7.5-15% Weak Spot Damage. Weakspot Kills also ignore Enemy Hit Mass.
Target receives 1-4 Stack(s) of 10% Damage if already Staggered. Lasts 5s.
Your Grenades stick to Ogryns and Monstrosities. 6-15% Damage vs Ogryns and Monstrosities
20-35% Toughness on Elite Kill.
Always heavy attack, light attacks need to put on some weight.
Rock for muties and to stunlock bosses when combined with charge.
Charge for large horde CC, bleeds to deal damage while reviving allies and to knock make knocking everything over pointless.
Heavy hitter and FNP both work well with the build, at minimum you want "Attention Seeker" from the FNP tree to taunt enemies who shoot your shield. For some this forces them to charge into melee, for others it means that the sniper will only have eyes for you.
HH only really benefits from its keystone skill, everything building up to it is kinda lackluster, but 30% extra heavy melee damage shouldn't be ignored.
FNP however benefits from multiple passives, movement speed, CD reduction, and the ability to spare for extra coherency range, as well as FNP being an extremely solid skill. With max stacks you have +50% replenishment, along with the 25% damage reduction. Since you only lose stacks from taking health damage, and since you're only heavy attacking, every swing should give 25% toughness thanks to best defence and smash em.