12.5-20% Critical Chance for 6s on successful Dodge.
45-60% Finesse Damage for 2s on successful Dodge.
Quell 6.5-8% of your Peril on Weak Spot Hit.
-8.5--5.5% Charge Time on Chained Secondary Attack. Stacks 3 times.
This is my "play it safe" build; The Dome shield is key when you expect to be up against lots of ranged targets or fighting in big open areas where you'll take chip damage from shooters. Voidstrike allows you to bombard enemies safely from range while still being able to protect yourself up close.
The Voidstrike staff excels at clearing hordes in choke points and fully charged secondary blasts will stagger ragers and crushers and things. With Transfer Peril and Warp Flurry you can lob fully charged secondaries quickly and consistently without needing to quell so long as you keep hitting heads.
While the staff does have good long range accuracy but the travel time of the projectile can sometimes make it hard to kill distant moving targets, so again Brain Burst comes in handy. It's also a useful tool against bosses.
The dueling sword is great for muties (one-hit if you get them in the head) and for deleting close-range specials quickly. Stab and aim for the head.
Build struggles a little with scattered poxwalkers as no matter what you do you'll have to target each individually, which takes time away from your main job: prioritizing and deleting specials.