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Most weapons in the game are decent enough. But, I think the Ogryn Power Maul is one of the worst. I think the idea of the weapon is crowd control.
The issue is the damage is low and the charge up attack is slow. So why bother when you can use MK3 Bully or shield and wreck entire hordes of maulers, zerkers etc?
I solution? Charged attack does the same damage and area of effect as Ogryn Frag Bomb.
The Zealot's club got the rework, made it hit a bit harder and deal decent weakpoint damage... But the Ogryn's seemingly didnae.
Fun fact: The Zealot's club STILL slows their movement when it's powered up, unlike every other weapon in the game, because it was released just AFTER the overhaul patch which removed said slowdown from all other weapons.
Not sure, but it may also still apply to the Ogryn's as well.
...Fatshark has aknowledged this was unintentional and they intend to fix it, so I found it whack that it somehow slipped under the radar when they were doing the overhaul of said club a couple patches ago.
The issues with the Power Maul is the speed of weapon special activation, attack speed, and lack of damage. The Indignatus MK IVe Crusher was Zealot's version focused on CC over dmg with a far faster weapon special application. Then it was reworked into a stagger focused horde control, paired finesse single-target weapon with faster attacks. Use the weapon with a crit focused build and it works fifty times better than a knife with the loss of mobility for unparamounted frontline potential and damage output. This was meant to compete with Thunder Hammer's massive damage burst damage.
Now Power Maul is competing with damage weapon values like MKXIX Shovel for (313.50 on heavy, 178 on light), MK III Cleaver (330 on heavy, 165 on light), Shield (297 heavy, 132 light), MK I Club (330 heavy, 148.50 light), MK III Shovel (313 heavy, 115.50 light). I'm not naming all of the 80% damage values but you're getting the point. The Power Maul sits (180 heavy, 181.50). Also it doesn't have Thrust which mostly all of Ogryn's melees tend to have.
Most people normally run Skullcrusher, paired with Confident Strike, however, Brutal Momentum is taken as well. Infested/Unarmored or replace unarmored with flak.
I'd personally take Skullcrusher with Brutal Momentum with Infested/Flak. As the light attacks can fully penetrate flak armored foes better than the heavies.
Focus down the Skullbreaker line I'd focus upon gathering Soften Them Up, Hard Knocks, and Trample (Loyal Protector with Valuable Distraction can work as well). If you want everything take Loyal Protector with Bombs Away! (Furious, Heavyweight, The Best Defence, Smash em'!, Bombs Away!, Soften Them Up, Toughness dmg reduction, Loyal Protector, Valuable Distraction, Crunch!, Batter, Hard Knocks, Bone Breaker's Aura, Delight in Destruction, Dominate, Implacable, Heavy Hitter, Just Getting Started!, Attention Seeker, Payback Time, Get Stuck In, Bruiser.
I'm too much of a stickler to give up on Crunch! I wish it was treated like Thrust. If you're someone who needs Bull Rush (like me I'm addicted) give upon Crunch!. :C
Edit: Had to carry Damnation Auric+ with this build it works, teams are dum dums. You work better as a stall Ogryn than simply rushing in. Find the gunners then get stuck in ezpz.
the power attack is decent for hyper dense mixed groups, like melee elites mixed into the horde. but so is charge, grenade punch, rumbler, ripper or stubber spam, frag bomb, cluster bomb, etc. ogryn is already a strong class against mixed groups. and power maul's regular attacks just suck compared to the clubs or cleaver IV. and honestly, shield chain heavies are better against density.
the one thing i like is being able to power attack a bulwark and then can opening it. it isnt that hard to bait the melee and then counter a bulwark without the need to power attack it, but being able to drop the shield on demand is nice. but what you give up in exchange is too much to justify.
likely, this weapon will get a balance pass at some point. it would be interesting if it got a power cycler type blessing for multiple charged attacks; that would make it stand out.
meanwhile it is the only ogryn weapon that did not get any significant changes after the rework
the activated effect can be powerful due to how it applies stacks of debuffs to everything within the explosion radius, especially combined with the ogryn talent which increases explosion radius
unfortunately at max powered attribute the active only adds ~350 damage which when added to the 100-150 damage swing is just barely enough to kill a pox-walker
so it is slow, does mediocre damage, is bad defensively, and derives 99% of the usefulness from the ability to apply AoE blessing debuffs to an unlimited number of targets rather than the weapon itself
for it to be a useful weapon as anything beyond CC it needs either
A. the damage dealt to targets within the inner blast radius needs to be almost twice as much
or
B. the activation time needs to be shorter and easier to chain from regular attacks or pushes
Yes, yes it is. It does nothing that is worth bringing it and it doesn't even seem to do more damage when powered than with a regular heavy swing. The powered swing can't even stagger monstrosities, which means it is in every way worse than the regular clubs who had their special's power increase to stun Monstrosities.
Edit:
This pretty much sums it up. There is just no reason to bring it right now. Other weapons do it's job better.
it's fine, you just have to sneak a few pushes in when you're clearing the trash enemies.
Or just use the Shield and get a third of the TTK and the same level of crowd control
If it wasn't such a prohibitive investment in funny money to upgrade and customize weapons, I might be tempted to try something else. As it is, no.
Thanks for the info!
They're bad.
TTK is worse than any other Ogryn weapon using normal attacks. Special attacks kills your mobility on activation, but what's worse is that it is also inconsistent. To actually knock a bulwalk/crusher to the ground you need them already staggered, but it also occasionally only staggers other elites rather than knocking them down.
If special activation was quicker AND a single hit of a charged special knocked everything to the ground, it would have slightly more of a useful place as an elite/big guy CC weapon.
It still wouldn't be great though