Ogryn
Target receives 1-4 Stack(s) of 10% Damage if already Staggered. Lasts 5s.
Special Attacks on Armoured Enemies cause an additional Shockwave. Special Attacks have {explosion_radius} Explosion Radius.
Your Grenades stick to Ogryns and Monstrosities. 6-15% Damage vs Ogryns and Monstrosities
Target receives 1-4 Stacks of 2.5% Brittleness on direct projectile hit. Debuff lasts for 5 seconds and can have a maximum of 16 stacks.
Provided by Papa WillyIntro:This is a relatively standard "Rumblergryn/Ogrynheimer" loadout, pairing the Lorenz Mk VI Rumbler with the Achlys Mk I Power Maul , known as the Paul. I am not a fan of the Lorenz Mk VI Rumbler but I will tolerate it for this build.Build Breakdown:Strongman rewards us for killing enemies that we should be focused on but can be potentially swapped with Can't Hit Me...Again for extra Gunner Resist, and actually, you could use that instead of Gunner Resist on your curios, or stack both.Shattering Impact on the Rumbler does not only affect the impact, but the *explosion* as well, meaning anything hit in an explosion will suffer this debuff. Ogryn does not suffer against bosses or single targets, so we're not taking this blessing for that. However, any DoTs that we or the team has, such as Fire Away, are enhanced by Brittleness, which will ramp up in damage. Point-Blank Barrage , AKA "gunlugging", is what enables us to delete bosses in the blink of an eye. This also ALWAYS procs Reloaded and Ready , which is why we are taking that too.Burst Limiter Override has a built-in 15% chance to proc Lucky Bullet. Combine that with 9 stacks of Back Off!, you get a 105% total chance. This means that 9 melee kills, and it does not matter what type of enemy you kill, be it a Groaner or a Crusher, will net you a free shot. Yes, it really is that simple. Bruiser rewards us for killing things that we should already be doing, which are elites. Ogryn's role on the team is to take and dish out damage EQUALLY, he does not struggle against single targets. There is no such thing as "letting the lil' uns take care of threats", that's your job.Why No Hurting Friends!? Because it works globally, that's why. If you don't want free damage boosts from *anyone* taking damage, *anywhere*, which is *always*, plus the 15% TDR at max stacks which are easily to build, then fine by me.Grenades are preference, but Bigger Box of Hurt gets more mileage in Havoc; You get 3 of them and the AoE stagger is always useful. Enemy health gets more inflated the higher you go in Havoc, and as a result, are more likely to survive a Frag Bomb explosion. Those can still be useful, especially for clearing Daemonhost Rituals; A bomb in the center of the ritual can kill all summoners, but this will require more buffs.Curios:Generally, Ogryn curios can be x3 Toughness or x2 Toughness and x1 HP, especially in Havoc. In Auric, HP curios are too excessive.
For perks, it depends; If you have Can't Hit Me...Again , you can forgo 1 Gunner Resist, so it would be x2 +5% HP, x1 Gunner Resist. If you are using Strongman , x2 Gunner Resist and x1 +5% HP. Ability regen on curios is preference. Corruption Resist is viable in Havoc. Ogryn has a lot of stamina so those curios and perks are unneeded. Toughness Regen perks are useless because they only affect *coherency* toughness regen, which is disabled when in combat. Because this is a Gunlugger build, we emphasize CDR since the ability has a long cooldown, and every boost to CDR is beneficial and appreciated."But Bushman, why are we using the Paul if it's bad?" Here's the scoop: Paul's special shockwave does instant stagger and suppression, which will stop just about anything, but most notably shooters and specialists in a ~10 meter radius around the explosion, which buys you valuable time. The Reaper specifically gets stagger immunity after the special but can still be suppressed. The Mutant, Bulwark, Crusher, and all bosses cannot be staggered by the special's explosion, but you can spam powered light attacks while the explosion staggers the rest. Captains can be staggered but they regain their shields so quickly that it ultimately does not matter a majority of the time. For The Twins, the first powered light attack will stagger them on hit, and the second will put them on the ground, but they get stagger immunity afterwards. Let's say you are fighting a brigade full of Bulwarks and there is a Scab Trapper behind them that you cannot hit because of the wall of shields. The explosion solves this issue. It does not damage, but again, immense suppression and stagger. Big Boom increases the explosion radius of the special on the Paul. The damage is not the same as a "Brunt's Basher" Mk IIIb Bully Club, but when you have a stagger and suppression tool on demand, well, we will make some concessions. This also stacks with Coward Culling. It's all making sense now, eh?