Table of Contents
Ogryn Build - Warhammer 40k: Darktide
Purge staff's wingman(gauntlet+club)
Ogryn Build - Warhammer 40k: Darktide
Class
Weapons
Curios
Talent Tree
Description
did you know purge staff applies suppression? did u know that hoard enemies can be suppressed?
so gunlugger aura is +20% dmg for a purge staff
basically this build focuses on applying melee debuffs that benefit team damage output rather then investing in direct melee dmg output and uses ppb + maxed bombs away as panic options to regain control of chaotic situations
mk3 bully club is a jack of all trades master of none weapon that can be depended upon when no other resources are available the brittleness and skull crusher debuffs on the bully club means we can contribute to clear speed significantly without needing to invest in melee dmg by amplifying the dmg of our team which is further increased by soften them up, the high stagger and attack speed of the mk3 along with attention seeker provide safety and space for squishy ranged dmg dealers to do what they do best.
this weapon is ideal for ammo conservation since it's effective against armor whilst not loosing much in terms of hoard clear, the bull butcher will improve your personal dmg output over the course of a mission but makes you more dependent on limited resources to take out armored units and depending on team comp can result in lower team dmg output.
everything else is invested towards ranged dmg for when situations spiral out of control or when team coordination is broken
grenadier gauntlet is probably the safest ogryn ranged weapon, it can get high uptime on steady grip and mobile encampment like the Stubbers whilst having no movement penalty and benefits from large aoe stagger like rumbler, its more efficient into human sized elites and specials then the rumbler as well as against armored targets only loosing out vs hoards and monstrosity dmg, even then, when combined with the bombs away blitz i will end up with top boss dmg in 90%+ of my games.
the bombs away blitz with the sub node, big boom+ blaze away is the best non-recharging grenade in the game and its not close, its basically its basically a zealot stun and fire grenade stapled together with twice the duration and aoe, i've had it kill full health bulwarks when combined with universal dmg amps from the ogryn tree or strength buffs from weapons and it makes for the easiest revives in sticky situations.
i like 2x sniper resist on ogyrn not because i am bad a dodging them(although i am) but because it lets me get revives in sniper sightlines, 3 snipers? no problem, 1st shot wont even dmg my health with 233 toughness and all this dr, bomber resist is mostly so i can survive in tox gas indefinitely with braced regen, but it helps with pushing past fire bombs as well, it's easy to say just don't stay in tox gas but sometimes leaving exposes u to more danger. u only need 1xgunner since this build already has plenty of ranged survivability built in.
the appeal of this build is that i can fill any weakness in a team, some games i load in with 2 zealots and spend all game blasting away in the backline, others i'll be paired with a staff psyker and will spend the game making space for them to work, and on some rare occasions, a veteran will bring improved ammo boxes on an improved blitz mission, and i'll crash the sever with 20 consecutive uses of my blitz.
and yeah i usually play duos with a psyker with this build, hence the name.