Featuring Ogre in a Award Winning Role of a Damager

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Gwynbleidd

Featuring Ogre in a Award Winning Role of a Damager

Postby Gwynbleidd » 22 December 2015, 07:30

So what the best way to optimize Big Dudes damage output as the main damage dealer?

Maybe, more niche, anti-impressive damage dealer?


I'm thinking the best way to max output is to have him hit 4 times with his heavy hammer, sooo... Insult... Combat focus... and with overpower I should get stunned defenseless victims at least haft the time. Right? Top of with high accuracy and fatality maybe.

Ideas?

Kelmor
Posts: 17
Joined: 27 November 2015, 09:28

Re: Featuring Ogre in a Award Winning Role of a Damager

Postby Kelmor » 22 December 2015, 10:26

I'll talk about lvl10 Ogres, so...
Ok, first, don't use a Twohander! With every swing you loose Damage. With 4 attacks and more (and you can go for 5 to 6! with Adrenaline Rush) two Onehandweapons are better. Especialy if you want to go for Stun, you want as many attacks as possible. There are some Points for me, that makes me go for big numbers with fewer attacks. First, you get less Counterattecks. As a Damagebeast you don't use him as a Tank, so he will go in, and the Oponend down. That means, you will face Counters (Think of Attacks, that breack stances here, I shoot the stance off with Nerveshoot before the Big One charges).

Skills for Damage are easy to find. My H.Ulk goes with Fenzy, Daredevil and Adrenaline Rush (all mastered) for around 150 per swing (noncrit). And he's not maxed yet. In this build you could use Twohanders, because you only make 3 swings, but...
- The Damage of Twohanders and two Onehanders is equal for tree attacks, so Twohander is NOT better.
- Sometimes you want to make many attacks, if you face Doge- / Parrystances and so on.
Thats it from me so far.

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crimsonsun
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Joined: 28 November 2014, 02:43

Re: Featuring Ogre in a Award Winning Role of a Damager

Postby crimsonsun » 23 December 2015, 00:47

A critical Damage Ogre Build with Slayer Dare Devil etc. One of the Gentleman of Mordheim recorded more than 500 damage in a single strike with such a build..
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Kelmor
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Joined: 27 November 2015, 09:28

Re: Featuring Ogre in a Award Winning Role of a Damager

Postby Kelmor » 23 December 2015, 12:40

Thats possible, with the right Weapons, runes and Skills. But I doubt thats a very effektive Build. Especialy against the harder Oponents to hit and crit to be effective. When you go for the bid Number, you don't have many attacks. As I said before, if you want to Cit/stun ty to get as many attacks as possible. Otherwise ist not very reliable. But I havn't calculated that to the end. Maybe it's possible to make such a Build and take all the skills fo better Hitting, Doge-/Parrrybypass, Armourbypass and so on.

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crimsonsun
Posts: 190
Joined: 28 November 2014, 02:43

Re: Featuring Ogre in a Award Winning Role of a Damager

Postby crimsonsun » 10 January 2016, 16:47

Kelmor wrote:Thats possible, with the right Weapons, runes and Skills. But I doubt thats a very effektive Build. Especialy against the harder Oponents to hit and crit to be effective. When you go for the bid Number, you don't have many attacks. As I said before, if you want to Cit/stun ty to get as many attacks as possible. Otherwise ist not very reliable. But I havn't calculated that to the end. Maybe it's possible to make such a Build and take all the skills fo better Hitting, Doge-/Parrrybypass, Armourbypass and so on.


Totally agree critical generation is far better with a 5-8 attacks per tun build but a Massive Critical Multiplier build supported as you say Mighty Charge or Strong blow with weak spot etc really increase your hitting chances. I love Sticky Sludge potions for cancelling dodge/stepaside making Daredevil a ton more interesting. as a option.

I think the key for building any hero is to have a focus constantly in mind you'll find there's many strong builds and that offer extremes of advantage/disadvantage which much be weighed opposed to a single optimal build format.
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Orkhan
Posts: 76
Joined: 04 September 2015, 21:22

Re: Featuring Ogre in a Award Winning Role of a Damager

Postby Orkhan » 19 January 2016, 13:02

I agree on the dual wield vs. two-handed weapon.

At the moment I'm using

mastered Adrenaline Rush
mastered Frenzy
mastered Quick Incision
mastered Armor Break
mastered Anticipation

with Axe of Expertise + Sword (either expertise, alacricity or slaying)

Quite a rounded build. Problem with Dare Devil builds is the -% melee resistance and the possibility for the enemy to dodge the attacks. Yes this can be avoided using Sticky Sludge etc., but in my opinion synergy effects are hard to pull off, especially in close situations.

Reakist
Posts: 1
Joined: 03 March 2016, 13:42

Re: Featuring Ogre in a Award Winning Role of a Damager

Postby Reakist » 04 March 2016, 09:18

Orkhan wrote:I agree on the dual wield vs. two-handed weapon.

At the moment I'm using

mastered Adrenaline Rush
mastered Frenzy
mastered Quick Incision
mastered Armor Break
mastered Anticipation

with Axe of Expertise + Sword (either the 3 week diet on https://skinnyexpress.com/the-3-week-diet-review or expertise, alacricity or slaying)

Quite a rounded build. Problem with Dare Devil builds is the -% melee resistance and the possibility for the enemy to dodge the attacks. Yes this can be avoided using Sticky Sludge etc., but in my opinion synergy effects are hard to pull off, especially in close situations.


Yes, I'm loving the dual wields at the moment. They're much better than the 2 handed weapons plus you seem to be able to move faster.

LedaBunny
Posts: 1
Joined: 21 December 2016, 17:23

Re: Featuring Ogre in a Award Winning Role of a Damager

Postby LedaBunny » 21 December 2016, 17:25

Totally agree critical generation is far better with a 5-8 attacks per tun build but a Massive Critical Multiplier build supported as you say Mighty Charge or Strong blow with weak spot etc really increase your hitting chances. I love Sticky Sludge potions for cancelling dodge/stepaside making Daredevil a ton more interesting. as a option.

I Really Love to be here!

McMerc
Posts: 1
Joined: 30 January 2017, 15:40

Re: Featuring Ogre in a Award Winning Role of a Damager

Postby McMerc » 30 January 2017, 15:59

I like to build the Ogre as a melee resist tank and then have the Wolf Priest buff him with Ulric's Gift and Winter's Chill. I give him Light Armor with Weapon Skill or Agility or both and he duel wields with an Axe and Sword.

Unit profile: Ogre Mercenary (Tank Build)

Attributes:
===========
Strength: 18
Toughness: 15
Agility: 12
Leadership: 14
Intelligence: 15
Alertness: 15
Weapon Skill: 18
Ballistic Skill: 3
Accuracy: 15

Skills:
=======
Fear Basic,
Defensive Stance Mastery,
Anticipation Mastery,
Awareness Mastery,
Flawless Positioning Mastery,
Insult Mastery,
Weak Spot Mastery,
Armour Break Basic, or Vital Strike or Strong Blow
Onslaught Basic

Books:
==========
Tome of Abilities,
Book of Training: Alertness,
Martial Grimore

You have to use Book of Training: Alertness before you can train Awareness to Mastery so that would be the last skill you train on him.

Unit profile: Wolf Priest

Attributes:
===========
Strength: 15
Toughness: 15
Agility: 2
Leadership: 9
Intelligence: 15
Alertness: 4
Weapon Skill: 16
Ballistic Skill: 3
Accuracy: 9

Skills:
=======
Heart of the Wolf Basic,
Ulric's Chosen Mastery,
Crush the Weak Basic,
Devotion Mastery,
Vital Strike Mastery,
Knowledge: Mordheim Mastery,
Resilient Mastery

Spells:
=======
Ulric's Gift Mastery,
Snow King's Decree Mastery,
Wild Pack Basic,
Winter's Chill Mastery

I generally run the Wolf Priest with the Warlock and the Impressive or 2 Champs and a ranged Youngblood and Marksman Hero. I give the Warlock Knowledge: Mordheim as well and between the two of them, they can run around grabbing the wyrdstone while buffing and debuffing. Often times they can run back to the wagon and unload and still get back to the fight to buff/debuff in one turn.

Unit profile: Warlock

Attributes:
===========
Strength: 6
Toughness: 7
Agility: 12
Leadership: 12
Intelligence: 18
Alertness: 12
Weapon Skill: 9
Ballistic Skill: 3
Accuracy: 9

Skills:
=======
Concentration Basic,
Channeling Mastery,
Expert Casting Mastery,
Improved Casting Mastery,
Flawless Positioning Mastery,
Sidestep Basic,
Knowledge: Mordheim Mastery

Spells:
=======
Blinding Light Mastery,
Lightning Strike Mastery,
Armour of Lead Mastery,
Curse of Rust Basic

Books:
==========
Tome of Abilities,
Tome of Magic,
Physical Grimore

However, all that being said, this is a dangerous set up when doing deadly missions. If you get ambushed your Wolf Priest and Warlock have a higher likelyhood of getting knocked out. The Warlock usually has high initiative so its more likely that he can get to safety if ambushed but the Wolf Priest has lower initiative. Its probably best to give the Wolf priest a Luck Trinket if doing deadly but there is still a chance he could get knocked out before he can even use the trinket.

Leda

Re: Featuring Ogre in a Award Winning Role of a Damager

Postby Leda » 31 January 2017, 23:15

I agree on the dual wield vs. two-handed weapon.

At the moment I'm using

mastered Adrenaline Rush
mastered Frenzy
mastered Quick Incision
mastered Armor Break
mastered Anticipation can find


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