Space Marine 2 - Operations Mode Builds
Introduction
Success in Operations is more dependent on one's skills at the game than the build selected before starting the Operation but well-made builds in a team can provide the cushion needed to so that a series of skill issues don't lead to a failure. That leads to this guide, which suggests a multitude of builds for both classes and weapons to ensure that the boosts that the player takes advantage of will work together.
Tactical
The Tactical class, both in game and in story, is the balanced class. It can fight effectively at melee, close, mid and even long range and against enemies reliant on quantity and enemies that are reliant on quality. In addition, the Auspex Scan ability is a powerful support ability for a Tactical's whole squad, and a well-timed one can turn a dangerous situation into a cake-walk.
The balanced choice, just like the Tactical class itself. This choice of perks avoids leaning the Tactical's effectiveness in any particular direction. Ignoring the chosen weapons, this leaves the player effective at all ranges and against all types of enemies. This build means there's no reason to hoard your grenades, use one or two of them with every Auspex scan and even outside of Auspex scans. A thing to note is that the Concentrated Fire can be risky against more mobile enemies. Their teleportation, charges and flight can take them out of the Auspex range.
Save your Auspex Scans for Extremis and Terminus enemies. Use conventional methods to take out the Majoris and Minoris enemies. This build's usefulness increases on higher difficulties where more Extremis enemies are sent against you.
This build focuses on fighting at close range. Take a close ranged weapon as your primary (Auto Bolt Rife, Bolt Carbine, Melta Rifle, Pyreblaster or Combi-Melta) and use it to thin out Minoris swarms and soften up the stronger enemies before melee combat. Minoris enemies are weak enough that you can take them out easily with melee attacks even without getting the Close Targeting bonus so only use the Auspex on the stronger enemies and don't bother saving it for later fights.
Acuity is by far the best prestige perk available to the Tactical and it's one of the first ones available as well. While it might not work with some weapons (it's questionable if it works with Melta, Pyreblaster and charged Plasma shots), it can still greatly increase the damage inflicted with the weapons that can take advantage of it. Fortitude and Resilience increase health and medicae recovery, which is always nice. The last two to choose between are Skilled Supplier and Exigency Charge. The Emperor's Vengeance perk means that weapons with bad ammo economy can have that issue negated while weapons with good ammo economy don't benefit nearly as much from Skilled Supplier, causing Exigency Charge to win out in my mind.
Column 1, 2 and 3
Every other column has combinations that you want to pick, but the Primary Weapon you take will decide what perk in Column 1, Column 3 and to a lesser extent, column 2 are most effective.Weapon
Column 1
Column 2
Column 3
Auto Bolt Rifle
Kraken Penetrator Rounds
Build Dependant
Emperor's Vengeance
Bolt Rifle (no Grenade Launcher), and Bolt Carbine
Kraken Penetrator Rounds
Build Dependant
Steady Aim
Bolt Rifle (with Grenade Launcher), Combi-Melta, Deathwatch, and Stalker Bolt Rifle
Balanced Distribution
Build Dependant
Emperor's Vengeance
Heavy Bolt Rifle and Marksman Bolt Carbine
Balanced Distribution
Build Dependant
Steady Aim
Plasma Incinerator
Plasma Boost
Versatility
Emperor's Vengeance
Melta Rifle and Pyreblaster
Balanced Distribution
Versatility
Emperor's Judgement
The Embodiment
HVT Killer
Close and Personal
Prestige
Assault
The Assault is a fast glass hammer type of class. The Assault has no primary weapon so an Assault is weaker at ranged combat than other classes, their pistol is instead primarily for performing Gun Strikes, though it can be used to stop a reinforcement call if you're unable to get close. The Jet Pack is a powerful tool, an effective way to move from place-to-place quickly, as well as allowing the player to open melee combat with a powerful alpha strike.
The Jump Pack can also be used to dodge. This function is almost always overshadowed by the ground pound but by maximising Gun Strike damage and making it that Jump Pack Dodges grant a variety of bonuses, the Jump Pack Dodge becomes the preferred use. Note that the Wings of Flame perk is misleading, you have to strike the opponent with the dodge to make it a perfect dodge (dodge into the enemy). It can take some getting used to, but this will allow the Assault to rack up a lot of single-target damage on enemies. The preferred Secondary weapons for this build are either the Heavy Bolt Pistol (maximises single-target damage) or the Plasma Pistol (hurts enemies around the main target). For your melee weapon, take a Fencing weapon (or Balanced if you're really confident in your parrying) so that you can use your powerful Gun Strikes with parrying.
Be as close to Mario as a Space Marine can be. During a fight, use your Jump Pack whenever it's available. A ground pound counts as a charged attack so the Overcharge and Perseverance perks will be in effect when charging one up. This will mean that not even a Venom Cannon can knock you out of the air, giving you time to fully charge your ground pound. Aim for the spot where you'll hit as many enemies as possible, especially if those are Minoris enemies, which will get you back both ability charge in order to make more jumps and grenades to throw for even more carnage. The damage inflicted by a Ground Pound is affected by the damage per hit of the Assault's melee weapon so pick the variant that has the highest damage. The Weapon doesn't matter as much, because modifiers were implemented so that the different melee weapons would inflict around the same damage with Ground Pounds.
The simplest of the three builds where behaviour is the most standard. The Jump Pack is used to open fights and the rest is just shooting and melee. The Ample Ammunition perk makes it more difficult to lose Momentum, the bonuses to melee damage make it easier to effectively melee your way through foes without any equipment or ability tricks, Pride in Duty means that once you make the last finisher in a melee, your Ground Pound to join the next melee will be even stronger and in the event that your momentum is broken, the Defense Mechanism perk will make it easier to partially or fully recover.
The best perk among these is Adrenaline Boost, especially after it was buffed to also work when Blocking. Always take that perk. Second best is the Hammer of Wrath perk, which was formerly a class perk and it shows. The other two perks are around the same quality and can be taken based on personal preference. If you use a Block Weapon then Practised Aim should be last since you won't be making nearly as many Gun Strikes but improving the Assault's main deficiency is a nice boost.
Gun-Kata
Mario
Momentum
Prestige
Vanguard
The Vanguard is similar to the Assault class (a fast glass hammer) and in-fluff, the newest type of Space Marine. The Grapnel Launcher functions quite similarly to the Assault Jump Pack but a lot more limited. It can't be used to dodge (though that usually doesn't matter) and doesn't feel as powerful as a ground pound but unlike the Assault, the Vanguard gets a primary weapon, allowing their shooting to be more versatile and effective. I like to think of the Vanguard being similar to the Tactical class, effective against all types of ranges and foes, and exchanging resilience for agility and damage potential.
This build is meant for maximising the effectiveness of using the Grapnel Launcher for finishing moves. When you have two available, you can use it for any purpose you wish, but always keep one use in reserve. That means that, when you knock an enemy into a finisher state, you can use the Grapnel Launcher to activate a finisher on them, which will damage enemies nearby, give you a defence buff against ranged damage to keep you fighting and replenish the Grapnel Launcher for finishing the next opponent. For this build, it's preferred that your Primary weapon be something that can kill at a good range (not the regular Bolt Carbine or Melta Rifle). As for your melee, this build's Core Perks will buff your parry, block and dodge to fight your opponent defensively. Note: If you use the lock-on function on a Majoris or higher enemy, the marker that will appear on that enemy has three prongs that will vanish one by one for each third of health that enemy has lost. Use this to know when an enemy is below a third of their health and thus, can be finished off with the Grapnel Launcher.
This build intends to maximise the innate power of the Grapnel Launcher. By buffing the damage that your diving kick does as much as possible, you'll be able to use it as an alpha strike or mid-battle attack to take out a large number of foes quickly, which will also give you another grenade/bomb to use. Use a decent ranged weapon to take out a Majoris level or higher enemy that's far away from you to buff your next Diving Kick Attack and then use it on the next dangerous foe. When you don't have the Grapnel Launcher available to get in close, Moving Target and Inner Fire will help you fill the ability charge. Because this build will mean that your Grapnel Launcher will be on cool-down most of the time, Grim Determination will mean that you'll cut through enemies quicker, especially after you've closed in using the last Grapnel Launcher charge you have.
The Hunter is meant to single out a specific enemy to take out. Identify a primary target, something with strong ranged damage or a Tyranid Warrior with a lot of Terma/Hormagaunts nearby it and then use your Grapnel Launcher to get in its face. Tunnel Vision is expected to happen with the mindset that this build encourages so Close-Combat Focus helps against the ranged attacks enemies will make to try to stop your hunt, while Honed Reactions makes it more difficult for your target to fight you off. Combat Readiness make it easier for you to move on to your next mark once you finish off your current one. Collateral Damage and Tip of the Spear will allow you to hurt your mark and their guards along the way and if your allies are free, makes it easier for them to gang up on your mark.
Battlefield Awareness is among the strongest of the first Prestige Perks. When enemies get close (and they will get close), being able to hit them harder will allow you to do more to burst them down. As for your next perks, Fortitude is a good first choice, as it's impossible to have too much health while Launch Restoration and Restoration allow you to avert the fact that the Vanguard is one of the more fragile classes.
FINISH HIM
Just Causeplayer
Hunter
Prestige Perks
Bulwark
The Bulwark is the Mighty Glacier of the classes. It lacks a Primary Weapon so its ranged abilities aren't as strong as classes that have one and they lack the mobility tools of the Assault and Vanguard. However, for simple melee combat, the Bulwark is beyond that of any other classes. Thanks to their huge shield, the Bulwark can withstand more attacks than any other class. Don't forget that the shield can be used to bash enemies, both with quick attacks and charged attacks. The Bulwark's perks can be split into two sets that generally do not have direct synergy with each other. The Bulwark's special ability is placing a Chapter Banner, which creates an aura that restores the armor of any ally nearby it. At its base, it's a good emergency ability to make a group nearly impossible to shift while it lasts, but other upgrades can move it into being a long-term healing ability.
Electric Funeral makes your parrying and blocking into a powerful tool for both defence and offence. The main perk that this revolves around is Defensive Advantage, which creates a shock area that doesn't damage you whenever you make a Perfect Parry or Perfect Block. The rest of the perks are meant to compound this damage even further, as well as giving a auto-activating contingency in case of a mistake leaving you without armor. For the melee weapon, take the Fencing version unless you're extremely confident in your ability to Perfect Parry or Perfect Block. This build works very well with the Heroic Thunder Hammer, which leaves shock areas when making charged attacks.
By stacking damage reduction perks, the Bulwark can become a near immovable Stone Wall that can rush towards a horde of foes, drawing their aggro so that your teammates have breathing space to kill them. A very simple idea unlike other builds, but with good coordination and a team that sticks together, a good tank will pay for themselves.
If you and your squad intend to lock yourself down into a position, the Hold Fast build is the one to pick. By making the banner last as long as possible and compounding it with other buffs that are better the longer they last, a squad under the effect of your banner becomes a nightmare for the enemy to shift.
The famous Savior build turns the Chapter Banner into a potent healing tool that can bring a team up to full health with the proper setup. By putting one or more enemies in the execute state, and then placing the banner near your fellow Astartes, you can get an Astartes that is down to a sliver of health back up to full. If an ally has a mortal wound and has picked up a stim, the Chapter Banner and stim together will clear that Mortal Wound. Finally, if a downed Astartes is surrounded by enemies who won't let him be revived, just plant the banner next to the Astartes to get him back on his feet, perhaps put an enemy in the execute state first so that he can recover all his health as well.
The famous Spartans didn't make their shields just for defense, but designed them to be deadly offensive weapons in their own right and this build seeks to emulate them. Taking all the perks that buff the shield and the shield bash will be able to scatter enemies, opening them up for a Gun Strike as well as giving a 45% melee buff for finishing off the rest. Since this build gives the Bulwark knockback immunity when they have armor and when they've recently done a Shield Bash, a Bulwark using this build also becomes very difficult for enemies to stop.
Taking the Thunder Hammer will take away the Bulwark's shield but to compensate, most of the Bulwark's shield buffs will apply to Thunder Hammer Pommel Smashes. This gives a mighty alpha-strike for the start of combat, allowing an Astartes to heavily damage single enemies and clear mobs in a single, non-charged attack.
Despite being a primarily melee class, the Bulwark has a stronger need for ammo than the other classes that set up a melee build. Since he has difficulty clearing ground quickly, a Bulwark without ammo is unlikely to be able to stop a reinforcement call, or hit flying enemies with his melee which makes Auxiliary Reload the very first perk that should be picked. As for the next ones, Powerful Shot, Standard Bearer and Masterful Defence are great choices for the next picks. Powerful Shot enhances the Bulwark's main deficiency, Standard Bearer ensures that emergency Chapter Banner uses won't be interupted, and Masterful Defence is an incredibly powerful perk that can be used to help get Chapter Banner off cooldown, which it really needs because it has a long cooldown.
However, if you really like to use Thunder Hammer equipped Bulwarks, then skip Masterful Defence in favor of Overcharge.
Electric Funeral
The Tank
Hold Fast
Savior
Shields Aren't Weapons?
It's Hammer Time
Prestige
Sniper
The Sniper is a somewhat stealthy class, thanks to its cameoline cloak, it can be used to take out something nasty among the opponents, or rescue an Astartes that has been downed. The name is non-indicative, the Sniper class doesn't have to snipe enemies and due to the nature of the game, it doesn't operate in a very stealthy manner. This being said, whatever way the class is built, the Sniper is very good at singling out a single target and bursting it down. The third column of perks isn't particular to any build, and will be chosen to match the primary weapon and I shouldn't need to tell anyone which one. The Sniper's class ability is a Camo Cloak that makes you invisible to enemies and causes your next attack to gain a huge damage boost. The Camo Cloak works by having ability charge fill over time and when active, will drain this ability charge until it goes empty or the player does something to deactivate it. The best way to use it is to try to end it with an attack ASAP or flickering it on and off, ensuring that it can be used again.
This setup matches the name of the class the most. This build combines a Bolt Sniper Rifle or Las-Fusil with big boosts to ranged damage and extra Camo Cloak recharge when getting a kill with a headshot, allowing the Sniper to deal a lot of damage to strong enemies with a single shot. Emergency Override and Lingering Concealment are some minor extra bonuses.
With the Assassin build, the Combat Knife is the main weapon. By using the Camo Cloak, you can quickly get close to an important enemy such as an Extremis enemy or perhaps just an important Majoris Enemy and charge up a Shadow Stab to take out most or all of their health. If that enemy has anything near them, the Ambush perk will stun them so you can inflict some additional hits against them. If you get a Perfect Dodge, then you'll have a brief window to get another free Cloaked Shadow Stab thanks to the Evasion perk. Pick the highest damage Combat Knife variant available to take advantage of the damage multipliers. The Bolt Carbine can be used in short controlled bursts to take out enemies that you can't reach, recover contested health, take out traitor guardsmen or soften up enemies if you can't start a fight with a Cloaked Shadow Stab.
The Designated Marksman is a real life military role who is meant to operate as a part of a fireteam to provide long-range support fire to a squad. Unlike the other two builds, which play as lone operatives, a Designated Marksman will support the rest of the squad. Instead of using the Camo Cloak to inflict a heavy hit against a target, flicker it on and off when you're under a status effect or have contested health to recover. Only turn the Camo Cloak on for prolonged period if a squad member goes down, then you can go rescue them without any danger. For the primary weapon, pick the Stalker Bolt Rifle, Instigator Bolt Carbine or Marksman Bolt Carbine, which will combine extremely well with Pattern of Excellence to give you a lot of grenades to throw. Since the Designated Marksman is intended to be a distance away from the opponents, prioritize getting ahold of some Krak or Shock grenades to throw into the fray.
Versatile Precision makes primary weapon ammo almost irrelevant and this is especially helpful with the Bolt Sniper Rifle, Las-Fusil and Stalker Bolt Rifle which have issues with ammo economy. Just draw your secondary against a few minoris enemies whenever you're getting worried about your primary ammo. Emperor's Grace is an excellent second choice, because if you're activating the Camo Cloak in an emergency, invincibility will ensure that emergency activation works as intended. Conviction and Exacting Focus are decent extra choices among the remaining perks.
Sniper
Assassin
Designated Marksman
Prestige
Heavy
Before the Primaris Marines, the Heavy was called the Devastator, a catch-all term for the heavy support infantry of the Space Marines regardless of what weapon they are equipped with. After the Primaris were introduced, the Devastator was split up into a unit type for every heavy weapon it could have. The Heavy class has a more powerful primary weapon than any of the other classes, and thus excels at blasting enemies apart with ranged firepower. However, this heavier armanent comes at the cost of not having a melee weapon, making the Heavy more vulnerable in melee than any other. The unique ability of the Heavy is the Heavy Stance, where the Heavy aims with their weapon, increasing fire rate as well as reducing recoil and spread but increasing stagger vulnerabilty and taking away the ability to dodge. The special ability of the Heavy is the Iron Halo, which creates a damage absorbing shield shaped like an eighth of a sphere that points in the direction the Heavy faces at its base. Some builds can also use it as an offensive weapon and offensive buff. Unlike the other classes, the perk build of the Heavy is tied to what primary weapon the player has taken.
The Heavy Bolter is an excellent all-around DPS weapon for dealing with anything from hordes to heavier opponents. Because the Heavy Bolter is good at rapidly killing large numbers of minoris enemies quickly, this build takes every perk that procs when getting a kill streak. Other perks are meant to improve DPS even further and Strategic Stand means the player can choose to endure weaker attacks to continue inflicting damage and recovering health lost.
The Heavy Plasma Incinerator is the heavy cannon of the available heavy weapons. The main use of it is firing charged shots, only use the common shots against small numbers of minoris enemies. The Heavy Plasma Incinerator heats up quickly, which can be used to your advantage thanks to Thermal Boost, by pacing your shots, you can ensure the buff is active without overheating the gun. The Heavy Plasma Incinerator has issues with ammo economy, so Auxiliary Ammunition will help you get some ammo back. Finally, the Heavy Plasma Incinerator is risky to use against enemies who have gotten too close, that's where Versatility comes in, where if an enemy gets close, swap to your secondary and gun them down. The Inferno Pistol is a good secondary choice.
The Relic Heavy Plasma Incinerator turns the Heavy Plasma Incincerator from a cannon to an automatic grenade launcher, sacrificing damage per shot to being able to take our clumped up foes quickly. Due to this change, use the Heavy Plasma Incinerator more like how you'd use the Heavy Bolter. However, common shots still deal AOE damage that can hit yourself so remember to swap out when enemies get too close. The Inferno Pistol is a good secondary choice.
The Multi-Melta functions like an enormous shotgun so get in close to make full use of it. Fortitude will make getting close a little less dangerous and Versatility means that if there's an enemy you can't easily reach or a reinforcement call you need to stop, you can swap to your secondary (do not make it an Inferno Pistol) to shoot that enemy. The Gear and Signature perks are meant to scale with each other, unless the fight ends, let the Iron Halo drain out and generally don't hold onto a full charge. Note that that wording of Emperor's Protection and Wrath of the Imperium says "expends all its energy", which means when the Iron Halo shuts off on its own, not when shut off manually or collapses due to enemy fire.
The Pyrecannon is similar to the Multi-Melta in that it's a close range weapon, however, instead of being a burst damage weapon, it's instead a DPS aerial denial weapon. Unlike most other weapons, you don't need to enter Heavy Stance to use it effectively, as the build given won't have much benefit for doing so, other than accuracy which the Pyrecannon doesn't need. You can also save some ammo by firing it in puffs so that DoT effects can take out enemy health. Read the information on Versatility and the Iron Halo from the Multi-Melta section above for additional information.
The Heavy Bolt Rifle is the odd duck among the Heavies weapons. It doesn't overheat, and it works on magazine based ammo storage. However, compared to the other weapons, the Heavy Bolt Rifle has a range advantage that allows it to take out distant opponents more efficiently than any of the other options. If using the Heavy Bolt Rifle I suggest taking the ranged option that comes with a scope in order to play towards the Heavy Bolt Rifle's main strength compared to the other primaries.
Auxiliary Reload is an excellent perk because the Heavy is a class that really needs ammo, and will help you keep that ammo up. It says it'll restore a magazine, but for weapons that don't work on magazine supply, it instead restores 20% of your full ammo. Duellist and Indomitable Spirit will help you survive if enemies get too close and Conviction will help you survive when your armor goes down.
Heavy Bolter
Heavy Plasma Incinerator
Relic Heavy Plasma Incinerator
Multi-Melta
Pyrecannon
Heavy Bolt Rifle
Prestige
Techmarine
The Techmarine has a lot of unique traits that other classes don't have. First is the Servo-Gun, which performs the Techmarine's gun strikes. The Gun-Strikes are based on the power of the Servo-Gun instead of the player's pistol. While this does mean weaker Gun-Strikes, it also means there is no animation to be interrupted. This synergizes very well with charged attacks, because it enables the Techmarine to interupt enemy attempts to interupt a charged attack. The second unique trait is the Tarantula Sentry Turrets, where the presence of a Techmarine in a team will place several Tarantula Sentries on the map that the Techmarine can activate, causing it to shoot enemies until it runs out of ammo or is destroyed. If it runs out of ammo, it can be reactivated. The Techmarines ability is to activate their Servo-Gun to gun down enemies. Very simple, but it can be made to do a bit more than that. When the Servo-Gun is active, the Techmarine will Gun-Strike like the rest of the classes, which will make the Gun-Strikes cause a bit more damage but come with an animation that can be interupted.
The Demolitions Expert is based around the use of Grenades. By taking every perk that buffs them (technically buffs equipment) and making the Servo-Gun replenish them, the player can throw a grenade and then activate it after it explodes to get that grenade back, as well as throwing multiple grenades in a more dangerous moment such as a massive enemy wave.
Percussive Maintenance is a melee focused build, proving that just because the Techmarine is the studious type, they are still an Astartes and can throw down with the rest. Every melee buff in the perk tree is taken, as well as Battlefield Repairs so that performing finishers is even more helpful. The last aspect of this build is how the Servo-gun is used. Inexorable Salvo means that the Techmarine can easily stay on his feet when Servo-gun is active and thanks to Plasma Enhancement, Augmented Ammunition Feed and Lethal Perimeter, that Servo-Gun will last a long time.
You'll be both a turret, and activating amplified turrets. This build has every Tarantula buff available and with both Servo-Gun and your own shooting, you can put the hurt on single-targets, bursting them down with a hail of gunfire. This is especially good when the enemy is at least 20 meters away.
Chained Headshot is a good pick, allowing a damage buff to build with a little precision. Indomitable is an excellent perk to choose, Sentry Guns are powerful even without any perk buffs but it can be dangerous to activate one mid-combat, which is completely negated by this perk. After that, Furious Gun Strike and Defensive Stance are good third and fourth picks. Furious Gun Strike is a good offensive pick because regardless of your build, enemies will get close for melee, meaning you'll be parrying and blocking. Defensive Stance is helpful, because being swarmed is inevitable.
Demolitions Expert
Percussive Maintenance
Turret Master
Prestige
A Note on Team Perks
The observant will notice that these builds take no concern for the other players when it comes to the chosen Team Perk. Instead, the selfish choice is chosen that helps the player's build. When matchmaking, this isn't too much of a problem because there's no knowledge on what build is in use by whoever the game makes your teammate. However, when friends play together who know each others builds, then instead of taking the perk suggested by the build, it might be worth picking a team perk that synergies better with the whole team.
Bolt Rifles
Auto Bolt Rifle
Bolt Rifle
Bolt Rifle with Grenade Launcher
Bolt Sniper Rifle
Heavy Bolt Rifle
Deathwatch Heavy Bolt Rifle
Stalker Bolt Rifle
Bolt Carbines
Bolt Carbine (without Kraken Penetrator Rounds)
Bolt Carbine (with Kraken Penetrator Rounds)
Marksman Bolt Carbine
Instigator Bolt Carbine
Occulus Bolt Carbine
Heavy Weapons
Heavy Bolter
Heavy Plasma Incinerator
Relic Battle-Worn Heavy Plasma Incinerator
Multi-Melta
Pyrecannon
Miscellaneous Primary Weapons
Las-Fusil
Melta Rifle
Plasma Incinerator
Pyreblaster
Secondary Weapons
Bolt Carbine
Bolt Pistol
Heavy Bolt Pistol
Inferno Pistol
Neo-Volkite Pistol
Plasma Pistol
Melee Weapons (In General)
Melee weapons have three Defence types, Block, Balanced and Fencing. Balanced and Fencing weapons will stun enemies around you when making a Perfect Parry and open the enemy that was parried to a gun strike. Fencing weapons have a larger Perfect Parry window while Balanced will stun enemies in a larger radius and have the highest base stats. Block weapons will apply a buff when performing a Perfect Block. One instance of the buff makes the next melee hit give a temporary melee damage boost. Two instances of the buff makes the next melee hit create an explosion, restore an armor bar and also gives a temporary melee damage boost. In terms of weapon variants, Fencing is the more defensive style, while Block is more offensive while Balanced is well, balanced. High-level players tend to prefer Block and Balanced, but that's because they know the inside and out of attack timing. In regards to the Block weapons, a weakness is when getting swarmed by minoris enemies, but combining it with a neutral dodge can help reduce the damage taken. Note that the timing for a Perfect Parry is around half-way through the enemies attack animation, not before the enemy strikes, while the timing for Perfect Dodge is right before the attack strikes.
Melee Weapons (Unpowered)
Chainsword
Combat Knife
Heavy Melee
The Heavies melee attacks are likely to be far weaker than the melee attacks of any other class, even if they are using starter weapons, which is to be expected because it's just the Heavy using their gun as an improvised weapon, with some stomps to go with it. It's because of the Astartes shear physical power that allows this to be of some level of effectiveness. In terms of the attacks themselves, they are only effective against Minoris enemies at best, knocking them about so they can be finished off with a Gun Strike. Against small numbers, regular attacks can be used, while against large numbers of opponents, a stomp can be used to scatter enemies to get some breathing room. Against Majoris or greater enemies, the Heavy will struggle in melee and be reliant on parries and then Gun Strikes to get single target damage. If you can, try to use melee attacks to stun these enemies so that you can get some distance to continue shooting instead of using melee to inflict damage.
Melee Weapons (Powered)
Omnissian Axe
Power Axe
Power Fist
Power Sword
Thunder Hammer
The Thunder Hammer may be slow, but as its size would tell you, few things won't break from being hit from it. This weapon has effective light attacks and heavy attacks. A good player should use them both as the situation calls for, but inevitably, a player will have a leaning towards the light or the heavy.This guide was created by its original author on the Steam Community. Are you the author and want it removed? Request removal.