Refreshed Dodge Efficiency on Weak Spot Hit. {melee_weakspot_damage} Melee Weakspot Damage.
12.5-20% Critical Chance for 6s on successful Dodge.
Critical hit chance scales by your current heat level up to 27.5-50%. Also increases critical ranged attacks damage by 4-10%.
Up to 7.5-20% Strength scaling with Heat Level.
An initial build made a while back when I wanted to make a build for the Plasma Gun, initially not using the 'One Motion + Tactical Reload' combo as the first part didn't exist. But now that it does, I augmented it to use it! Making the point of it a bittt less potent, but it still works rather well!Basically, the idea behind the build is to be able to use invis any time you need to reload, for a fresh clip with no worries on getting overwhelmed as you do it. It works very well for that, made even better coming out of it with Hunter's Resolve for that nice 50% DR. The one other augment I did was dropping melee attack speed for that one ranged pip to allow me to grab Frag grenades, as a good upgraded frag will drop most of a wave, and you can use the 'poke' on the duelling sword to animation cancel your attacks, which lets you still do rather well without the node (I learned that in Havoc with how talent hungry the Zealot is). The fact you always have a grenade to toss for some massive spacing is nice and makes up for it too.But yeah, main 'crit build' for the plasma gun, working with stacking Reciprocity with high heat to do MASSIVE damaging shots to the dome. Does that quite well, and still lets you reload in piece whenever you need to, with the reload actually lining up perfectly now with when Invis ends thanks to tactical reload. 'Brings everything together', and feels quite nice.