It needs more sustain and health regain that doesn’t make it a gun strike merchant The jet pack needs to be campaign/ PvP level at minimum. The dodge should be replaced with the jet pack dash and should cost nothing. And the perks should be reworked. It’s apparent that this class is basically shit until level 20+
I just think you key all of those perfect jump pack dodge perks off of perfect dodge and it already feels so much better. This way you can do either or and get the benefit. Also, I want the pvp/campaign jet pack!!
Also the Hammer and Powerfist should stagger *at least* as capably as the combat knife does. If it takes me a week and a half to hit an enemy, having the ability to do more than hit them, then start a wind up for a 2nd hit only to get bodied because they didn't stagger, is a lil frustrating.
The increased gun strike dmg has a hidden perk that most people don’t think about, you full heal contested health with 1 shot which significantly increases your ability to survive in the frontline in combat. On ruthless if I miss my first party or dodge the gun strike from the second typically heals it all back. Way better than 10% ability charge, even for your teammates, as it causes them to kill higher level enemies easier and get their contested health back easier
Is that right? Full heal from zero to 100%? Because that might actually make gun strikes viable at higher levels because half the time you end up losing a TON of hp by using them. That gives assault a lot more viability Vs swarms because you can do a heavy into a gunstrike and it wouldn't MATTER if you take a few hits from minors.
This depends on the creature. A Gunstrike on a gaunt will not give a full contested health return. Contested health is relative to the creature. So a majoris, for sure, but you'll get far more Gunstrikew against minoris since a dodge attack creates Gunstrikes on one minoris
I've played ~50 hours of assault, and have milked every drop of efficiency out of the class to see just how far it can go. Assault is the worst defensively and offensively mechanically speaking atm. Assault is THE melee class fantasy, but atm are forced into being a gun strike pistol duelist for any chance at matching the power of other classes. I usually get 12-15k melee damage, and 6-8k ranged damage on a ruthless match. a VAST majority of that damage is from ground pound spamming hordes from the Zealous Blow Perk and Gun Strikes. I spend next to no time actually swinging my melee weapon.
I have noticed the same thing. I just rely on perfect dodge and gun strike combined with ground pounds. Just doesn't feel very great after a while tbh.
@@forgedwarrior20 The perfect dodge build is a trap as well. Esp. the jetpack dash. A normal dash is almost always better than a jetpack dash b/c dodge has real i-frames, jetpack dash does not. You can and WILL get slapped out of the sky in many cases where a normal dodge wouldn't get hit. Also the +25% dmg from perfect dodges don't affect gun strike damage, which is what ppl will be doing after a dodge 99% of the time. The whole perk tree is an uncoordinated mess. :C
@@Slanderbot you are correct, however due to the playstyle it has insane armour regen. You can dance with a hive tyrant, every time you parry or block, you take a chunk of health off with gunstrike, but you also get 100% contested health back AND 3 armour. I've even 1v1 carnifexes due to this with ease. Furthermore every majoris is a walking +2 armour vending machine and takes 1 parry to kill.
Is it still fun after that long? I can feel the class is kinda shit, but I’m still having fun anyway, I just don’t know if it’ll be worth it in the long run.
I think the simplest fix is what many have suggested; make the jet dodge his normal dodge with no ability cost. It’s fun, cool, unique, and plays into the current mechanics with as little required changes as possible to make the class vastly more viable. There are other changes I would like to see, but I believe that alone would bridge much of the gap.
You mean exactly how they had it in Space Marine 1. Yes, they definitely should. They should also give vernier thrust controls for when you're in the air (again, like in Space Marine 1). So you can actually maneuver the way the class should. PvE should give 3 jump boosts the same as PvP and campaign. Makes no sense not to have it. As you level assault, just like on table top, you should be able to equip a small shield. I'm not saying it should be a mechanics change but it should give like a half shield or something. Lastly, the assault class should have access to every melee weapon that is currently in the game and gain access to some that currently aren't. They need to add power axes, chain glaives, lightning claws etc. The class doesn't need a complete overhaul but it does need minor tweaks and some additional equipment to make it feel the way it should
10% Cooldown, I thought you were insane sir, I feel that needs to be 30% to be comparable to other Marines team abilities. Like 30% contested health regain on Tact or 20% ammo from Heavy. I’m glad many pointed out that 50% Gun Strikes turns the team into Gunslingers because by the time you get the perk, multiple damage up stack up to become insane damage even to Bosses you can Gun Strike on you and everyone else.
Honestly i love you're videos, it allows me to kind of have a second voice in my head give me different solutions to my builds and play styles and even gives me clarity on perks or bonuses whatever i need really. When i found out assault class packs didn't work like the campaign i refused to play it but I've got a better appreciation for it now.
I'm with you on this one. Everybody gunstrikes. 50% bonus damage is taken advantage of constantly. And results in dealing with tougher enemies far quicker. 10% cdr is negligible. And not really too noticeable. Especially considering everyone has ways of producing cooldown reduction of their own and making their abilities reasonable castable already.
So I have to agree that I feel assualt does get better once it's fully maxed out but that should not be the case. However there are still some inherent flaws that should and need to be rectified. 1. I agree that it needs some kind of Health sustain like the Vanguard for example that gets 10% Health on finishers. How is that not a perk on the assault class, or automatically built into its kit at base, that has to be in melee to do 90% of its damage? 2. Give us some inherent range damage resistance or perk or something. That should be the enemy type that we are best against because that's kind of why assault Marines were designed. 95% of the time when I go down is because of ranged mobs. 3. Jump pack Dodge and jump pack ground pound should be two separate cool downs and charges. That way people can't abuse jump pack Dodge to speedrun and it makes it so I stop losing jump pack charges for accidentally dodging because of not pressing the button long enough to get the ground pound jump pack. 4. Seriously give us the campaign jump pack variant to even half its efficacy. I literally cannot jump pack ground pound up a single flight of stairs because of the current way the jump pack is designed. What?! Now on to the Thunder Hammer because let's be honest, why would you be an assault marine and want to play with anything else? Lol 1. The Thunder Hammer should be somewhat the "melta" of the melee. The cleaving potential on all variants, after stat tweaking and such should be at least 5 or 6 minimum. I should always have the option to at least be able to hit all the minoris in front of me when I'm getting swarmed. If I want to choose a variant with higher cleaving potential to hit the sides and possibly the back then i have that choice with other downsides. 2. It needs more stager potential. 2 handed electrified hammer swung by a practical demigod.... Light swings should be able to stagger majors after at least 2 hits. It also should stagger minoris on all hits period. Just some thoughts to get the class up to par imo. Still a fun class but definitely needs early game work and a little endgame work.
Man what u said about the thunder hammer stagger, it's so true. I shouldn't have to land a parry to stun the enemies around me. They should be stunned everytime I slam thar hammer lol
I had to hit a gaunt 4 times to kill it with light attacks once… there were 20 of them. I feel like melee kills should restore some armor, not just executions. It really breaks the flow and causes the minor is enemies to not just die in one hit because they have to go into execute state. The traitor guardsmen are how all minor is should be, they die in one hit from literally anything. If majoris are going to be this tanky let us quick-clear minoris. So much for a power fantasy
The biggest issue with the Assault in PvE is the lack of survivability. The game wants you to play a certain way, diving into enemy hordes with a hammer, but it doesn't give you the right tools for it imo. I believe the last signature perk should be replaced with the red thirst, a nod to the blood angels. Killing enemies gives you contested health, the deadlier the enemy the more contested HP you gain. This means you can play the class as intended whilst giving you a big increase to your ability to survive.
It needs contested health generation. If I actually swing my hammer I instantly lose all my armor to gaunt ranged attacks. A single burst from a majoris ranged attack strips most of my armor. So all the class is about is dodge-heavy-gunstrike if available-parry-gunstrike-repeat. You don’t get to have fun swinging your hammer, if you do that you die, it hits like a wet noodle anyway.
Assault is the first class I brought to max level Thunder Hammer and all and it sure was a doozy, even if most of it was Inferno farming. Build wise I was mostly the same but with Gun Strike for team buff. I tried your build for a bit and it seems pretty nice getting abilities back a bit faster but Gun Strike buff feels soooo good; melee elites and bosses just took tons of damage. I'd say give it a try for a since you're gunstriking so much anyway. Otherwise my only real contention is not taking the free 3 minute grenade. I don't feel the retaliation buff when it happens, but I do see the free grenade at the start of each mission. Just throw it at the minion group and a get a free grenade. Then later on switch to Kraks as needed or get a free meltabomb which can one tap any Elite enemies, even floating Zoanthropes duo. It apparently has that much vertical reach. Overall it's been fun mastering the class and getting good a bonking the enemy. I just wish they'd fix the jump pack lock up bug. It's really annoying. Lastly a big tip to get over animation lockout of Thunderhammer is to parry. You can animation cancel any attack with a parry, even aftershock swings or groundslams. so you can wind up a swing, parry animation cancel, then try a jump pack dodge an attack.
You can parry out of a melee attack. You can't dodge out of a melee attack. If you're using a slower weapon (like a thunder hammer, say), it's much more difficult to take advantage of this class perk.
The Assault class really needs an overhaul. You spend hours leveling an objectively worse class at level 1, compared to the others, to only get something that’s middling at best in the end. Sadly every other class can do what the assault wants to do better with more survivablty
i hope the plan is to make a guide for every class :) i know its a lot of time and effort, but i genuinely appreciate how you present everything there is to know, and THEN state your preference, so we could understand the argument behind your decision, and then make one for ourselves based on the stated information. You can skip tactical tho if it means anything lol
Awesome video, thank you very much, explained very well, kept the funny parts and puns, really nice video, very well explained and you even showed what you meant with the combo's and the hammer aftershock perk and all, really nice, oh and you kept the lictor "kill" in :'D
Don't second guess yourself. It's definitely a venom cannon. Barbed stranger drops the toxic miasma pods with the thorns and devourers spit the volleys of tiny "bullets"
I had zero idea that the last perk restores 2 charges for one dodge. I thought it just gives you back the charge you just used. That's huge if you can do it right because it lets you dive, dodge, dive, dodge, dive in a loop as long as you're timing is on. I wrote off that perk because it seemed like just a regular dodge that just comes with the risk of losing a charge with no extra benefit.
I don't know why everyone keeps talking about having the jet pack be the same as campaign/pvp - in my opinion - that would be almost useless as you would just get absolutely rekt by tyranid snipers or 10 chaos marines. Assault is the only class I've gotten to level 25 and I have played a few tier4 difficulty matches on it - it's useable but boy do you need to on your A game with dodges, parries, and just general positioning. I think a quick and easy way to make assault more useable is to completely get rid of the jet dodge as an ability and jsut replace his normal dodge with the jet one, make general jet pack ability store 3 instead of just 2 uses, and make the hammer able to stagger majoris even on light attacks
@@calebheisserer5391 Yeah the height should be an easy out/in for melee situations. And i agree with them making the basic dodge a jet dodge. Honestly that what i initially thought it was gonna be. Im even cool with that basic jet dodge having a cooldown for balance sake as i think seperating the dodge from the jump will make the class more versatile.
Ya i hear that argument alot. "assault is good if you just hit every parry and perfect dodge" Ya but so is any class if you play perfect. Assault has a very high risk for pretty decent reward but not as high of a reward as other classes can get from far less risk. It still has significant badass points but I would really like to see them buff recoverable health massively. Its weird that i can slam into like 15 enemies or do a massive charged attack and barely see my health recover at all. like microscopic health recovery
Ok, the perfect dodge stuff is interesting - the first one you demonstrated near the end (38:23) didn't reward a gun strike, but was definitely a pefect dodge because you got the charge back. It was also the one that didn't slow time. The second one (38:39) did award a gun strike, and also had time slow. So it seems like the slowed time correlates to dodges that award gun strikes (pretty much the same as parries). What's frustrating is that it's going to make learning and ensuring your timing is right really difficult until level 25 when you get that perk, because you need the recharge on the jump pack to tell you that you got the timing right. =(
it's b/c the window for perfect dodge on the jetpack dash is longer, but it doesn't increase the window for proccing a natural perfect dodge. If you dash with the same timing as you would for a normal dodge, you get the slowdown/gunstrike. It kind of defeats the purpose of the dash, Also based on feel I believe the +50% prefect dodge timing is only being applied to the jetpack dash. Tho it is difficult to quantify simply by comparing dodge timing feels between classes.
is really weird use the jumpack button to dash, one perk should be "doing a perfect NORMAL dodge refill 20% of your jetpack" it would be awesome, and the hammer should do more damage
Have fun! It’s tough at first! I started assault with hammer from zero, around level 10 it really started to click for me! Remember you’re a marine, so less berserk and more tactical!
@39:00 Assault was the first class I maxed out. Despite starting with a green bolter pistol, assault plays well. Provided you play smart to keep on jump charge always available to either clear the area for a revive or breathing room. Or, just to remove yourself from the fray.
Love your content like I loved your BG3 content. Honestly, I know Bulwark is a stronger class but I just wanna play with the jump pack and the hammer. Gonna take your tips and make em work. :D
Ok, love the vid. Im looking forward to getting to the end of lvling so i can try the perfect dodge jetpack! Would love a gameplay vid showing off this tech more!
Thanks for the part at the end with how to Thunder Hammer and the jump pack dash. This is something a lot of folks have skipped in their guides. Do you have to charge the ground pound? Like the longer you hover the more damage?
Yes the more u hover and charge it up the stronger the hit. But it also makes u easy bait for ranged attacks. Getting a full charge on thr higher difficulties seems like it would be suicide
The biggest issue I have is that you have an innate 50% dodge perk which is really hard to use. Let's say you're fighting a Tyranid Warrior. You use light attacks on him because he might hit you with a red attack that you'll have to dodge (heavy attacks animation lock you). Then on the final attack of the light attack combo (attack 4), you get put into an animation lock, because it's a final attack of the light combo. The AI reads this due to input read and hits you with a red attack during your 4th attack of light combo because it's animation locked. You get hit hard. Light attacks should NOT cause animation locks universally.
@@drysoups you can't. I just quadrople checked it. You have to wait for the parry animation to complete in full. You're just trading one animation for another.
I find the perfect jump pack dodge very difficult to pull off in the midst of hectic combat, particularly on ruthless. Much less reliable than parrying especially as parrying interrupts your combo whereas dodging does not.
@italianspartacus I run a melta on my guy, strategic stand it's the 2nd row 3rd down if used right can heal completely when in use with the melta the first row has multi kill and restoration I mostly do the multi kill but if you wanta be a bigger tank restoration. I also run adamant will, with field adjustment yes it reduces the durability by 30% but I use it to charge down the ranged enemies and I run brute force. I highly recommend talking about strategic stand tho cause if you get hit just a little and shoot into a group you will walk out full hp it says you only get a 15% more contested health but you hitting multiple enemies just over fills hp so to speak. Side note I spam in and out of heavy stance basically an walk forward towards the enemy when not shooting
I would prefer to see jetpack dash to not use charge. This way you could just move all over the battle field and the lower damage wouldn't be as big of a deal since its balanced by being hard to hit. Maybe give it a slight cooldown instead.
As with all other classes, the fact that you have to get level 20+ to even feel decent, just is painful. I got to level 19 on Assault, but stopped and gave Heavy and Sniper a try and I honestly can't seem to bother even touching Assault again until there are some sort of tweaks to that class overall.
"i dont ever wanna melee terminus level enemies" thats why no one will remember your name brother, im out front parrying the tyrant to keep my brothers safe
I think many people would be satisfied with less class exclusive weapons. I think a lot of the friction around not allowing two of the same class in an operation would be alleviated by letting us bring in the weapons we want with the available classes.
Yeah same with pistols I do get why only the two melee (Edit I just remembered that the assault can’t even get the plasma pistol that’s just stupid) and the ranged only class get the strongest sidearm but not allowing the heavy boltpistol on all classes is unjustified. Also every class (except the heavy) should’ve access to the combat knife even though it would be stupid for assault and bulwark (I just wanna play tac marine/vanguard with knife and heavy bolt pistol) people should be able to play how they wanna play
I feel like if you’re playing on console, they need to change the action icon when you’re being attacked By a Lictor. The juking the joystick left and right is just a very bad idea because it means that you’ll have to get a new controller due to “stick drift” especially for PS5. When I get pinned by one sometimes I purposely let myself get whacked until I’m fully able to rotate the joystick clockwise (slowly) to the end of the bar 🤭
Hoping one day that add a chain axe weapon. I digress, does aftershock followed into ground pound the fast way do the same amount of damage versus charging fully?
Hey man, loving your Space Marine vids recently. Could you make a guide on using the combat knife? I'm really confused on how to build it and how to use it effectively.
I disagree that Squad Cohesion is the only viable team perk. 50% extra gun strike damage allows to execute Majoris enemies much faster - this is at least equal to the 10% ability cooldown perk, but actually better, considering that other classes have stronger cooldown bonuses, like Vanguard or Heavy, for example. I see you haven't even unlocked (and thus haven't tried) the other options, which Imo is a mistake. I also don't like the Retribution pick - pistol damage often ends up being something like 4-5k, especially on Zoanthropes who never get down to melee like Neurothrope, for example. Not to mention that counting on getting yourself into na bad situation is counterproductive. For Ascension - I'm not using it myself, but it makes sense when you're refunding your Q charges by killing minoris targets - you often do 3-4 consecutive jumps in that scenario, which leads to you jumping into a bunch of enemies and then jumping back up while being surrounded. It does make sense, even though the other options are better.
I much prefer the top tree for the thunder hammer due to the 100% increased contested health regen, then dipping back down to grab double aftershock slams. Ground slam is fine but 90% of the time you are better off doing a quick aftershock due to the sweeping hit box and faster delivery. If you’re surrounded and trying to go for double ground slams, you will end up taking a ton of damage. Plus aftershock usually results in a gun shot while it seems like ground slam rarely does.
The assault should have access to the plasma pistol...or it would be cool if they added the melta pistols and it was for the assault only. Just think it would be cool with a gun strike build and would make the auto reload skills have value since melta is long reload.
Agreed. Surprised it wasn't involved in the kit. To take it even further.. I feel the melta guns in this game act more like flamers. Would love to see them add something like a flame pistol to Assault.
Not sure how others felt about the artificer hammers but god damn, that fencing one has 0.5 speed!! Whay the hell is that. I eneded up sticking with the mastercrafted one that has 6 speed until i unlocked the relic tier weapons.
If they made Assault good, everyone would want to play it. It's one of the (if not the) most fun mechanic in the game. The Thor fantasy is just awesome. I personally hate to level it, since before level 19, he is essentially tied to the ground. So tedious to play.
I think the Assault should get an I-frame whenever using the jump pack leap, and it should just combine the regular roll/dash with the jump pack dash so you're always jump pack dashing by default. To me, that would be the easiest way to fix the class. But like others have said, all the gun strike perks are just weird and makes it so this class isn't very clear on what it's trying to do. That would require a much bigger overhaul to fix though.
Started today - with this class because this is how I shall serve the Emperor! And as far as "makes you feel impactful" goes: When the other guys charge their grenades and do their countdown, I will land there at the same time. I am the grenade. My craft is death.
Honestly, i dont mind assault being super gunstrike heavy. I found gunstrikes to be really fun when i started and still on ruthless. The assault may be the worst of the bunch, but its got the best pistol-sword dueling mechanics ive ever felt in a game. I feel and play like a whirling dirvish as i wade through the tide. Just wish the assault had more options for regaining health though
I wish you could shoot in the air like you can in campaign and pvp, and I wish you didn't get stuck so many invisible walls like on stair railings and you just go slamming straight down.
The reason assault feels bad to most people is clear on the first frame…..almost every perk which is the “best” choice is on the top line….so you have to suffer in pain until you get better. It’s so much nicer with purple gear upwards though. I was struggling until I bit the bullet and went chainsaw and bolt pistol that I had already levelled and it became much easier.
said you enjoy the powerfist a bit more. or something. and i do love the powerfist. but man. the hammer will just always feel stronger. idk. maybe you know something i don't about the fist. great video tho. gave you a sub
IMO now that perfect parry on minoris gives full armour charge and their hits only chip it, the parry is a lot stronger in massed groups, more so than dodge with is still the go to for majoris and up.
Hey man, great video. Just one thing, I'm not sure headshot damage on a weapon contribute to gunshot damage. Would love someone to test this out properly but I'm struggling to find it. Just a note. Thanks
I think the dodging window would feel better if the dodge functioned like the jetpack dodge that way we can at least feel like we are using the jetpack more and to provide a visual cue that your dodge is better, even if the range remains the same (though i would argue it should be bigger)
More knockback/stun on fist/hammer to reward melee and enhance the jetpack to either have quicker charge or have an alternate heavy attack on the dash.
Just maxed tactical assault is my lowest level class might try and max it next I've barely touched it cause I just didn't like how nerfed the jump pack felt compared to the campaign plus I'm not good at perfect dodging but maybe I'll give it another shot
You could take the many MANY hours required to level/learn how to play Assault effectively or just use a Melta. I love Assault, but holy crap does the class need help. Awesome video sir! 🫡
Any people not take Precision Strike to affect more enemies for Zealous blow? Are you killing enough mobs with the increased area to make up for the damage reduction? Or do they require follow up attacks on higher difficulties and are now scattered? Once the fight starts i find staying up in the air longer not the best with the ranged shooters targeting me.
Dunno if anyone has mentioned this but we need to have some invincibility during the downward attack portion of our jump. I mean totally make us vulnerable on the way up and if we're charging a slam but It really feels terrible to get hit on the way down as you're trying to clear. It's happened to me at crucial times when I needed to hit hard and ended up getting knocked out of the animation taking big damage and not even trading
The one thing I dont like about gun strikes, especially on higher tiers, is your still taking damage while you aim that shot to the head. Yeah, you get an armour point back but at the cost of potentially losing a lot of health. Unlike the executions where your invulnerable while you maim your enemy.
I gotta push back on this, as it's almost fake news level of suggestion wit the jump pack dodge perks. None of them are worth wasting a valuable charge on just to get 25% damage for 5 seconds when you could in the same row take pride in duty and deal 25% more damage to the next ground pound after a finisher, meaning you can jump into a new crowd again and instantly recharge again to then go into a finisher for yet another ground pound. Aside from that, you get more benefits from perfect parries on the class without wasting a jump pack charge better used for repositioning, damage, or assisting team mates. If you want to get good with assualt, what you need to get good at is learning how to pick your fights and understanding he's not really ideal for majoris enemies, he's great against clearing out hordes of chaff so that snipers, heavies, or tacticals can take out majoris. A better selection of perks I'd recommend instead would be: CORE Armor Reinforcement Consecutive Execution Knowledge of the enemy/Act of Attrition TEAM Squad Cohesion/Proven Efficiency GEAR Smiting Angel Zealous Blow Pride in Duty SIGNATURE Ascension These perks let you use any melee primary you want but I'd say chainsword for single target and T-Hammer for groups is the way to go. Powerfist has swings too small and it's charged heavies don't deal quite enough to affect hordes as well as a pommel strike into ground slam or quick aftershock that a T-Hammer can get away with it. Assaults greatest strength is their mobility, use it and you'll stay alive.
"Leveling assault first can be punishing...." yes. Yes that is me, i leveled assault first and it was ROUGH. Im not good at the dodge tho so i use the fencing hammer and try to parry
He does have a 50% larger dodge window as always on. It makes perfect dodging with assault a lot easier. I mainly focus myself on being a hyper mobile nuke, but his survivability needs a large tweak, hopefully some form of health regen
I don't disagree with the perk choices at all, but while it's nice having late perks that really matter (so it doesn't feel like actually reaching late levels is pointless), it's a bit wonky for them to basically steer assault into the "Jump Pack dodge" direction only really at 25. I mean, it's not useless before then, but imagine reaching level cap and finding out that the best way to play the class requires you to learn Jump Pack dodge timing; something you've rarely done up to that point because Jump Pack charges are precious and almost always should be saved for Ground Pound (to that point). You compare it to something like the Tac, where they'll be taking 2 of the last 3 perks - but it doesn't change the way they play; instead it enhances what they're already doing (Auspex Scans and headshots). I think the Jump Pack dodge idea is pretty neat, but I wonder if some or all of the "perfect JP dodge = recharge" should be rolled into a starter perk, or tier 1 perk, just so that players have a reason to play that way for the whole levelling process, and by the time they're 25 they're much more capable of gettting the timing. Hell, I'm only lv 12 on my assault, but now that I see what's in store for me I'm going to load into some trials and work on my timing.
Third column third tier is WAY better than the 15%. If you read it it says enemies hit by melee attacks (we can infer yours) take 10% increased damage for 3 seconds. The way that's written implies it gives 10% damage boost to your whole squad to the things you hit with melee. Maybe I am reading that wrong? Can anyone confirm?
I like that you don’t edit out your speech mistakes. Makes the video seem more wholesome and less “fabricated” if that means anything to anyone else but me. Anyways, keep it up. Doing great, buddy ❤
It needs more sustain and health regain that doesn’t make it a gun strike merchant
The jet pack needs to be campaign/ PvP level at minimum.
The dodge should be replaced with the jet pack dash and should cost nothing.
And the perks should be reworked. It’s apparent that this class is basically shit until level 20+
I just think you key all of those perfect jump pack dodge perks off of perfect dodge and it already feels so much better. This way you can do either or and get the benefit.
Also, I want the pvp/campaign jet pack!!
Also the Hammer and Powerfist should stagger *at least* as capably as the combat knife does. If it takes me a week and a half to hit an enemy, having the ability to do more than hit them, then start a wind up for a 2nd hit only to get bodied because they didn't stagger, is a lil frustrating.
Why would it need sustain when you have a mcdonalds wifi connection and multiple 1 shot weapons.. your problem is a personal skill issue lol
bro what, infinite jetpack dodge would just be the speedrun class
@@ShupperDupper these kids are oblivious.
The increased gun strike dmg has a hidden perk that most people don’t think about, you full heal contested health with 1 shot which significantly increases your ability to survive in the frontline in combat. On ruthless if I miss my first party or dodge the gun strike from the second typically heals it all back. Way better than 10% ability charge, even for your teammates, as it causes them to kill higher level enemies easier and get their contested health back easier
Is that right? Full heal from zero to 100%? Because that might actually make gun strikes viable at higher levels because half the time you end up losing a TON of hp by using them. That gives assault a lot more viability Vs swarms because you can do a heavy into a gunstrike and it wouldn't MATTER if you take a few hits from minors.
This depends on the creature. A Gunstrike on a gaunt will not give a full contested health return. Contested health is relative to the creature. So a majoris, for sure, but you'll get far more Gunstrikew against minoris since a dodge attack creates Gunstrikes on one minoris
@@italianspartacus I can't seem to get gunstrikes on a minoris dodge. Probably a skill issue.
So do a dodge then do an attack and it'll knock back a ton of them! Boom gun strike
@@italianspartacus ah I thought you meant you could perfect dodge a minoris.
"You don't have to fully charge Aftershock"
True, I just do it because I like seeing the lightning build up 😂
HAHAHAHAHA same
I've played ~50 hours of assault, and have milked every drop of efficiency out of the class to see just how far it can go. Assault is the worst defensively and offensively mechanically speaking atm. Assault is THE melee class fantasy, but atm are forced into being a gun strike pistol duelist for any chance at matching the power of other classes. I usually get 12-15k melee damage, and 6-8k ranged damage on a ruthless match. a VAST majority of that damage is from ground pound spamming hordes from the Zealous Blow Perk and Gun Strikes. I spend next to no time actually swinging my melee weapon.
I have noticed the same thing. I just rely on perfect dodge and gun strike combined with ground pounds. Just doesn't feel very great after a while tbh.
man that's sad I hope they fix it. The melee can be so cool in this game and they realy dropped the ball on THE melee class.
@@forgedwarrior20 The perfect dodge build is a trap as well. Esp. the jetpack dash. A normal dash is almost always better than a jetpack dash b/c dodge has real i-frames, jetpack dash does not. You can and WILL get slapped out of the sky in many cases where a normal dodge wouldn't get hit. Also the +25% dmg from perfect dodges don't affect gun strike damage, which is what ppl will be doing after a dodge 99% of the time. The whole perk tree is an uncoordinated mess. :C
@@Slanderbot you are correct, however due to the playstyle it has insane armour regen.
You can dance with a hive tyrant, every time you parry or block, you take a chunk of health off with gunstrike, but you also get 100% contested health back AND 3 armour.
I've even 1v1 carnifexes due to this with ease.
Furthermore every majoris is a walking +2 armour vending machine and takes 1 parry to kill.
Is it still fun after that long? I can feel the class is kinda shit, but I’m still having fun anyway, I just don’t know if it’ll be worth it in the long run.
I think the simplest fix is what many have suggested; make the jet dodge his normal dodge with no ability cost. It’s fun, cool, unique, and plays into the current mechanics with as little required changes as possible to make the class vastly more viable. There are other changes I would like to see, but I believe that alone would bridge much of the gap.
You mean exactly how they had it in Space Marine 1. Yes, they definitely should.
They should also give vernier thrust controls for when you're in the air (again, like in Space Marine 1). So you can actually maneuver the way the class should.
PvE should give 3 jump boosts the same as PvP and campaign. Makes no sense not to have it.
As you level assault, just like on table top, you should be able to equip a small shield. I'm not saying it should be a mechanics change but it should give like a half shield or something.
Lastly, the assault class should have access to every melee weapon that is currently in the game and gain access to some that currently aren't. They need to add power axes, chain glaives, lightning claws etc.
The class doesn't need a complete overhaul but it does need minor tweaks and some additional equipment to make it feel the way it should
10% Cooldown, I thought you were insane sir, I feel that needs to be 30% to be comparable to other Marines team abilities. Like 30% contested health regain on Tact or 20% ammo from Heavy. I’m glad many pointed out that 50% Gun Strikes turns the team into Gunslingers because by the time you get the perk, multiple damage up stack up to become insane damage even to Bosses you can Gun Strike on you and everyone else.
Honestly i love you're videos, it allows me to kind of have a second voice in my head give me different solutions to my builds and play styles and even gives me clarity on perks or bonuses whatever i need really. When i found out assault class packs didn't work like the campaign i refused to play it but I've got a better appreciation for it now.
I think the pistol hit damge one for team being 50% is amazing
Insanely strong with tactical with parry scan in team too.
Its definitly better than the 10%
I think squad gun strike damage is just the better skill on assault. Turning all majoris from 3 gun strikes before finisher into 2 in ruthless.
Jup, and as long as the overheal bug exists you can get a big amount of health when you're below 30% health.
It is by far the best squad skill. Gun Strike is your primary single target dps for assault and also your primary form of armor replenishment.
Love this stance!! I just see a higher value in the ability recharge but framing it in this light is great.
I'm with you on this one.
Everybody gunstrikes. 50% bonus damage is taken advantage of constantly. And results in dealing with tougher enemies far quicker.
10% cdr is negligible. And not really too noticeable. Especially considering everyone has ways of producing cooldown reduction of their own and making their abilities reasonable castable already.
Agreed. I play Heavy and my buddy has this as the team perk and it instantly increased our teams survivability.
So I have to agree that I feel assualt does get better once it's fully maxed out but that should not be the case. However there are still some inherent flaws that should and need to be rectified.
1. I agree that it needs some kind of Health sustain like the Vanguard for example that gets 10% Health on finishers. How is that not a perk on the assault class, or automatically built into its kit at base, that has to be in melee to do 90% of its damage?
2. Give us some inherent range damage resistance or perk or something. That should be the enemy type that we are best against because that's kind of why assault Marines were designed. 95% of the time when I go down is because of ranged mobs.
3. Jump pack Dodge and jump pack ground pound should be two separate cool downs and charges. That way people can't abuse jump pack Dodge to speedrun and it makes it so I stop losing jump pack charges for accidentally dodging because of not pressing the button long enough to get the ground pound jump pack.
4. Seriously give us the campaign jump pack variant to even half its efficacy. I literally cannot jump pack ground pound up a single flight of stairs because of the current way the jump pack is designed. What?!
Now on to the Thunder Hammer because let's be honest, why would you be an assault marine and want to play with anything else? Lol
1. The Thunder Hammer should be somewhat the "melta" of the melee. The cleaving potential on all variants, after stat tweaking and such should be at least 5 or 6 minimum. I should always have the option to at least be able to hit all the minoris in front of me when I'm getting swarmed. If I want to choose a variant with higher cleaving potential to hit the sides and possibly the back then i have that choice with other downsides.
2. It needs more stager potential. 2 handed electrified hammer swung by a practical demigod.... Light swings should be able to stagger majors after at least 2 hits. It also should stagger minoris on all hits period.
Just some thoughts to get the class up to par imo. Still a fun class but definitely needs early game work and a little endgame work.
Man what u said about the thunder hammer stagger, it's so true. I shouldn't have to land a parry to stun the enemies around me. They should be stunned everytime I slam thar hammer lol
I had to hit a gaunt 4 times to kill it with light attacks once… there were 20 of them. I feel like melee kills should restore some armor, not just executions. It really breaks the flow and causes the minor is enemies to not just die in one hit because they have to go into execute state.
The traitor guardsmen are how all minor is should be, they die in one hit from literally anything. If majoris are going to be this tanky let us quick-clear minoris.
So much for a power fantasy
The biggest issue with the Assault in PvE is the lack of survivability. The game wants you to play a certain way, diving into enemy hordes with a hammer, but it doesn't give you the right tools for it imo.
I believe the last signature perk should be replaced with the red thirst, a nod to the blood angels. Killing enemies gives you contested health, the deadlier the enemy the more contested HP you gain. This means you can play the class as intended whilst giving you a big increase to your ability to survive.
It needs contested health generation. If I actually swing my hammer I instantly lose all my armor to gaunt ranged attacks. A single burst from a majoris ranged attack strips most of my armor. So all the class is about is dodge-heavy-gunstrike if available-parry-gunstrike-repeat. You don’t get to have fun swinging your hammer, if you do that you die, it hits like a wet noodle anyway.
I respect putting the info upfront, subbed and watched for the breakdown. Also for anyone who doesn’t know, phenomenal bg3 content too!! ❤
I found bro looking for bg3 guides. He solid
I went block for the thunder hammer and focused on perfect dodging, gunstrikes and dodge attacks, by the emperor is it glorious.
I’ll give that a try. For the life of me I can’t ever see a reason to take a block weapon in any other circumstance.
@@ZenBearV13the other stats of the weapon going up is tempting
I was trying this out yesterday too with the same logic, dodge EVERYTHING
@@ZenBearV13kills thing faster if u learn to play agressive. Also I suggest playing away from the team so they dont mess with your executions.
The Codex Astartes does not support this build… but I’m looking forward to it!
I've been getting used to Assault, it's a lot of fun as well!
Assault is the first class I brought to max level Thunder Hammer and all and it sure was a doozy, even if most of it was Inferno farming. Build wise I was mostly the same but with Gun Strike for team buff. I tried your build for a bit and it seems pretty nice getting abilities back a bit faster but Gun Strike buff feels soooo good; melee elites and bosses just took tons of damage. I'd say give it a try for a since you're gunstriking so much anyway.
Otherwise my only real contention is not taking the free 3 minute grenade. I don't feel the retaliation buff when it happens, but I do see the free grenade at the start of each mission. Just throw it at the minion group and a get a free grenade. Then later on switch to Kraks as needed or get a free meltabomb which can one tap any Elite enemies, even floating Zoanthropes duo. It apparently has that much vertical reach.
Overall it's been fun mastering the class and getting good a bonking the enemy. I just wish they'd fix the jump pack lock up bug. It's really annoying. Lastly a big tip to get over animation lockout of Thunderhammer is to parry. You can animation cancel any attack with a parry, even aftershock swings or groundslams. so you can wind up a swing, parry animation cancel, then try a jump pack dodge an attack.
You can parry out of a melee attack. You can't dodge out of a melee attack. If you're using a slower weapon (like a thunder hammer, say), it's much more difficult to take advantage of this class perk.
The Assault class really needs an overhaul. You spend hours leveling an objectively worse class at level 1, compared to the others, to only get something that’s middling at best in the end. Sadly every other class can do what the assault wants to do better with more survivablty
i hope the plan is to make a guide for every class :) i know its a lot of time and effort, but i genuinely appreciate how you present everything there is to know, and THEN state your preference, so we could understand the argument behind your decision, and then make one for ourselves based on the stated information. You can skip tactical tho if it means anything lol
Awesome video, thank you very much, explained very well, kept the funny parts and puns, really nice video, very well explained and you even showed what you meant with the combo's and the hammer aftershock perk and all, really nice, oh and you kept the lictor "kill" in :'D
Don't second guess yourself. It's definitely a venom cannon. Barbed stranger drops the toxic miasma pods with the thorns and devourers spit the volleys of tiny "bullets"
I had zero idea that the last perk restores 2 charges for one dodge. I thought it just gives you back the charge you just used. That's huge if you can do it right because it lets you dive, dodge, dive, dodge, dive in a loop as long as you're timing is on. I wrote off that perk because it seemed like just a regular dodge that just comes with the risk of losing a charge with no extra benefit.
That color scheme goes stupid hard
I don't know why everyone keeps talking about having the jet pack be the same as campaign/pvp - in my opinion - that would be almost useless as you would just get absolutely rekt by tyranid snipers or 10 chaos marines. Assault is the only class I've gotten to level 25 and I have played a few tier4 difficulty matches on it - it's useable but boy do you need to on your A game with dodges, parries, and just general positioning. I think a quick and easy way to make assault more useable is to completely get rid of the jet dodge as an ability and jsut replace his normal dodge with the jet one, make general jet pack ability store 3 instead of just 2 uses, and make the hammer able to stagger majoris even on light attacks
The height is so low I am constantly getting clipped by the whips and swords from majoris. It definitely needs more height at least
@@calebheisserer5391 Yeah the height should be an easy out/in for melee situations. And i agree with them making the basic dodge a jet dodge. Honestly that what i initially thought it was gonna be. Im even cool with that basic jet dodge having a cooldown for balance sake as i think seperating the dodge from the jump will make the class more versatile.
Ya i hear that argument alot. "assault is good if you just hit every parry and perfect dodge" Ya but so is any class if you play perfect. Assault has a very high risk for pretty decent reward but not as high of a reward as other classes can get from far less risk. It still has significant badass points but I would really like to see them buff recoverable health massively. Its weird that i can slam into like 15 enemies or do a massive charged attack and barely see my health recover at all. like microscopic health recovery
not a bad take
Operations pack is useless, campaign/PvP actually feels like a jetpack. Simple as
Ok, the perfect dodge stuff is interesting - the first one you demonstrated near the end (38:23) didn't reward a gun strike, but was definitely a pefect dodge because you got the charge back. It was also the one that didn't slow time. The second one (38:39) did award a gun strike, and also had time slow. So it seems like the slowed time correlates to dodges that award gun strikes (pretty much the same as parries).
What's frustrating is that it's going to make learning and ensuring your timing is right really difficult until level 25 when you get that perk, because you need the recharge on the jump pack to tell you that you got the timing right. =(
it's b/c the window for perfect dodge on the jetpack dash is longer, but it doesn't increase the window for proccing a natural perfect dodge. If you dash with the same timing as you would for a normal dodge, you get the slowdown/gunstrike. It kind of defeats the purpose of the dash, Also based on feel I believe the +50% prefect dodge timing is only being applied to the jetpack dash. Tho it is difficult to quantify simply by comparing dodge timing feels between classes.
is really weird use the jumpack button to dash, one perk should be "doing a perfect NORMAL dodge refill 20% of your jetpack" it would be awesome, and the hammer should do more damage
Just this morning I decided to try and level assault and was looking for a good guide video. Great timing!
Have fun! It’s tough at first! I started assault with hammer from zero, around level 10 it really started to click for me! Remember you’re a marine, so less berserk and more tactical!
Been waiting for this one, thank you sir! I've been struggling making assault work for me the way I want.
@39:00 Assault was the first class I maxed out. Despite starting with a green bolter pistol, assault plays well. Provided you play smart to keep on jump charge always available to either clear the area for a revive or breathing room. Or, just to remove yourself from the fray.
Love your content like I loved your BG3 content. Honestly, I know Bulwark is a stronger class but I just wanna play with the jump pack and the hammer. Gonna take your tips and make em work. :D
Ok, love the vid. Im looking forward to getting to the end of lvling so i can try the perfect dodge jetpack! Would love a gameplay vid showing off this tech more!
Might not be the best class, but as Emperor's my witness, I LOVE me some warhammer action.
Thanks for the part at the end with how to Thunder Hammer and the jump pack dash. This is something a lot of folks have skipped in their guides. Do you have to charge the ground pound? Like the longer you hover the more damage?
Yes the more u hover and charge it up the stronger the hit. But it also makes u easy bait for ranged attacks. Getting a full charge on thr higher difficulties seems like it would be suicide
See you on the battlefield
If you're going Stomp play with the Chainsword, you'll love the Block Artificer one, "Achortan Oath". Pretty fun! ^^
"If you can get Krak it's gonna be quite good" 42:30
Dayummm I feel powerful with this build!!!
Finally someone who understands power fist and spend perks correctly!
Nice video man...keep them coming.
The biggest issue I have is that you have an innate 50% dodge perk which is really hard to use.
Let's say you're fighting a Tyranid Warrior.
You use light attacks on him because he might hit you with a red attack that you'll have to dodge (heavy attacks animation lock you).
Then on the final attack of the light attack combo (attack 4), you get put into an animation lock, because it's a final attack of the light combo.
The AI reads this due to input read and hits you with a red attack during your 4th attack of light combo because it's animation locked.
You get hit hard.
Light attacks should NOT cause animation locks universally.
Parry button animation cancels. It is a game changer. Play assault like Dark Souls 3.
@@Crass_Honey_Badger you can't parry a red attack my dude.
@@JoshTheMadLadParry to cancel the light attack animation then dodge to cancel the parry animation
@@drysoups you can't. I just quadrople checked it. You have to wait for the parry animation to complete in full.
You're just trading one animation for another.
@@JoshTheMadLad that's unfortunate, could've swore it worked for me before.
I find the perfect jump pack dodge very difficult to pull off in the midst of hectic combat, particularly on ruthless. Much less reliable than parrying especially as parrying interrupts your combo whereas dodging does not.
I wouldn't mind seeing more of your videos maybe showcasing theses off. Your stuff is pretty good keep it up bud
I've done bulwark and tactical so far!! Heavy up next! Thank you bro! :)
@italianspartacus awesome looking forward to it. I'm a heavy main for now my build makes me borderline unkillable
Any big perks you'd like me to highlight?
@italianspartacus I run a melta on my guy, strategic stand it's the 2nd row 3rd down if used right can heal completely when in use with the melta the first row has multi kill and restoration I mostly do the multi kill but if you wanta be a bigger tank restoration. I also run adamant will, with field adjustment yes it reduces the durability by 30% but I use it to charge down the ranged enemies and I run brute force. I highly recommend talking about strategic stand tho cause if you get hit just a little and shoot into a group you will walk out full hp it says you only get a 15% more contested health but you hitting multiple enemies just over fills hp so to speak. Side note I spam in and out of heavy stance basically an walk forward towards the enemy when not shooting
@italianspartacus sorry a lot there but I hope you enjoy
I would prefer to see jetpack dash to not use charge. This way you could just move all over the battle field and the lower damage wouldn't be as big of a deal since its balanced by being hard to hit. Maybe give it a slight cooldown instead.
As with all other classes, the fact that you have to get level 20+ to even feel decent, just is painful. I got to level 19 on Assault, but stopped and gave Heavy and Sniper a try and I honestly can't seem to bother even touching Assault again until there are some sort of tweaks to that class overall.
For Act of Attrition, does that mean enemies take 10% more damage just from you? or from you AND your team mates?
Just got all my relic armor for my assault last night. Rocking that imperial drip🗣️
Don't know if anyone else caught this, but Consecutive Execution is even worse at a 3* minute cooldown, not 2 minute. 180 seconds.
"i dont ever wanna melee terminus level enemies" thats why no one will remember your name brother, im out front parrying the tyrant to keep my brothers safe
I am unreasonably angry that Assault can't take a power sword. GIVE ME MY POWER SWORD DAMMIT.
I think many people would be satisfied with less class exclusive weapons. I think a lot of the friction around not allowing two of the same class in an operation would be alleviated by letting us bring in the weapons we want with the available classes.
@@violentcoughing5135 yes well I now would Assault Marines take heavy bolters or sniper weapons. They're locked for lore reasons.
Honestly I would rather have the main story jet pack or AC 6 movement over a power sword. Come on, let me fly.
I want my axe
Yeah same with pistols I do get why only the two melee (Edit I just remembered that the assault can’t even get the plasma pistol that’s just stupid) and the ranged only class get the strongest sidearm but not allowing the heavy boltpistol on all classes is unjustified.
Also every class (except the heavy) should’ve access to the combat knife even though it would be stupid for assault and bulwark (I just wanna play tac marine/vanguard with knife and heavy bolt pistol) people should be able to play how they wanna play
Does anyone actually get use out of the jet pack perfect dodge perk?
I wish block weapons allowed you to block the orange attacks
I feel like if you’re playing on console, they need to change the action icon when you’re being attacked By a Lictor. The juking the joystick left and right is just a very bad idea because it means that you’ll have to get a new controller due to “stick drift” especially for PS5. When I get pinned by one sometimes I purposely let myself get whacked until I’m fully able to rotate the joystick clockwise (slowly) to the end of the bar 🤭
Heres the ultimate guide: play a different class until a buff/rework
Hoping one day that add a chain axe weapon. I digress, does aftershock followed into ground pound the fast way do the same amount of damage versus charging fully?
40:34 is a perfect example of the stun lock🤣
Hey man, loving your Space Marine vids recently. Could you make a guide on using the combat knife? I'm really confused on how to build it and how to use it effectively.
I disagree that Squad Cohesion is the only viable team perk.
50% extra gun strike damage allows to execute Majoris enemies much faster - this is at least equal to the 10% ability cooldown perk, but actually better, considering that other classes have stronger cooldown bonuses, like Vanguard or Heavy, for example.
I see you haven't even unlocked (and thus haven't tried) the other options, which Imo is a mistake.
I also don't like the Retribution pick - pistol damage often ends up being something like 4-5k, especially on Zoanthropes who never get down to melee like Neurothrope, for example. Not to mention that counting on getting yourself into na bad situation is counterproductive.
For Ascension - I'm not using it myself, but it makes sense when you're refunding your Q charges by killing minoris targets - you often do 3-4 consecutive jumps in that scenario, which leads to you jumping into a bunch of enemies and then jumping back up while being surrounded.
It does make sense, even though the other options are better.
This
I much prefer the top tree for the thunder hammer due to the 100% increased contested health regen, then dipping back down to grab double aftershock slams. Ground slam is fine but 90% of the time you are better off doing a quick aftershock due to the sweeping hit box and faster delivery. If you’re surrounded and trying to go for double ground slams, you will end up taking a ton of damage. Plus aftershock usually results in a gun shot while it seems like ground slam rarely does.
I find more use out of the double slam. A gunstrike and two ground slams is execute range. Tried 100% contest health and couldn't see the use sadly
Just a comment on the Frbcing Relic chainsword:
It is bugged, it is actually a balanced chainsword.
The assault should have access to the plasma pistol...or it would be cool if they added the melta pistols and it was for the assault only. Just think it would be cool with a gun strike build and would make the auto reload skills have value since melta is long reload.
Agreed. Surprised it wasn't involved in the kit. To take it even further.. I feel the melta guns in this game act more like flamers. Would love to see them add something like a flame pistol to Assault.
Could you imagine doing gun strikes with an inferno pistol?
Love these guides, thank you
Not sure how others felt about the artificer hammers but god damn, that fencing one has 0.5 speed!! Whay the hell is that. I eneded up sticking with the mastercrafted one that has 6 speed until i unlocked the relic tier weapons.
If they made Assault good, everyone would want to play it. It's one of the (if not the) most fun mechanic in the game. The Thor fantasy is just awesome.
I personally hate to level it, since before level 19, he is essentially tied to the ground.
So tedious to play.
Great video and enthusiasm
I think the Assault should get an I-frame whenever using the jump pack leap, and it should just combine the regular roll/dash with the jump pack dash so you're always jump pack dashing by default. To me, that would be the easiest way to fix the class. But like others have said, all the gun strike perks are just weird and makes it so this class isn't very clear on what it's trying to do. That would require a much bigger overhaul to fix though.
Started today - with this class because this is how I shall serve the Emperor!
And as far as "makes you feel impactful" goes: When the other guys charge their grenades and do their countdown, I will land there at the same time.
I am the grenade.
My craft is death.
Honestly, i dont mind assault being super gunstrike heavy. I found gunstrikes to be really fun when i started and still on ruthless. The assault may be the worst of the bunch, but its got the best pistol-sword dueling mechanics ive ever felt in a game. I feel and play like a whirling dirvish as i wade through the tide. Just wish the assault had more options for regaining health though
I wish you could shoot in the air like you can in campaign and pvp, and I wish you didn't get stuck so many invisible walls like on stair railings and you just go slamming straight down.
The reason assault feels bad to most people is clear on the first frame…..almost every perk which is the “best” choice is on the top line….so you have to suffer in pain until you get better. It’s so much nicer with purple gear upwards though. I was struggling until I bit the bullet and went chainsaw and bolt pistol that I had already levelled and it became much easier.
I’m curious, How much melee/ranged damage are you outputting in a ruthless operation match?
said you enjoy the powerfist a bit more. or something. and i do love the powerfist. but man. the hammer will just always feel stronger. idk. maybe you know something i don't about the fist. great video tho. gave you a sub
IMO now that perfect parry on minoris gives full armour charge and their hits only chip it, the parry is a lot stronger in massed groups, more so than dodge with is still the go to for majoris and up.
I've only played assault so far and am 25, I find it is a little squishy but I like the utility too. 10% off auspex and banner is pretty big
Great guide 👍
Hey man, great video.
Just one thing, I'm not sure headshot damage on a weapon contribute to gunshot damage. Would love someone to test this out properly but I'm struggling to find it. Just a note. Thanks
I did! :) I did it using the trials and initiating only gun strikes WITH the perks then WITHOUT. I killed a warrior faster with the perks
I think the dodging window would feel better if the dodge functioned like the jetpack dodge that way we can at least feel like we are using the jetpack more and to provide a visual cue that your dodge is better, even if the range remains the same (though i would argue it should be bigger)
More knockback/stun on fist/hammer to reward melee and enhance the jetpack to either have quicker charge or have an alternate heavy attack on the dash.
Just maxed tactical assault is my lowest level class might try and max it next I've barely touched it cause I just didn't like how nerfed the jump pack felt compared to the campaign plus I'm not good at perfect dodging but maybe I'll give it another shot
Just in time I just finished lvl 25 sniper and heavy and started assault it may not be the best but I'm certainly having alot of fun
You could take the many MANY hours required to level/learn how to play Assault effectively or just use a Melta. I love Assault, but holy crap does the class need help. Awesome video sir! 🫡
Another great video! Maybe it’ll convert some of those Assault haters!
Any people not take Precision Strike to affect more enemies for Zealous blow? Are you killing enough mobs with the increased area to make up for the damage reduction? Or do they require follow up attacks on higher difficulties and are now scattered? Once the fight starts i find staying up in the air longer not the best with the ranged shooters targeting me.
Dunno if anyone has mentioned this but we need to have some invincibility during the downward attack portion of our jump. I mean totally make us vulnerable on the way up and if we're charging a slam but It really feels terrible to get hit on the way down as you're trying to clear. It's happened to me at crucial times when I needed to hit hard and ended up getting knocked out of the animation taking big damage and not even trading
The one thing I dont like about gun strikes, especially on higher tiers, is your still taking damage while you aim that shot to the head. Yeah, you get an armour point back but at the cost of potentially losing a lot of health. Unlike the executions where your invulnerable while you maim your enemy.
I gotta push back on this, as it's almost fake news level of suggestion wit the jump pack dodge perks. None of them are worth wasting a valuable charge on just to get 25% damage for 5 seconds when you could in the same row take pride in duty and deal 25% more damage to the next ground pound after a finisher, meaning you can jump into a new crowd again and instantly recharge again to then go into a finisher for yet another ground pound. Aside from that, you get more benefits from perfect parries on the class without wasting a jump pack charge better used for repositioning, damage, or assisting team mates. If you want to get good with assualt, what you need to get good at is learning how to pick your fights and understanding he's not really ideal for majoris enemies, he's great against clearing out hordes of chaff so that snipers, heavies, or tacticals can take out majoris.
A better selection of perks I'd recommend instead would be:
CORE
Armor Reinforcement
Consecutive Execution
Knowledge of the enemy/Act of Attrition
TEAM
Squad Cohesion/Proven Efficiency
GEAR
Smiting Angel
Zealous Blow
Pride in Duty
SIGNATURE
Ascension
These perks let you use any melee primary you want but I'd say chainsword for single target and T-Hammer for groups is the way to go. Powerfist has swings too small and it's charged heavies don't deal quite enough to affect hordes as well as a pommel strike into ground slam or quick aftershock that a T-Hammer can get away with it. Assaults greatest strength is their mobility, use it and you'll stay alive.
Is he going to do these guide type videos for every class?? I hope so
Yup :)
Been waiting for this...... 🔨
Are the abilitys coverting to pvp ?
14:05 "Act of Attrition" perk's description sounds like it can affect allies. It also a plus in my mind.
"Leveling assault first can be punishing...." yes. Yes that is me, i leveled assault first and it was ROUGH. Im not good at the dodge tho so i use the fencing hammer and try to parry
Ive played a lot of every class and can confirm that this is the only class that is ass until level 20
I'll buy a lotto ticket if IS can go an entire video on the Assault without saying "Thunder Fist"
great video, thanks !
I wish Assualt had that Vanguard perk where your perfect dodge window is doubled when under 50% health :(
He does have a 50% larger dodge window as always on. It makes perfect dodging with assault a lot easier. I mainly focus myself on being a hyper mobile nuke, but his survivability needs a large tweak, hopefully some form of health regen
I’ve gotten to level 23, and am currently stuck with master crafted weapons.
A little scared to try substantial or harder
I don't disagree with the perk choices at all, but while it's nice having late perks that really matter (so it doesn't feel like actually reaching late levels is pointless), it's a bit wonky for them to basically steer assault into the "Jump Pack dodge" direction only really at 25. I mean, it's not useless before then, but imagine reaching level cap and finding out that the best way to play the class requires you to learn Jump Pack dodge timing; something you've rarely done up to that point because Jump Pack charges are precious and almost always should be saved for Ground Pound (to that point). You compare it to something like the Tac, where they'll be taking 2 of the last 3 perks - but it doesn't change the way they play; instead it enhances what they're already doing (Auspex Scans and headshots).
I think the Jump Pack dodge idea is pretty neat, but I wonder if some or all of the "perfect JP dodge = recharge" should be rolled into a starter perk, or tier 1 perk, just so that players have a reason to play that way for the whole levelling process, and by the time they're 25 they're much more capable of gettting the timing. Hell, I'm only lv 12 on my assault, but now that I see what's in store for me I'm going to load into some trials and work on my timing.
I'd like to admit to you all that I am casually bothered by his 4 requisition
Third column third tier is WAY better than the 15%. If you read it it says enemies hit by melee attacks (we can infer yours) take 10% increased damage for 3 seconds. The way that's written implies it gives 10% damage boost to your whole squad to the things you hit with melee. Maybe I am reading that wrong? Can anyone confirm?
I like that you don’t edit out your speech mistakes. Makes the video seem more wholesome and less “fabricated” if that means anything to anyone else but me.
Anyways, keep it up. Doing great, buddy ❤
I went for the extra 5% damages and then 10% vs chaos too
That gives you more damage to everything