4.5-6% Strength on Repeated Weak Spot Hit. Stacks 5 times.
5-8% Strength for 4.5s on Kill. Stacks 5 times.
Gain between 3.5-5% and 14-20% Critical Chance based on current level of peril.
-8.5--5.5% Charge Time on Chained Secondary Attack. Stacks 3 times.
Welcome to the world of Unlimited Power!Have you ever wanted to stun literally everything on the entire map? Or maybe you don't like the gunners down the hall shooting you, and would to kindly ask them to stop?Well with the power of the Senate on your side, anything is possible!This build is amazing for crowd control, but requires some skill when it comes to target prioritization. The lack of shield naturally makes your team vulnerable to ranged fire, but you counter that with the Surge staff.It also requires skill with peril management, as you should be maximizing your peril as often as possible for the highest crit chance.Long range targets? M1. Medium range targets? M2. The M2 of the surge staff will stagger any opponent short of a monstrosity, full stop (50/50 on mutants). That means that by changing the target (assuming you don't outright kill them with a crit) every shot, you can effectively keep about a dozen specials staggered from all the way downtown. The damage however, will ensure you only need to hit them two, maybe three times before they are just put down for good.Lightning hands are there as your emergency option when fighting large hordes of mutants, dogs, or even just a lot of infested. The damage is okay, but mostly it buys time for your team, and allows you to 'force push' the entire enemy army off of a bridge.The illisi sword is amazing for clearing crowds, and with the stated perks/blessings, you will be able to one shot infested, and so long as you keep swinging (throwing in the occasional special heavy attack), you can stab your way through pretty much anything that doesn't have armour. The block/push can also knock down most targets as well, buying you time to run away and pull your lightning stick out again.Curios:Honestly, dealers choice here. I take +9 stamina, cause I like to sprint a lot. If I was smart, I'd probably be using health and toughness curios.The perks are also up to you. I like to maximize revive speed, and toughness regen.Talents:We need as much toughness recovery as possible, just as a general rule. The talents before smite give you that. Whether you're increasing peril, decreasing peril, killing people with peril (see a trend?).
Then we get smite. While the extra damage from smite would be nice, there just isn't enough room for it, so we settle for maximizing the quantity of staggers, vice the quality.Following that, we get Psykinetic Aura to just generally help the team out, and Seer's presence for even more CDR on the teams abilities.Empathic evasion is the shining gem of this build. So long as we are criting enemies (And at high peril, your crit chance should be something like 60-70%), you are just immune to ranged damage. Lotta gunners in the hall? Start proccing crits with the lightning stick, and then just stand there while you show them the True Power of the Dark Side!One with the warp is also pretty good for soaking damage considering you should almost always be at high peril.From there, venting shriek, un-augmented. In theory, this could also be the un-augmented shield, but I personally prefer having an emergency 'I used too much of the force' button.From there, Warp Syphon as the capstone (You want to keep yourself at 6 warp charges as long as possible; another reason to not take shield, as the damage, and more importantly, the peril resistance, go away when using your ability), a quick dip into a free 20% damage bonus at high peril, and the +5% crit chance node.Kinetic deflection is optional, and basically a free point. I just like this one. A good second place contender would be 'Becalming Eruption', to augment the Shriek, or perfect timing (near the top) to increase damage on crits.With this build, when done properly, will have you toping the damage numbers (Most of the time), and will net you the vast majority of kills, be they mook or otherwise. And while you may not be doing maximum boss damage, my set up has me doing 1500-1700 damage per M2 with the staff, and that, with patience, is enough to take out any boss (Except the DH when it's targeting you. They are the specific reason I take deflection, since it buys your team more time to kill it).Importantly, you need to remember something: You are the master of the battlefield, and control who lives and dies. If your teammates need help, it's a small thing to stun the rager going for their back, or to stagger the bulwark and let the vet shoot past the shield, but that one move could save the entire run.