Quell 2-5% of Peril on Repeated Weak Spot Hit.
Up to 14-20% Strength, scaling with Peril.
5-8% Strength for every 10% of magazine spent during continuous fire. Stacks 5 times.
Suppress Enemies within 5-8 Radius on Close Range Kill.
Scrier's Gaze is not known to be a good Melee option. Sure, you go berserk for a few seconds and slash away but the moment your Peril reaches 100% you are a sitting duck with none of your powers to save you.
That is because you are not riding the waves of immaterium. What if I told you Scrier's Gaze is actually an immortality button? All you have to do is to stack up on those few oft overlooked toughness regenerating passives and just slash away at the masses of nurglites with little care in the world as you never, ever drop down to 0 toughness. After that, you just dodge, right click and win.
Pros: Kill things? Earn toughness. Crit? Earn toughness. Gain peril? Earn toughness. Quell peril? Earn Toughness. One half of this build is just maximizing your toughness gain by always riding your Peril count between 20% to 90%. Blocking is for the weak (unless you are getting lasbolts raining down on you, that will come later) and all you must do is dodge and slash until it is done. The other half is maximizing your crit and overall damage by always riding your Peril count between 20% to 90%. This is mostly about playing around with Malefic Momentum, Scrier's Gaze, and Warp Charges. Light Slash a few times, charge sword, slash, and you have a full wave clear and dead flak and carapace armored foes. If it gets too hairy, fall back with dodge, and start spamming Assail and quelling to every now and then to regain toughness. If you have spatial awareness, you can not die.
Cons: Scrier's Gaze is still Scrier's Gaze. This build will make sure you will never fall off in melee if you are dodging right. However, this does not fix you being completely caught out of place when a group of Gunners send volleys directly at you or when you are completely surrounded by chaff and a group of Crushers are closing in. That is when you pull out your autopistol and spray. Your autopistol, of course, synergizes well with Scrier's Gaze, but with its high BPM and relatively low capacity, autopistol is there to be a get out of jail free card. Spray ranged foes and run away, or spray a way out of the horde to get away. Works great with Pox Hounds, Mutants and Poxbursters as well. All this said, your main way of dealing with ranged foes is Assail. It is good to start with it before hordes start coming in, but make sure you have a few shards left in so you can quickly fall back and dispatch ranged units quickly after lowering your Peril. If you know how to judge the situation, you should be able to just keep abusing your toughness-peril synergy and as the build name implies, ride the warp.
Pitfalls:
-Never use Deimos Force Sword. You need to be able to hew and its force attack making you stop and wait the animation to finish is death for you. Movement is your friend.
-Not using force swords greatly weakens this build, but the Macabbian Dueling Sword could work, sure.
-The staff is manageable, but I don't prefer it. Blew up one too many times due to overreaching Peril. If you really want to use the staff, Voidstrike is a good choice. Using Warp Nexus to gain even higher crit chances is a good idea. In theory.
Notes:
-You can tweak a bit to get Soulstealer by dropping Malefic Momentum to gain even more survivability. One warp-charged slash into a horde gets you a full bar of toughness.
-Disrupt Destiny does work, especially since you get extra points to give to Assail's Quick Shard and Soulstealer, however, you become significantly closer to death. It truly is a high risk, high reward option. Dropping Solidity is a huge risk, however. Try at your own peril (hehe)
-Essence Harvest is not worth it overall. You dip your Scrier Gaze's continuity for toughness you already have. It lowers the risk you being in a ranged weapon based mishap, but not by much.