Increased Cleave and 5-20% Heavy Melee Attack Damage on Energised Attacks.
1-2 Extra Chained Energised Hits and 2.5-10% Impact on Energised Hits.
4.5-6% Critical Chance for each expended round in your weapon (resets on reload).
10% Critical Chance for every 0.3-0.45 second while aiming. Stacks 10 times. Discharges all stacks upon firing.
making this specifically for the new revolver as the old one fits in with pretty much any build.Power Sword - New revolver has essentially 0 cleave, and not great Carapace damage - this does both!
Blessing:
Revolver XIV- We can one shot nearly all enemies in the game with a crit and ult.Perks:
Blessings
Executioners stance very critical part of the build, not only does it trigger a bunch of extra damage, it also increases our accuracy and reduces recoil making the new revolver much easier to use and get headshots with.
Marksman allows for two shot headshots (crits) on Mutants, and allows for Scab Rager 1 shot head shots. Also lets you one shot head shot flamers without having to crit which can be nice as you won't have to ads for consistent Flamer kills. At 10 stacks it is a 31% damage increase on headshots and even more on crits.Camo is far from necessary, but it does make building stacks very easy at the start of fights as any time you stop moving (or if you slide) you will gain a stack. 2 head shots will basically always net you 10 stack. Trench Fighter, Tactical Reload and Marksman are all viable alternatives. Grenades - we got ALL the grenade talents for a simple reason; power sword struggles if you are getting overwhelmed, and you need a "oh crap button" to bail out your melee weapon. So we want a lot of frags so we can do this regularly. We can get rid of Grenadier and the 5% crit (even though both are really good for the build) for Tactical Awareness or some Keystone talents and/or Tactical Reload for faster reloads.