12-24% Rending on Enemy Weak Spot Hit for 3.5s. Stacks 5 times.
52.5-60% Weak Spot Damage (Enemies with Bleed Stacks).
6-12% Critical Chance for each Enemy Hit by your previous attack. Stacks 5 times.
14-20% Strength for 5s when every pellet in a shot hits the same enemy.
A build thrown together because I have one for each weapon type somewhere within my characters...and so, had to make one for the combat shoguns! ... despite them being not great!The VII is ok though, loading slugs with Tactical Reload is nice, you can clear out a reaper rather effectively with them even at range, and other specialist and gunners also fall to it too with good aim. So I focused on that one, along with the 'serrated blade' synergy with the knife, running around criting and doing high weakspot damage, along with using Weapons Specialist for free crits on the shotgun as well as make the knife attack that much faster. Main attack string consists of light attacking the wave, and heavying armored targets/specials...pretty simple with the III. I take Kraks so that the extra grenade feels nice, along with helping with the sorely needed monstrosity damage (and Bulwarks, always bulwarks). One doesn't get the bonus weakspot modifier, but...for this build that wouldn't really make much of a difference in it's effectiveness. It's 'for fun', so I took Close and Kill and the movement speed pip, run the fastest a veteran can go, and just enjoy yourself. And that's the main thing to do with something like this. I also dropped upgraded Kraks for Out for Blood, as they 1 shot any target beyond a monstrosity without the upgrade anyway, and having that extra toughness generation off of your bleeding targets is just, so very needed. Just make sure to get the most out of each stun of your krak grenades against monstrosities, cause you need all the hits, bleed and damage you can muster.