Hitting at least 3 enemies with an attack, increases your cleave by 140-200% for 2 seconds.
5-8% toughness on Chained Hit.
5-8% Strength for every 10% of magazine spent during continuous fire. Stacks 5 times.
Hitting an enemy with the special attack gives them 10-16 stacks of 2.5% Brittleness. Debuff lasts for 5 seconds and can have a maximum of 16 stacks.
A build meant to maximize the Ripper's potential, and it does quite a good job at doing so. This is basically the 'sister/brother' build of my twin stubber build, but with the more 'normal' idea of understanding that you won't be running around with the ripper out ALL the time. Since it doesn't have nearly as much ammo and is a lot more meant for 'medium to big' size enemies, so instead of 'spamming Point Blank Barrage what little you can now' like the other build, it focuses more on 'picking it's moments' and using the Butcher Cleaver to make up the difference.As such, I don't use Bruiser on this build, as the CDR doesn't help when I don't care about using my CA 'right off cooldown', and the CDR from the Curios + Maximum Firepower is 'good enough' so long as you don't try and spam it to often. Just use it to nuke backlines and heavy armor/bulwarks and reapers and such, and otherwise just knife things and poke crushers and Scab Ragers with the bayonet to 'Can Open' them (which got a buff and you only need 1 poke now for max effect not two!) so you can nuke them with the triple burst hip fire shots. Takes two to kill them which is pretty dang good. An awesome synergy I also found with Burst Limiter Override (which is why I took 'Back Off!' instead of the free crit) is that if you fire a triple burst and it procs said lucky bullet, it will give you a free triple burst. Meaning you get 3 bullets for the price of one, which is PRETTY dang good especially when you can guarantee a free burst, so I take it for that reason. One could probably also not use the V and get this effect on the braced shots, but I'm wayyy to addicted to melting down monstrosities with just constant mag dump fire, so I'm content still getting the synergy when I hot swap, poke, triple burst twice and only fire 3 shots (or sometimes none if I hit the 15% on the second volley). As such, this build is a LOT more ammo efficient than the twin stubber set up, and combined with the fact one is selective about their CA use, you can go through a mission quite easily without running dry. As such, I'd use this build over the stubber build if your team needs to use ammo, and then swap to that build if your team doesn't! Both melt monstrosities the same (which is why I took Light'em Up on this build too as the fire conserves ammo that much more and gets buffed by Blaze Away), and kill them in one CA activation give or take, so just keep track of when one might spawn and keep a CA ready to melt it.Beyond that, light - heavy is your knife combo string for the wave (horizontal into diagonal), at any point during that combo you can chain in an extra heavy to do a strike down against maniacs, or you can heavy from rest for the same effect. You can ALSO punch into heavy now (as the punch is actually usable now) for a constant strike down string of goodness to really just make sure you nuke all the high value targets. Rock is taken for further not needing of ammo and SUPER long range shots against snipers that your ripper doesn't reach. Confident Strike lets you not need 'The Best Defence' so I just take the 5% extra DR on this build (can put that point where ever, or swap out Confident Strike should that ever get nerfed). And I take Stay Close over Coward Culling for as stated, you are not supposed to use the Ripper all the time, and Stay Close just keeps you forever topped off on toughness and doesn't dip into you needing to invest in any other talents. Random other Synergy I'm tacking on to the end here, the Rock can be used to maintain Burst Limiter stacks, if one desires to hold on to the damage increase for another volley. Can be somewhat difficult, but if you're accurate you'll always have another rock to reset the 10s timer if you hit the head and get it back in 5s.