Contents show Space Marine 2 Assault Build Assault Build Explained Assault Weapon Builds
The Assault class is a hypermobile and get-in-the-thick-of-it type of class. Players will be flying around on their jetpacks, eyeing up prey and coming crashing down upon them. The class has a few different builds, ranging from support melee styles, charge-up playstyles, and the more agile warrior-type builds. To assist you with an assault build in Space Marine 2, we are going to help you with a more supportive disrupter playstyle.
Here is an example of an Assault build in Space Marine that fits our playstyle’s needs.
Space Marine 2 Assault Build
So, we are offering a more disruptive type of playstyle, blending in a mixture of heavy jetpack usage, disruption, swarm control, and elite priority management. There are more DPS-focused builds, but, due to the way most players build other classes, there are generally more effective horde controllers or elite specialists in the game already. What the Assault Build does have is a lot of control, mobility and disruption, which gives the class an identifiable niche moving forward.
With the intro out of the way, here are the Assault build’s perks.
Perk | Details |
Armour Reinforcement | Non-Finisher Gun Strikes restore armour |
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. |
Act of Attrition | Enemies hit with melee attacks take 10% more damage for 3 seconds. |
Squad Cohesion (but it can be comp based) | You’ll typically want to use Squad Cohesion for jetpack CDR and ally ability cdr buffs. But, if you’re playing with Vanguard and a Bulwark the melee is a good option. Proven Efficiency for your own gun strike synergy is also decent since you’ll want to gun strike to get armour back. |
Smiting Angel | Ground pound damage increased by 10% |
Zealous Blow | Kills with Ground Pound restores Jump Pack charge by 10% |
Pride in Duty | After performing a finisher, your Ground Pound damage increases by 25% for 10 seconds. |
Ascension | Taking off with a jetpack deals damage to enemies around you. |
Launching yourself into swarms can cause Gun Strike hits, helping you restore armour from perks and gun strike-related executions.
Assault Build Explained
The general idea of the playstyle is that you’re playing a support melee DPS. You tend to lack modifiers for damage outside of the jump dash dodge manoeuvres. Instead, a more simpler playstyle is about resetting your own jump charges and playing a hit-and-run style build. The idea is you ground slam, deal AOE stagger and damage as possible, apply your damage increase debuff to all enemies you melee, and play as a support frontliner.
This notion is important, as the Act of Attrition is a 10% damage taken debuff. This affects your party and your own attacks. This is very important for elite and swarm takedowns on harder modes. So, jump pack into an elite and swarm, do a big cleave with your melee weapon, buff your teammate’s DPS and watch as you stagger them.
Furthermore, the addition of the signature perk also means you can take off again and deal more damage to swarms. Or, you can go to town on an elite with your melee weapon, get the finisher, and then take off again. You can then come down with your DPS buffs on an elite you recently meleed, along with a jet pack round slam damage bonus to execute an elite from the sky. All in all, it’s a strong combo.
Don’t forget that takedowns with the jetpack also restore jetpack charges via Zealous Blow. So, you’ll find you’ll easily get cooldown reduction for your jetpack to send you back to the sky repeatedly. Throw in the team perk for reduced cooldown, and you can use the jetpack often. Throw in Smiting Angel for more damage, and Pride in Duty, and you have yourself a strong melee frontline with quick access in and out of fights.
You’ll want to use the Thunder Hammer to get the most damage out of your slow swings, alongside huge staggering AOE cleaves to control elites and swarms.
Assault Weapon Builds
In terms of weaponry, you can use the following:
- Heavy Bolt Pistol
- Thunder Hammer
The Heavy Bolt Pistol is there when you must fire back against ranged opponents. You’ll find these moments few and far between. But, it’s handy for when your Jet Pack is down. Alternatively, you’ll use it when you do not want to waste a charge of your ability to reach a ranged foe We recommend unlocking the top row of perks until you reach Head Hunter, then go to the bottom line as that assists you with health restoration. You’ll get better accuracy, better magazine size, and health restoration bonuses from it.
Meanwhile, your melee weapon of choice is the Thunder Hammer. The Thunder Hammer is pretty weak foe what it should be, yet, the purpose of the weapon is to control enemies. Spamming Light Attack has a pretty nasty cleave on it, which is what you want. Think of the damage debuff perk you apply Furthermore, you can chain for big bonks of damage to help get enemies into the finisher position. Again, more synergy with your Assault build perks.
When it comes to Thunder Hammer perks, you want to take the bottom row of talents to start. When you get to Perpetual strength, move to the top row and proceed towards the Contested Health perk. Now follow the ring from top to bottom and take the bottom row existing for the last perk. Moving through the ring as so gives you more damage on your hammer, alongside some more combo synergy. You don’t need to take the upper exit for the tanky buffs and the heavy attack as you are not tuning a heavy charge attack build.
You’ll get even more value if you play wqith a Tactical player running the Contested Health team perk.
This about summarizes what to expect from the Space Marine 2 Assault build. Good lick being a solid role model to your team’s supportive needs.