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For Bulwark you have to go with a fencing power sword and prioritize parries over dodge. With Intimidating Aura you delete minors mobs with every parry, and for Extremis/Terminus just keep parrying. Plasma pistol for interrupting Reinforcements and bosses
I would advise getting the parry down on balanced and once u do the stats for the balanced version is better because of the higher cleaving stat, plus the intimidating aura and shock grenade perks, also the power whirl stance with hyper armor on weapon perk shreds mobs as well, I usually do this when my shock grenade perks are on cooldown, but this is my opinion
@@pancakes9043 I personally prefer fencing as it just feels so much better with that huge perfect parry window, I have tried balance but for my playstyle I prefer to perfect parry 3 or 4 times and watch everything die / execute range. Maybe I just developed a bad habit lol.
The problem with Assault isn't the survivability issues, the lack of a primary weapon, or the janky nature of the power hammer. It's the utterly underwhelming class ability. In campaign the Jump Pack segments are a blast. Launch yourself 50 feet into the air and target an enemy 200 feet away, hit that trigger and rain down hell on them in an extremely satisfying slam. In Ops it feels like the altitude maxes out at around 10 feet with an arc of about 10 degrees limiting what you can target from the air. You are, no joke, better off staying on the ground and using your Jump as a fancy dodge.
I feel like people are forgetting about zealous blow. Sure, it's a very high level perk, but when you have it, you're able to just slam over and over again, making ad management ELITE while softening up all the surrounding majors at the same time. AND you can overheal on slams and on gunstrikes (on majors). It's an infinite grenade during heavy waves. EDIT: I still think assault needs work 100%, I just disagree with the sentiment about the utility of the jump pack slam.
@michaelmagnesia guess what, back in space marine 1, I didn't need a perk to slam over and over again. The jump pack basically had no cool down, the thunder hammer to could kill elites with 3 blows and one if the perks you got gave you lifesteal on every hit. The class still required skill, knowing when to leave and when to get Stuck In, but assualt players were valued because they were great at aggro and really good at taking down nobs. They allowed the Devastators and Tacticals to focus on horde clearing while they dealt with the elites.
People regurgitate this sentiment way to much. Yes it needs to be higher, specifically so some of the larger mobs can't melee you from there but the real problem is the absolutely horendeous synergy between perks with the class along with the abysmal melee damage right now. The devs don't fully understand how to build classes that modern gamers are looking for coming from titles with complexity like Path of Exiles. Hopefully they will learn in a short period of time or the majority of people will stop playing within 45-60 days.
Hard disagree on the Heavy Bolter shade. It's the best weapon for flex Heavy (no lack of ranged damage as with the Melta, no rate of fire issues as with Plasma). Positioning and minoris management is part of the Heavy Bolter gameplay loop, and then when it comes to dealing with Majoris you absolutey drill their heads with the high accuracy bolter. I laugh at ranged Majoris and Extremis enemies because I just Iron Halo and hold down the mouse button on them. For melee you just need to git gud with parries and gun strikes, and if you're getting swarmed just the non-heavy stance Bolter will shred gaunts chomping at your ankles as you slowly walk backwards. Maybe it's not a solo-bolo class, but having a HB Heavy on the team if he knows what he's doing is gold.
Having a multi- melta (best gun in the game btw) is also gold. You spam iron halo and your tactical and sniper friends pernamently have ult up and the three of you combined kill anything that is near you, i dont think ranged enemies are posing that much of a threat (especially considering melee enemies are fodder) that you need to downgrade your best weapon to deal with them
I just made a post about this, but you are 100% correct, heavy bolter is slept on. And you don’t actually have to move out of the way when several majoris enemies get on you because you can just heal through it. I literally had to choose between sacrificing about 10% damage for insane healing. Heavy Balter is really good, it does have flaws in my opinion and needs to do more stagger against enemies and have better piercing, but it is in fact on par with melta but has more versatility and is actually useful against bosses.
Does the heavy bolters DPS hold up well at higher difficulties? Right now I'm struggling with PuGs to complete substantial difficulty so don't know how weapons perform beyond the master crafted ones.
I think Bulwark should be higher, because even if he doesn't kill crowds as fast a class with melta variant, his power sword is arguably the best crowd clearing melee weapon by a good margin. Also, his ability to instantly give full contested health to anyone in his banner means you can take a teammate with a mortal wound at low health, and make him full without mortal wound with a single stim. For example if you and everyone of your teammates had a sliver of health and mortal wounds (ie on the brink of a total wipe), so long as you each had 1 stim you could bring the entire team back to mission-start levels of health instantly by having everyone stand in his banner and taking a stim. No other class can do that. Heck, if you know what you're doing as a bulwark, you could prevent it from ever getting that bad because you'd be watching the health of your teammates, and when a low health teammate is executing a major, you could just drop your banner down on him before the animation ends, and he'll be instantly full health. Because of how good his sword is, Bulwark kills crowds of minis better than any class who is not either using a melta or a noob tube. This means while he won't be top crowd clear in a match, he clears crowds at a very respectable speed without dying and WITHOUT NEEDING AMMO. You say he isn't bringing enough output, but you need to consider that part of his "output" is diverting ammo to other members of the team with better max output -- teammates who would otherwise have had their output lowered by having to be more conservative with ammo. That's also not to mention the additional survivability that he gives the rest of his team, which in turn allows them to be outputting more damage rather than being dead or running away. You say he can't carry the team. And it's true that he cant solo kill a high priority target very quickly so he doesn't carry in that sense. But unlike a dps class, he "carries" the team by preventing a team wipe or by providing a clutch res to the sniper with his banner who then takes out the hard targets.
Oh brother, you don't optimize your perks if you think ammo is a problem, which it is if you play dogshit bolter guns. Saying some melee weapon is the best is like say a big toothpick is better for a sword than nothing. With all the effort bulwark takes to clear you can do that with few melta shots, las fusil shots or bolter grenade launcher shots, and if you say something like "oh yeah thats because it's meta" then there is no discussion cause if you would think bad weapons are justifications just because they are out of meta then that's just yeah..
@@Zztp0p I guess you missed the video by this same RUclipsr about how to solo ruthless with any char where the main thing he told everyone to do is learn the art of fighting in melee, then started giving detailed tips about it. Your disregard of melee and the differences between how various melee weapons function means you aren't skilled enough at melee (i.e not skilled enough at this game) to be calling anyone else's build or gameplay dog shit.
@@MaximumNewbage I can parry with any weapons that is able of perfect parry even on 30 fps because the game has dogshit performance. It's just not worth it buddy it's not that serious, if you are playing good build with good perks you almost never have to be in melee and why should you, it sucks. Risk vs rewards isn't favorable in melee. But I guess people like to call a mechanic amazing if it's an excuse to stand in circle jerk and praise their own skill. And what skill it is brother? You get 20 frames with balanced parry and 30 with perfect, a senile 70 year old man can hit that, buckler parry in dark souls 3 has 10 frames and it's still easy if you put a tiny bit of practice into it. If that is a skill to you congrats
@@Zztp0p Oh here we go, with the excuses of "it's just a game" and "it's not that serious" when someone talks about high skill gameplay. I don't care whether you want to be serious about the game. Play it casually if you want, that's perfectly fine. But if you're gonna do that, don't insert yourself into discussions about high level gameplay and start calling certain builds dogshit while saying the difference between melee weapons do matter, when they clearly do at high levels of play. And high levels of play indisputably involves absolute mastery of melee. Also mastery of melee is not "I can Parry anything because I press button when I see blue". This RUclipsr actually said something to that effect at the start of his video about solo clearing ruthless. A sentiment which I solidly agree with. You saying melee doesn't matter basically disqualifies your takes high level gameplay in this game. The difference between a decent player in this game and a great player is whether they've mastered melee in the way this youtuber talks about in his solo ruthless video. It's that simple.
Every Time you say "Gatling Gun" on explaining the Heavy Bolter my Heart stops... I play Heavy with the Heavy Bolter and im tanking Waves with it on Ruthless. No problem switching the Stance when i have to dodge..
Yeah everyone is crutching the multi melta when really the heavy bolter and plasma incinerator are probably better options imo. Plasma incinerator can literally make like 10 majors executable with 1 charged shot and spamming uncharged shots from the hip wrecks crowds. Heavy bolter go brrrrrr and top dmg easy with create cc and major dps plus also just the amount of ammo you get means the total damage is nuts.... Nothing in the game compares to the total damage of the heavy bolter
@@finleyshanks6433 one slight disagreement I have is that the bolt rifle with a grenade launcher is the best weapon in the game even over melta and heavy bolter. It’s just so strong and versatile and can do everything when your aim is good.
I played heavy first before moving to others, but I definitely love the heavy bolter I do think the multi melta is stronger but I definitely prefer the bolter
I do hope you can still overheal, but they tone down the amount you get heal per damage instance. That would still nerf the problem weapons (melta, grenade launcher) and keep other weapons (bolter weapons, plasma spam shots) relatively untouched.
@@Breakingfasst88 If they're keeping overhealing they might as well get rid of the entire contested health mechanic and replace the skills that use the mechanic.
As a Bulwark, Assault, and Vanguard enjoyer, I am begging for a buff to melee damage. Or at least a change that effectively buffs melee. It just feels like most melee weapons are struggling to keep up with the guns in the same tiers. As a basic risk/reward calculation, it often doesn't feel like getting up in the enemy's face to do damage pays off for how much damage you're likely to take. It's still super fun though, so I'm gonna keep playing my dang melee classes.
Bulwark at least does insane melee damage. Use the speed mode and alternate light attacks with power rakes. Make sure to have all of the perks that increase melee damage and crucially the power rake by 50%. One parry and then one light >.power rake and you can finish the enemy.
@@JoshWWlol not rly , bulwarks aoe is his parry , thing the guy is describing is how to deal with single target and even melta wont drop a major without 5 ish shots (at least for vanguard).
@@JoshWWlol melta just needs to get nerfed. The contested health bug removal will help a bit, but the amount of god awful players playing ruthless difficulty and getting carried by this weapon is absurd.
Honestly I love the way the assault blends melee and close pistol fighting in its kit. That's very consistent with the lore. The assault Marines aren't melee rampaging berserkers. They're highly mobile shock troops that use all their tools to strike at highly vulnerable portions of the enemy. I think the assaults kit captures that perfectly. My problem is simply with the jump pack. It's just not potent or reliable enough. Especially when you compare it to the tac marine. You're essentially trading your primary weapon and auspex scan for the jump pack (and heavy bolt pistol which admittedly isn't nothing) and when compared that way, it clearly doesn't measure up. It simply isn't mobile enough. It's honestly like the devs didn't want ops assault to be able to fight in 3 dimensions and I feel like he should actively excel in that. I don't mind the damage or cool down. But I can't tell you how many times I've tried to jump at a pack of warriors or rubric marines and gotten cucked on the ground pound because the spot they're hiding is like 3 feet higher than where I started my jump. The jump pack feels spectacular on flat ground but the second you add inclines and changes in elevation. It gets fucksy. Let me be clever with verticality and fast lateral movement. It's literally why I'm here. Also the jump pack dodge just feels like an orphaned mechanic. It's not good enough to warrant any jump pack charge, let alone a whole stack. If it were up to me, I'd leave the jump pack dodge simply as a big burst of lateral movement and give it its own like 10 sec cool down so you can't spam it but it doesn't take full jump charge. And I'd probably just tie all the jump pack dodge perks to regular dodges. The risk just ain't worth the reward as it stands. Finally I'd give the assault some built in sustaine unique to it. Maybe 10-15% lifegain on a fatal gun strike/execution on majoris enemies with like a 30 sec cool down. Just a way to give him options so he isn't relegated to praying for a stim if he has a single bad break in close combat. Every other class has options when they are low health. Assault's is just "play like a huge bitch until you find a stim" and that doesn't feel good for anyone. TL;DR I actually love the assault's current identity. I just think the jump pack and perk tree needs some love to fully realize that identity.
Shit dude thank you. Raven Gaurd are the only books I’ve really read with them using the jump pack that was made specifically for that chapter. Idk why people think that assault with jet pack has to mean melee. They are about speed and tactics
I didn't play assault in pve until I had about 50 pvp games under my belt as an assault and it was jarring how bad the pve version feels in comparison. Innate 3 jumps with fast recharging was absolutely worth losing an armor segment for the pvp variation
Completely agree. Assault is not for everyone, but it really speaks to some. When you shift your playstyle to being an unpredictable hit-and-run force, Assault becomes really dynamic and a lot of fun. But as for the valid criticisms of the class, the jump pack definitely needs a buff in Operations. It's so much fun to use in the Campaign and PvP, but it's absolutely nerfed in Ops.
The campaign jump pack was awesome, but I don't think they can do that exact iteration for ops. That thing would be crazy kinds of OP. Same functionality should happen. Not being torn out of the air by a warrior sneezing is a definite must. A lot of the perk tree could actually use an overhaul because those perks are either things that are very basic functionality issues (no knock down on ground slam) or just ranging from not good (jump pack dodge perks) to atrocities (reload an almost instant reload pistol on jump pack use?). The fact that all of these streamers who had early access to the game weren't bringing things like this up before launch speaks very poorly for them.
Bro, you did the bulwark dirty. Sure glaring range issue but survival is huge as you’ve said yourself in other vids - don’t want waste 30 mins wiping at the end of an op. Bulwark has amazing survivability, great area control, great large group ad clear, and solid single target capabilities. Neurothropes are a problem due to range limitations, sure, but krak grenades… and teammates to cover that gap, but still capable of soloing ruthless.
Yeah the only thing that's better at horde clear/survivability than a good Bulwark is a Heavy with Multi-Melta and that's mainly because of the health regain bug
I've had so many Ruthless runs saved by a bulwark corner camping after both other party members went down and waiting for rez timer to pop. Absolutely S tier
Yesterday I ran ruthless on my bulwark. Teammates were 1 hp. Plant a flag and boom…full health when they get an execute. I think that is super valuable right now considering the lack of the “healer” archetype.
@@domenicdefusco6328 But as players get better this will happen less and other classes will be able to shine more as surviving will no longer be the limiting factor, until they up the difficulty again.
Bulwark, tac, heavy would be my A/S classes. Toss in sniper as well. Hell I feel like a sniper/bulwark/tac might be the best party comp in the game. Long range 1-2 taps bulwark for CC and tac with a plasma rifle/melta to round out the squad.
Heavy is the only class that makes me feel like I can do literally anything. I can tank tons of adds and damage, I can wipe majors from the field, and I can melt (heh, get it) Extremis enemies. For me, it does everything I need.
@@calebheisserer5391 IKR! getting swarmed? simply setup shot and unload into the horde with your heavy boltor, it gives you so much contested health back it's insane.
@@Evirthewarrior haven't touched melta in any class, I'm a bolter and plasma guy (looking forward to the tactical ammo bug fix too on plasma and grenades)
Gonna have to hard disagree with on the Heavy Bolter. If you build your character right, you can do up to 85% extra damage while in heavy stance. You do so much damage your contested health always refills. I regularly get well over 20k damage with the HB on ruthless difficulty.
I’ve had great success with the heavy bolter(minigun). It’s great for clearing hordes, the ‘hardest’ part is realizing you need to hang back and let your brothers push forward.
I somewhat disagree as I can use iron halo to shield my brothers and I have an easier time scoring headshots when enemy is closer. Heavy has enough dps to heal back all contested health anyways.
Personally, I think some of the classes need to be split and have "low level" and "max level" entries. Assault is F tier until level 21. Once you get "non finisher gun strikes give armor" it gets a bit tankier and feels easier to get through tough encounters, at level 23 when you can recharge the jump pack from Ground Pound kills then it really shines. Likewise, Sniper feels awful to play until you get the level 21 infinite las cannon ammo perk. Bullwark feels pretty good from a low level, solid high B tier, but really starts to shine when you get the shock grenade on parry & banner gives full contested health perks. Then it jumps up a couple of notches and really feels self sufficient. Tactical feels good as soon as you get the parry auspex at level 7 but doesn't feel amazing until you get the "killing majoris restocks magazine every 30s" and "Enemies marked by auspex take 100% more damage" THEN it becomes S tier. Heavy feels S tier from as early as level 11 when you get the "killing 5 enemies with 1 melta shot refunds 1 ammo" perk. Honestly out of every class, I have the easiest time doing ruthless difficulty on the heavy. It can parry and gunstrike elites just fine and never having to reload the Multi melta means you're never swamped by gaunts. It's fantastic. It has the plasma pistol for interrupting re-inforcement calls and chunking down carnifex & neurothrope bosses and you give the whole team 25% more ammo to deal with those big threats.
This means nothing if your team isnt getting their health threatened. The class is mediocre, its in the same tier as assault imo. It should have like 30% damage debuffs on parry or bash and a taunt. It operates in a defensive spot in a game where the best defense is killing everything before they can kill you. WHich EVERY class does better than bulwark. Also remove the shock area CD
If your Sniper teammate is popping cloak to drop aggro and not just get breathing room for two seconds before utterly obliterating the wave...they're not a good Sniper or teammate. Cloak, pop 3-5 enemies with a couple headshots, cloak is refreshed, re-cloak, wash, rinse, repeat. Takes pressure off you as the Sniper with cloak, takes pressure off your teammates because there is literally less enemies. Sniper belongs in S tier with the Tactical. *walks away muttering* Vanguard has way better add control...lol
sniper's pretty good with ad clear imo using the las fusil. when i'm about to be swarmed i'll cloak, wait until the gaunts turn around towards another target, take a shot through the sea of ads usually getting several headshots, remain cloaked for another 2 seconds for another shot or two, and by the time i de-cloak and the ads turn back around to face me i'll usually have cloak available again, then rinse & repeat
In relation to the assault his passive 50% perfect dodge is much weaker then it seems. I've been testing and if you are attacking and the enemy attacks you cannot animation cancel and will get hit. Parry however let's you animation cancel and is much better to survive. This makes assault even weaker and lower on tier list....
I think once Saber drops this patch fixing all these bugs in the game, lotta damage only/focused folks are gonna change their tune about that Bulwark. Remains to be seen but I'm looking forward to it
LMAO. Change the tune? Bulwark is by far the most picked and OP class in the game. IF they ever fix the bugs, Bulwark is the one that is instantly going to drop in popularity, you know why? The 100% grey health when dropping a banner while using Rejuvenating Effect that players are abusing is ALSO a bug. It says it revives teammates when the banner is dropped, but it also grants the Bulwark 100% grey health. That's clearly not intended since it isn't written in the perk and should be fixed. Take away that bug, and Bulwark players will swap to Tactical and Assault, guaranteed.
heavy is boring when you're only using the Multi-melta, sure, it might be crazy op right now but I find it a crutch atm with the contested health. The heavy boltor and heavy plasma are slept on, once you get good at timing/aiming the plasma you delete bosses and hordes of majoris and landing a hit on a nid extremis will almost send it straight to execute. Heavy boltor is the same, just a crap ton of damage and satisfying to fire into a horde of nids
Ngl, Bulwark in B is a bit of a hot take. IMO he should go no lower than A. Give a bulwark a fencing power sword and swapping to speed style for warriors/chaos marines and power stance for hordes. That bulwark is going to put in a lot of work. And the banner alone is one of, if not the most, clutch abilities out of any of the other classes that can fully restore contested health for you and allies allowing everyone to fully heal themselves without a stim and revive them with the right build setup. Obviously the biggest weakness is the flying enemies but they can hold their own against a carnifex pretty well if you know how to approach them.
I single handedly carried multiple mediocre teams through Ruthless missions with Bulwark. It's one of the few classes that makes me confident in high pressure situations, especially when the rest of the team is lower level or just bad. Quite the opposite to my Assault Class, where I end up needing a revive from time to time and in no way I can comfortably be able to carry bad teams with it. With Bulwark I output a very respectful damage by the end of the mission, I never get downed and to be honest most of the times I never even need to stim. It's just that crazy good.
My buddy carries me through ruthless with bulwark as well. A proper bulwark player is so important and when you don't have one you can really feel it. Being on comms is so clutch when he sees I'm low on health, gets an enemy to finisher and calls me over to drop banner and heal up. If you play bulwark, i salute you. I suck at it so rely on you god damn Chads to keep me alive
Bulwark makes missions a millions times longer than they should take, you said it here in the comment. If everyone is competant it a throw class to choose for grinding operations. SNiper/heravy/tac is a thousand times faster and stronger
@@JoshWWlol well I'm not min maxing, even though I know a lot of people in the community seems to be in a hurry and love to spam farm the Inferno mission and want to optimize speed, but even in these situations, you know what makes the mission take longer? Wiping and having to start over. Also, playing solo with random people is the reality of the majority of us and expecting for competent teammates is a sure way to lose the mission.
Yeah my first choice if im going to carry in ruthless is bulwark. And i have found a decent way of dealing with nurothope where I don't really struggle with ammo on my plasma, as long as i can get it to his wave burst phase then i can just slap it with the sword.
@@othicx yeah, I carry krak grenades at all times for these sort of enemies. I never have an issue with them, just make sure to aim them correctly and never toss them into the one shielded (if you're fighting the one that comes in couple).
Bulwark may not be a min/max class, but it is easily one of the classes that can HARD carry (even if it’s a slower carry). The difference is that on tactical you can hard carry and keep your idiots alive because the wave clear is that good.
My biggest issue with assault is that it has no way to heal and no s when using the jumpack for ascending or descending. The amount of times my health got obliterated out of nowhere while I was descending, is ridiculous. Even when you play percefectly up until that point, by dodging and parrying, it dosn't matter, if you try to use your jumpack to close the gap with one of those Tyranid Warrior Snipers (which is exactly what you should do by the way) it can and will hit you mid air while descending for the ground pound and that means you just lost 80% of your health. Also the small gaunts with guns are ridiculous and need a nerf to either their damage, accuracy, spawn rate, or they need to seriously buff armor, especially to melee classes, because I have a harder time dealing with a group of those than a Carnifex and that's ridiculous. It's so absurd that if I miss one and he starts shooting I need to kill it asap of it'll genuinly kill me in seconds.
Until they fix it aoe damage overheats you. Seems to happen pretty often with the jet pack slam. Also the ability to get one armor from non finisher gunstrike and giving everyone on your team more gunstrike damage is pretty huge. Definitely feels higher skill gap than what’s meta but if they buff it even a little could see it being op in anyone who’s decent at its hands.
Really excited for the future of your channel mate, youve been super entertaining with your coverage of space marine 2, definitely appreciate the effort put into your videos.
TV your dog is the cutest thing ever! Thanks for more space marine content. One disagreement the Heavy with Bolter is absolutely pushing A if not S tier but is a high skill playstyle because of the positioning needed
You missed out on a pretty significant part of sniper. The Las Fusil can overheal just as good as the melta AND has basically unlimited ammo. Just dump rounds into hordes like it’s a shotgun and you’re unkillable.
Rankings: S = Tactical / Bulwark, A = Sniper / Heavy, B = Vanguard, D = Assault Bulwark is easily S, it's just impossible to die. The ONLY issue with Bulwark is Neurothropes. Bulwark should be very high on damage. It's all about the parries for aoe and single target damage with the sword with +50% damage power rakes. As soon as you start trying to cleave with the sword, you're better off being a Tactical - the parry is the true source of damage. One other thing is that many classes really struggle with the Chaos missions, Bulwark is able to solo these no problem, and will carry any team through any mission. The only class on the same level is Tactical, and I think it's purely because of the health regen bug. Also note that Bulwark is the only class that can actually properly regen health without bugs.
Bulwark has a perk that lets you one-shot extremis with a perfect parry. I abuse this perk. Chaos Terminator? Dead. Lictor? Dead. Neurothropes are slow to kill but not that hard if you just wait until it drops for its AOE
It's impossible to die with any class if you know what you're doing. That's the problem with bulwark. Bulwark is only good when your team is bad at the game. It kills things slower than the 4 ranged classes and the easiest way to not take damage in this game is to just kill enemies before they can damage you. Chaos becomes way easier with the right weapons and playstyle too.
I’ve started learning now as a sniper to use the cloak for a short window when a wave comes in and start killing ads with the bolt pistol so you can recloak almost immediately. It allows me to disengage, but not for long enough where it will affect my teammates. Also having a fencing combat knife keeps me alive for a lot longer with the bigger parry window. It’s definitely tough to master and I’m still learning, but it is extremely satisfying when it works.
@@streven1331Honestly, I have a feeling most players are in for a rude awakening when they fix that bug. Tactical, Heavy, and Vanguard are ALL going to get WAY weaker when they can no longer just stand in a crowd and heal back to full with every single shot.
@connman8d617 it's gonna be a huge wake up call for sure. Most will adjust but bulwark will must certainly be in higher demand. I hope we get something else to compensate though. I like bulwark but don't want to feel like he's mandatory.
For the Bulwark, I think the issue is because of the lack of mobility he has to be a "wave clear" class. The Vanguard, Heavy, and Tactical do it so much better though. You don't have the kit to easily go full into single target (assault can jump in, vanguard grapple). Bulwark (wave clear and aggro) shines with like a Sniper or HB Heavy (for single target), and a GL Tactical (balanced). As I've finally leveled everything up, I'm starting to see party build become way more important and interesting. My suspicion is that as the DLC comes along, building complementary parties will be a much bigger deal.
Heavy is easily S-tier. Easiest class to do Ruthless solo runs with. You don't really need to parry as heavy. The shock wave of the multi-melta knocks Majoris enemies back. The right heavy build will essentially have infinite ammo, infinite health, and Bulwark level survivability. I would say it will drop to A-tier once the health gain glitch is fixed, but currently its the easiest class to blow through Ruthless difficulty missions.
Thanks for the video! However, I think that people underestimate Assault. There are 2 main points about this class: 1. His heavy boltpistol is capable of killing a Majoris less than with a single magazine (10-12 shots), but you have to aim the head. 2. You should never spam "fast" hammer attacks (since they are not fast at all). Just hit and hold: if you have to parry, you can easily parry/dodge. If not, release the stomp. And of course positioning (which is crutial for every class except melta fanbase)
Something that wasn't mentioned about Sniper is that they are absolutely fantastic at carrying the Gene seed. They have the best "Get out of fail free" perk in the game. Also the team perk about headshots is absolutely fantastic and often overlooked. You can get abilities back really quickly if you focus on headshots. Any headshot works, even minoris. I have a friend that can get back-to-back Auspex's whenever I'm on sniper. Also Sniper's second weapon is actually the Stalker. It hits almost same breakpoints as the Sniper with a more rapid RoF. It works very well with the perma-cloak build where you shoot immediately upon cloaking and get it back in the 2-second window. You can keep popping heads invisible as long as there are heads to shoot. Also Bulwark should be up a tier for the sole reason that he can be the team apothecary. That +HP on banner perk is absolutely busted with a little bit of teamwork. Pop banner before an execute, or a medkit, or whenever someone's chunking a wave. Instantly healthy team. That single ability is absolutely insane.
I play with a bunch of people who have said they don’t even wanna bother with assault because of the skill gap (not claiming to be good) but as someone who mains assault and is max level with it and 3 other classes, it’s still the most fun and rewarding class for me. There’s nothing quite like slamming down on some heretics with your hammer.
Don't get me wrong, I have not maxed out all classes, I'm close on tactical and heavy. But heavy just feels the most comfortable to carry on (like you can even carry in this game). It feels like I can take on everything, and the plasma pistol is great for when you quickly need the primary to cool down quickly. In terms of damage it does almost everything the team needs and it is very survivable because it can take down anything with the most ease.
Op you are not wrong, Heavy is strong especially if you use iron halo on range enemies BUT I feel it will fall a bit when the overheal bug is fixed (I assume it will be fixed with the healer class being launched) and the heavy potentially will drop a rank (but the heavy does have the lvl 25 skill and that will help ability regain so it’s all about team comp).
the sniper has perks that allow it to stay invis for an extra 2 seconds after firing (lingering concealment), it also has perks that give ability meter back after a headshot kill (renewal), it also has a perk that gives massive bonus damage to shots while invis (targeted shots). click invis, click a majoris head, it's almost permanent invisibility with a 75% damage buff, added to this the las fusili can kill multiple minoris enemies and give you ammo back when doing so. it's not as good as tactical but it can easily solo the vast majority of missions, the only area's that are remotely challenging are the capture points in the chaos missions.
I would argue that sniper does have wave clear by killing warriors, , with lingering concealment they can stay invisible effectively permanently and just keep shooting the warriors (or more dangerous stuff) in the head to let their melee chain execution after execution, killing the gaunts by backlash alone. Or they can cycle-charge with sprint > cloak > shoulderbash, cloak comes back around when the animation ends if you're quick.
- Sniper has crowd control with the las fusil refund ammo perk, only cloak to double damage one shot kill majoris. The team perk is also easy god tier as a headshot on trash mob refunds 10% ability allows tactical to spam auspex they go hand in hand. - Heavy naturally need more situation awareness and stance switching IS what makes a good/bad heavy. I am already used to get out of the stance to perfect parry 9/10 when a majoris come in melee range it’s a non issue once it becomes your second nature. The heavy bolter otherwise is just easily the best dps in game, I’ve outdamage a melta while only taking 2 digit damage in ruthless multiple times. Basically these two classes have high skill ceiling. The tier list only makes sense for an average player.
Yeah man that’s how tier lists work lol. All the classes have a skill ceiling that makes them strong, IMO they did a good job balancing all the classes minus tactical being too strong. Tier lists are always based on how the average player would do
When surrounded , a good sniper will pop cloak and immediately break it with pistol or sniper shots to heads. Free bonus damage 3-5 seconds of ads not minding you then they will see you then re engage . A second later ( assuming you are hitting heads , you’ll have cloak back. Rinse repeat , and you soft CCed the dudes running back and forth confused on who to target.
Phew. Hot take. I agree assaults in a bad spot, but I think vanguard < assault. Yeah, you have melta / instigator - but man… the perks are bad. Also RE: sniper - I don’t think a good sniper rides out cloak. I cloak and instantly fire. Headshot. It’s back up. It’s perma cloak and +75%. Though it does struggle with chaos.
Been following since D1. Love your content, doesn't matter the game. Love how you're a voice of positivity and such a good role model. Thanks for what you do!
13:40. Neurothropes are easy. Wait for their 3 shockwave attack and they float low enough to the ground to be hit. You get one or two combos off and finish with a Krak before his shockwave and youve erased half to 2/3rds of his health. You also melt carnifexes and hell brutes if you can get a vanguard or heavy to kite it for you and readily dodge AOE's with the power sword's sprint attack. Finally--just drop your banner and tank the damage.
Heavy plasma incinerator is probably the most slept on gun in the game. It can one shot whole hoards of majors with 1 charged shot. Also just spamming stomp 2 hipfire shots, roll backwards stomp means minors will literally never hit you and you will shred them. Plus if you bring more ammo version of plasma and also more ammo team perk you get like 60 shots with the thing. I have never used 60 shots between ammo boxes and have ended the game with 30k ranged dmg no downs
If a neurothrope comes flying by in my melee groups runs then we introduce him to our best friend the krak... and youre smoking krak if you think bulwark is anything but stier in the right hands.
What it provides is a crutch for when things go bad but when you have the 4 other classes above it together and played properly (same thing as bulwark you need to play him properly) then everything should be dead and the crutch won't be necessary.
My only rebuttal would be that the Las fusil has decent crown control with the wide beam upgrade especially when you have the perk where killing 2 or more enemies refunds the shot. So that means you can take out linear columns of mooks while kiting and not be a total detriment to your team. Otherwise I will be curious to see how things change when gaining back contested health and other perk bugs get fixed. I think we'll be valuing survivability a bit higher than we do now.
The melee classes need a pistol that can change from single, high damage shots to 3 round bursts that debuff the enemy, or cause an explosion if you hit all 3 shots in the head etc. Give them great mid range capabilites
As an Assault main i have to say that maybe you are approaching him wrong. He is a yoyo character, meaning: hit and run tactics. Smash into enemies with Ground Pound and get part of your charge back, then dodge (only press the button once) to either side which you can get a nice angle and then do the Ground Pound again, after this maybe a quick charge attack (thunder hammer) and boom, all the Majoris enemies are executable. He is not supposed to stay in the thick of fighting 24/7 like Bulwark does. He excels in these hit and run tactics. Also as an Assault your main targets are enemies ranged attackers and shutting down reinforcement calls. He is a bit misunderstood i think.
In my opinion, an aggressive sniper that can essentially pre charge the shot and ADS straight into their face belongs to S tier. But that's the thing right? Not everyone is able to do that but just because of that skill ceiling and learning not to be constantly tunnel visioned, I believe he's genuinely one of the most important additions to the team considering everybody else can spec into crowd control while you do your thing putting out DPS onto major enemies. A good sniper also can essentially keep up his invisible availability and use to 100%
I started as a Bulwark and tactical. I still play them and they are fun, but the most fun class for me was actually the Vanguard. I would never have thought that, but it is.
The way ive had good success with the Sniper is more a support role. 1 shot enemies into finisher range, let your melee teammates get the finishers and kill the minoris around them. Never use the extra ammo to actually get the kill unless its a ranged enemy blasting your team
I don’t necessarily disagree with the reasons for the tier list, but I think a big issue is not considering the team play. My most successful team in ruthless has been the bottom 3 sniper, bulwark, heavy. With a proper set up sniper you can almost constantly be invis for most encounters one or two shooting any majors enemy. Heavy and Bulwark are loving life moving down the gaunts. I think the best way to describe it is the high tier like assualt are good at everything, but the weaker classes excel in one or two areas and if you set the team up correctly, they all cover thier weakness so now the team excels in every area
If your a good snipper las fusil is great at crowd control. If you have the perk that gives you back ammo for killing 1 or more enemies with one shot, you can hip fire the las fusil and destroy crowds. Go invisible the shoot the first big guy in the head for mad damage. If you got the right build you will one shot big guys and get the executions to stay alive.
this trick has only worked for me up to averaghe difficulty. at tier 3 and ruthless, the banner doesn't do this for me at all. might be a bug or as intended, eager to find out
Cant wait till you play Heavy. I am level 11 on it with purple weapons (multimelta) and I am soloing every mission on the hardest difficulty. Once you get perks to manage your ammo the only thing in the game that can stop you is a canifex when a ammo box isnt around. With a Multimelta you are just as moblie as all the other classes and have the option to do short spurts of heavy stance if you want....its never required, ever. The horde of majors you dont even need heavy stance. Just line them up by Line of sighting them, unload, and roll back when needed. Doesnt matter how many there are.
Fire content bro. Loving the game. Deciding what to play next after maxing out Vanguard. Probably Tactical it will be quick with levelled up Melta/Pistol.
Personally I’d say sniper is S tier purely based off of his last team ability (10% ability charge per headshot), plus las fusil is good with crowd control especially with the perk that gives you a shot back if you kill 2 or more enemies with 1 shot, also the weapon perk that lets you gain red health back if you kill 3 or more enemies with 1 shot, I’d say crowd control is heavily rewarded. Plus, at least with the way I play sniper, I’ll run the perk that lets you stay cloaked for 2 seconds after you shoot while cloaked and if I start getting over run, I’ll pop cloak and immediately start shooting with pistol, gun enemies down for the 2 seconds of guaranteed stealth, and when uncloaked go for 1 headshot and you already have stealth back, rinse and repeat. Tactical is still definitely best in the game by a landslide though especially with the underbarrel grenade launcher bolt rifle, I had a random I played with today get 25k ranged damage with it on a ruthless inferno run
Guys, the Melta and multi melta class of weapons are not op. They are crowd control weapons and should perform as such. I'm sorry if you're not the ones getting all of the kills but in a hoard based shooter weapons like that are necessary for survival. This class of weapons does not need a Nerf. The bolt weapons need a buff. Or enemy health in general needs to drop. There honestly is a good synergy between melta class weapons and others. Instead of being upset, thinking your teammate is trying to take all the kills. Try looking at it as your teammate is keeping all of the chaff off of you so you don't get dropped instantly by the amount of chaff enemies that hit you.
So for all the people defending bulwark, remember that yes, he makes missions almost unlosable, and is a great baby sitter, but easy does not mean fast, bulwark makes missions take almost 10 mins longer than if you had a sniper or heavy or tactical instead. So essentially this is a list if you are good at the game.
Thank god someone gets this lol, Full healing and isntant revives means nothing if you have 2 meltas and a sniper and can one shot anything and lose no health anyway
@MrJade12 that's the biggest downfall of the bulwark. The damage isn't bad with perfect parry shocks, if you're good you can cook waves. But I'll be honest the flying bois are always a problem because the other two always want to run melta rifle anyways.
@@MrJade12 To assist, yes. If you're doing your job on ranged DPS, it shouldn't take much longer at all. The Bulwark will handle pretty much everything else on the ground so the "Thropes" should be your focus.
The Assault has two issues: 1. It has little to no sustain. Contested health regen is absolutely needed, yet completely absent from the kit. The Minoris-Parry-Armor definitely helps Assault the most, though. 2. The jetpack has a microPP jump height and doesn't always work well, especially with verticality. Sometimes it doesn't even activate. I don't know. Jetpack is fine on paper, but it feels more like a gimmick and in its current state it's not worth giving up a primary for. I wish it was integrated more, like jetpack-dodge should replace default dodge for free, sprint and your melee combos should utilize your jetpack and so on. What? The add clear with hammer is insane. It's like the melee version of the melta. If you could properly replenish contested health with that, Assault would be perfect. I disagree with the gun strikes. Yes, you feel more like a gunslinger than a dedicated melee class, but since you can equip a fencing weapon to boost perfect parry and your dodge window is the best out of all classes, your class is going to get the most opportunities for gun strikes in the entire game. It makes very much sense to capitalize on that. Pistols can be fired in melee in Warhammer, so for me it doesn't really destroy the class/power fantasy at all. Plus the Heavy Bolt Pistol is GOAT. Hands down best and most fun to use pistol in the game.
BRUH, Bulwark is a beast. Yes, obviously it can tank damage. However as far as add clear you have shockwaves on perfect parries, shocwaves when losing all armor slots, bonus damage on shock damage, banners that cause damage over time, and the power sword sets up kill shots easily. Bulwark is EASILY S tier.
one thing il argue is that if assault was better even a triple melee classes would work (same way tact , heavy and sniper do ) Between bulwarks contested hp team perk , banner and vanguards ability recharge with execute the meleee squad has potential for more survivability (and some decent dmg with shock dmg bonus) . Only thing offering little to nothing (sept gunstrike dmg ) would be assault.
bulwark in B-tier is H E R E S Y, Brother. having your heavy NOT worry about minoris at all, and that heavy being able to just let it rip on every major in sight, is an absolute succes strategy for my ruthless runs. add to that the banner and area denial and it is definitely A-tier at the very least.
Respectfully disagree. Bulwark is good no doubt. But let your heavy pull the trigger once and kill more ads than a Bulwark can in twice the time. Let your sniper focus down big guys instantly. Bulwark is good, I love playing it. But its output is objectively slower than your alternatives.
@@TrueVanguard I do agree with that, using a team comp that has a sniper. Alas, none of my boys have chosen to main that class, yet. At the point in the game we're at (our mains maxed out and working on some others) this build offers the best survivabillity. I agree fully that other characters can output more dps, but that's not the only way to clear a mission. Appreciate your reply though, love the content, both in D2 and now variety!
Sniper has some pretty good group play perks and has it's roll carved out, but I would definitely have mentioned that it has access to the stalker bolt rifle which is actually very strong. Obviously right now the play is las fusil, but it is at least another strong option. For Assault it would be cool if they leaned even more into the gun strike where maybe on a perfect dodge you get a few enemies marked and can do really large chunks of damage. Or it could have some sort of unique weapon that you build charges from the dive bombs that could be used on cooldowns. I wouldn't even have all these tiers I would say that Tac and Heavy are S, Vanguard/Sniper/Bulwark A, and Assault B.
I ran a substantial run with a lvl 5 & 6. They were a Vanguard & a Heavy. They went down over & over. I definitely was a one man army with the Power Sword (purple tier) We ended it with the Gene Seed and armory data. Bulwark has its place, it turns the battle into a battle of attrition like you said. But, idk if I could've done that carry with my Tac or my main (Vanguard)
I'd say my lists are as follows: Effectiveness- Tactical Heavy Sniper Vanguard Assault Bulwark Fun factor- Heavy Sniper Assault Vanguard Bulwark Assault
I think the assault could be fixed with a per that increases damage done to primaris enemies by 100% or something, because those big hammers are suppose to even crack the armor of vehicles and 1shot most critters. As a prime Bulwark player i love softening up targets for the Vanguard with my plasma gun charged, while i clear areas of adds and lock down other large targets. I think the Bulwark is by far the hardest class to play, but once you get good, it starts paying out so much.
Max level Sniper is S++ when played properly. Incredible single target damage, incredible horde clear, and invisible 90% of the time. Takes a long, long time for sniper to get good , but when it does it's god tier
In PvE, everything is at least A tier, except for assault. I personally thought that assault could have the ability to animation cancel with a dodge, so the slow and heavy hammer wouldn't be so crippling. As a vanguard main, I actually prefer the instigator carbine to the melta. Crowds of chaff dont matter to my combat knife, so melta isnt neccesary. Being able to do some damage from range, particularly against chaos, is more useful to me.
Assault is good it’s just very… situational. You have to have good game sense to keep up with other classes that don’t nearly require as much skill. When you’re playing as assault and you’re surrounded by singular targets spread out and shooting at you is probably where assault is at its weakest. And this scenario happens a lot. But when you see a massive wave barreling towards you with And not a lot of them have guns ? It’s free real estate.
@@miles6120 thing is, anywhere an assault shines, a bulwark or vanguard would have performed better. Assault just doesn't have a niche sadly. And it sucks because i like jump pack assault marines.
@@ThiccJakeTTV not really. Melta is overperforming because of a glitch. When that goes away tomorrow, I think a lot of "good" players are going to struggle in ruthless. The point I was making is that all classes are good and have their place, apart from assault which needs a little love.
I think the Assault shines more if you repurpose the Class Ability to focus on Majoris and above enemies rather than ad-clear. On max difficulty, with Relic-Tier loadout, I can make a Majoris turn finishable in one jump with the hammer. For the ad-clear, I just use the hammer, nothing special. I do agree that the Assault doesn't really have anything to help with survivability, but I feel like it makes up for it by being able to dish out damage mixing jumps and gun strikes.
Sniper is a high skill class. If you abuse the cloak you are hurting your team but if you are popping in/out of cloak constantly to take out majoris you are easing the burden on your team. Not to mention it's the best class to take out neurothrope type enemies. The class belongs in A easily but personally I would put it in top of A.
I agree with the list, the one disagreement is the fun factor on heavy class, I’m good at playing heavy and I find it as fun as tactical and vanguard which are my favorite three classes. I always am happy when I have a sniper on my squad as well. I find Bulwark being fun but yes has too many gaps on output for me but I can see why many people prefer it for the play style. Assault will be great once they rework it which I’m confident they will someday
I'd put Sniper a little higher personally, I know my teams always appreciate having elites go into execution right next to them so they can get an easy armour back. It depends on the sniper honestly, I will always make some room before I disappear and if we are on comms I will always call it out so you know there will be some more agro coming your way but I get it if the Sniper isn't so good they are really just there to kill the bosses. I'd like to see this done again but with no regards to build or fun and just judge them on how they look when fully kitted out, I think Heavy will be pretty high on that! If you are just getting into Warhammer I feel your pain with all the new terminology, my roommate is really into it but I only have a very basic understanding of who is what. He got me into the audiobooks, I highly recommend the Eisenhorn books and after those the Ravenor books. I started my Warhammer there and they were a very good introduction to the world.
Thank you for this updated list. I've been liking your videos since WH40K came out. I'm one of those who play any class with the Melta. I foolishly started with Assault. However, Operations is coop & this game doesn't allow 2 from the same class. There are soooo many playing Tactical, soooo many playing Bulwarks & soooo many playing Snipers. So now, just to have easier matches, I main the Heavy & alt the Vanguard.
I main the Bulwark and i find them really cool and fun However I feel like their role is more as an apothocary than a Tank which bothers me a bit. I would like to see a taunt perk/ability to them. Lets say that the banner aggros everything within 20 yards to you and boost your individial armor reg by 300 during its duration. That would be cool and tanky!
Aasault should have way more mobility from the jetpack than it has. Either more charges, so we dont have to use it solely for ground pound, or dodge should by default use the jet pack to increase dodge range by default.
Take on sniper was kinda wrong. Bolt is better than laso. It has infinite ammo when maxed. Pistol also replenishes sniper ammo. You invis then go out. You get 2 seconds where nothing can see you. And then get 1 head shot and it insta gets replenished
My thoughts on you saying the heavy is boring is because you feel the melta is the superior option. I look at it as a possibility of 3 choices. Heavy bolter = sustained/constant damage. Great for a bit of everything. Heavy plasma incerator = burst damage. Chunks bosses and hordes of minoris, but definitely more of a focused/specific role. Multimelta = pure minoris/majoris damage. Its a hell of a gtfo, but really locks you into cqc (plus everyone treats it like its a clutch). I prefer the Heavy bolter, hence my opnion on it being the superior option, but the others all fill their own roles.
Can’t wait to see the deep dive videos for heavy and sniper and for you to be done with that series until the next class comes into the game. And yes heavy can be boring but I find it therapeutic in a way
My list would be: S+ Tactical S Heavy, Sniper A Vangaurd, Bulwark B C Assault Honestly I could argue vanguard and bulwark are S team dependent. The tactical synergy with sniper, heavy, vanguard are truly amazing. Bulwark fits with every melta class Sniper can feed ability like crazy so can vanguard.
I have only levelled tactical and bulwark based on your videos before this. Don't have level 25 for tactical yet but Bulwark he/she is king for inferno operations, put him against chaos enemies then we see its weaknesses shine through. Especially with the fire AOE enemies. For boss damage the sword kicks ass, just put the flag down to tank damage unless its floating it above you. Then its the only time you switch to plasma charged shots. Now tactical, they have nerfed the tactical bolt/grenade gun I never used, and that guy is just so squishy. You need the right weapon out at the right time. Just been using multi melta and the plasma weapon. Plasma is perfect on inferno up until the last part of inferno mission where multi melta is mandatory. Just an example as I clearly have not replayed that mission over and over again.
Hey, I’ve been really enjoying your Space Marine videos! Are you considering doing some PVP related content in the future ? PS, long time viewer of your Destiny content. Keep up the good work.
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For Bulwark you have to go with a fencing power sword and prioritize parries over dodge. With Intimidating Aura you delete minors mobs with every parry, and for Extremis/Terminus just keep parrying. Plasma pistol for interrupting Reinforcements and bosses
This is the way
I would advise getting the parry down on balanced and once u do the stats for the balanced version is better because of the higher cleaving stat, plus the intimidating aura and shock grenade perks, also the power whirl stance with hyper armor on weapon perk shreds mobs as well, I usually do this when my shock grenade perks are on cooldown, but this is my opinion
@@pancakes9043 I personally prefer fencing as it just feels so much better with that huge perfect parry window, I have tried balance but for my playstyle I prefer to perfect parry 3 or 4 times and watch everything die / execute range.
Maybe I just developed a bad habit lol.
@@pancakes9043 Cleaving stat doesn't matter on the power sword at all. Just switch to power style
@@yuseifido5706 agree
The problem with Assault isn't the survivability issues, the lack of a primary weapon, or the janky nature of the power hammer. It's the utterly underwhelming class ability. In campaign the Jump Pack segments are a blast. Launch yourself 50 feet into the air and target an enemy 200 feet away, hit that trigger and rain down hell on them in an extremely satisfying slam. In Ops it feels like the altitude maxes out at around 10 feet with an arc of about 10 degrees limiting what you can target from the air. You are, no joke, better off staying on the ground and using your Jump as a fancy dodge.
I'd love to see class perks that increase the damage to a reasonable level while still incentivizing melee combat
I feel like people are forgetting about zealous blow. Sure, it's a very high level perk, but when you have it, you're able to just slam over and over again, making ad management ELITE while softening up all the surrounding majors at the same time. AND you can overheal on slams and on gunstrikes (on majors). It's an infinite grenade during heavy waves.
EDIT: I still think assault needs work 100%, I just disagree with the sentiment about the utility of the jump pack slam.
@michaelmagnesia guess what, back in space marine 1, I didn't need a perk to slam over and over again. The jump pack basically had no cool down, the thunder hammer to could kill elites with 3 blows and one if the perks you got gave you lifesteal on every hit. The class still required skill, knowing when to leave and when to get Stuck In, but assualt players were valued because they were great at aggro and really good at taking down nobs. They allowed the Devastators and Tacticals to focus on horde clearing while they dealt with the elites.
People regurgitate this sentiment way to much. Yes it needs to be higher, specifically so some of the larger mobs can't melee you from there but the real problem is the absolutely horendeous synergy between perks with the class along with the abysmal melee damage right now. The devs don't fully understand how to build classes that modern gamers are looking for coming from titles with complexity like Path of Exiles. Hopefully they will learn in a short period of time or the majority of people will stop playing within 45-60 days.
Assault needs work 100%
Hard disagree on the Heavy Bolter shade. It's the best weapon for flex Heavy (no lack of ranged damage as with the Melta, no rate of fire issues as with Plasma). Positioning and minoris management is part of the Heavy Bolter gameplay loop, and then when it comes to dealing with Majoris you absolutey drill their heads with the high accuracy bolter. I laugh at ranged Majoris and Extremis enemies because I just Iron Halo and hold down the mouse button on them. For melee you just need to git gud with parries and gun strikes, and if you're getting swarmed just the non-heavy stance Bolter will shred gaunts chomping at your ankles as you slowly walk backwards. Maybe it's not a solo-bolo class, but having a HB Heavy on the team if he knows what he's doing is gold.
Having a multi- melta (best gun in the game btw) is also gold. You spam iron halo and your tactical and sniper friends pernamently have ult up and the three of you combined kill anything that is near you, i dont think ranged enemies are posing that much of a threat (especially considering melee enemies are fodder) that you need to downgrade your best weapon to deal with them
I just made a post about this, but you are 100% correct, heavy bolter is slept on. And you don’t actually have to move out of the way when several majoris enemies get on you because you can just heal through it. I literally had to choose between sacrificing about 10% damage for insane healing. Heavy Balter is really good, it does have flaws in my opinion and needs to do more stagger against enemies and have better piercing, but it is in fact on par with melta but has more versatility and is actually useful against bosses.
Does the heavy bolters DPS hold up well at higher difficulties? Right now I'm struggling with PuGs to complete substantial difficulty so don't know how weapons perform beyond the master crafted ones.
@@Arphalia yes, the heavy bolter needs to be a relic weapon for it to actually be good. Slog through the grind and you will be rewarded.
@@Dante-mw2ez good to know. Just got the accuracy artificer one. Looking forward to using the relic.
I think Bulwark should be higher, because even if he doesn't kill crowds as fast a class with melta variant, his power sword is arguably the best crowd clearing melee weapon by a good margin. Also, his ability to instantly give full contested health to anyone in his banner means you can take a teammate with a mortal wound at low health, and make him full without mortal wound with a single stim. For example if you and everyone of your teammates had a sliver of health and mortal wounds (ie on the brink of a total wipe), so long as you each had 1 stim you could bring the entire team back to mission-start levels of health instantly by having everyone stand in his banner and taking a stim. No other class can do that.
Heck, if you know what you're doing as a bulwark, you could prevent it from ever getting that bad because you'd be watching the health of your teammates, and when a low health teammate is executing a major, you could just drop your banner down on him before the animation ends, and he'll be instantly full health.
Because of how good his sword is, Bulwark kills crowds of minis better than any class who is not either using a melta or a noob tube. This means while he won't be top crowd clear in a match, he clears crowds at a very respectable speed without dying and WITHOUT NEEDING AMMO.
You say he isn't bringing enough output, but you need to consider that part of his "output" is diverting ammo to other members of the team with better max output -- teammates who would otherwise have had their output lowered by having to be more conservative with ammo.
That's also not to mention the additional survivability that he gives the rest of his team, which in turn allows them to be outputting more damage rather than being dead or running away.
You say he can't carry the team. And it's true that he cant solo kill a high priority target very quickly so he doesn't carry in that sense.
But unlike a dps class, he "carries" the team by preventing a team wipe or by providing a clutch res to the sniper with his banner who then takes out the hard targets.
Oh brother, you don't optimize your perks if you think ammo is a problem, which it is if you play dogshit bolter guns. Saying some melee weapon is the best is like say a big toothpick is better for a sword than nothing. With all the effort bulwark takes to clear you can do that with few melta shots, las fusil shots or bolter grenade launcher shots, and if you say something like "oh yeah thats because it's meta" then there is no discussion cause if you would think bad weapons are justifications just because they are out of meta then that's just yeah..
Who
@@Zztp0p I guess you missed the video by this same RUclipsr about how to solo ruthless with any char where the main thing he told everyone to do is learn the art of fighting in melee, then started giving detailed tips about it.
Your disregard of melee and the differences between how various melee weapons function means you aren't skilled enough at melee (i.e not skilled enough at this game) to be calling anyone else's build or gameplay dog shit.
@@MaximumNewbage I can parry with any weapons that is able of perfect parry even on 30 fps because the game has dogshit performance. It's just not worth it buddy it's not that serious, if you are playing good build with good perks you almost never have to be in melee and why should you, it sucks. Risk vs rewards isn't favorable in melee. But I guess people like to call a mechanic amazing if it's an excuse to stand in circle jerk and praise their own skill. And what skill it is brother? You get 20 frames with balanced parry and 30 with perfect, a senile 70 year old man can hit that, buckler parry in dark souls 3 has 10 frames and it's still easy if you put a tiny bit of practice into it. If that is a skill to you congrats
@@Zztp0p Oh here we go, with the excuses of "it's just a game" and "it's not that serious" when someone talks about high skill gameplay. I don't care whether you want to be serious about the game. Play it casually if you want, that's perfectly fine.
But if you're gonna do that, don't insert yourself into discussions about high level gameplay and start calling certain builds dogshit while saying the difference between melee weapons do matter, when they clearly do at high levels of play. And high levels of play indisputably involves absolute mastery of melee.
Also mastery of melee is not "I can Parry anything because I press button when I see blue". This RUclipsr actually said something to that effect at the start of his video about solo clearing ruthless. A sentiment which I solidly agree with.
You saying melee doesn't matter basically disqualifies your takes high level gameplay in this game. The difference between a decent player in this game and a great player is whether they've mastered melee in the way this youtuber talks about in his solo ruthless video. It's that simple.
Every Time you say "Gatling Gun" on explaining the Heavy Bolter my Heart stops...
I play Heavy with the Heavy Bolter and im tanking Waves with it on Ruthless. No problem switching the Stance when i have to dodge..
Yeah everyone is crutching the multi melta when really the heavy bolter and plasma incinerator are probably better options imo.
Plasma incinerator can literally make like 10 majors executable with 1 charged shot and spamming uncharged shots from the hip wrecks crowds.
Heavy bolter go brrrrrr and top dmg easy with create cc and major dps plus also just the amount of ammo you get means the total damage is nuts.... Nothing in the game compares to the total damage of the heavy bolter
I’m trying Heavy and I do enjoy it. However, I hate sitting back as support and not having a melee weapon sucks lol
@@finleyshanks6433 one slight disagreement I have is that the bolt rifle with a grenade launcher is the best weapon in the game even over melta and heavy bolter. It’s just so strong and versatile and can do everything when your aim is good.
I played heavy first before moving to others, but I definitely love the heavy bolter I do think the multi melta is stronger but I definitely prefer the bolter
@@cosmicnihilist6729 melta is stronger with add clear but that’s it. Gloriously mediocre on bosses. I do think heavy bolter needs a buff though
I have a feeling Bulwark is going to move up on the list when people can only raise their contested health like it's designed.
@@ChrisForstner true, it is so under appreciated right now
but the only group worth using is tact sniper heavy so 🤷♂️
I do hope you can still overheal, but they tone down the amount you get heal per damage instance. That would still nerf the problem weapons (melta, grenade launcher) and keep other weapons (bolter weapons, plasma spam shots) relatively untouched.
@@sneaky5141wrong tac, bulwark and sniper clears. Damage buff , long range and close range all taken care of.
@@Breakingfasst88 If they're keeping overhealing they might as well get rid of the entire contested health mechanic and replace the skills that use the mechanic.
As a Bulwark, Assault, and Vanguard enjoyer, I am begging for a buff to melee damage. Or at least a change that effectively buffs melee. It just feels like most melee weapons are struggling to keep up with the guns in the same tiers. As a basic risk/reward calculation, it often doesn't feel like getting up in the enemy's face to do damage pays off for how much damage you're likely to take. It's still super fun though, so I'm gonna keep playing my dang melee classes.
Bulwark at least does insane melee damage. Use the speed mode and alternate light attacks with power rakes. Make sure to have all of the perks that increase melee damage and crucially the power rake by 50%. One parry and then one light >.power rake and you can finish the enemy.
@@webbc99 All that to do what a single melta shot does
@@JoshWWlol not rly , bulwarks aoe is his parry , thing the guy is describing is how to deal with single target and even melta wont drop a major without 5 ish shots (at least for vanguard).
@@JoshWWlol melta just needs to get nerfed. The contested health bug removal will help a bit, but the amount of god awful players playing ruthless difficulty and getting carried by this weapon is absurd.
It does what it's good at. CC and not much else. They're gonna look like they're overperforming no matter what. @blitzproductions24
Honestly I love the way the assault blends melee and close pistol fighting in its kit. That's very consistent with the lore. The assault Marines aren't melee rampaging berserkers. They're highly mobile shock troops that use all their tools to strike at highly vulnerable portions of the enemy. I think the assaults kit captures that perfectly.
My problem is simply with the jump pack. It's just not potent or reliable enough. Especially when you compare it to the tac marine. You're essentially trading your primary weapon and auspex scan for the jump pack (and heavy bolt pistol which admittedly isn't nothing) and when compared that way, it clearly doesn't measure up. It simply isn't mobile enough. It's honestly like the devs didn't want ops assault to be able to fight in 3 dimensions and I feel like he should actively excel in that. I don't mind the damage or cool down. But I can't tell you how many times I've tried to jump at a pack of warriors or rubric marines and gotten cucked on the ground pound because the spot they're hiding is like 3 feet higher than where I started my jump. The jump pack feels spectacular on flat ground but the second you add inclines and changes in elevation. It gets fucksy. Let me be clever with verticality and fast lateral movement. It's literally why I'm here.
Also the jump pack dodge just feels like an orphaned mechanic. It's not good enough to warrant any jump pack charge, let alone a whole stack. If it were up to me, I'd leave the jump pack dodge simply as a big burst of lateral movement and give it its own like 10 sec cool down so you can't spam it but it doesn't take full jump charge. And I'd probably just tie all the jump pack dodge perks to regular dodges. The risk just ain't worth the reward as it stands.
Finally I'd give the assault some built in sustaine unique to it. Maybe 10-15% lifegain on a fatal gun strike/execution on majoris enemies with like a 30 sec cool down. Just a way to give him options so he isn't relegated to praying for a stim if he has a single bad break in close combat. Every other class has options when they are low health. Assault's is just "play like a huge bitch until you find a stim" and that doesn't feel good for anyone.
TL;DR I actually love the assault's current identity. I just think the jump pack and perk tree needs some love to fully realize that identity.
Shit dude thank you. Raven Gaurd are the only books I’ve really read with them using the jump pack that was made specifically for that chapter. Idk why people think that assault with jet pack has to mean melee. They are about speed and tactics
Also 100% agree with assessment
I didn't play assault in pve until I had about 50 pvp games under my belt as an assault and it was jarring how bad the pve version feels in comparison. Innate 3 jumps with fast recharging was absolutely worth losing an armor segment for the pvp variation
Completely agree. Assault is not for everyone, but it really speaks to some. When you shift your playstyle to being an unpredictable hit-and-run force, Assault becomes really dynamic and a lot of fun. But as for the valid criticisms of the class, the jump pack definitely needs a buff in Operations. It's so much fun to use in the Campaign and PvP, but it's absolutely nerfed in Ops.
The campaign jump pack was awesome, but I don't think they can do that exact iteration for ops. That thing would be crazy kinds of OP.
Same functionality should happen. Not being torn out of the air by a warrior sneezing is a definite must. A lot of the perk tree could actually use an overhaul because those perks are either things that are very basic functionality issues (no knock down on ground slam) or just ranging from not good (jump pack dodge perks) to atrocities (reload an almost instant reload pistol on jump pack use?).
The fact that all of these streamers who had early access to the game weren't bringing things like this up before launch speaks very poorly for them.
Bro, you did the bulwark dirty. Sure glaring range issue but survival is huge as you’ve said yourself in other vids - don’t want waste 30 mins wiping at the end of an op. Bulwark has amazing survivability, great area control, great large group ad clear, and solid single target capabilities. Neurothropes are a problem due to range limitations, sure, but krak grenades… and teammates to cover that gap, but still capable of soloing ruthless.
Yeah the only thing that's better at horde clear/survivability than a good Bulwark is a Heavy with Multi-Melta and that's mainly because of the health regain bug
I've had so many Ruthless runs saved by a bulwark corner camping after both other party members went down and waiting for rez timer to pop. Absolutely S tier
Yesterday I ran ruthless on my bulwark. Teammates were 1 hp. Plant a flag and boom…full health when they get an execute. I think that is super valuable right now considering the lack of the “healer” archetype.
@@domenicdefusco6328 But as players get better this will happen less and other classes will be able to shine more as surviving will no longer be the limiting factor, until they up the difficulty again.
Bulwark, tac, heavy would be my A/S classes. Toss in sniper as well. Hell I feel like a sniper/bulwark/tac might be the best party comp in the game. Long range 1-2 taps bulwark for CC and tac with a plasma rifle/melta to round out the squad.
Heavy is the only class that makes me feel like I can do literally anything. I can tank tons of adds and damage, I can wipe majors from the field, and I can melt (heh, get it) Extremis enemies. For me, it does everything I need.
Probably not much longer post bug fix
You should try heavy bolter too. It takes some investment to get good but it is truly incredible maxed out and pure satisfaction to use
@@calebheisserer5391 IKR! getting swarmed? simply setup shot and unload into the horde with your heavy boltor, it gives you so much contested health back it's insane.
@@tbone9474 Once you get maxed out, heavy bolter is really strong, heavy will be fine.
@@Evirthewarrior haven't touched melta in any class, I'm a bolter and plasma guy (looking forward to the tactical ammo bug fix too on plasma and grenades)
Ive found mastering the parry mechanic has made every class viable and fun to tank 6 majors with lol
Gonna have to hard disagree with on the Heavy Bolter. If you build your character right, you can do up to 85% extra damage while in heavy stance. You do so much damage your contested health always refills. I regularly get well over 20k damage with the HB on ruthless difficulty.
I’ve had great success with the heavy bolter(minigun). It’s great for clearing hordes, the ‘hardest’ part is realizing you need to hang back and let your brothers push forward.
I somewhat disagree as I can use iron halo to shield my brothers and I have an easier time scoring headshots when enemy is closer. Heavy has enough dps to heal back all contested health anyways.
Personally, I think some of the classes need to be split and have "low level" and "max level" entries. Assault is F tier until level 21. Once you get "non finisher gun strikes give armor" it gets a bit tankier and feels easier to get through tough encounters, at level 23 when you can recharge the jump pack from Ground Pound kills then it really shines. Likewise, Sniper feels awful to play until you get the level 21 infinite las cannon ammo perk. Bullwark feels pretty good from a low level, solid high B tier, but really starts to shine when you get the shock grenade on parry & banner gives full contested health perks. Then it jumps up a couple of notches and really feels self sufficient. Tactical feels good as soon as you get the parry auspex at level 7 but doesn't feel amazing until you get the "killing majoris restocks magazine every 30s" and "Enemies marked by auspex take 100% more damage" THEN it becomes S tier. Heavy feels S tier from as early as level 11 when you get the "killing 5 enemies with 1 melta shot refunds 1 ammo" perk. Honestly out of every class, I have the easiest time doing ruthless difficulty on the heavy. It can parry and gunstrike elites just fine and never having to reload the Multi melta means you're never swamped by gaunts. It's fantastic. It has the plasma pistol for interrupting re-inforcement calls and chunking down carnifex & neurothrope bosses and you give the whole team 25% more ammo to deal with those big threats.
Bulwark literally heals ppl to full. That plus it’s inate gameplay warrants A
Yeah this Tier list looks like it was made by someone who played too much destiny 2....OH WAIT.
+ great squad passive as well
yeah thats why its honestly G tier
This means nothing if your team isnt getting their health threatened. The class is mediocre, its in the same tier as assault imo. It should have like 30% damage debuffs on parry or bash and a taunt. It operates in a defensive spot in a game where the best defense is killing everything before they can kill you. WHich EVERY class does better than bulwark. Also remove the shock area CD
@@JoshWWlol this this this this this
If your Sniper teammate is popping cloak to drop aggro and not just get breathing room for two seconds before utterly obliterating the wave...they're not a good Sniper or teammate. Cloak, pop 3-5 enemies with a couple headshots, cloak is refreshed, re-cloak, wash, rinse, repeat. Takes pressure off you as the Sniper with cloak, takes pressure off your teammates because there is literally less enemies. Sniper belongs in S tier with the Tactical. *walks away muttering* Vanguard has way better add control...lol
sniper's pretty good with ad clear imo using the las fusil. when i'm about to be swarmed i'll cloak, wait until the gaunts turn around towards another target, take a shot through the sea of ads usually getting several headshots, remain cloaked for another 2 seconds for another shot or two, and by the time i de-cloak and the ads turn back around to face me i'll usually have cloak available again, then rinse & repeat
In relation to the assault his passive 50% perfect dodge is much weaker then it seems.
I've been testing and if you are attacking and the enemy attacks you cannot animation cancel and will get hit. Parry however let's you animation cancel and is much better to survive. This makes assault even weaker and lower on tier list....
I think once Saber drops this patch fixing all these bugs in the game, lotta damage only/focused folks are gonna change their tune about that Bulwark. Remains to be seen but I'm looking forward to it
I want proper lobbies most of all before anything else
LMAO. Change the tune? Bulwark is by far the most picked and OP class in the game. IF they ever fix the bugs, Bulwark is the one that is instantly going to drop in popularity, you know why? The 100% grey health when dropping a banner while using Rejuvenating Effect that players are abusing is ALSO a bug. It says it revives teammates when the banner is dropped, but it also grants the Bulwark 100% grey health. That's clearly not intended since it isn't written in the perk and should be fixed. Take away that bug, and Bulwark players will swap to Tactical and Assault, guaranteed.
@@RuteFernandes-qs6pc its not a bug, its literally one of their skills to give contested health to the team upon using the banner
heavy is boring when you're only using the Multi-melta, sure, it might be crazy op right now but I find it a crutch atm with the contested health. The heavy boltor and heavy plasma are slept on, once you get good at timing/aiming the plasma you delete bosses and hordes of majoris and landing a hit on a nid extremis will almost send it straight to execute.
Heavy boltor is the same, just a crap ton of damage and satisfying to fire into a horde of nids
Ngl, Bulwark in B is a bit of a hot take. IMO he should go no lower than A. Give a bulwark a fencing power sword and swapping to speed style for warriors/chaos marines and power stance for hordes. That bulwark is going to put in a lot of work. And the banner alone is one of, if not the most, clutch abilities out of any of the other classes that can fully restore contested health for you and allies allowing everyone to fully heal themselves without a stim and revive them with the right build setup. Obviously the biggest weakness is the flying enemies but they can hold their own against a carnifex pretty well if you know how to approach them.
I single handedly carried multiple mediocre teams through Ruthless missions with Bulwark. It's one of the few classes that makes me confident in high pressure situations, especially when the rest of the team is lower level or just bad. Quite the opposite to my Assault Class, where I end up needing a revive from time to time and in no way I can comfortably be able to carry bad teams with it. With Bulwark I output a very respectful damage by the end of the mission, I never get downed and to be honest most of the times I never even need to stim. It's just that crazy good.
My buddy carries me through ruthless with bulwark as well. A proper bulwark player is so important and when you don't have one you can really feel it. Being on comms is so clutch when he sees I'm low on health, gets an enemy to finisher and calls me over to drop banner and heal up. If you play bulwark, i salute you. I suck at it so rely on you god damn Chads to keep me alive
Bulwark makes missions a millions times longer than they should take, you said it here in the comment. If everyone is competant it a throw class to choose for grinding operations. SNiper/heravy/tac is a thousand times faster and stronger
@@JoshWWlol well I'm not min maxing, even though I know a lot of people in the community seems to be in a hurry and love to spam farm the Inferno mission and want to optimize speed, but even in these situations, you know what makes the mission take longer? Wiping and having to start over. Also, playing solo with random people is the reality of the majority of us and expecting for competent teammates is a sure way to lose the mission.
Yeah my first choice if im going to carry in ruthless is bulwark. And i have found a decent way of dealing with nurothope where I don't really struggle with ammo on my plasma, as long as i can get it to his wave burst phase then i can just slap it with the sword.
@@othicx yeah, I carry krak grenades at all times for these sort of enemies. I never have an issue with them, just make sure to aim them correctly and never toss them into the one shielded (if you're fighting the one that comes in couple).
Love how you mentioned the mass effect vanguard . I miss that game. Lol
Bulwark may not be a min/max class, but it is easily one of the classes that can HARD carry (even if it’s a slower carry). The difference is that on tactical you can hard carry and keep your idiots alive because the wave clear is that good.
My biggest issue with assault is that it has no way to heal and no s when using the jumpack for ascending or descending. The amount of times my health got obliterated out of nowhere while I was descending, is ridiculous. Even when you play percefectly up until that point, by dodging and parrying, it dosn't matter, if you try to use your jumpack to close the gap with one of those Tyranid Warrior Snipers (which is exactly what you should do by the way) it can and will hit you mid air while descending for the ground pound and that means you just lost 80% of your health. Also the small gaunts with guns are ridiculous and need a nerf to either their damage, accuracy, spawn rate, or they need to seriously buff armor, especially to melee classes, because I have a harder time dealing with a group of those than a Carnifex and that's ridiculous. It's so absurd that if I miss one and he starts shooting I need to kill it asap of it'll genuinly kill me in seconds.
Until they fix it aoe damage overheats you. Seems to happen pretty often with the jet pack slam. Also the ability to get one armor from non finisher gunstrike and giving everyone on your team more gunstrike damage is pretty huge. Definitely feels higher skill gap than what’s meta but if they buff it even a little could see it being op in anyone who’s decent at its hands.
Really excited for the future of your channel mate, youve been super entertaining with your coverage of space marine 2, definitely appreciate the effort put into your videos.
thanks for that kind feedback, appreciate it
TV your dog is the cutest thing ever! Thanks for more space marine content. One disagreement the Heavy with Bolter is absolutely pushing A if not S tier but is a high skill playstyle because of the positioning needed
She is best girl for sure
You missed out on a pretty significant part of sniper. The Las Fusil can overheal just as good as the melta AND has basically unlimited ammo. Just dump rounds into hordes like it’s a shotgun and you’re unkillable.
Yeah Las Fusil is insane for survivability and ammo economy
You do to have to leave heavy stance to mow down guants. Just swing side to side and do the occasional mid-air grab for armor back
Rankings: S = Tactical / Bulwark, A = Sniper / Heavy, B = Vanguard, D = Assault
Bulwark is easily S, it's just impossible to die. The ONLY issue with Bulwark is Neurothropes. Bulwark should be very high on damage. It's all about the parries for aoe and single target damage with the sword with +50% damage power rakes. As soon as you start trying to cleave with the sword, you're better off being a Tactical - the parry is the true source of damage. One other thing is that many classes really struggle with the Chaos missions, Bulwark is able to solo these no problem, and will carry any team through any mission. The only class on the same level is Tactical, and I think it's purely because of the health regen bug. Also note that Bulwark is the only class that can actually properly regen health without bugs.
I've revived plenty of bulwarks. Lol this is an I've only played one class tier list.
Bulwark has a perk that lets you one-shot extremis with a perfect parry. I abuse this perk. Chaos Terminator? Dead. Lictor? Dead. Neurothropes are slow to kill but not that hard if you just wait until it drops for its AOE
I disagree vanguard is A, sniper and heavy are S/A.
Tactical is S+ at this point.
It's impossible to die with any class if you know what you're doing. That's the problem with bulwark. Bulwark is only good when your team is bad at the game. It kills things slower than the 4 ranged classes and the easiest way to not take damage in this game is to just kill enemies before they can damage you. Chaos becomes way easier with the right weapons and playstyle too.
I’ve started learning now as a sniper to use the cloak for a short window when a wave comes in and start killing ads with the bolt pistol so you can recloak almost immediately. It allows me to disengage, but not for long enough where it will affect my teammates. Also having a fencing combat knife keeps me alive for a lot longer with the bigger parry window. It’s definitely tough to master and I’m still learning, but it is extremely satisfying when it works.
Nah the heavy bolter puts in work with all the right levels.
And you absolutely can just stand in heavy stance, keep shooting, and you rarely die.
The overheal bug makes Heavy a monster
@@streven1331Honestly, I have a feeling most players are in for a rude awakening when they fix that bug. Tactical, Heavy, and Vanguard are ALL going to get WAY weaker when they can no longer just stand in a crowd and heal back to full with every single shot.
@connman8d617 it's gonna be a huge wake up call for sure. Most will adjust but bulwark will must certainly be in higher demand. I hope we get something else to compensate though. I like bulwark but don't want to feel like he's mandatory.
For the Bulwark, I think the issue is because of the lack of mobility he has to be a "wave clear" class. The Vanguard, Heavy, and Tactical do it so much better though. You don't have the kit to easily go full into single target (assault can jump in, vanguard grapple). Bulwark (wave clear and aggro) shines with like a Sniper or HB Heavy (for single target), and a GL Tactical (balanced).
As I've finally leveled everything up, I'm starting to see party build become way more important and interesting. My suspicion is that as the DLC comes along, building complementary parties will be a much bigger deal.
Heavy is easily S-tier. Easiest class to do Ruthless solo runs with. You don't really need to parry as heavy. The shock wave of the multi-melta knocks Majoris enemies back. The right heavy build will essentially have infinite ammo, infinite health, and Bulwark level survivability. I would say it will drop to A-tier once the health gain glitch is fixed, but currently its the easiest class to blow through Ruthless difficulty missions.
Thanks for the video! However, I think that people underestimate Assault. There are 2 main points about this class:
1. His heavy boltpistol is capable of killing a Majoris less than with a single magazine (10-12 shots), but you have to aim the head.
2. You should never spam "fast" hammer attacks (since they are not fast at all). Just hit and hold: if you have to parry, you can easily parry/dodge. If not, release the stomp.
And of course positioning (which is crutial for every class except melta fanbase)
Something that wasn't mentioned about Sniper is that they are absolutely fantastic at carrying the Gene seed. They have the best "Get out of fail free" perk in the game. Also the team perk about headshots is absolutely fantastic and often overlooked. You can get abilities back really quickly if you focus on headshots. Any headshot works, even minoris. I have a friend that can get back-to-back Auspex's whenever I'm on sniper.
Also Sniper's second weapon is actually the Stalker. It hits almost same breakpoints as the Sniper with a more rapid RoF. It works very well with the perma-cloak build where you shoot immediately upon cloaking and get it back in the 2-second window. You can keep popping heads invisible as long as there are heads to shoot.
Also Bulwark should be up a tier for the sole reason that he can be the team apothecary. That +HP on banner perk is absolutely busted with a little bit of teamwork. Pop banner before an execute, or a medkit, or whenever someone's chunking a wave. Instantly healthy team. That single ability is absolutely insane.
I play with a bunch of people who have said they don’t even wanna bother with assault because of the skill gap (not claiming to be good) but as someone who mains assault and is max level with it and 3 other classes, it’s still the most fun and rewarding class for me. There’s nothing quite like slamming down on some heretics with your hammer.
Don't get me wrong, I have not maxed out all classes, I'm close on tactical and heavy. But heavy just feels the most comfortable to carry on (like you can even carry in this game). It feels like I can take on everything, and the plasma pistol is great for when you quickly need the primary to cool down quickly. In terms of damage it does almost everything the team needs and it is very survivable because it can take down anything with the most ease.
Op you are not wrong, Heavy is strong especially if you use iron halo on range enemies BUT I feel it will fall a bit when the overheal bug is fixed (I assume it will be fixed with the healer class being launched) and the heavy potentially will drop a rank (but the heavy does have the lvl 25 skill and that will help ability regain so it’s all about team comp).
the sniper has perks that allow it to stay invis for an extra 2 seconds after firing (lingering concealment), it also has perks that give ability meter back after a headshot kill (renewal), it also has a perk that gives massive bonus damage to shots while invis (targeted shots). click invis, click a majoris head, it's almost permanent invisibility with a 75% damage buff, added to this the las fusili can kill multiple minoris enemies and give you ammo back when doing so. it's not as good as tactical but it can easily solo the vast majority of missions, the only area's that are remotely challenging are the capture points in the chaos missions.
Who let bro cook.
-A max rank heavy who has never played another class
I would argue that sniper does have wave clear by killing warriors, , with lingering concealment they can stay invisible effectively permanently and just keep shooting the warriors (or more dangerous stuff) in the head to let their melee chain execution after execution, killing the gaunts by backlash alone. Or they can cycle-charge with sprint > cloak > shoulderbash, cloak comes back around when the animation ends if you're quick.
Disagree about multi-melta. I think high accuracy heavy bolter is better and I absolutely put Heavy in S tier.
- Sniper has crowd control with the las fusil refund ammo perk, only cloak to double damage one shot kill majoris. The team perk is also easy god tier as a headshot on trash mob refunds 10% ability allows tactical to spam auspex they go hand in hand.
- Heavy naturally need more situation awareness and stance switching IS what makes a good/bad heavy. I am already used to get out of the stance to perfect parry 9/10 when a majoris come in melee range it’s a non issue once it becomes your second nature. The heavy bolter otherwise is just easily the best dps in game, I’ve outdamage a melta while only taking 2 digit damage in ruthless multiple times.
Basically these two classes have high skill ceiling. The tier list only makes sense for an average player.
Yeah man that’s how tier lists work lol. All the classes have a skill ceiling that makes them strong, IMO they did a good job balancing all the classes minus tactical being too strong. Tier lists are always based on how the average player would do
When surrounded , a good sniper will pop cloak and immediately break it with pistol or sniper shots to heads. Free bonus damage 3-5 seconds of ads not minding you then they will see you then re engage . A second later ( assuming you are hitting heads , you’ll have cloak back. Rinse repeat , and you soft CCed the dudes running back and forth confused on who to target.
Phew. Hot take. I agree assaults in a bad spot, but I think vanguard < assault.
Yeah, you have melta / instigator - but man… the perks are bad.
Also RE: sniper - I don’t think a good sniper rides out cloak. I cloak and instantly fire. Headshot. It’s back up. It’s perma cloak and +75%. Though it does struggle with chaos.
Been following since D1. Love your content, doesn't matter the game. Love how you're a voice of positivity and such a good role model. Thanks for what you do!
Sniper with las fusil is an add clearing machine. Infinite ammo and over penetration
13:40. Neurothropes are easy. Wait for their 3 shockwave attack and they float low enough to the ground to be hit. You get one or two combos off and finish with a Krak before his shockwave and youve erased half to 2/3rds of his health. You also melt carnifexes and hell brutes if you can get a vanguard or heavy to kite it for you and readily dodge AOE's with the power sword's sprint attack. Finally--just drop your banner and tank the damage.
Heavy plasma incinerator is probably the most slept on gun in the game. It can one shot whole hoards of majors with 1 charged shot. Also just spamming stomp 2 hipfire shots, roll backwards stomp means minors will literally never hit you and you will shred them.
Plus if you bring more ammo version of plasma and also more ammo team perk you get like 60 shots with the thing. I have never used 60 shots between ammo boxes and have ended the game with 30k ranged dmg no downs
Assault needs a primary weapon and need to operate like the campaign
If a neurothrope comes flying by in my melee groups runs then we introduce him to our best friend the krak... and youre smoking krak if you think bulwark is anything but stier in the right hands.
What it provides is a crutch for when things go bad but when you have the 4 other classes above it together and played properly (same thing as bulwark you need to play him properly) then everything should be dead and the crutch won't be necessary.
Love it man!!! I’m here for great content.
My only rebuttal would be that the Las fusil has decent crown control with the wide beam upgrade especially when you have the perk where killing 2 or more enemies refunds the shot. So that means you can take out linear columns of mooks while kiting and not be a total detriment to your team. Otherwise I will be curious to see how things change when gaining back contested health and other perk bugs get fixed. I think we'll be valuing survivability a bit higher than we do now.
The melee classes need a pistol that can change from single, high damage shots to 3 round bursts that debuff the enemy, or cause an explosion if you hit all 3 shots in the head etc. Give them great mid range capabilites
As an Assault main i have to say that maybe you are approaching him wrong.
He is a yoyo character, meaning: hit and run tactics.
Smash into enemies with Ground Pound and get part of your charge back, then dodge (only press the button once) to either side which you can get a nice angle and then do the Ground Pound again, after this maybe a quick charge attack (thunder hammer) and boom, all the Majoris enemies are executable.
He is not supposed to stay in the thick of fighting 24/7 like Bulwark does. He excels in these hit and run tactics.
Also as an Assault your main targets are enemies ranged attackers and shutting down reinforcement calls.
He is a bit misunderstood i think.
In my opinion, an aggressive sniper that can essentially pre charge the shot and ADS straight into their face belongs to S tier. But that's the thing right?
Not everyone is able to do that but just because of that skill ceiling and learning not to be constantly tunnel visioned, I believe he's genuinely one of the most important additions to the team considering everybody else can spec into crowd control while you do your thing putting out DPS onto major enemies. A good sniper also can essentially keep up his invisible availability and use to 100%
I started as a Bulwark and tactical. I still play them and they are fun, but the most fun class for me was actually the Vanguard. I would never have thought that, but it is.
The way ive had good success with the Sniper is more a support role. 1 shot enemies into finisher range, let your melee teammates get the finishers and kill the minoris around them. Never use the extra ammo to actually get the kill unless its a ranged enemy blasting your team
Following you since D2 and so stoked to see your variety content do well!
Thanks so much!
I don’t necessarily disagree with the reasons for the tier list, but I think a big issue is not considering the team play. My most successful team in ruthless has been the bottom 3 sniper, bulwark, heavy. With a proper set up sniper you can almost constantly be invis for most encounters one or two shooting any majors enemy. Heavy and Bulwark are loving life moving down the gaunts.
I think the best way to describe it is the high tier like assualt are good at everything, but the weaker classes excel in one or two areas and if you set the team up correctly, they all cover thier weakness so now the team excels in every area
If your a good snipper las fusil is great at crowd control. If you have the perk that gives you back ammo for killing 1 or more enemies with one shot, you can hip fire the las fusil and destroy crowds. Go invisible the shoot the first big guy in the head for mad damage. If you got the right build you will one shot big guys and get the executions to stay alive.
Tip for bulwark, walk up to a finishable enemy, pop banner then execute for 100% health regain
this trick has only worked for me up to averaghe difficulty.
at tier 3 and ruthless, the banner doesn't do this for me at all.
might be a bug or as intended, eager to find out
@@ginorvdw it works for me at all difficulties
@@brandonxxiv8726 then, luckily, it's probably a bug or something!
Cant wait till you play Heavy. I am level 11 on it with purple weapons (multimelta) and I am soloing every mission on the hardest difficulty. Once you get perks to manage your ammo the only thing in the game that can stop you is a canifex when a ammo box isnt around. With a Multimelta you are just as moblie as all the other classes and have the option to do short spurts of heavy stance if you want....its never required, ever. The horde of majors you dont even need heavy stance. Just line them up by Line of sighting them, unload, and roll back when needed. Doesnt matter how many there are.
Fire content bro. Loving the game. Deciding what to play next after maxing out Vanguard. Probably Tactical it will be quick with levelled up Melta/Pistol.
Personally I’d say sniper is S tier purely based off of his last team ability (10% ability charge per headshot), plus las fusil is good with crowd control especially with the perk that gives you a shot back if you kill 2 or more enemies with 1 shot, also the weapon perk that lets you gain red health back if you kill 3 or more enemies with 1 shot, I’d say crowd control is heavily rewarded. Plus, at least with the way I play sniper, I’ll run the perk that lets you stay cloaked for 2 seconds after you shoot while cloaked and if I start getting over run, I’ll pop cloak and immediately start shooting with pistol, gun enemies down for the 2 seconds of guaranteed stealth, and when uncloaked go for 1 headshot and you already have stealth back, rinse and repeat. Tactical is still definitely best in the game by a landslide though especially with the underbarrel grenade launcher bolt rifle, I had a random I played with today get 25k ranged damage with it on a ruthless inferno run
Guys, the Melta and multi melta class of weapons are not op.
They are crowd control weapons and should perform as such.
I'm sorry if you're not the ones getting all of the kills but in a hoard based shooter weapons like that are necessary for survival.
This class of weapons does not need a Nerf. The bolt weapons need a buff. Or enemy health in general needs to drop.
There honestly is a good synergy between melta class weapons and others.
Instead of being upset, thinking your teammate is trying to take all the kills. Try looking at it as your teammate is keeping all of the chaff off of you so you don't get dropped instantly by the amount of chaff enemies that hit you.
I've grown to like assault as well. It's an interesting challenge to play.
So for all the people defending bulwark, remember that yes, he makes missions almost unlosable, and is a great baby sitter, but easy does not mean fast, bulwark makes missions take almost 10 mins longer than if you had a sniper or heavy or tactical instead. So essentially this is a list if you are good at the game.
Thank god someone gets this lol, Full healing and isntant revives means nothing if you have 2 meltas and a sniper and can one shot anything and lose no health anyway
Disagree on bulwark making things longer, I main bulwark and blitz everything. Maybe you’ve just had inexperienced teammates
@@michealcaboose1875 So what do you do when on of the ranged only enemies show up? Take pot shots with your plasma pistol?
@MrJade12 that's the biggest downfall of the bulwark. The damage isn't bad with perfect parry shocks, if you're good you can cook waves. But I'll be honest the flying bois are always a problem because the other two always want to run melta rifle anyways.
@@MrJade12 To assist, yes. If you're doing your job on ranged DPS, it shouldn't take much longer at all. The Bulwark will handle pretty much everything else on the ground so the "Thropes" should be your focus.
The Assault has two issues:
1. It has little to no sustain. Contested health regen is absolutely needed, yet completely absent from the kit. The Minoris-Parry-Armor definitely helps Assault the most, though.
2. The jetpack has a microPP jump height and doesn't always work well, especially with verticality. Sometimes it doesn't even activate. I don't know. Jetpack is fine on paper, but it feels more like a gimmick and in its current state it's not worth giving up a primary for. I wish it was integrated more, like jetpack-dodge should replace default dodge for free, sprint and your melee combos should utilize your jetpack and so on.
What? The add clear with hammer is insane. It's like the melee version of the melta. If you could properly replenish contested health with that, Assault would be perfect.
I disagree with the gun strikes. Yes, you feel more like a gunslinger than a dedicated melee class, but since you can equip a fencing weapon to boost perfect parry and your dodge window is the best out of all classes, your class is going to get the most opportunities for gun strikes in the entire game. It makes very much sense to capitalize on that. Pistols can be fired in melee in Warhammer, so for me it doesn't really destroy the class/power fantasy at all. Plus the Heavy Bolt Pistol is GOAT. Hands down best and most fun to use pistol in the game.
BRUH, Bulwark is a beast. Yes, obviously it can tank damage. However as far as add clear you have shockwaves on perfect parries, shocwaves when losing all armor slots, bonus damage on shock damage, banners that cause damage over time, and the power sword sets up kill shots easily. Bulwark is EASILY S tier.
one thing il argue is that if assault was better even a triple melee classes would work (same way tact , heavy and sniper do ) Between bulwarks contested hp team perk , banner and vanguards ability recharge with execute the meleee squad has potential for more survivability (and some decent dmg with shock dmg bonus) . Only thing offering little to nothing (sept gunstrike dmg ) would be assault.
bulwark in B-tier is H E R E S Y, Brother.
having your heavy NOT worry about minoris at all, and that heavy being able to just let it rip on every major in sight, is an absolute succes strategy for my ruthless runs.
add to that the banner and area denial and it is definitely A-tier at the very least.
Respectfully disagree. Bulwark is good no doubt. But let your heavy pull the trigger once and kill more ads than a Bulwark can in twice the time. Let your sniper focus down big guys instantly. Bulwark is good, I love playing it. But its output is objectively slower than your alternatives.
@@TrueVanguard
I do agree with that, using a team comp that has a sniper.
Alas, none of my boys have chosen to main that class, yet.
At the point in the game we're at (our mains maxed out and working on some others) this build offers the best survivabillity.
I agree fully that other characters can output more dps, but that's not the only way to clear a mission.
Appreciate your reply though, love the content, both in D2 and now variety!
My childhood self cries a bit when you mentioned ME2's vanguard 🥹
Sniper has some pretty good group play perks and has it's roll carved out, but I would definitely have mentioned that it has access to the stalker bolt rifle which is actually very strong. Obviously right now the play is las fusil, but it is at least another strong option. For Assault it would be cool if they leaned even more into the gun strike where maybe on a perfect dodge you get a few enemies marked and can do really large chunks of damage. Or it could have some sort of unique weapon that you build charges from the dive bombs that could be used on cooldowns. I wouldn't even have all these tiers I would say that Tac and Heavy are S, Vanguard/Sniper/Bulwark A, and Assault B.
I ran a substantial run with a lvl 5 & 6. They were a Vanguard & a Heavy. They went down over & over. I definitely was a one man army with the Power Sword (purple tier)
We ended it with the Gene Seed and armory data. Bulwark has its place, it turns the battle into a battle of attrition like you said. But, idk if I could've done that carry with my Tac or my main (Vanguard)
Finally someone mentions ME2. Favorite game of all time.
I'd say my lists are as follows:
Effectiveness-
Tactical
Heavy
Sniper
Vanguard
Assault
Bulwark
Fun factor-
Heavy
Sniper
Assault
Vanguard
Bulwark
Assault
I think the assault could be fixed with a per that increases damage done to primaris enemies by 100% or something, because those big hammers are suppose to even crack the armor of vehicles and 1shot most critters.
As a prime Bulwark player i love softening up targets for the Vanguard with my plasma gun charged,
while i clear areas of adds and lock down other large targets. I think the Bulwark is by far the hardest class to play, but once you get good,
it starts paying out so much.
Max level Sniper is S++ when played properly. Incredible single target damage, incredible horde clear, and invisible 90% of the time. Takes a long, long time for sniper to get good , but when it does it's god tier
In PvE, everything is at least A tier, except for assault.
I personally thought that assault could have the ability to animation cancel with a dodge, so the slow and heavy hammer wouldn't be so crippling.
As a vanguard main, I actually prefer the instigator carbine to the melta. Crowds of chaff dont matter to my combat knife, so melta isnt neccesary. Being able to do some damage from range, particularly against chaos, is more useful to me.
What would you say is better with the instigator compared to the occulus?
Assault is good it’s just very… situational.
You have to have good game sense to keep up with other classes that don’t nearly require as much skill.
When you’re playing as assault and you’re surrounded by singular targets spread out and shooting at you is probably where assault is at its weakest. And this scenario happens a lot.
But when you see a massive wave barreling towards you with And not a lot of them have guns ? It’s free real estate.
A tier? Have you seen Tactical, or Multi-Melta Heavy? I think those gap the other classes by far.
@@miles6120 thing is, anywhere an assault shines, a bulwark or vanguard would have performed better. Assault just doesn't have a niche sadly. And it sucks because i like jump pack assault marines.
@@ThiccJakeTTV not really. Melta is overperforming because of a glitch. When that goes away tomorrow, I think a lot of "good" players are going to struggle in ruthless.
The point I was making is that all classes are good and have their place, apart from assault which needs a little love.
I think the Assault shines more if you repurpose the Class Ability to focus on Majoris and above enemies rather than ad-clear. On max difficulty, with Relic-Tier loadout, I can make a Majoris turn finishable in one jump with the hammer. For the ad-clear, I just use the hammer, nothing special. I do agree that the Assault doesn't really have anything to help with survivability, but I feel like it makes up for it by being able to dish out damage mixing jumps and gun strikes.
I think with the newest simple parry: armor gain, the survivability becomes manageable.
Sniper is a high skill class. If you abuse the cloak you are hurting your team but if you are popping in/out of cloak constantly to take out majoris you are easing the burden on your team. Not to mention it's the best class to take out neurothrope type enemies. The class belongs in A easily but personally I would put it in top of A.
I agree with the list, the one disagreement is the fun factor on heavy class, I’m good at playing heavy and I find it as fun as tactical and vanguard which are my favorite three classes. I always am happy when I have a sniper on my squad as well. I find Bulwark being fun but yes has too many gaps on output for me but I can see why many people prefer it for the play style. Assault will be great once they rework it which I’m confident they will someday
Thanks for the breakdown, TV!
I'd put Sniper a little higher personally, I know my teams always appreciate having elites go into execution right next to them so they can get an easy armour back. It depends on the sniper honestly, I will always make some room before I disappear and if we are on comms I will always call it out so you know there will be some more agro coming your way but I get it if the Sniper isn't so good they are really just there to kill the bosses. I'd like to see this done again but with no regards to build or fun and just judge them on how they look when fully kitted out, I think Heavy will be pretty high on that!
If you are just getting into Warhammer I feel your pain with all the new terminology, my roommate is really into it but I only have a very basic understanding of who is what. He got me into the audiobooks, I highly recommend the Eisenhorn books and after those the Ravenor books. I started my Warhammer there and they were a very good introduction to the world.
Thank you for this updated list. I've been liking your videos since WH40K came out.
I'm one of those who play any class with the Melta. I foolishly started with Assault. However, Operations is coop & this game doesn't allow 2 from the same class.
There are soooo many playing Tactical, soooo many playing Bulwarks & soooo many playing Snipers. So now, just to have easier matches, I main the Heavy & alt the Vanguard.
sniper not in s is crazy, but lets keep it that way so they don’t get nerf
If assault could boost sideways with a 5 second cool down, the class would be 100% better and more fun. Super simple change.
I main the Bulwark and i find them really cool and fun
However I feel like their role is more as an apothocary than a Tank which bothers me a bit. I would like to see a taunt perk/ability to them. Lets say that the banner aggros everything within 20 yards to you and boost your individial armor reg by 300 during its duration. That would be cool and tanky!
Aasault should have way more mobility from the jetpack than it has. Either more charges, so we dont have to use it solely for ground pound, or dodge should by default use the jet pack to increase dodge range by default.
Bulwark definitively does not get carried in output for tyranid missions. Melee classes struggle with chaos because of the teleport.
Take on sniper was kinda wrong. Bolt is better than laso. It has infinite ammo when maxed. Pistol also replenishes sniper ammo. You invis then go out. You get 2 seconds where nothing can see you. And then get 1 head shot and it insta gets replenished
You still have a Sniper video left to do.
My thoughts on you saying the heavy is boring is because you feel the melta is the superior option. I look at it as a possibility of 3 choices. Heavy bolter = sustained/constant damage. Great for a bit of everything. Heavy plasma incerator = burst damage. Chunks bosses and hordes of minoris, but definitely more of a focused/specific role. Multimelta = pure minoris/majoris damage. Its a hell of a gtfo, but really locks you into cqc (plus everyone treats it like its a clutch). I prefer the Heavy bolter, hence my opnion on it being the superior option, but the others all fill their own roles.
Can’t wait to see the deep dive videos for heavy and sniper and for you to be done with that series until the next class comes into the game. And yes heavy can be boring but I find it therapeutic in a way
My list would be:
S+ Tactical
S Heavy, Sniper
A Vangaurd, Bulwark
B
C Assault
Honestly I could argue vanguard and bulwark are S team dependent.
The tactical synergy with sniper, heavy, vanguard are truly amazing.
Bulwark fits with every melta class
Sniper can feed ability like crazy so can vanguard.
The heavy class impression was accurate but also hilarious 😂 , also Tactical and Vanguard are my 2 favourite classes.
No it wasn’t. His heavy impression was incorrect in almost every way except that it’s a top tier class
I have only levelled tactical and bulwark based on your videos before this. Don't have level 25 for tactical yet but Bulwark he/she is king for inferno operations, put him against chaos enemies then we see its weaknesses shine through. Especially with the fire AOE enemies. For boss damage the sword kicks ass, just put the flag down to tank damage unless its floating it above you. Then its the only time you switch to plasma charged shots.
Now tactical, they have nerfed the tactical bolt/grenade gun I never used, and that guy is just so squishy. You need the right weapon out at the right time. Just been using multi melta and the plasma weapon. Plasma is perfect on inferno up until the last part of inferno mission where multi melta is mandatory. Just an example as I clearly have not replayed that mission over and over again.
Hey, I’ve been really enjoying your Space Marine videos! Are you considering doing some PVP related content in the future ?
PS, long time viewer of your Destiny content. Keep up the good work.