+1-2 Extra Chained Energised Hits and +2.5-10% Impact on Energised Hits.
+1-4 stacks of Brittleness on Energised Hit.
Suppress Enemies within 5-8 Radius on Close Range Kill.
Immune to Ranged Attacks for 0.7-1s on Close Range Kill.
Sharpshooter build that i have been using for quite a while now that has proven to be amazing at both Heresy and Damnation difficulties. Takes practice, but sure as hell is rewarding.
Loadout: Agripinaa Mk VIII Braced Autogun; Munitorum Mk III Power Sword
Autogun:
+Main purpose of that weapon is to kill elites and tougher opponents including bosses.
+Can be used as crowd control if there are high-value targets in the horde.
+Ammo is plentiful, allowing both "Trigger-Happy" and “Conservative” play-styles.
+High base damage allows it to be devastating against any target that is not “Carapace Armored”.
+Proper blessings (see weapon info above) provide serious protection and threat against ranged enemies.
-Braced weapon is not accurate, need to either get closer to kill long-range snipers or use grenades instead.
-Killing time is long. Gun is built for DPS (Damage per second) instead of AD (Alpha damage).
-Without proper stopping power stats or "Terrifying Barrage" blessing, it is impossible to stagger elites especially hounds.
-As mentioned earlier, Carapace Armored enemies are immune to bullets. Use Sword instead!
Sword:
+Can kill "Carapace Armored" enemies with electric attacks as electricity pierces through armor.
+Good cleave with fast attacks and amazing cleave with heavy attack.
+Can replace Zealot in close-range combat if necessary.
-Swings tend to be slow, leaving you open for unwanted hits.
-Learning swing and block combos and timing special ability in-between are crucial for survival.
-Singe hit kills often require electricity (sword special ability) to be activated.
Gameplay:
Sharpshooter task is to eliminate elites and special enemies as quickly and efficiently as possible. Best way to do this is by using “Volley Fire”, the sharpshooter ability, marking your targets and granting you extra 25% damage.
The autogun requires 2 types of perks, perks that grant volley fire benefits and reload speed. Our most important perk is "Confirmed Kill", without it, sharpshooter wouldn't last long at frontline. Confirmed kill grants toughness regeneration regardless of being hit or not and its regeneration speed is increased with more elites killed in short time span, granting sharpshooter second immunity next to "Hit and Run" perk. Also, regenerating toughness combined with “Unwavering Focus" perk makes sharpshooter a menace that is difficult to bring down for the enemy. To add more fuel into fire, “The Bigger they Are…” Turns Reapers, Bulwarks and Monstrosities into “Corpse Starch” quicker than they can even get close to sharpshooter. Only Crusher and other carapace armored enemies can withstand autogun bullets, therefore sword is needed instead.
Although, “Time to kill” is long for the autogun, it is still fast enough to keep the volley fire going. To extend it even further after running out of bullets, reload speed perks “Tactical Reload” and “One After Another” help extending it virtually forever as long as there are elites to kill. To maximize the volley fire time, it is recommended to reload right after elite kill and when there is less than 25% bullets left in magazine.
For teamplay, bringing "Bio-Optic Targeting" gives teammates better sense of threat in combat zone and finding out, where mutants, hounds, flamers, snipers and trappers are coming in from. Rule of Thumb - Less yellow outlines, less threatening combat zone. Prove that you are blessed by THE EMPEROR!
Sword is for crowd control and carapace armor assassination. Few combos that can be used for crowd control:
1. (Electrify→2x light swing→1x normal light swing→Repeat)
2. (Electrify→Push→2x Hard swing→1x normal light swing→Repeat)
3. (Push→Electrify→1x light swing→Push→1x Hard swing→1x normal light swing→Repeat)
Against ranged mobs, it is smarter to use autogun. Rushing into enemy with sword is Zealot and Ogryn specialty, as Sharpshooter, avoid it unless enemies are around the corner. This build is only weak against snipers, get into cover and in range to kill it or use grenades in hopes to hit him. Volley fire does increase accuracy but more than 1-2 shots is needed to take sniper out. Tap fire can be risky but worth the shot.
This build doesn't really require any curios but all sorts of resistances, damage reduction and maybe teamplay perks are standard. It is really up to the player, what curio perks are really needed. What are needed however, are +1 Wound's blessings. Not all 3 have to be +1 Wounds, but at least 2 is recommended! Inexperienced sharpshooters tend to go down more often in frontlines thus making extra wound bars essential for survival.
Closing notes:
*Base damage for Agripinaa Mk VIII should be at least 160 or higher, stopping power and ammo 70%, Gun stability and mobility own preference.
*On sword, infested enemies can be replaced with flak-armored enemies perk if specials tend to be more troublesome than hordes.
*Recommended sword damage should be 96/160 and over. I have come across swords with 100 light attack but they are rare with good stats.