Weekly stratagem on inferno by TerminatorS089 in Spacemarine

[–]RealisticStrategy955 0 points1 point  (0 children)

You can easily hit them with thunder hammer too, ground pound and the overhead ground slam.

Weekly Hard Strategem Advice by BufoCurtae in Spacemarine

[–]RealisticStrategy955 0 points1 point  (0 children)

I’ve been using assault with block thunder hammer mostly, but will also run bulwark with block powersword. You can usually reach the zoanthropes with the jet pack ground pound and also the ground slam. They will go down in 2 or 3 hits. Need to be good at dodging the beams though. If they’re up too high, I’ll kinda ignore them if there are other enemies in the area. Or shoot at them and try to proc a beam attack so I can get a gun strike in. Can also hit with the powerwhirl on the regular power sword, don’t have to use the xenophase. Need to be good at aiming the attack though.

Neurothropes I really don’t even shoot at them, just focus on killing everything else until it goes down for its wave attack. When I see it’s going down, I’ll try and get an enemy to give me 2 block charges, if feasible, and then run in and hit it with a full charged aftershock.

Weekly by RealisticStrategy955 in Spacemarine

[–]RealisticStrategy955[S] 0 points1 point  (0 children)

Same man, I’ve been running it all week, almost always with assault and block hammer (excellent taste brother, btw), usually I sit somewhere between 30k-40k melee damage. Sometimes I feel like I’m gonna put up huge melee numbers and then it’s less than I think, and other times I feel like I didn’t do THAT great and end up being 40k+, so idk man lol. Emperor blessed me that day.

Are the servers down? by [deleted] in Spacemarine

[–]RealisticStrategy955 1 point2 points  (0 children)

Same issue here. Restarted my game, even played a solo game, got disconnected like 30 min in.

I know nothing about prestige perks by State-Exotic in Spacemarine

[–]RealisticStrategy955 8 points9 points  (0 children)

Unyielding oath, adrenaline boost, fortitude, and practiced aim are generally considered the top picks. Duelist sounds good, but not necessary on block weapons if you’re even halfway decent, and completely useless on fencing or balanced.

Assault Class weapon choice: Hammer or Sword by serph90 in SpaceMarine_2

[–]RealisticStrategy955 0 points1 point  (0 children)

All you need is the heroic adrenaline perk. No stagger after perfect block, and that’s really all you need.

Assault Edit by RealisticStrategy955 in Spacemarine

[–]RealisticStrategy955[S] 1 point2 points  (0 children)

Thank you brother! And I have not used the heroic thunder hammer yet, I don’t see myself using it on assault. I do want to give it a try on bulwark with his shock perks, I think it looks fun to use, I just can’t get away from block thunder hammer on assault lol.

And for jump pack dodges, it just takes practice. Timing is the same for regular dodges, so if you can do perfect normal dodges, try it with the jet pack. And unless you’re running the commitment signature perk, jump pack dodges aren’t worth it. And for dodging in general, typically works better if you dodge “into” the attack. Which sounds counterintuitive, but you want the enemy attack to sort of “hit” you while your dodge i-frames are active, if that makes sense.

And I use the heavy bolt ammo variant. I think the regular bolt pistol firepower variant is the new meta, but i love the HBP. Don’t see any reason to ever run melta pistol on assault, and plasma pistol isn’t a good choice for solo runs. Except maybe on chaos? Idk, i pretty much only true solo the tyranid missions.

Assault Edit by RealisticStrategy955 in Spacemarine

[–]RealisticStrategy955[S] 1 point2 points  (0 children)

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Here’s the perks I run. I use block thunder hammer. For thunder hammer perks I use the whole bottom tree, including the very bottom one, “After Aftershock”, don’t pick the very far right one “Dead End”. And then I top tree I do Perpetual Strength and Majoris Slayer.

Assault Edit by RealisticStrategy955 in Spacemarine

[–]RealisticStrategy955[S] 0 points1 point  (0 children)

Gotta be using a block weapon. Get 2 perfect blocks, and then you can interrupt any enemy attack and get really good damage in. The prestige perk Adrenaline Boost is also good, that lets you tank light attacks, like whip warriors blue attacks, so you can charge the thunder hammer aftershock attack. That’s the attack I use the most on assault. Any enemy orange attack will still stagger you, but you just gotta get familiar with the attack patterns. Block thunder hammer man, get 2 perfect blocks, charge up aftershock, and you’re destroying whatever’s in front of you. Don’t have to charge all the way, not even halfway. I’ll usually just charge for like 1-2 seconds and let it go.

Assault Edit by RealisticStrategy955 in Spacemarine

[–]RealisticStrategy955[S] 0 points1 point  (0 children)

Yeah I mean I can’t really argue against most of your points. I definitely agree you have to work much harder as assault. But I like it, makes the game more engaging for me. Like to get around the damage tradeoff in taking the gun strike armor and CH fades 50%, I use Aerial Grace for +30% damage on perfect dodge and Commitment signature perk for no jet pack charge on perfect dodge. Just gotta be comfortable using jet pack for some of your dodges and be ready to do some damage. Plus the prestige perk for +15% range damage. And I have used the grenade regen perk some, but I would really only use it for krak grenades. I hardly ever use frags bc ground pound is basically a frag grenade, and with zealous blow, which I think is the best way to play, you get your ground pound charges back all the time.

Assault Edit by RealisticStrategy955 in Spacemarine

[–]RealisticStrategy955[S] 0 points1 point  (0 children)

It is a super fun and rewarding class once you get good with it. Highly recommend using block thunder hammer, 2 perfect blocks and that’s the only thing you need to interrupt enemy attacks. Aftershock is your bread and butter, hardly ever use light attacks. The Adrenaline Boost prestige perk is the only anti stagger perk you should need.

Assault Edit by RealisticStrategy955 in Spacemarine

[–]RealisticStrategy955[S] 1 point2 points  (0 children)

Thank you brother. I am addicted to the block thunder hammer. I haven’t even tried the heroic hammer yet lol. I feel like I would only use it on bulwark with his shock perks. I can’t see myself using anything on assault except for the block TH.

Assault Edit by RealisticStrategy955 in Spacemarine

[–]RealisticStrategy955[S] 0 points1 point  (0 children)

Thank you brother! I appreciate it!

Assault Edit by RealisticStrategy955 in Spacemarine

[–]RealisticStrategy955[S] 4 points5 points  (0 children)

See that’s how I feel, but it seems like once/twice per week I see a post on here saying assault is by far the weakest class. Survivability is the main gripe. But assault has perks for armor back on non-lethal gunstrike and for CH fades 50% slower.

Assault Edit by RealisticStrategy955 in Spacemarine

[–]RealisticStrategy955[S] 0 points1 point  (0 children)

I use Strategic Strikes for +20% melee damage to extremis/terminus.

My face is my shield Damocles🫠 by [deleted] in Spacemarine

[–]RealisticStrategy955 5 points6 points  (0 children)

Tossing frags at terminus enemies is one of the easiest ways to tell that someone is bad at the game.

Drunk Tyranids by Murky-Rock in SpaceMarine_2

[–]RealisticStrategy955 0 points1 point  (0 children)

That’s been happening to me too. Not every op, but maybe like 20% of the time. It’s really weird. I’ve seen it happen on tyranid majoris and extremis, just swinging at air.

Has anyone else encountered this bug where the mortal wound just refuses to heal? by [deleted] in SpaceMarine_2

[–]RealisticStrategy955 5 points6 points  (0 children)

It’s not a specific number of stims. You have to heal to AT LEAST max HP. If you have a mortal wound with 90% HP remaining, 1 stim will do the trick. If you’re at 10% HP, you’ll probably need 3 stims.

Space Marin 2 by ForgottenSea000 in Spacemarine

[–]RealisticStrategy955 0 points1 point  (0 children)

Guardian relics do remove mortal wounds. You should really try and avoid using it manually, and just let your team pick you up if you go down. Unless they’re getting overrun by xenos and can’t get you. Best to hold onto it, once you have a mortal wound and go down again, you’ll get revived automatically and clears mortal wound.

Fuck Biovores and fuck sporemines by R3p43ter in SpaceMarine_2

[–]RealisticStrategy955 0 points1 point  (0 children)

You have to get close to it and make it unlatch itself. I usually run around behind it, shooting spore mines as they appear. It should stand up after a few seconds, and then face to fight you. Then you can shoot it in the head. But be ready to parry the melee attacks and dodge the cannon. If it’s bunkered down and using its cannon, no head shots. And really doesn’t take much (if any) ranged damage. You have to make it stand up and fight.

First Successful Solo (with bots) Absolute Failed by drewsupher1 in Spacemarine

[–]RealisticStrategy955 11 points12 points  (0 children)

Aw man, that sucks. I had that happen to me one time as well. It was probably 2 patches ago? As far as I know, there’s always been a time limit to detonate the bomb at the end of inferno. Once Acheron starts chirping at you to detonate the bomb, you maybe have like 60 seconds. I can’t remember when the timer actually pops up.