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Best Assault Class Build in Space Marine 2

The Assault Class in Space Marine 2 may seem like an underwhelming Class, due to its inability to use a primary weapon, but that’s not the case. Players need to understand that the Assault Class, isn’t all about hacking and slashing the enemy with your melee weapon. The Assault Class is more about whether players know how to handle its unique ability, the Jump Pack. Without further ado, let’s jump into how to play the Assault class and the best builds for it.

 

How To Play as an Assault

As mentioned before, the Assault Class is not meant to be used as a hack and slash, but more as a way to isolate ranged enemies. If you’re looking to be more aggressive in your attacks and more up close and personal, this isn’t the right class for you. You’d be better off with the Vanguard Class. Since the Assault Class focuses on melee and secondary weapons, you’ll need to choose the right ones for your encounters to ensure that you’ll be able to get kills in. This class has a high ceiling for mastery, but when reached, you’ll become an absolute menace in your Operation Missions and Eternal War Matches.

To play the Assault Class, you’ll need to first understand what its unique ability, the Jump Pack. The Jump Pack is the Assault Class’ jet pack, where you can use it to move around the map and drop down on enemies using your melee. The Jump Pack has a limit on how long you can fly and there are only a few charges available, so you’ll need to use it carefully and sparingly.

Assault Class players can use the Jump Pack to perform Ground Pound which allows you to fly up and slam into the area you’re targeting. It’s best used to disperse a densely packed horde or squad, allowing you and your team to clean up the enemies.

The Assault Class also allows you to use charged attacks on enemies, which may sound good, since it’ll be a sure kill when performed, but it’s also dangerous. If you’re not careful enough, you’ll be swarmed by the hordes of enemies and killed. In this class it's also good to utilize Executions and Gun Strikes. Since the Assault is melee focused, you’ll take a lot of damage when facing enemies. So, to regain damaged armor pieces, be sure to perform Executions and Gun Strikes when possible.

Aside from the Jump Pack being used for initiating attacks or performing Ground Pound, it can also be used for dodging attacks and as a quick emergency getaway when surrounded by enemies.

Since the Assault Class shines when using melee weapons, it’s up to you to pick between the Chainsword, Power Fist, or Thunder Hammer. Each melee available for the Class will fit a certain play style. So, you can test out which of the three best suits you.

Early Game Assault Build

For the early game build of the Assault Class all the perks and weapons picked are all available from Level 1 to 9. The goal of the build is to improve your melee attacks and get boosts from the perks to increase damage and mobility. Since the weapon loadout of an Assault Class is limited, the ones you choose for the build should focus on dealing heavy damage on your enemies.

Early Game Assault Class Perk Build

Core Class Perks

  • Winged Fury: The perk allows you to gain an increase in Damage from Melee Attacks by 25% when the attacks are performed while dashing or sprinting.
  • Auxiliary Arsenal: This perk increases the Damage of your Secondary weapon by 15%.
  • Perseverance: The perk allows you to perform a Charged Attack and not lose control when taking Heavy Hits and you won’t be knocked back from those hits.

Team Class Perk

  • Squad Cohesion: When this perk is equipped, all your Squad Members will have their ability recharged 10% faster.

Gear Class Perks

  • Smiting Angel: This perk increases the Damage of your Ground Pound by 10%.
  • Wings of Flame: The perk will damage your enemies who are in the way of a Jump Pack Dash.
  • Pride in Duty: This perk will increase your Ground Pound Damage by 25% for 10 seconds after you perform a Finisher.

Signature Class Perk

  • Ample Ammunition: This perk will reload any ranged weapon you have equipped when using Jump Pack.

Early Game Assault Weapon Build

Secondary Weapon

  • Heavy Bolt Pistol (Master-Crafted): This secondary weapon is a very versatile gun when it comes to ranged enemies. With the perks for this build, it’ll allow you to lessen the need to aim down sight. The best variant of the Heavy Bolt Pistol during the early games is the Master-Crafted – Alpha.

Secondary Weapon Perks

  • Perpetual Precision (Standard): The weapon perk will decrease the Maximum Spread of bullets by 10%.
  • Elite Precision (Master-Crafted): The Maximum Spread of your weapon will decrease by 25% for 5 seconds after you’ve killed a Majoris-level or higher enemy with your Melee Weapon.
  • Perpetual Precision (Master-Crafted): This perk is the same as its Standard tier, it will decrease the Maximum Spread by 10%.
  • Perpetual Penetration (Master-Crafted): This perk will allow for each shot to penetrate another target.

Melee Weapon

  • Thunder Hammer (Master-Crafted): This weapon can diminish the size of the enemy fast with its attacks. The Master-Crafted – Alpha variant is great for times when you need to defend your team but as well as break through enemy hordes.

Melee Weapon Perks

  • Perpetual Strength (Standard): This perk will increase your Melee Damage by 5%.
  • Fast Preparation (Master-Crafted): This perk will reduce the Aftershock preparation time by 30%.
  • Perpetual Strength (Master-Crafted): This perk is the same as its Standard tier and it will increase Melee Damage by 5%.
  • Shattering Impact (Master-Crafted): The perk will increase the area of effect radius of your Ground Slam by 50%.

Mid Game Assault Build

For the mid game build of the Assault Class there’ll be a few changes to the Class Perks to further improve your melee attacks in missions and matches. This build will allow you to have better damage and prevent any knock back and stun effects that may come your way. For the weapon loadout nothing has changed in terms of choice, but additional perks were added to further boost damage and buffs.

Mid Game Assault Class Perk Build

Core Class Perks

  • Overcharge: This perk will increase the Damage of Charged Attacks by 15%.
  • Retribution: This perk will increase your Melee Damage by 15% for 10 seconds after you’re grabbed or knocked back by the enemy.
  • Perseverance: This perk will allow you not to lose control when taking Heavy Hits and you can’t be knocked back, while performing a Charged Attack.

Team Class Perk

  • Squad Cohesion: This perk will recharge the abilities of your Squad Members 10% faster.

Gear Class Perks

  • Smiting Angel: This perk will increase the Damage of your Ground Pound by 10%.
  • Maneuverability: This perk will make the recharge of your Jump Pack 20% faster.
  • Diligence: This perk will increase the Damage of a fully prepared Ground Pound by 20% but the preparation time for a Ground Pound will increase by 25%.

Signature Class Perk

  • Ample Ammunition: This perk will reload your equipped ranged weapon when you use your Jump Pack.

Mid Game Assault Weapon Build

Secondary Weapon

  • Heavy Bolt Pistol (Artificer): The Heavy Bolt Pistol in the mid game build will allow you to have a strong secondary while your Jump Pack is on a cool down. With the new upgraded perks, damage and accuracy will be buffed. For the Heavy Bolt Pistol, the Salvation of Bakka is your best pick due to its base stats.

Secondary Weapon Perks

  • Perpetual Precision (Standard): This perk will decrease the Maximum Spread by 10% on your weapon.
  • Elite Precision (Master-Crafted): This peek will decrease the Maximum Spread of your weapon by 25% for 5 seconds after killing a Majoris-level or higher enemy with your Melee Weapon.
  • Perpetual Precision (Master-Crafted): This is the same perk as its Standard-tier variant, and it’ll decrease the Maximum Spread of your gun by 10%.
  • Perpetual Penetration (Master-Crafted): This perk will allow for each shot to penetrate an additional enemy.
  • Gun Strike Reload (Artificer): This perk will reload your equipped gun after you execute a Gun Strike.
  • Head Hunter (Artificer): The Artificer-tier Head Hunter perk can be equipped twice. The perk gives a 10% increase in Damage for Headshots. Since this perk will be equipped twice it’ll double the Headshot Damage.

Melee Weapon

  • Thunder Hammer (Artificer): This melee will help you wipe enemies who’re packed together and disperse them to help you easily get a kill. With the Jump Pack the Thunder Hammer becomes a melee that deals even higher damage especially when performing a Ground Slam. The best variant to use during mid game is the Salvation of Bakka – Alpha due to its balanced defense and great base stats.

Melee Weapon Perks

  • Perpetual Strength (Standard): This perk will increase your Melee Damage by 5%.
  • Fast Preparation (Master-Crafted): This perk will reduce the Thunder Hammer’s Aftershock preparation time by 30%.
  • Perpetual Strength (Master-Crafted): This perk is the same as its Standard tier variant and it’ll increase your Melee Damage by 5%. This perk needs to be equipped twice in your Master-Crafted weapons perk to fully utilize the mid game build.
  • Shattering Impact (Master-Crafted): This perk will increase the Ground Slam’s area of effect radius by 50%.
  • Extremis Slayer (Master-Crafted): This perk will increase Melee Damage by 15% when fighting against Extremis-level enemies.
  • Seismic Chain (Artificer): This perk will allow you to perform another Ground Slam after your first by holding the attack button.
  • Perpetual Strength (Artificer): This perk is the same as its Standard and Master-Crafted tier variant, and it’ll increase Melee Damage by 5%.

Max Level Assault Build

At this point of the game, you should’ve unlocked every weapon and class perk in the game, allowing you to fully utilize the abilities of this Class. It’s here that players will feel the true strength of the Assault Class. For this build, the previous weapon perks from the others will still be used, and additional relic perks will be added to further boost the Class. Most of the changes come in the Class perks where the Zealous Blow will be added.

Max Level Assault Class Perk Build

Core Class Perks

  • Armor Reinforcement: This perk allows for Non-Finisher Gun Strikes to restore lost Armor.
  • Consecutive Execution: This perk will restore 1 Equipment Charge after killing 15 enemies in quick successions. This perk has a cooldown of 180 seconds.
  • Act of Attrition: This perk will give enemies 10% more Damage with Melee Attacks for 3 seconds.

Team Class Perk

  • Proven Efficiency: This Team perk will allow your Squad Members to deal 50% more Damage with their Gun Strikes.

Gear Class Perk

  • Precision Strike: This perk will increase the Damage of your Ground Pound by 100% but the Radius will be reduced by 50%.
  • Zealous Blow: This perk will restore your Jump Pack’s charge by 10% every time you get a kill with Ground Pound.
  • Aerial Grace: This perk will increase your Damage by 25% for 5 seconds, when you perform a perfectly timed Dodge using the Jump Pack Dash.

Signature Class Perk

  • Commitment: This perk will restore the Jump Pack’s Ability Charge when you perform a perfectly timed dodge using the Jump Pack Dash.

Max Level Assault Weapon Build

Secondary Weapon

  • Heavy Bolt Pistol (Relic): Since you’ve reached the max level with your Assault Class it’s best to pick a secondary weapon that has a high mag capacity and good accuracy. The best Relic Variant Heavy Bolt Pistol for the build is the Ophelian Liberation Alpha for its magazine capacity and overall great base stats. However, if you want to double your Headshot Damage with your Secondary, the Gathalamor Crusade is also a great pick, but you’ll have to deal with the low ammo count.

Secondary Weapon Perks

  • Perpetual Precision (Standard): This perk will decrease the Maximum Spread by 10%
  • Elite Precision (Master-Crafted): This perk will decrease the Maximum Spread of your gun by 25% for 5 seconds after you kill a Majoris-level or higher enemy with your Melee Weapon.
  • Perpetual Precision (Master-Crafted): This perk is the same as its Standard tier and it’ll decrease the Maximum Spread of your gun by 10%.
  • Perpetual Penetration (Master-Crafted): This perk will allow you to penetrate an additional target when you shoot your weapon.
  • Gun Strike Reload (Artificer): This perk will reload your equipped weapon after you perform a Gun Strike.
  • Head Hunter (Artificer): This perk will need to be equipped twice just like the mid game build, and it’ll increase the Damage of your Headshots by 10%, since you’re equipping two of them you will get a 20% increase in Damage.
  • Adamant Hunter (Relic): This perk will increase the Damage of your Headshots by 25% when your Health is below 30%.
  • Honed Precision (Relic): This perk will decrease the Maximum Spread by 25% of your equipped gun when you don’t your ADS to shoot.
  • Tyranid Eliminator (Relic): This perk will increase your Damage by 10% when facing Tyranid enemies.

Melee Weapon

  • Thunder Hammer (Relic): The Thunder Hammer in the max level build will help you deal with tough hordes of enemies and with the use of the Ophelian Liberation – Beta variant you’ll have a Fencing defense to execute strong parries if you can’t get a dodge in time. Aside from those perks the base stats of the Ophelian Liberation – Beta has great base stats that’ll be boosted with weapon perks.

Melee Weapon Perks

  • Perpetual Strength (Standard): This perk will increase your Melee Damage by 5%.
  • Fast Preparation (Master-Crafted): This perk will reduce the preparation time of your Aftershock by 30%.
  • Perpetual Strength (Master-Crafted): This perk is the same as its Standard Tier variant and it will increase the Melee Damage by 5%.
  • Shattering impact (Master-Crafted): This perk will increase the radius of your Ground Slam by 50%.
  • Seismic Chain (Artificer): This perk will allow you to perform another Ground Slam after your first when you hold your attack button.
  • Perpetual Strength (Artificer): This perk works the same as its Standard and Master-Crafter tier variants that will increase your Melee Damage by 5%.
  • Tyranid Slayer (Artificer): This perk will increase your melee damage by 10% when fighting Tyranids.
  • Kill Streak (Artificer): This perk won’t allow you to lose control when hit with Heavy Attacks and you won’t be knocked back for 5 seconds when you kill 10 enemies in quick succession using Light Combo attacks.
  • Aftershock Improved (Relic): This perk adds another spin to your Aftershock.
  • Minoris Slayer (Relic): This perk will increase your Melee Damage by 20% when facing Minoris-level enemies.
  • Dead End (Relic): This perk will increase the Damage of your Pommel Smash by 50%.

Once you’ve reached the Max Level for the Assault Class, you’ll finally be able to unlock its true potential. Aside from dealing damage with your Melee, you’ll need to be strategic when using your Jump Pack charges. Despite being at Max Level, jumping into a horde head on still isn’t th ebest choice since you won’t have a way out if you become overwhelmed. The Assault Class will need time to fully master. It’s best to grind your way using the Assault Class in Operation missions, so you can have a feel for the Class and earn Requisition to unlock other perks to level it up.


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