It makes block reduction useless. It makes defense stat useless. It makes stamina curious useless. It makes the primary block almost useless. The sheild special is just the way to block with it and it's even proficient at reacting to monstrosity attacks as the blocking starts while putting it down. It's the block of all blocks it's really good.
Thank you for opening my eyes, I made the mistake of thinking shield builds needed to use all of these things or else I'd be a hindrance to my team. Now I have to go back to the drawing board, probably will build around heavy melee/bleed or something.
bad advice, if your team mates are near you you will slide directing fire to them, which will disturb them from effectively killing the enemies that are locked on you because you are blocking them. The slide is only useful to doge trappers, fire, gas and dogs if you are forced into shieldwall, if there is a sniper while you are forced into a shieldwall you have to hold the shieldwall since dodging sniper shots can be and would be immediately lethal to your team.
Thanks for your feedback! Let's clarify a few things: - Friendly fire is no longer a thing, so you can’t block teammates’ shots. - You’re not meant to stay in front of your teammates. They can also highlight elite/special enemies through you. - Dodging sniper shots with an Ogryn is no more dangerous than with any other class. Plus, a Shield Ogryn can hold block while dodging to make it even safer. It's understandable to have concerns if you're unfamiliar with when to use the movement tech, but your points don't align with the current game mechanics. Thanks for your input!
@@xstreamdray That is not what I'm talking about, so please try to understand what the issue is before you give bad advice. What I am saying comes from extensive experience in playing a shield ogryn. That you don't want to grasp the problem you are creating shows it is you who rather does not understand how the game mechanics work and how a tanking ogryn's must have talents come into play here. For your information, there is a talent that is a must have for all who play a shield ogryn for tanking it's called "Attention Seeker" that effectively makes the enemies that are shooting at you, while you are blocking them with a shield, locked onto you. That is what I am talking about and not friendly fire. I'd have clarified this point if I knew you needed to learn about ogryn talents but you give the false impression of knowing everything about game mechanics so I presumed you know how and why enemies whose attacks are blocked by you stay locked on you. There are a few cases in which the better play is to shieldwall and hold aggro while your team kills the enemies instead. A tanking shield ogryns gameplay must be consistent so that your team can intuitively read your reactions to the enemy and act accordingly in cohesion knowing the protection you provide extends to them in a predictable manner. Good tanking like I described ends up in a team that learns to follow and have an eye on their tank, this ends up even more beneficial in this game because you as the good tank will inspire to keep and hold team cohesion instead. Therefore sliding around with your shieldwall is detrimental to both team integrity and cohesion, since it makes your behaviour unpredictable and may most likely end up directing enemy fire towards your team, putting your team in danger which in turn builds mistrust in your ability to mitigate damage effectively as a tank. This is even more dangerous when one or more snipers are locked on your blocking since snipers can one-shot almost anyone. You're welcome.
Thank you for sharing your perspective. It seems our playstyles differ significantly. While I understand your point, I believe the Shield's high damage output allows for both holding aggro and dealing significant DPS. This benefits the team more than just holding aggro, as each member has their own ways to mitigate damage. In my experience, the Shield can be used so aggressively that the movement tech in this video becomes almost unnecessary and is only an escape option for situations where going deeper into the offense is fatal. Nor will you ever have to hunker down with the Shield and only hold aggro for the team. For instance, you can check out my Shield Ogryn True Duo runs on Auric Damnation/Maelstrom here: th-cam.com/video/3N1JzB27cb8/w-d-xo.html th-cam.com/video/r6e2nBvTY1w/w-d-xo.html You'll see that played properly, you never have to use the Shield Special and can focus on active offense, nor do you need a full team on the hardest difficulty. Perhaps it can change your mind about this being "bad advice" once you've witnessed how effective not holding the Shield Special can be. 😉 Those were vids from previous game updates, but I'll be posting a new True Duo Auric Maelstrom run featuring a Shield Ogryn soon. I hope you'll find it interesting! 😊
@@xstreamdrayYou should have clarified that this is most effective in duo play, because otherwise (as I explained) it is detrimental to a teamplay experience where the shield ogryn is tanking (aka. mitigating damage and expected to hold as much aggro as possible. Holding aggro is an effective way for an ogryn to keep the team safe, shieldwall or not. That is not contradictory to dealing damage as your videos show that well, since less memebers in a team also means holding aggro requires much less effort to manage. The highest difficulty setting in the game are Auric Maelstroms.
It's even better to be aggressive with a full team because you have enough firepower to constantly push forward. In Duos, you are actually forced to kite in many scenarios due to limited firepower. Sacrificing 25% of a team's power for pulling aggro means throwing away that advantage. Furthermore, the game is much harder in True Duo than with a full team. If a strategy is so effective that you can beat the game with just 50% firepower, it stands to reason that it’d be more than good enough when you literally have double that firepower. As aforementioned, you can hold aggro aggressively and still deal high DPS. If your goal was to keep teammates safe - a dead/staggered enemy is infinitely less threatening than ones hitting your shield. In fact, there is no stronger form of CC in the game than *DEATH*. Lastly, the game's highest difficulty, Auric Maelstrom, can be much easier than Auric Damnation. It all depends on the special condition. For example, Mostly Ranged Auric Maelstrom is MUCH easier than Hi-Intensity Auric Damnation to the point that it feels like normal Heresy.
It makes block reduction useless.
It makes defense stat useless.
It makes stamina curious useless.
It makes the primary block almost useless.
The sheild special is just the way to block with it and it's even proficient at reacting to monstrosity attacks as the blocking starts while putting it down.
It's the block of all blocks it's really good.
Thank you for opening my eyes, I made the mistake of thinking shield builds needed to use all of these things or else I'd be a hindrance to my team. Now I have to go back to the drawing board, probably will build around heavy melee/bleed or something.
Useful for crusher overhead to not tank stamina and also to allow for rush ability regen to get out of trouble if pinned in
Extremely good to know, thanking you!
My pleasure!
One of the best Ogryn tips ever
Super useful tech
Nice tip, straight to the point. Hope you make more videos about other weapons.
very helpful guide man, i often get in situation like this, Thank You!
good tip
Bro, another super helpful guide!!?? Thanks!!
gonna try this out later
interesting take, i mean thanks for making me learn. :)
that's a good tip
Ty ty got a like
hmm nice now ima practice slide dodging forward
i had no idea about this, thanks.
btw, what song were you playing during the tutorial?
Hope it helps!
Song was Kubbi - Ember
bad advice, if your team mates are near you you will slide directing fire to them, which will disturb them from effectively killing the enemies that are locked on you because you are blocking them. The slide is only useful to doge trappers, fire, gas and dogs if you are forced into shieldwall, if there is a sniper while you are forced into a shieldwall you have to hold the shieldwall since dodging sniper shots can be and would be immediately lethal to your team.
Thanks for your feedback! Let's clarify a few things:
- Friendly fire is no longer a thing, so you can’t block teammates’ shots.
- You’re not meant to stay in front of your teammates. They can also highlight elite/special enemies through you.
- Dodging sniper shots with an Ogryn is no more dangerous than with any other class. Plus, a Shield Ogryn can hold block while dodging to make it even safer.
It's understandable to have concerns if you're unfamiliar with when to use the movement tech, but your points don't align with the current game mechanics. Thanks for your input!
@@xstreamdray That is not what I'm talking about, so please try to understand what the issue is before you give bad advice. What I am saying comes from extensive experience in playing a shield ogryn. That you don't want to grasp the problem you are creating shows it is you who rather does not understand how the game mechanics work and how a tanking ogryn's must have talents come into play here.
For your information, there is a talent that is a must have for all who play a shield ogryn for tanking it's called "Attention Seeker" that effectively makes the enemies that are shooting at you, while you are blocking them with a shield, locked onto you. That is what I am talking about and not friendly fire. I'd have clarified this point if I knew you needed to learn about ogryn talents but you give the false impression of knowing everything about game mechanics so I presumed you know how and why enemies whose attacks are blocked by you stay locked on you.
There are a few cases in which the better play is to shieldwall and hold aggro while your team kills the enemies instead. A tanking shield ogryns gameplay must be consistent so that your team can intuitively read your reactions to the enemy and act accordingly in cohesion knowing the protection you provide extends to them in a predictable manner.
Good tanking like I described ends up in a team that learns to follow and have an eye on their tank, this ends up even more beneficial in this game because you as the good tank will inspire to keep and hold team cohesion instead.
Therefore sliding around with your shieldwall is detrimental to both team integrity and cohesion, since it makes your behaviour unpredictable and may most likely end up directing enemy fire towards your team, putting your team in danger which in turn builds mistrust in your ability to mitigate damage effectively as a tank. This is even more dangerous when one or more snipers are locked on your blocking since snipers can one-shot almost anyone.
You're welcome.
Thank you for sharing your perspective.
It seems our playstyles differ significantly. While I understand your point, I believe the Shield's high damage output allows for both holding aggro and dealing significant DPS. This benefits the team more than just holding aggro, as each member has their own ways to mitigate damage.
In my experience, the Shield can be used so aggressively that the movement tech in this video becomes almost unnecessary and is only an escape option for situations where going deeper into the offense is fatal. Nor will you ever have to hunker down with the Shield and only hold aggro for the team. For instance, you can check out my Shield Ogryn True Duo runs on Auric Damnation/Maelstrom here:
th-cam.com/video/3N1JzB27cb8/w-d-xo.html
th-cam.com/video/r6e2nBvTY1w/w-d-xo.html
You'll see that played properly, you never have to use the Shield Special and can focus on active offense, nor do you need a full team on the hardest difficulty. Perhaps it can change your mind about this being "bad advice" once you've witnessed how effective not holding the Shield Special can be. 😉
Those were vids from previous game updates, but I'll be posting a new True Duo Auric Maelstrom run featuring a Shield Ogryn soon. I hope you'll find it interesting! 😊
@@xstreamdrayYou should have clarified that this is most effective in duo play, because otherwise (as I explained) it is detrimental to a teamplay experience where the shield ogryn is tanking (aka. mitigating damage and expected to hold as much aggro as possible. Holding aggro is an effective way for an ogryn to keep the team safe, shieldwall or not. That is not contradictory to dealing damage as your videos show that well, since less memebers in a team also means holding aggro requires much less effort to manage.
The highest difficulty setting in the game are Auric Maelstroms.
It's even better to be aggressive with a full team because you have enough firepower to constantly push forward. In Duos, you are actually forced to kite in many scenarios due to limited firepower. Sacrificing 25% of a team's power for pulling aggro means throwing away that advantage.
Furthermore, the game is much harder in True Duo than with a full team. If a strategy is so effective that you can beat the game with just 50% firepower, it stands to reason that it’d be more than good enough when you literally have double that firepower. As aforementioned, you can hold aggro aggressively and still deal high DPS. If your goal was to keep teammates safe - a dead/staggered enemy is infinitely less threatening than ones hitting your shield. In fact, there is no stronger form of CC in the game than *DEATH*.
Lastly, the game's highest difficulty, Auric Maelstrom, can be much easier than Auric Damnation. It all depends on the special condition. For example, Mostly Ranged Auric Maelstrom is MUCH easier than Hi-Intensity Auric Damnation to the point that it feels like normal Heresy.
What's that dodge meter mod? I've been looking for it
www.nexusmods.com/warhammer40kdarktide/mods/280?tab=files
What's this yellow dodge count? Looks like a mandatory ui option
It's this mod:
www.nexusmods.com/warhammer40kdarktide/mods/280
Oh this will help me be more aggressive with my shield. This plus attention seeker means shooters will be less of a problem.
No shyt....