3.5-5% Strength for 3.5s on Hit. Stacks 5 times.
Up to 5-20% Strength based on the charge time of your heavy attacks. Stacks 3 times.
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.
Havoc Ogryn
In High Havoc, the ogryn's most important role is to hold boss aggro and deal massive boss damage. Boss spawns are frequent in havoc, sometimes multiple at a time, therefore, high boss dps is paramount. Ogryn does extremely high damage to both the unyielding bosses and the captains's shield and health, paired with HIS high health and stamina, making him the best at this role.
His secondary role is to kill armoured elites. Massive spawns of maulers, bulwarks, and crushers spawn in havoc a lot, and the ogryn works as a tough/high damage frontline that can dispatch them one by one with ease, while the psyker builds up soulblaze to kill all the non ogryns enemies.
Lastly, ogryn is surprisingly competent at range, specifically against scattered shooters. If your team isn't threatened by melee, you can comfortably take out the heavy stubber and pick off many gunners and stalkers from a distance, which the psyker and zealot struggle with at times.
Branx
Branx is the highest single-target DPS weapon Ogryn has. This build aim to amplify its strength and negate its weaknesses. We take both the attack speed talents to bring the weapon to a usable level. Then we combine crunch and thrust to maximize our one-hit potential. We still take Batter despite it not being the best on Branx, because its a lot of extra damage on bosses.
The key to play branx well is to use more light attacks. With proper damage buffs, light attacks can one-shot most non ogryn enemies in the game, while being a lot safer than charging up a heavy. Even for tough ogryn enemies, it is hard to gauge the optimal charge time for your heavy attack based on their remaining health, while it is harder to waste value on light attacks. You should also default to using lights when dueling a boss.
That being said, heavys are also very important. For one, landing a heavy activates Beat Them Back for 5 seconds, which you should seek to maintain. Second, charged heavy is very useful when you are approaching an enemy, allowing you to one shot a crusher even without any Heavy Hitter stacks. It is even more important when dancing with bosses who force you out of melee range like BON, PO, and the captains with their shield explosion. In the case of the captain, after a shield break, a fully charged branx hit can overshoot their shield regen damage threshold by almost double, significantly shortening the time to kill on them.
Tip: To bypass the movespeed penalty of charging a heavy, simply sprint into slide to cover significantly more distance and land that juicy crunch thrust hit. Loyal ProtectorThey should really rename this ability to damage amplifier, because that's basically what it does. The taunt is nice to draw aggro and stagger groups, but the real value is applying this long lasting damage amplification to everything around you. This makes everything around you die a lot quicker, including bosses. Use it to interrupt a boss's animation and burst it down with your high melee damage. Otherwise, you can also use it to CC similar to a weaker veteran shout. Grenade BoxThis blitz kinda slowly powercrept frag bomb tbh. Having three chances of saving the game instead of one is kinda insane. The frag bomb also cannot one-shot ogryns anyway, only staggger them, which is the same as the grenade box. The grenade box also has a longer window of explosions, which means longer crowd control. In Havoc, a controlled enemy is an enemy that is gonna die to Psyker Soulblaze soon, so you can just pick off high health targets. TLDR, pick this over nuke cuz of consistency.Achlys Heavy Stubber
This gun is basically the stub revolver on ogryn. With this setup, any combination of crit/headshot/opening salvo can one-shot a gunner; it can kill all small shooters in one shot without any buffs, and can stagger into kill reapers from a distance very reliably with headshots. Paired with the OP Steady Grip talent, you can actually shoot back without being shredded by shooters. Sometimes, your team needs to stand their ground and get into a firefight, and this gun is the best at the job. The only weakness is that you have to headshot to one-shot kill flamers, but this gun can handle other specials fast enough that I still think its worth to pick it over other ranged weapons due to its superiority against shooters.