Props brother. This operation is on my "never run" list with any class, because I hate gimmicks to start a miniscule DPS window. This requires that either you be able to do the puzzle and all of the DPS solo or rely on other people to do their job which, lets be honest, is a foolish thing to rely on. I take issue with any game that has a primarily melee class (with tiny amounts of ammo) while they have (scripted/unavoidable) monsters be 100% immune to melee.
Doing this on lethal was the worst. I ended up playing sniper with las-fusil bc everyone played bulwark or assault or were terrible with heavy. It is absolutely miserable.
I like perk that buff ground pound damage by 100% but reduce range by 50%. 10% buff against chaos of hammer perk would be good too. With these we can one punch chaos majoris with fully charged ground pound(stay in the air as long as possible) to executable state on luthless difficulty. Against disc shaman the safest way is stay away from them or hide bahind walls and use only heavy pistol or krac grenade. When they fly high we can not hit with hammer or ground pound which is too risky. That being said, i wouldn’t use Assault in chaos missions. Assault is strong against tyranids but for chaos I’d rather go with other classes with good ranged weapons.
For chaos I like to spec my assault with +10% ability recharge team perk instead of gun strike perk, and +20% jet pack recharge instead of +10% on ground pound kill. This gives me more air time, as you don't kill that many minoris with ground pound on chaos and you do not fencing that much to get as much value from gun strike as you would get with tyrranids. Also one tip, quick aftershock, before it charges to level one, which you do couple times on this video, does not do too much damage and it's really tool for minoris mainly. For majoris you should try to setup at least level one aftershock, double slam after pommel smash or ground pound of course.
But block hammer only has +1 damage over the balanced hammer right. Is the difference that big (damage wise) I'm about to try balanced rn after using blocking the whole time
Fencing gives you the best opportunity for gun strike. But it is slower in attack and in charge up speed. Blocking gives you less gun strike opportunity but it swings and charges faster. I think. I haven’t played in a few weeks. If any of my information is out of date please educate me everyone
Props brother. This operation is on my "never run" list with any class, because I hate gimmicks to start a miniscule DPS window. This requires that either you be able to do the puzzle and all of the DPS solo or rely on other people to do their job which, lets be honest, is a foolish thing to rely on. I take issue with any game that has a primarily melee class (with tiny amounts of ammo) while they have (scripted/unavoidable) monsters be 100% immune to melee.
The neverending waves of enemies doesn't help much either, makes the whole thing a grind.
Doing this on lethal was the worst. I ended up playing sniper with las-fusil bc everyone played bulwark or assault or were terrible with heavy. It is absolutely miserable.
I like perk that buff ground pound damage by 100% but reduce range by 50%.
10% buff against chaos of hammer perk would be good too.
With these we can one punch chaos majoris with fully charged ground pound(stay in the air as long as possible) to executable state on luthless difficulty.
Against disc shaman the safest way is stay away from them or hide bahind walls and use only heavy pistol or krac grenade. When they fly high we can not hit with hammer or ground pound which is too risky.
That being said, i wouldn’t use Assault in chaos missions. Assault is strong against tyranids but for chaos I’d rather go with other classes with good ranged weapons.
For chaos I like to spec my assault with +10% ability recharge team perk instead of gun strike perk, and +20% jet pack recharge instead of +10% on ground pound kill. This gives me more air time, as you don't kill that many minoris with ground pound on chaos and you do not fencing that much to get as much value from gun strike as you would get with tyrranids. Also one tip, quick aftershock, before it charges to level one, which you do couple times on this video, does not do too much damage and it's really tool for minoris mainly. For majoris you should try to setup at least level one aftershock, double slam after pommel smash or ground pound of course.
The parry hammer is basically straight up better...
They should just give assault 100% increased melee contested health gain
But block hammer only has +1 damage over the balanced hammer right. Is the difference that big (damage wise) I'm about to try balanced rn after using blocking the whole time
Not the relic
Fencing gives you the best opportunity for gun strike. But it is slower in attack and in charge up speed. Blocking gives you less gun strike opportunity but it swings and charges faster. I think. I haven’t played in a few weeks. If any of my information is out of date please educate me everyone
Now were talking