7.5-15% Weak Spot Damage. Weakspot Kills also ignore Enemy Hit Mass.
Up to 5-20% Strength based on the charge time of your heavy attacks. Stacks 3 times.
5-8% Strength for every 10% of magazine spent during continuous fire. Stacks 5 times.
2-5 bullets loaded from Reserve on Critical Hit.
WEAPONS:The Latrine Shovel is a versatile weapon. It's a jack-of-all-trades, and comes with the most powerful melee special attack for controlling enemies in the game. You want to prioritize Damage, Penetration, and First Target, while having Crowd Control and Defences at as close to an even split as the Omnissiah allows. Defences does need to be high enough to provide a maximum Dodge Limit of 4.
On my spade, I run Brutal Momentum and Thrust with Damage to Carapace and Flak.There are 3 Stubbers to pick from. I've tried them all.
I settled on the Krourk Mk V with Crit Chance, Damage to Elites, and Blaze Away with Charmed Reload. I'd prefer if the Damage to Elites were Flak, as the Mk V doesn't deal with armor as well as the Gorgonum. Mine rolled this way, so I roll with it. I tend to play with what I'm given, and rarely roll up grays. For the Stubber you want to prioritize, in order of importance, Damage, Ammo, Range, Collateral, and Stability.
TALENT TREE:The Gunlugger side of Ogryn's Talent Tree is...interesting. There are a lot of choices here, but in exploration and testing, I've found that some are very weapon-specific or just not useful for how I play this build. Additionally, they don't necessarily behave like you'd think.
Running Charmed reload on a Stubber, I have no reason to take "Reloaded and Ready" (+12% Ranged Damage for 6 seconds on Reload). I typically only need to reload my Stubber after an engagement has ended. Though, the extra Damage would be nice when activating "Point-blank Barrage." Before Patch 14, this does not provide the damage boost from reloading after activating "Point-blank Barrage." "Reloaded and Ready" definitely procs from a typical reload. This is a known issue. If you find that you lean on your Stubber frequently and activate your Ability a lot, and it gets fixed, you could swap out +25 Toughness or "Just Getting Started" to pick it up.
"Furious" when coupled with "Hard Knocks" is very strong for horde clearing with a Shovel. When utilizing the light-heavy combo, Light 1 to Heavy 2, during a dense horde, and you've already gone through at least one combo, "Furious" is supplying Light 1 with 25% extra damage. "Hard Knocks" is supplying Heavy 2 with upward of 23% extra damage. I tend to see those types of numbers when I'm fully stacked up on "Heavy Hitter" and am getting 1 or 2 stacks of Thrust. A Brutal Momentum Shovel is pretty good at horde clearing. There is a little bit of a wind up time, though. Once it gets rolling, it goes from pretty good to great.
"The Best Defence" when coupled with the rolling heads from your Heavy 2 can get you upward of 50% Toughness back on a single swipe. It's quite strong. When you couple this with "Lynchpin" you become an absolute monster in melee.
"Heavyweight" helps your digger really shine against those big boys. When folks start giving ground when there is a pack of Crushers and Bulwarks bearing down, you'll be pushing forward. Gaining +30% damage to Ogryn enemies while also receiving +30% damage reduction from them is why you're here. This is nothing but Heavy 1 to Heavy 2 time. After one Elite kill, you'll gain +30% Rending from "Dominate." And Dominate you will. When you see something as tall as you are, go get some. I like Attack Speed gain from "Just Getting Started," but you could swap this out for whatever you want.
I take "Delight in Destruction" because I have to.
Now, I tend to only throw Light-only combos when I'm cleaning up some stragglers before moving on. It's faster. That being said, I'm either throwing Heavy-only combos or I'm throwing the Light-Heavy combo. "Implacable" nets me +15% Damage Reduction while charging Heavies. Sometimes I like to get those max Thrust stacks, even on hordes. This comes in handy in case I take a swipe from some knucklehead.
If I do, it's "Payback Time." I talked about this in my Clubs video. Back then, I had to choose it over other damage Talents. Here, I get them all. Gaining +20% Damage is a lot. I even get it if I block the attack. Think you might need some extra damage in a second, block an attack and get after it.
"Get Stuck In" sounds great. Honestly, I don't even know if it works. I take it because I want "Bruiser." There are a lot of Elites out there, and they provide a lot of Cooldown Reduction.
For your Blitz it's really up to you. "Bombs Away!" is great, you get 2 of them, and the break open after hitting anything, even the floor. I sometimes use them like the Zealot's stun grenades. "Frag Bomb" is a reset button, and that's why I take it. With the way the game spawns in enemies now, you can get enemies from both sides quickly in those long narrow sections of the map. "Frag Bomb" can make one of them go away.
It's very difficult for me to take "Big Friendly Rock" in any of my builds because "Soften Them Up" is so strong. Enemies I damage take +15% extra damage for 5 seconds. Cool. I'm down.
I take "Point-blank Barrage," "Bullet Bravado," and "Light 'em Up." "Light 'em Up" is where your boss damage comes from. It's very very strong. I take "Ammo Stash" for more DAKKA, and "Stay Close!" as my Aura for some extra team support. Not to mention the fact that it just makes me harder to kill.
WHY THE KROURK:
In some testing of movement rate when hip-firing, the Gorgonum is 4 seconds slower than the Achlys when moving between pillars in the Psykhanium. The Krourk is 1 second slower than the Achlys. The Krourk is a bit better than the Achlys when engaging enemies at 20 meters. It applies Burn Stacks from "Light 'em Up" faster than the Gorgonum. It also suppresses alright, and has a decent ammo pool and capacity.
If "Charmed Reload" procs on a single left-click burst, I get 5 rounds loaded for having shot 3. The Achlys fires 4 rounds, and the Gorgonum fires 2.
The Krourk is right there in the middle.
HOW IT PLAYS:
I use my Stubber like a Purgation Flamer. When things get thick, it's time to get after it in braced-fire. Braced-fire helps to stabilize the vertical recoil while providing some horizontal sway for effective ammo dumps on groups.
I also push with it. Hipfire without using "Point-blank Barrage" is really effective for clearing a path and moving forward. When using "Point-blank Barrage" it really gets things out of the way quick, fast, and in a hurry.
I melee a lot, I like it. This is probably why I don't like playing Psyker much. When it's time for melee, this build is very strong and tough, and is very capable of taking down those big boys.
When it's time for ranged combat, and your group is getting a lot of pressure needs to push, use "Point-blank Barrage" and lead the way.