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Get a fencing thunderhammer. More reliable than the chainsword or fist for clearing minoris with light attacks. (When facing tyranids you'll be slaughtering majoris so effectively that all the minoris around them will die anyway)
Get +100% ground and pound dmg perk (but smaller impact zone) + gunstrikes do 50% dmg perk + gunstrikes give 1 armor perk and ofc the 20% reduction time for jump pack perk.
Attack majoris with a ground and pound into aftershock combo (the heavy attack with no light attacks before it). Get the aftershock takes 30% less charge time weapon perk. Sounds weird but i'd say DONT get the aftershock gets a second spin perk. Too often the target will interrupt you before the full combo lands but you don't have that problem with just the one spin.
Become an immortal parry king.
Facing chaos is much more severe as almost everything ranged and gives you far fewer opportunities to parry.
Good luck.
Just stick to bulwark if you want to melee.
Until dev actually make jetpack not taking like half a minute to charge, all other draw back this class have is just too much of a trade for this crippled jetpack.
Best is, someone else cares about the minories (with the melta gun) and you are good to go. Enjoy the flight.
The avenging angel. Death or Glory my brother.
I guess you can also go with that route.
But personally I value the mobility and damage potential of the campaign and PVP jetpack way more.
It make losing in the primary weapon slot for the jetpack worth it.