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Flip side is the complete idiocy of Payback Time being gate kept by Attention Seeker. Takes about 10s of looking at the middle tree to see switching Hard Knocks and Attention Seeker would provide additional build fluidity.
FS ruined some spectacular ogryn builds by putting the taunt tree down the middle. I'm convinced FS can't find their own arse with 2 hands as evidenced by the past 3 weeks of patches/releases.
Its range means you'll usually pop it against melee threats, but its unnecessary unless you and your squad is so bad that they can't even cleave against poxwalkers. Attention Seeker can basically grant you similar results if you just, push enemies around a few times.
Worse yet, Indomitable works better for clutch moments and is more useful against melee elites since it provides stagger and mobility on demand, allowing you to not only create breathing room, but also freely pass through dozens of foes to reach your allies or objective.
And LP feels terrible to use against ranged threats because you know that you might as well not bother since it ain't gonna reach them. I noticed that as an Ogryn, I only need aggro generation where my squad underperforms. And when it underperforms ranged units become the main bane of the squad. And as OP stated, shield and Attention Seeker actually WORK during such situations, unlike LP.
Frankly speaking, I don't even know why you would need LP to take the heat off of your team considering the selection of Ogryn melee and guns. Even if you don't want to use a shield, all of them excel at short range destruction and CC. No one can hurt your team if you just cleave through them with a big knife, blast them with a few bursts of your Ripper or explode them via Rumbler or Kickback.
I would use LP if it had like 100m range against gun-wielding units and 12m range against melee units lmao
taunts all enemies within an 8/12m radius, no need to be actively blocking or pushing them
no stamina cost since you wont be pushing or blocking
potentially gives your team +25% dmg vs affected targets
longer duration of 15 seconds
cons:
long 45 second cooldown between uses, taking the perk to reduce it locks you out of the debuff node
shorter potential range compared to attention seeker for gun enemies that would be baited into melee
personally i prefer indomitable + attention seeker with a slab shield(i never bothered to check if attention seeker works vs shooters without a shield)
i could see it justified to buff LP a bit, bring cooldown down to 30 and give the user some general DR during it, maybe bump the cooldown reduction node too
All that being said, charging through a horde also makes some sense, in a more aggressive approach. You won't necessarily hold their aggro this way but they'll be on their ass for any follow up, and most likely bleeding, while also giving you more mobility. So your call.
Which is fine; play how you want.
The problem is -where- this utility is located.
Not to say Indom is a bad perk, far from it. Especially for a goregryn build. Light up that whole side of the tree, it's all good.
In practice, it doesn't quite go as you described at all. Loyal Protector doesn't mention it, but it does massive stagger in its radius that interrupts everything. It also comes with Just Getting Started, which reduces its CD by 2.5% for each stagger, something you'll be doing absolutely constantly both with your attacks and pushes (shields have a massive push radius btw), which also support Attention Seeker. All in all, Attention Seeker is in a great place as a talent, as it offers the utility option for off-tanking as you said, while it also truly shines with Loyal Protector. Indomitable is an excellent ult ofc, but can't match a 12m radius AoE stagger and taunt on demand with a realistic CD of 10-20 seconds or so, depending on the action. The stagger-reliant CD mechanic also has wonderful synergy for your need, since the more and stronger enemies there are, the more stagger you'll be putting out and the faster the ult will become available.
Ultimately with the combination of shield, Loyal Protector and Attention Seeker, you can be constantly grabbing aggro from both ranged (by blocking them, even just sliding in front of your allies being shot at briefly) and melee, while liberally spamming the ult whenever you need to to make sure all directions focus on you no matter how overwhelmed your team is.
There's also tricks to the shield itself: The shield special is far more reactive than the animation suggests, letting you just tap it quickly for that one sniper shot or mauler/crusher/boss strike, and go right back to those heavy attacks. Its first heavy attack in chain does about +125% more damage than the second one, while being ideal for headshots. Brutal Momentum adds 15% dmg on weakspots and killing strikes have infinite cleave, pairing very well with Crunch. So if you just cancel into that instead of spamming full chains, you'll be dishing out godly amounts of damage on everything. Its push+attack is also crazy good with a powerful overhead swing going straight for the head, while the preceding push itself both controls the targets around the thing you want to hit, while proccing all the talents like aggro & extra damage & CD reduction with blessings like Skullcrusher for +20% dmg. Remember also that while the shield only blocks ranged from about a 120 degree angle in front, it blocks melee from all directions. Using that, and with blocking reapplying taunt, you can basically force the enemy to focus on you indefinitely.