Hitting at least 3 enemies with an attack, increases your damage by 24-36% for 3 seconds.
1-2 Extra Chained Energised Hits and 2.5-10% Impact on Energised Hits.
Chaining Charged Attacks reduces their Charge Time by -12--6%. Stacks 5 times.
10% Critical Chance for every 0.3-0.45 second while aiming. Stacks 10 times. Discharges all stacks upon firing.
The perfect balance of talents to stretch your equipment to fit any situation in Auric Maelstrom. This build is designed around sustaining yourself exclusively through kill-power and direct Toughness replenishment from kills, which with the big-number attacks you deal out from both weapons is unlikely to be taken by others.Powersword Mk IV
77% Damage
69% Mobility
63% Cleave Damage
78% Finesse
80% Cleave Targets
You will have enough raw killing power to be able to hold an enemy drop-spawn by yourself with charged heavies, good dodging, and the Emperor's blessing (no Bulwarks). One-shot most units including the Mini-Mutants (during mutant wave modifier) and one-shot standard mutants after triggering 'Agile Engagement'. I love other melee options more but there is just is no other melee weapon that does what the Mk IV does. During mutant waves, you can heavy-dash through two mutants, cut down a boss whose cornered you with a 1/4th of their health remaining, and cut down 7+ horde per swing, for a total of 21+ horde after a 3 heavy combo. And in Maelstrom, Agile Engagement comes up fairly often, allowing even more killforce for you to beat down a crowd of Ragers like an Ogryn.
Lucius Helbore Mk IIIThe helbore also can clock-in for a one-shot on mutants, as well as most elites. I currently only have only 63% stopping power on mine, so it's not even at perfect strength, and I can one-shot almost anything at far-range. The Helbore III can kill a Beast of Nurgle from the front in good time, and the healthbar jumps down like a Plasma-gun crit one weakspot. At full Onslaught stacks you're a Kantrael XII with the stagger of a plasma-gun, get that 80% Charge Rate it's worth every fraction of a second.Rather than go over Talents I'll just mention which ones aren't included:Deadshot +25% crit costing stamina - No need with surgical + charge time on helbore, plus you'll never get downed by no-stamina-sudden-horde again.
Shocktrooper -Free Ammo on Crit- Hard option to turn down, but the Helbore + Scavenger is so ammo efficient already that you don't need infinite ammo, plenty ammo is fine.Any reduced Toughness Damage Talent: Iron Will, Close Order Drill, Catch a Breath - You need toughness healing the most while you're fighting, and if you're fighting you're killing and if you're killing you're healing, + bonus points if you're sniping gunners while allies in coherency are killing armor, because you're running Confirmed Kill and Exhilarating Takedown, you'll be recovering 40% toughness per elite killed. And with Born Leader, you're healing your team for about 6% per Elite unless there's funky math there, so you're supporting the team in the end.Field Improvisation -This might work out to be superior in the long-run, but when I land in a mission I don't spawn with an ammo crate, but what I do spawn with is grenades sometimes, sometimes I even spawn with grenades after being dead for a time leading me to suspect that the grenade regen timer is proccing even while dead meaning you can jump up and start laying down grenades right away, or don't die ever because you can always control a situation because you never have 0 grenades, so it's a close call.Krak Grenades - You can kill crushers' big slow heads with helbore very easily, 2-3 shots for me regularly, and your team will pitch in supporting you once they figure out how quickly you drop them. Grenades are mostly useful for stopping momentum rather than raw killing force, and krak grenades just leave me wishing I had a shredder grenade instead for deleting huge gunner packs when I can just click a crusher and mauler down without much trouble