Hitting an enemy gives them 1-4 stacks of 2.5% Brittleness. Debuff lasts for 5 seconds and can have a maximum of 16 stacks.
Target receives 1-4 Stack(s) of 10% Damage if already Staggered. Lasts 5s.
14-20% Strength on Salvo's First shot.
10% Critical Chance for every 0.2-0.35 second while aiming. Stacks 10 times. Discharges all stacks upon firing.
"An Oath-bound Bodyguard is an Ogryn who has sworn to defend the life of a high-ranking Imperial servant. Ogryns make excellent bodyguards for they are loyal, determined, and extremely hard to kill. In this role they have but one duty -- to protect the Astra Militarum officer or other Imperial dignitary to whom they are assigned. Whether they achieve this by throwing themselves in the line of fire, or by slaughtering all enemies who come near to their charge, they are invaluable retainers in the swirl of combat."
-- excerpt from sacred archival fragment NXJ-8812-Epsilon-K54.
As an Oath-bound Ogryn Bodyguard, your primary role is to watch over the little 'uns under your care. They might talk fast and give you tasty rashuns but they're far too squishy for this cruel world. This build uses the best natural talents of the Ogryn to provide an allrounder that can mitigate many incoming threats before things get out of hand for your tiny wards. The Ogryn Bodyguard probably isn't going to be performing many epic clutch plays or maelstrom true solos but this dependable giant will provide the full squad with a strong backbone that can hopefully prevent clutches being necessary in the first place.
[PLAYSTYLE]
The Ogryn bodyguard plays with the squad, pushing into melee when required to ease pressure on the the frontliners, stepping in when an ally is cornered our out of position. With the accurate and powerful Heavy Stubber, you are also keeping one eye on distant threats: counter-sniping, killing ragers before they get anywhere near your puny allies, or decimating specialists before anyone else has a chance to notice or worry about it. With your bleed, brittleness, and stagger from your weapon attacks along with your charge ability, you can provide a counter-pressure to heavy packs of armour as well as increase the overall DPS of the team by laying on brittleness. Your bleeds and your charge (also with bleed) allow you to sustain yourself via damage reduction as well as provide an option to safeguard nearby friends if they get downed as well as close the distance on inconvenient packs of gunners before they have a chance to set up. Frag bomb also provides as 'escape button' when your allies are getting overwhelmed.
[WEAPONS]The bully club may not have the speed of the knife but it has generally superior combat mobility (dodges, dodge distance, stamina) as well as almost as good horde clear (used well) as the slab shield. Due to its relatively good attack speed, you can lay down heavy attacks quite fast which creates the bleed that enhances your damage reduction as well as provides you with the ability to clobber incoming threats with limited wind-up time. I have also noticed that heavy attacks on the bully club still affords you with moderately good movement in combat; given that heavy attacks are the bread and butter of this build, that is significant.
Bully club +Flak and +Carapace was chosen to make you more effective against mixed hordes as well as Ogryns.
Thunderous and Skullcrusher were chosen to enhance the not-insignificant bleed damage DoT due to your own heavy blows as well as provide a multiplier to team DPS via brittleness.
For your ranged weapon, the Achlys Heavy Stubber's job is to take out snipers, specialists, and - if necessary - ragers (experienced players mightn't have an issue, but, as a bodyguard, you might need to support a range of players including people who struggle with ragers. A job's a job.). The Achlys was chosen along with Opening Salvo and Surgical because you might not fire much but when you do it packs a very heavy first punch. Not many enemies need a second shot although it is simple enough to do.
As an Ogryn bodyguard, you will probably finish matches with a balanced mix of melee and ranged kills. You don't try to shoot often, necessarily, but it pays to pull out the stubber when new waves spawn as you can often catch threats well before they interrupt the flow of your squadmates at all. This also means you don't need to take many ammo tins which can go to things such as any plasma veterans who may in turn sustain you via survivalist.
[TALENTS]
This build chooses Frag Bomb then Indomitable (charge) followed by Bonebreaker's Aura and finishing with Feel No Pain.
As an all-rounder, you mix charge and some heavy hitter style nodes with the bleeding-enemy damage reduction and tankiness of Feel No Pain in order to sustain yourself in fairly intense melee combat. I intentionally didn't invest all the way down to the heavy hitter keystone as I personally notice that without Feel No Pain, it becomes much easier to suffer chip damage to my health. I dodge and block a lot; by adding Feel No Pain, I can really minimise the damage taken at all.
Your overall melee as well as bleed damage is enhanced by Soften Them Up, Hard Knocks, Batter, Bonebreaker's Aura, and No Pushover.
Your sustain is enhanced by the Batter + Delight In Destruction synergy as well as Feel No Pain.
Frag Bomb provides an emergency exit button when the AI director decides to swamp the team with an overwhelming pack of heavies.
Indomitable (charge) plus Stomping Boots means that you can rush to a downed ally and, due to Delight In Destruction, receive some damage reduction while you rescue them and help fight them out of the corner.
[CURIOS]
With The Best Defence plus Smash 'Em, having a massive pool of total toughness is a huge boon. This is why I chose three toughness curios with additional +toughness on each.
Combat Ability Regen goes without saying and should be on all curios for all classes and all builds.
Lastly, I went with +stamina regen and 2 x +block efficiency because, although I would like more stamina regen, additional block efficiency helps me to rush to a downed ally pick them up off the floor during a horde situation.