1-2 Extra Chained Energised Hits and 2.5-10% Impact on Energised Hits.
Increased Cleave and 5-20% Heavy Melee Attack Damage on Energised Attacks.
Ranged hits add 1-4 stacks of bleed to enemies.
Target receives 1-4 Stacks of 2.5% Brittleness on direct projectile hit. Debuff lasts for 5 seconds and can have a maximum of 16 stacks.
The Havoc build I have on my other Veteran Kraxton, patterned off of using a Boltgun instead of a Plasmagun. As such, given getting to fully loaded doesn't help it nearly as much (since you still only get 1 bullet from Survivalist), I thought I'd spend those points wisely in other places.Grabbed the upgraded Frag grenade for wider wave clear with it, since one will be relying on it more. Grabbed the upgraded kits for that reason to, though you only get one grenade but as the Vet tends to eat at least 3 of the charges that means a full restock for you, while still giving a nad to someone else who needs it. And then I grabbed melee attack speed, just for the sake of being able to lean on the Power Sword more when it's needed (as I decided for this build I'd swap to the Powersword, as the Plasmagun build is more crit focused anyway, and I liked having a reason to actually use the Power Sword III since you don't care about headshots as much without Precision Strikes. Just block attack high value targets for a strikedown, otherwise light or heavy the wave in any way you see fit to swap between diagonal lights and horizontal heavies). Beyond that, just boltgun any big thing, stab anything else, or if the target is isolated probably worth just stabbing it to. You don't have nearly as much ammo leeway with the boltgun as you do with the plasmagun, so you gotta be stingy. But with the other upgrades along the tree, one can make it through. Just keep your team topped off, drop meds when it's needed, and don't get overheaded. Do that, and mark any Monstrosity so your team can do bonus damage, and you'll be fine. For an explanation on the Boltgun Blessings, I did a good bit of testing and while Puncture is super nice, Shattering impact is just better in every way. It does comparable damage to puncture, while having the added benefit of making your teammates do more damage, which makes melting monstrosities that much cleaner especially if you're shooting the boltgun as you should be and just pot shoting with it/adsing (since ammo conservation is a must). That being said, Puncture WITH Shattering Impact is even better, and now that Catch A Breath is actually functional and keeps you topped off (as you're either not getting hit or probably dead as a Veteran in high Havocs, or in Golden Toughness so it doesn't matter), I subbed out Inspiring Barrage despite it's fantastic utility, because things can't kill you if you're dead, and getting clean 3 taps on Ogies with it + Rending Strikes is SUPER nice. If one wanted to be more 'selfless' though, they can swap Rending Strikes for Field Improvisation, this depends on the team comp though as it will more often than not turn your 'big target' kills into 2-4 shots instead of 1-3, so only do it if you got a fellow individual dealing with ranged targets with you. This build will be dumping more shots onto dreg gunners though since you don't have Superiority complex, but I feel a 2 shot is fine against unarmored targets and tossing a grenade at the horde of them first usually helps it from being to big an issue/still ends up being a 1 shot after a shout anyway. And Regardless, in order to 1 shot dreg gunners you'd need to take unarmored now, so I'm like 'whatever, better to consistently 3 shot Ogies while amplifying the teams damage than sometimes getting a one shot myself while adding an extra shot to those other targets'. And you will always be dropping a Dreg Rager in 2 anyway, so it's just the gunners/shotgunners where you feel it.