneration
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Talents

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Description

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I tried to take the best of both worlds between a full tank shield build and a big bonks club/shovel build, and after a lot of tinkering, this is the setup I ended up liking the most. Played right, this can have damage comparable to a full bruiser build, and support/control/tankiness comparable to a full tank build.

 

I might write a more complete guide at some point if I get the motivation for it, but here are a few quick pointers:

 

  • Pushing non-monster enemies will taunt them - use it! Whenever you're fighting elites in melee, make sure to push them - not only is it a good way to quickly buy yourself some breathing space, it'll make sure you're still protecting the lil' uns, despite not having the taunt ult. If you use the taunt-on-push mechanic well, you can pretty much have as much taunt ability and crowd control / team protection as a taunt ult user (apart from monsters, who do not get taunted by the talent alone - although the traitor captain in assassination missions will get taunted by your push/block).
  • Blocking the ranged attacks of small shooters will taunt them to come attack you in melee - use that to draw them out of cover.
  • Don't be afraid to use your charge into a group of elites - once you're in the middle of them, while they're on the ground, push all of them once quickly to taunt them all, and it'll be as if you had just used the taunt ult.
  • You're a big beefy boy with lots of HP, which allows you to do some things lil' uns can only dream of. Separated from your team by fire? Who cares, sprint through the fire! And ally is netted in a bomb's fire? Go free them as soon as possible! Are there a few elite gunners that are mowing your team down, and the situation prevents you from dealing with them safely? Keep in mind that it's an option to run over to them and bash 'em in - if it means saving your team from overwhelming fire, it can sometimes be worth it, and while losing 100 HP would send Sah right to the Medicae, you'll barely feel it. Overall, your massive HP pool is a part of your kit as Ogryn, and like any part of your kit, it can be used purposely to your advantage in many situations.
  • Rocks complement the rumbler very well - what feels to me like the two main weaknesses of the rumbler are 1. mutants/dogs, who don't get staggered by the rumbler grenade's impact and therefore are long gone with it explodes, and 2. threats that are so crucial to kill right here and now that the rumbler grenade falling and exploding in an unfortunate place after impact, and almost-but-not-quite killing the threat, is very dangerous, like killing a trapper/flamer that's hiding behind a horde when your team is overwhelmed.
  • Rocks also replenish very quickly - don't hesitate to use them a lot, even if it's "just" to save some rumbler ammo! Although I recommend trying to almost always keep one rock, just in case your team gets into a situation where it's crucially needed (like saving a teammate from a mutant).
  • The rumbler grenade's explosion has very good area stagger. While one grenade won't straight up kill multiple elite gunners blasting your team from cover, it will stagger them in a generous AoE, allowing your team to get ready for counter fire, and/or allowing you to get to them to bash their skull in.
  • The rumbler grenade's stagger is also an amazing "oh grut" button when you, or a teammate, is overwhelmed. Don't be afraid to shoot a few at your feet to get some space, or throw one at a teammate who's surrounded. It's also useful to allow you to revive/rescue teammates without taking too much damage (although, as an Ogryn, your revives can't be interrupted anyway, but it can save you some damage taken).

 

There's one last thing that's not specific to this build that I'd like to say: don't let yourself get obsessed with scoreboard stats. The best teammate isn't the one who deals the most damage, or kills the most elites, or takes the least damage - it's the teammate who always adapts to what the situation needs, knows when to take care of a horde / group of elites / special / monster and when their team has the current threat under control and uses such moments to look out for new threats before they get too close.

 

A player who kills specials when the rest of the team can't, clears hordes when the rest of the team can't, etc., and spends most of their time watching their team's flanks and going where they're needed will almost always have low damage/kill numbers; but they're, to me, the most valuable teammates.

 

Now go throw some rocks at baddies, will ya, you magnificent bastards! <3

 

-- Vatinas

 

(PS: Feel free to DM me on Discord, @Vatinas, if you have questions!)

1 year ago