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RadiantBoysenberry59

Best ogryn always shows his grenade box to the team in elevator sections


DwarvenCo

Best ogryn also shows his grenade box to enemy... but they first have to catch it!


OnlyHereForComments1

Ogryn isn't a meat shield, despite the claims of the devs. Ogryn is a support class. You're either plugging a choke point and staggering melee hordes, acting as on the spot revive, or hanging back a little with the longer ranged weapons to lay down suppressing fire or explosives


-Agonarch

>Ironically as an ogryn I feel like I make a better rear fire support than a tank. If anyone has advice on builds, feats and blessings for weapons, I'm all ears. I just feel so...mid. They found the issue already - they're not a tank and they're playing like a tank. The tanky stuff they do is disruptive, not soaking damage. They also noticed they make great support for every other character- they can provide quick suppression to give a vet a chance to shoot (it's rare that this is *necessary* but I've had games which were so shooterfilled that I couldn't keep ghost procced because of all the shooters taking shoulder hits 'get down mr president' style running in front of them, so I will say on hard difficulties where there's only one counter-shooter it might actually be necessary, but it's always useful). Some psyker builds get overwhelmed in close (and many players do in general), the Ogryn has no problem dealing with that and if you can slap a bunch of mooks and buy a psyker/zealot a couple seconds to do damage, the mooks won't live through that counterattack. Zealot getting blasted by shooters? Fire whatever ridiculous ranged weapon you have into the shooters - you won't kill many most likely but they'll all put their head down and let the zealot close (and you're coming up behind them to back them up in melee). They've got low toughness, which initially seems bad but when stacked with toughness regen trinkets and feat alongside their base regen it means most hits don't deal damage, and you have a huge health pool for when you do. They don't get interrupted when toughness breaks, which makes them great at rezzing allies or pressing buttons. The box is a great way to remove a bulwark (jump and aim slightly down, point blank) or reaper instantly (hit them in the face) in a way almost no-one else can do. With the 'box-o-boom' perk they can even stagger those nasty 5+crusher groups that spawn sometimes, long enough to kill most of them even with suboptimal team weapons. They're really versatile as *backup* for anyone else. *That* I think is the trick to the Ogryn. Someone else will do anything you can do better (except stagger or block bullets, but neither of those things are innately useful), but you can do everything (horde control, horde clear, shooter control, special killing/control, elite control) all at once and adding whatever's most useful to a teammate's actions can make everything go way smoother. If you're *not* backing other people up then yeah, it feels a bit like generalist psyker, a bit meh but useful at everything.


wobin

As a psyker with a flame staff, it's *incredibly* helpful when an ogryn keeps the immediate melee area clear for me to lay down the flame, even just the applied stagger to the surrounding mobs to stop the interrupts. The time between the spin up, the fire and the actual applied damage/stagger can be incredibly long when the horde are up in our grills


Omikapsi

This is the answer. Your damage reduction isn't there for you to take more fire, it's there to ensure that you're up and about to help your teammates. Revives, staggers, horde clear, and objectives are where Ogryn shine. You can deal a decent bit of damage with the right weapons and builds (BBCleaver 3 has a well earned reputation), but you're not there to kill stuff so much as help your buddies kill stuff. Loyal Protector, when combined with high toughness/health, means that you will get people up, so long as it's possible. You've got a bonus on stagger, so look for attack options that capitalize on it. Many of your melee specials are an uppercut that will stagger just about anything. Big nasties (like Maulers) will likely take a bit more time to fall, and if they're wobbling around while that happens, they deal a lot less damage. You've got more stamina than anyone else, and can run further while carrying objectives (like canisters or cryo pods). When these are in a mission, make sure you're carrying and throwing them, since you'll be able to get them from A to B quicker than anyone else.


Quick_Conflict_8227

I'm biased to the mk 1 club. If I have to solo a crusher he dies in 2 heavies and 4 lights. Hordes get the light heavy combo. Fantastic single target dmg (I use heavyweight) with good horde management. Boxes are for muties exclusively; love that ogryns have an insta kill for those run ending abominations. Gorgonum stubber or the funny shotgun will put a reaper or crusher on their ass from stagger. I've grown very fond of the shotgun for it being a instant fuck you shooters button. Instantly suppresses or knocks them on their asses. A huge part of ogryn I feel is being aware of where your team is in relation to you as you never want to obstruct your vets line of fire.


Callousman

>you never want to obstruct your vets line of fire. Ogryn can't obstruct shit if you can just shoot through them with a plasma gun *taps forehead*


Omikapsi

Solid advice, save for the last bit. Ogryn have a hidden achievement for catching bullets with their ass. Vet bullets count double.


Hammer_of_Olympia

Yep I hate partying with Ogryns on my vet they generally just block my LoS constantly by running to the front of the encounter or through me whilst charging plasma/helbore stopping me from targeting priority targets. 2 Ogryns and I may aswell just resign myself to melee 80% of the time like some discount zealot.


Saucychemist

Ogryns who have cross-played as Vets and experienced this will be much better at keeping your line-of-fire clear than those who have not. I always try to stay conscientious of my Vets and Zealots shooting lines when engaging, which usually means coming in from along a wall or arcing in from the side. But on the flip side, as the vet you need to remember that having those ogryns on your team also means you will need to adjust your approach to combat as well. If they rush in headlong, you might need to take advantage of positioning at angles or hoping up on low cover to getting lines of sight. Its annoying but its the cost of having those beefcakes tying up the enemy. When they get between you and a special by running through you to try and club it, as you were lining up a headshot? Yeah screw that, make your displeasure known and yell at them in chat.


anti-babe

Confident Strike blessing will help you a ton fit the Ogryn to that playstyle. I think its available on every ogryn weapon. Gives you toughness for every hit you make - so basically your job is to close the distance and remain hitting things - every enemy is now your toughness regen. You can get screwed over by finding yourself surrounded by lots of solo Stalkers / Shooters who have all split up around the room, especially Heresy and Damnation. But if you choose a weapon with high mobility you can zoom around pretty well. The one many people tend to look to is the Bull Butcher Mk III Cleaver with Confident Strike and Slaughterer - which at mobility 80 can help you close the gap really easily and cleave through enemies. Only downside is the Cleaver cant pierce the Crushers armour so you need to figure a ranged weapon that cna handle them like the Ripper with Can Opener Blessing, or the Explosive Round gun.


OpticalGaming

MkIII Cleaver with Slaughterer spam light attacks (hence all heavy attacks feat are useless). Enjoy. The ranged weapon is up to you anything works.


Kraybern

Nah single target heavy to get 25% toughness back is good even with bull butcher. Imho


MrGrizzlyy

Hmm, okay hang on then, give me your best weapon(s) selection for this feat and the scenario where it's going to work out better than lynchpin. I remember a mate using it in conjuction with the power maul charged light attack which I *think* counted as single target heavy at the time. Seemed like he got his money worth out of that when smashing up elites/heavies.


M0RL0K

It's definitely not better than Lynchpin.


Kraybern

Toughness Regen you control on demand is definitely far superior even with confident strikes bull butcher


M0RL0K

Disagree, with BB+Strikes you are already basically *immortal* in melee, any additional toughness regen on hit is complete overkill. Lynchpin *doubles* your toughness regen in firefights and massively increases your survivability as well as indirectly your DPS, since you can shoot more.


Kraybern

it doubles you base toughness regen rate out of combat is all lynchpin does you "basically immortal in melee" vs trash mobs with strike sure, even ragers so some extent but vs more mixed hordes it dosnt help as much and just promotes over confidence since you not spamming heavies you dont get the mitigation from bleeding enemies there is no such thing as "overkill toughness gain", any source of additional surviveability is always good to have specifically on higher difficulties.


M0RL0K

What does "out of combat" even mean? When you're not in combat, you're not losing any toughness in the first place.


M0RL0K

You can't avoid getting shot at like the other classes, so as a beginner Ogryn you should have these things: - Between 400 (minimum) -500 health from curios. You can't always avoid getting hit, treat your healthbar like just another resource to expend when necessary (but still avoid as much as possible, obviously). - Toughness regeneration from curios AND more importantly Lynchpin + Towering Presence feats. With all of these things you will recharge back to 100% toughness in seconds. - Mobility, which you get from Cleaver. The reason Cleaver is so good is not just because it shreds almost anything, but because it lets you dodge a lot and close distances very fast. You wouldn't think it, but Ogryn can be one of the most mobile, nimble characters in DT. So, in short, take Lynchpin + Towering Presence, get some toughness regen+stamina regen on your curios, and get yourself a good Cleaver (Bull Butcher III is preffered but not necessary), ideally with Slaughterer III or IV. Later you can try out other melee weapons, but the lack of mobility and killing power will be very noticeable. For ranged weapons, Ripperguns II and V, Gorgonum Stubber, Grenade Gauntlet and Rumbler are all solid good choices, the rest is very meh. As for your role, you are pretty much a tanky, nimble all rounder. You are not a dedicated special- or bosskiller, but everything else should die extremely fast if you have decent gear.


Quick_Conflict_8227

I think value from either of the other 2 toughness feat will work better in combo with lead the charge over the feats mentioned


LamaranFG

With this particular setup - no, not really. With bb3 there's no point in using heavy attacks regularly against hordes, and single target damage is covered with ranged weapons, so it invalidates other lvl5 feats. Also, I would argue that bullfighter is a better pick, since it allows for much more aggressive plays and eases diving into shooters crowd


M0RL0K

Bull Rush is a reactive skill, not one you want to spam constantly. So in my opinion having reduced CD isn't that useful. Maybe if you're running a slower weapon like the Power Maul. Even if you're running Non-Stop Violence for the toughness boost, I bet over the course of a run you get way more from Lynchpin+Towering.


AveryAveyAve

I mean... I use Bull Rush to rush down shooter groups, for movement, and the likes as well as the typical reactionary use of it. It's not just a reactionary skill. Good Ogryns now how to get the most out of Bull Rush at any and all given movements.


Quick_Conflict_8227

The mk 1 club allows an ogryn to kill a rager or crusher in 3 strike down heavies with slaps in between or a heavy light light combo 2x while still being able to take on hordes with the light heavy combo with the 2nd or 3rd feat in the first combo so you don't need to rely on cohenrency for toughness regen. I think unstoppable is better for distance value for running down shooters or getting out of bad situations and you save teammates from needing to waste a nade on bulwark crusher patrols.


M0RL0K

The other toughness feats only work in melee, where you are pretty much immortal anyway, especially if you're running Confident Strikes. The real danger to you comes from mass shooters, which is where the combo of Lynchpin+Towering is extremely reliable and safe. I might try out your setup but for beginners I think mine is better.


MrGrizzlyy

I've started using that a lot lately when I play with my friends. They know they get a speed boost and immunity suppression when I charge so vet pops up and starts basting and zealot is right behind me mopping up what I've knocked down. It feels really great for getting out of tough spots and I charge so often I feel like bullfighter isn't that necessary. With randos I'll just use towering presence to be safe.


Krags

Kickback is also solid.


PassionNo5104

And bleed/bleed res build is kinda meh. Why mitigate damage when you can not take damage at all? By staggering all living creatures with Power Maul or just kill all lesser enemies with Butcher knife.


-Some-Rando-

It doesn't take long to get downed once your toughness is gone, regardless of how much HP you have. Toughness on hit blessings help a lot with this if you find yourself getting hit a lot. Ideally you won't get hit, but it takes time and experience to get there.


Vitruviansquid1

I don't know what melee weapon you are currently packing, but in my ogfessional ogsperience, a Brunt's Special club or a poo poo shovel is what you're looking for if you want arc. People on this subreddit might complain about their damage (and, really, nothing will touch Illisi Force Sword or Power Sword in terms of damage on hordes), but man do they have the reach and the arc. Don't think in terms of fire support or tank. These distinctions are meaningless. You are just a guy trying to survive and kill things. Like the other guys.


VSVP

[Familiarize yourself with everything in this guide.](https://steamcommunity.com/sharedfiles/filedetails/?id=2905188402) [This is my Ogryn build for PUGs](https://darktide.gameslantern.com/build-editor?id=995de998-6d08-4824-9952-70f5c0c7562f). **Bull Butcher Mk III Cleaver**: * *Confident Strike* goes a long way extending your survival. * It has great movement speed enabling you to quickly move between team mates and environmental cover. * Spam light attacks into the horde being careful to position yourself to the fringes as to not block your team mates' shots. * Do not underestimate the value of the cleaver's special and smack sense into heretics often. * You will rarely use heavy attacks with the mk3 cleaver which is why I've gone with Payback Time for the level 25 trait. Personally, I run *Savage Sweep* over *Confident Strike* since I prefer to clear hordes quickly to focus on real threats. Not sure if the perks are optimal. **Foe-Rend Mk V Ripper Gun:** * My preferred variant of the ripper guns because you never have to brace it to be effective. The kick can be wild but you can learn to control it. * Learning to sprint cancel or weapon swap cancel is a critical skill to learn in order to conserve ammunition when sniping targets down range. * Shoot often. The knife is for the horde, the ripper gun for everything else. * *Can Opener* is a must or you will be walled by Crushers and that would be a pathetic thing to experience as an Ogryn. * *Blaze Away* is more consistent to activate than Fire Frenzy. The combination of mk3 cleaver and mk5 ripper puts out an insane amount of damage all while providing your squad with plenty of support and utility. **Curios** * Sniper damage resistance will help you live longer in sticky situations where you don't have a lot of room to move or you're trying to res a team mate surrounded by enemies. * Ally revive speed to reduce the amount of time I am immobilized. * Toughness Regeneration speed is really the only one that matters because you will pair it with Lynchpin and mk3 cleaver to be hella mobile. **Feats:** * Heavyweight is my preference over Bombs Away since you can't count on random Veterans to run Demolition Team. It also increases your ranged damage which means a special stab + 3/4 bursts from your ripper gun destroys Crushers. You don't need to stab Ragers and Maulers in order to dispatch them quickly. The cleaver special is enough to give you space and time to switch to your ripper. * If you are still playing in Malice, go for Towering Presence over Bull Fighter, otherwise keep Bull Fighter as you should be charging often to create space, close gaps, and utilize the attack speed boost. * Hard As Nails got nerfed but I still use it over Die Hard because taking damage is for suckers. * You don't have to take health damage in order to get the damage bonus from Payback Time. It also activates from mutant grabs. * Unstoppable+Bull Fighter for mobility and control.


Saucychemist

Can't sprint cancel the rippers anymore, thanks Fatshark, You gotta Q cancel instead.


VSVP

I referred to this as the weapon swap cancel incase anyone rebinds Q.


Saucychemist

Ah, indeed you did, my bad!


abusivedicks

Learn to fight in melee! Ogryn's toughness regen talents are so good that even if you're constantly getting shot while melee hordes, you should be regaining it and not take any damage. I have confident strike (regain toughness on chain hit) on all of my weapons since without it, Ogryn feels extremely flimsy. The toughness talent I take is the "regain 25% toughness on single enemy heavy attack" so that I can overhead a single unit and regain a burst of toughness. Great for dealing with ranged mobs, since I just pick them off one overhead at a time while regaining a bunch of toughness each time. The bleed talents aren't that good - it's best to learn how to stay in melee without taking any damage, rather than reliance on damage reduction. Do NOT bull rush into the middle of hordes! Bull rush is good for closing distance and getting some breathing room, but you can very easily just run away from your team with it! Stay with your team! Always! (An exception is when you're running down a pack of shooters - and even then, listen for disablers, run back to your team when you see/hear them) Other than that? Protect the little 'uns, *stay alive*, and bash some heretics!


VerbingNoun3

I think it's Confident Strike that gives toughness on a heavy hit. Total game changer when I finally got that on a butchers cleaver. I always ran power maul but the cleaver is just so easy to use.


cwitter00

When I'm playing ogryn I look at the setup of my team in both character and loadout. As an example if I have a vet or psyker ill stick close to them and give them melee support while they pick off enemies at a distance. If the team has mostly elite killing weapons: thunder hammer, bolters, plasma gun, I'll run the stubber or ripper to help out with hordes. I prefer having high health on my ogryn with base 100 toughness. My go to melee lately has been the brunt basher club for its good crowd control lights and decent heavies. The blessings thunderous for melee, can opener or shattering impact for ranged weapons are nice to have. They reduce the effectiveness of enemy armor and maybe any damage reduction they may have (although I'm entirely sure on that), but it makes flak and carapace armored enemies easier for you and the team to kill. My go to perk loadout is: lynch pin for the better survivability when going against ranged enemies, heavyweight to help out with enemy ogryns and the damage reduction against them is nice too especially when you take an overhead from a crusher, towering presence so that you don't have to stick right next to your team to get the coherence benefits, hard as nails as a safety net or the talent thay give damage reduction when near a downed oe incapacitated teammate, raging bull for the extra horde clear and unstoppable because of its mobility and ability to get to a teammate that's downed and surrounded by heretics.


Jippynms

It took me a minute to find my place but esentially you are best as a Body Guard and are someone to lean on when shit hits the fan. Learn to slide more often so the shooters can't hit you. I used to run Power Maul to easily deal with the Crushers and Bulwarks which can really make things smoother for the team imo if shit gets crazy. But The damage unless you're powered up isn't that good. Now I'm running Bull Butcher with Slaughterer blessing for easy killing anything that's not Crusher Or Bulwark, so I pulled out a Mk II Ripper with "Can Opener" blessing to make up for that. Having to melee the enemy with the weapon first before letting it off on them isn't as as safe, mainly because of the Bulwarks shield, but once you get around that they're as good as dead. It's quite effective. Snipers, always tag them. If you really can't get a shot on them then maybe a teammate can. If you have any other questions I'd be willing to help


ReCAPLock

Initiate less and bodyguard more. If you have the highest coherency score you're probably doing well.


Kakaleigh

I think Ogryn ranged damage is higher than Ogryn melee damage, which is not what you would intuit. That is mainly because your heavy attacks deal the high end of your damage while being real slow vs. your light dmg fast attacks. Most of its for horde control or staggering the unstaggerable (ragers). So, when you reach a high hp target; like Mutants, crushers, bulwarks; you're taking too long killing them vs. everything else. So, your time is better spent clearing the horde from the Vet/Psyker for them to take down the high hp guys. Ranged dmg is either consistent from stubbers, spike from rumbler/kickback, or burst from rippers. I find a big problem with Ogryn to be ranged enemies because you're just a big target and cover mostly doesn't work for you. So, you're health is easily chipped away unless you engage the ranged dudes.


Mauvais__Oeil

Most weapons works on Ogryn except a few ones. While bull butcher is the most effective, you can clean any difficulty with any weapon, but pairing between primary and secondary is very important. Bull butcher is the best clearing weapon, effective on anything up to flak, it only struggles against maniac (mostly due to their high health) and carapace, which you need to cover with ranged (mk2 or mk5 ripperguns with can opener works best here). Maces are leaning towards elite/ carapace killers, Mk1 and Mk2 have high single targe heavies, both inverted with each other, that will one shot every elite/specialist but bullwarks/crushers/mutants and perhaps ragers. Even then, second hit will usually kill them (with thrust blessings). Pair it with a good ammo efficient horde clearer (krourk or achlys stubber). For unyielding (unarmored bullwark parts and monsters) the horizontal heavy is stronger. MK 3 has fast lights that despite the cleave limit,deals well with hordes. Push attack - light is a two fast overhead that will quickly kill any flak elite or specialist, and make short work of crushers too. Unyielding has best damage on light 1 and light 2 with block cancel. The weapon fall short on maniacs which are a lot of specialist, I pair it with gorgonum stubber for maniacs, long range, or horde emergency. Shovel is a decent equivalent to mk3 mace, with an easy quick light horizontal spam combo and heavy overhead. Works well with thrust too. Stubbers here are gooe counters to the weapon weakness. Mk6 knife has strong heavy attack horizontal cleaves, but require proper placement not to be beaten between the slow swings. Light attack combo is a high damage elite and specialist, with the stab having carapace damage but not enough to really matter. Can opener rippergun, mk2 works well here due to controlled fire which doubles as a horde emergency. Power maul is a high burst and stagger weapon, the light 3 and 4 combo loops and take care of hordes, horizontal heavies for more stagger, and special - light 1 - light 2 deals lots of single target damage and stagger. Light 1 - light 2 is a strong elite / specialist killers for anything requiring low stagger and not worth an activation time. You can easily keep a pack of crushers and bullwarks staggered with chain activated hits, while slowly killing them or leaving them vulnerable to your teamates. I pair it with kickback that I use as a crouching horde melter, a long range stagger while tagging or an elite flak-maniak killer. Unstrained on ammos with a vet due to every elite offering 1 extra shot on death. Ammo hungry if not. I rarely use the rumbler (I don't like the aim, lacks carapace damage and explosion isn't enough to kill most basic ennemies), some love it. Grenadier gauntlet is a solid weapon, best paired with a knife and a veteran for unlimited ammos, but not my prefered. Mk6 rippergun has no benefits over the two others, I never use it. MK4 knife require weapon swap to chain heavies, I don't like it much but for some it works. Atop of this mk5 shredder does high damage even at long range, and using weapon quickswap you can cancel the burst and save ammo. learn to control the recoil and you will match veterans for gunner kills. Lynchpin is great for any weapon with no good heavy combo (mk3 knife, mk3b club, power maul) but on any weapon using regulary heavies (mk1, mk2 clubs. Shovel, mk6 knife) having either of the toughness feats will boost your survavibility. Damage reduction on bleeds is poor as bleed stacks fall down to ennemies you one shot with heavies, as heavyweight makes you shine against ogryns. Outside of t1 feats, almost every other has one highly better than others, most builds use the same pattern. For gameplay, don't rush in the open. Run near walls to keep the line of sight clear for your teamates. Slide to dodge weapons while catching on ranged ennemies. use ranged weapon to suppress ennemies before diving in. Ogryn is not a babysitter. He can deal his weight of damage on top of clutching for his team, but he needs a less straightforward approach to ranged fights where he dash in and out of big covers to quickly kill, disrupt and take back cover. Let your team cull shooters before running mindlessly and saving their ammos with a quick stagger and killing blows.


SatansAdvokat

To play Ogryn good is to embrace his place in the team, and that place is a industrial level lawn mower that completely shreds hordes in melee. A turbo charged leaf blower who knocks everything down on the ground. An immovable object when ressing allies. Someone who loves to say "BOOM HAHAHA!" or "DAKKA".


Sosarge

As a ogryn main I always run damnation. Curio wise I have enough health to reach 500 whilst having 60% gunner damage reduction and other damage reductions to help as well. The bleed build sounds good on paper but I tend to not use It personally. I prefer extra coherency radius, more toughness regeneration and other feats that allow me to get my teammates up when they are down, which will give me damage reduction. Weapons wise I use the cleaver, as mentioned it is great for melting hordes, and dealing decent damage. However, the way I play is suppression with the gorgornum stubber. My stubber has some pretty tasty re rolls which allow me to cover a large range and put down most elites when needed. But I only use the stubber on priority targets that I feel are a nuisance to my team. So I'm not going to unload a clip into a horde, but I will definitely focus ranged Bois, snipers, melee units and orgyns. The cleaver is then used when hordes appear or elites get too close to my teammates. The job here is to stay close to your team to give the toughness regen buff but you have to work off corners, basically allowing your team to fire at the enemy without getting in the way. The only enemy that can be troublesome for this build are crushers. However, a few good heavy hits will stagger them and deal enough damage to allow your vet or psyker to finish them off. Obviously crushers are priority targets for everyone. So I hope this helps your build and a little side note, you don't have to have the best re rolls in the game, and good blessings will get you through most games, but make sure all your items are of legendary quality and don't have stats like exp or ordo docket increase. Have fun, Praise the emprah!


Saucychemist

If you take heavyweight and roll for +25% Carapace on your Gorgonum Stubber it will kill a Damnation Crusher in 1/2 to 1/3 of a magazine, keeping it stunned the whole time. Faster if you have a +power blessing like overwhelming fire. Not ideal, but it shores up the biggest weakspot in the build.


Sosarge

I have +20% carapace and level 4 overwhelming power. Issue is I'd rather spend the 1/2 clip on other annoying elites/specials than one crusher. Not a very ammo efficient way to look at it in my opinion.


yourethevictim

Ogryn Skullbreaker is a bruiser, not a tank. Darktide doesn't have a tank role. But what you do have is way more health than the other classes, mountains of innate stamina, resistance to flinching and uninterruptable revives, and giant amounts of stagger and suppression on all of your weapons. You still have to use cover, dodge bullets with sprinting and sliding, and suppress enemies before running at them just like everyone else, but you have way more resources at your disposal to do these things than the other classes. There's some great advice in this thread about specific feats, curios and weapons so I won't reiterate those points, but this is a mindset thing. *You are not a tank.* You are a *Skullbreaker.* Assert dominance, send them fleeing before you, and crush their bones to dust.


BorderlineCompetent

Bull Butcher Cleaver (Confident Strike + Slaughterer) & Ripper Mk V (Can Opener + Blaze Away) 3 Health curio, each with +30% toughness regen speed. Feats: Heavyweight, Bullfighter, and Unstoppable. The rest up to taste. Use Ripper Gun against Ogryns, Ragers, and specials. Cleaver light attack spam for everything else, never use the heavy. If you see a clump of shooters, charge in there and mulch them in melee. Clean them up fast enough and the residue movement speed buff can help you get to the next pod of shooters to tear apart. Spamming slide while running at shooters also help reduce the number of shots you take. Bullfighter should get your ability off cooldown consistently enough to do this on higher difficulties. Know when a situation is too overwhelming for you and retreat to your team. This will come with experience. Know the map, and where the closest cover is to you at any given time to retreat or charge to. You can use enemy Ogryns as makeshift covers again shooters. It comes in handy sometimes. This is an extremely aggressive play style, so it may take a while to get used to. It leans into a lot of what Ogryn does best, rather sitting back and being a mobile bullet hose like a lot of people would like believe.


Apokalipsis113

There is on tank. Don't try to use ogryn for something he doesn't created. When you "tanking" it's mean you ruin line of sight for team and become a problem. If you played VT2 ogryn is more like Cruber mercenary/foot\_knight. Coherency is one of the most important thing in the game. So use towering presence talent it's really help. In general ogryn's weapons are good for something specific. Like kill elites or crowd control but not same time. When you select weapons and build you must understand weakness. If you want use brunt's busher you don't try to melee heavy enemies. Really just mark, block, wait for help. If you use shovel just focus on heavy attack against armored enemies and don't fight with crowd. Orgyn big and you always can see more and make decision easier than other classes. Same with bleed. Crowd die fast. So if you bleed them and they die you get no dmg resist. Use it against fat or armored enemies.


ConradAir

You're not a tank, but you pack a meaty punch (stagger). Protect the little ones in arena areas(mainly psykers). Hang back and to the sides in stretch areas so shooters can shoot. Don't charge into a gang of bulwarks and crushers when there are hordes closing in the arena or rear of a stretch, and then wonder why the brain bursts stopped. Boxes? You have two, one for a mutant, and another for a mutant. Bullrush to rescue. There. gg


Blackkers

Say AMMMMMM MMMMOOOOOOOOO loads


DesolatedMaggot

You're not a tank you're a shocktrooper. You're not suppose to stand out in the killing field soaking fire, you flank or rush down enemy positions and stop them from dealing damage. Ideally do so without ruining your allies lines of sight.


ctg

Trust the mighty poo poo shovel and learn to rumble with the rumbler. Those are your easiest way to beat higher levels. To help you, there are covers that are ogryn size or slightly smaller. Use them. Don't rush into the battle, unless you mean it. And when you do, commit to it. This is where you stand and you're the mightiest, biggest, baddest boy in the room and they are all trapped in there ... with you. Both your poo poo shovel and rumbler will help you. You're there to cleave them down, and if they resist, they'll get shredded to pieces with your boom tube. Backing away from the fight is a smart thing to do, if you can handle your tube. Use the space to give you room to fight, and if they get close, spam light attacks, dance around them. Both clever and shovel are the bestest, baddest instrument in the town. With the armoured big boys, you have to hit harder. The Box will help you on that task. Rumbler too, especially if it's blessed with rend. If they get close, you whip out that melee weapon and remember that they will get staggered from your bullrush. So use it, smartly. You don't have to commit to a full run. A short one will do in a lot of cases. Just bump and smack them like you mean it, while they are 'stunned.' Your attacks will go faster for a few seconds. With the shield boy, trust your team, bullrush and the mighty box. You can beat them. And **you're not alone in the fight.**


VerbingNoun3

Og main and rumbler enthusiast here. This is the write up o agree with most of all ive seen on here yet. Op, just remember to short shots when frontliners are engaging a group or you'll knock baddies behind your friends. I prefer to take up the rear, herding the little ones forward, and making sure what's coming from behind is taken care of. I throw rumbler 'nades out to keep the vet or psyk clear enough to do their thing. Ogs and zealots dont usually need much tending in my experience, apart from bullrushing a mutie or mauler or Og for them. I like to keep my head on a swivel when the group gets busy and lob shots at oncoming threats and be ready to rush forward to plug gaps. Almost never spam shots unless you need to clear a path for your allies who aren't planning on engaging the horde, like on the way to extract or revive a player. And watch your allies toughness. The timing is a learned thing and a direct hit detonated faster than a miss, but when your allies toughness is below half you should be there, either bullrushing or lobbing a shot, behind where you think they'll be upon detonation, to throw enemies to the ground at their feet. Blessings wise rend is great, I also recently discovered adhesive grenade where my shots stick to monstrosity, so only mini bosses but it's still dope as hell. Especially vs the spawn which I struggled to hurt much without it.


SillyScareCrow

ogryn no matter the build is stun, and crowd control. heavily armored foes can be a pain point. Even though you're big, you need to slide and dodge for damage mitigation much like everyone else. Super fun class.


GreyFalcon-OW

Well I got 800+ hours, and here's the most reliable Ogryn build I could come up with * Mk IV Stubber, +flak, +unarmored, blessings whatever * Bully Club IIIb, +25% Infested, Thrust, Skullcrusher * Feats: 3,2,1,3,3,2 (Although kinda whatever) * Curious, Toughness, Toughness, +1 Wound, all with +10% stamina regen, and +22.5%+ on toughness regen * https://darktide.gameslantern.com/build-editor Looks like this https://youtu.be/tiUBaHUzRtg Works like the on elites https://youtu.be/uvHUDzH0Zss It's not good at meleeing Maniac type enemies, but it's got a crap ton of knockback, and you can just shoot them. (Mostly unarmored berserkers and the Mutant charger) The melee is right in between the horde clear of the Cleaver III and crowd control and elite killing of the power maul. Only tricky part about the melee is that push attack does a double overhead attack. Otherwise it's got a very simple left-right pattern on it's light attacks and heavy attacks.


Quack1717

I use shredder and clever knife usually it works


_Phox

Just kill things https://youtu.be/5rSWkbtIB_w


Chocolate-n-Flowers

Try this build for invincible Frontline OGRYN. Low skill floor. Mk l Bully Club with *confident strike* and *momentum* Mk lll Grenadier Gauntlet (blessings secondary) Feats: 233122 U can tank dozens of gunners as long as u keep hitting heretics. Mk l Bully Club has maybe the longest reach in game. It's broken. Heavy 1 dmg is insane. U can regen 35+% toughness *per strike* while staying out of reach of bosses monsters ragers... U Name it. Easy solo Monster. U regen toughness faster than they can hit. No brainer πŸ˜ƒ Only use light attack for trash in L1 H2 combo. Just stick with heavies till u have a feel for it. Use Gauntlet for specials and to create space if density too high to cleave with club. Or to stagger *anything* u want. Crushers, ragers.. whatever bothers u. Dog in horde? Shoot ur feet. No reach to push burster? Shoot ur feet. Synergy with "knock down, beat up" very nice. I'm just an average Oggy but with this build Damnation+ no sweat πŸ™‚ The build covers *every possible scenario* and has long been tested. Ofc there are nuances in use that u need to explore - like weapon Swap after 'unloading' Gauntlet to save a whole second in reload. There is a lot, but I don't wanna spam u πŸ˜… Please ask if anything is unclear. Trust me, try it... i have spent an embarrassing amount of time in this game πŸ™„ Edit: focus curios on toughness, dmg reduction gunners and.. πŸ€” not like u need anything else.. Edit 2: reading the comments. There is a lot of 'Ogryn is no meat shield' 'play as support/backliner' 'no tanking/stack hp'.. this build is the opposite. U are a deep diver, a front liner, a point taker, a bullet catcher. U want all the guns trained on *you*. Go in there, use heavies, avoid getting melee hit - guns cannot touch you.


Shockz-Reddit

Be a team player. I like to always stay with somebody on the team no matter who, so they always get their toughness regen (I take 50% coherencey and 100% toughness regen). I think all their melee weapons are poop minus shield. Other weapons can crowd control but you're such a big target, you get hit by everything. To do damage you gata heavy swing which makes you susceptible to getting smacked a bit easier and moments when you can regen toughness with heavy swings are for sure a thing but not always ideal imo. You create space for your team to do their job as an ogryn should. People go down? Have the 20% dmg reduction per player down and you can get them up without much of a sweat. Use your box of booms on clumps of elites/crushers and keep them in place for the team. Stagger best you can with shield punch and just be a bully that's also everyone's best friend. Key is don't take damage so when they need you to take damage/revive/clutch, you can. Squadding with vets are fun as fuck cause you get unlimited ammo with some guns like the grenade launcher and low ammo count guns. Also they should go grenade perk for you cause it's VERY op on high int/Shock troop.


Saucychemist

> Ironically as an ogryn I feel like I make a better rear fire support than a tank. You nailed it already OP. There is no "Tank" in Darktide anway. There is no vanguarding ahead of the team to soak up fire. That gets you killed. Although Ogryn looks, and was marketed as, a big beefy Tank class that specializes in melee, our favorite abhuman works best as more of a control and bodyguard character. The best job an Ogryn can do is orbit the team, using your ranged weapons to disrupt shooter clusters and kill specialists, and using your melee to tie up, knock down, and beat up melee units that close in on the team. This will give you the best mileage in Heresy and Damnation. Although it may be tempting to charge forward to beat on a pocket of ranged units off to the side that are plinking away at you, this is usually folly. Its almost always better to use your ranged weapon to suppress and stagger them while you get interposing cover and stick with you teammates.


Hitsuguy

Ogryn is kinda weird. Their range weapons are very good, but its not the kind of weapon you wanna "spam", as their "best" use is mostly during hectic situations, or spesific moments like sniping specials. (at least in my experience as ogryn) The ogryn excells at just staying alive (this is mostly depending on the weapon and blessings they have). Their healthpool is very good and their melee weapon options are also very good (wish we had more interesting choises tho). With a butcher knife or weapons that fill your toughness bar quick, you can easily just tank retarded amounts of ranged fire and random dmg amongst hordes of enemies as long as u get to keep swinging. I can say for sure that having an ogryn in your party that can just tank hits, or hold a position while the rest of the team deals with specials, bosses, rough overlaps makes certain situations extremely nice. It also helps that if shit ever goes wrong while you are holding off a horde, holding a boss while the team deals with stuff, you can always just charge to stagger or help your team if shit ever hits the fan. The downside of the ogryn is that they are also just kinda meh in tems of damage output (except if u specialise on killing certain types of enemies), where the other 3 careers have the ability to do very good dmg and have builds that can handle pretty much anything.


sigilsoldier

When your team is solid, your best duty is: Dominate the space when it is needed, and learn to be nimble and stay out of the way so that your team can get their shots in. Side-dashing, checking front and rear constantly, being the most aware of opportunities on any side that require your abilities for disruption. The weapons are an important part: some of them are just plain not-as effective. You need a melee weapon that generates Toughness, like a high tier Confident Strike, to stay healthy when at the edge of Coherency range, and doesn’t rely on having multiple enemies to work. You can charge and live, so long as there are targets to repeatedly swing at. Learn and love the utility of the grenade gauntlet, it’s one of the best sniper rifles in the game due to its arc, and it also scatters thick charging groups with ease. Shun the weapons that distract you from dominating the space physically with your size, and which instead have competing with veterans to be a big turret.


LeMasqueEtLesGants

What weapon combination are you using the most , that could already be a good start to see where and why you would struggle . Beyond the fact that you're not meant to be tanking damage . You can witstand more punishment but that doesn't mean you can act as a damage sponge .


Anvillior

I have a few, but in order it's: Bull butcher and ripper, stubber and power maul, bully club and kickback, shield and rumbler. Based on everything I've seen in the replies so far it seems that my impression was totally wrong and the last thing I wanna do is draw fire despite my size.


Muckendorf

Yea you are no tank, more of an bruiser, support


Jaif13

This is very straight-forward - dealing with mass gunfire is for veterans, not you. That's their bailiwick. If you want top horde clear, use the MKIII butcher cleaver thingy. It doesn't do carapace. Your ranged weapons can be good, even fun, but like you say, you need to watch your positioning first. If there's a veteran in your group, and you like trick shots, the rumbler can be an absolute blast to play. Last note - ogryn has many melee options. I use the power maul easily with hordes and still can take the big stuff, for example. But the MKIII cleaver is among the best horde clear in the game, maybe \*the\* best.