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Big blasts, big booms, big fun!
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 Big blasts, big booms, big fun!
 Ogryn Build - Warhammer 40k: Darktide 

 Big blasts, big booms, big fun!
 Ogryn Build - Warhammer 40k: Darktide 

Class

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Weapons

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Achlys Mk I Power Maul
Transcendant
Achlys Mk I Power Maul
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Power Output
[80/80]%
Penetration
[80/80]%
Crowd Control
[80/80]%
Defences
[60/80]%
Damage
[80/80]%
10-25% Damage (Flak Armoured Enemies)
10-25% Damage (Maniacs)
Power Surge

Power Surge

Special Attacks on Armoured Enemies cause an additional Shockwave. Special Attacks have +25% Explosion Radius.

Skullcrusher

Skullcrusher

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

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Lorenz Mk VI Rumbler
Transcendant
Lorenz Mk VI Rumbler
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Blast Radius
[80/80]%
Ammo
[80/80]%
Penetration (Blast)
[80/80]%
Blast Damage
[80/80]%
Mobility
[60/80]%
10-25% Damage (Flak Armoured Enemies)
10-25% Damage (Unyielding Enemies)
Adhesive Charge

Adhesive Charge

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

Shattering Impact

Shattering Impact

Target receives 4 Stacks of 2.5% Brittleness on direct projectile hit. Debuff lasts for 5 seconds and can have a maximum of 16 stacks.

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Curios

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Blessed Bullet
Transcendant
Blessed Bullet
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+17-21% Max Health

+17-21% Max Health

+5-20% Damage Resistance (Gunners)
+4-10% Revive Speed (Ally)
+1-4% Combat Ability Regeneration
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Blessed Bullet
Transcendant
Blessed Bullet
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+17-21% Max Health

+17-21% Max Health

+5-20% Damage Resistance (Gunners)
+4-10% Revive Speed (Ally)
+1-4% Combat Ability Regeneration
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Blessed Bullet
Transcendant
Blessed Bullet
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+13-17% Toughness

+13-17% Toughness

+2-5% Toughness
+4-10% Revive Speed (Ally)
+1-4% Combat Ability Regeneration
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Talent Tree

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Patch Depths of the Damned Live

Description

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No bonus vs Carapace on the weapon because I don't think it's worth it compared to other more common Armour types. Only Crushers will have enough HP to survive multiple grenades or your Power Maul special activated heavy attack, but when they do, they will be so staggered and debuffed that they will be killed by your team before doing anything anyway.

Anti-Flak on the Maul is mandatory, most comon Armour and those enemies also have increased HP, plus it also works against void shields of Captain type bosses like the Scab Captain and the Twins. So the secondary perk is anti-Maniacs because Mutants are among the only enemy you need the melee weapon for.

Anti-Unyielding on the Rumbler is mandatory for monster DPS and Bulwark. And since anti-Flak is so valuable we just have to take that as the secondary perk.

 

Also, usually you wouldn't brace the Rumbler, but if you do you can recover a lot of toughness even while getting shot, especially if you are already below half HP.

The Rumbler could also be replaced with the Blastoom Mk III Grenadier Gauntlet, with any blessings cuz they all suck pretty much, but that gun is still insane on this build.

21 hours ago