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The Assault class is a hyper-mobile and get-in-the-thick-of-it class that’s a real treat to play. You’ll fly jet pack around, eye up prey, and come crashing down on them to dish out Ultramarine justice. The class has a few different builds, ranging from a support to charge-up damage dealer through to a more agile warrior-type builds. But our favorite is the more supportive disruptor.
Assault build class perks
The build blends a mixture of heavy jet pack usage, disruption, swarm control, and elite management. Though you can do all in on DPS, there are more effective horde control or elite killer classes, so a supportive role is a better use of the Assault class’ innate abilities: mobility and control. This translates to a support melee DPS build. It revolves around a simple hit-and-run loop: jumping in, dishing out damage, and retreating. Deal AoE stagger, damage as much a possible, and apply damage increase debuffs to all enemies you melee – a mobile support front liner.
Here are the class perks you’ll want to go for:
Perks | Description | |
---|---|---|
Core Perk 1 | Armour Reinforcement | Non-Finisher Gun Strikes restore armor. |
Core Perk 2 | Auxiliary Arsenal or Consecutive Execution | Auxiliary increases the damage of scenery weapons by 15%. Consecutive allows you to restore equipment charges if you kill ten enemies in quick succession. |
Core Perk 3 | Act of Attrition | Enemies hit with melee attacks take 10% more damage for 3 seconds. |
Team Perk | Squad Cohesion | Squad abilities recharge 10% faster. |
Gear Perk 1 | Smiting Angel | Ground pound damage increased by 10% |
Gear Perk 2 | Zealous Blow | Kills with Ground Pound restores Jump Pack charge by 10% |
Gear Perk 3 | Pride in Duty | After performing a finisher, your Ground Pound damage increases by 25% for 10 seconds. |
Signature Perk | Ascension | Taking off with a jet pack deals damage to enemies around you. |
Act of Attrition makes melee hits more lethal by indirectly buffing the attacks of your squad mates, boosting elite and swarm takedowns on harder difficulty settings. Jet pack into a swarm, deal increased pound damage thanks to Smiting Angel, swing with your melee weapon, buff your teammate’s DPS, and watch the magic unfold. As you make an exit, the Ascension signature perk deal further damage to enemies.
Takedowns with the jet pack also restore jet pack charges thanks to Zealous Blow, allowing you to complete the hit-and-run loop over and over again. Throw in the Squad Cohesion team perk for even more reduced cooldown.
Assault weapons and weapon perks
Slot | Weapon |
---|---|
Primary Weapon | Heavy Bolt Pistol |
Secondary Weapon | Thunder Hammer |
The Heavy Bolt Pistol is a sensible primary weapon to deal with ranged enemies. It’s also very handy when you’re waiting for jet pack charges. We recommend unlocking the top row of perks until you reach Head Hunter, then go to the bottom line to boost health restoration. You’ll get better accuracy, better magazine size, and health restoration bonuses.
For the secondary weapon and melee weapon opt for the Thunder Hammer. It’s a superb control weapon. Spamming Light Attack has a nasty cleave on it that keeps swarms in check. Take the bottom row of perks to start. When you get to Perpetual strength, move to the top row and proceed towards the Contested Health perk.
Warhammer 40,000: Space Marine 2
- Platform(s): PC, PlayStation 5, Xbox Series S, Xbox Series X
- Genre(s): Action