Ogryn
Target receives 1-4 Stack(s) of 10% Damage if already Staggered. Lasts 5s.
Hitting an enemy gives them 1-4 stacks of 2.5% Brittleness. Debuff lasts for 5 seconds and can have a maximum of 16 stacks.
5-8% Strength for every 10% of magazine spent during continuous fire. Stacks 5 times.
3.5-5% Critical Chance for every 10% of magazine spent during continuous fire. Stacks 5 times.
With the buff to ripper mk6 finesse damage and the +50% crit damage node (lucky streak), critgryn is actually viable.
WEAPONRY
Ripper mk6
It is very important you get an ammo stat of 66 or lower (ideally exactly 66, mine is unfortunately 64). This is because blaze away and cavalcade stacks always round down, so with a magazine size of 19 you get a stack after every single shot. You don’t need can opener with this build as ripper mk6 crits deal high damage to carapace. Ripper gun crits make the whole burst crit, so for hipfire that is 2 crits and for braced it is 3. The braced fire of the mk6 makes the shot spread into a horizontal line, perfect for taking off heads. You could swap off +5% crit chance for unyielding for extra boss damage, but I don’t find it to be necessary since you already melt bosses and I prefer the more reliable crits.
Brunts basher mk3
Brunt’s basher is there as a stagger and debuff stick, but honestly you can take whatever melee you like that can handle hordes decently well. With the club I just spam light attacks and use push -> light -> heavy for single target. Against ragers use the slap a lot to toss them around.
Frag bomb is nice as a panic button, you could bring any blitz though. Rock will help with muties and conserving ripper ammo, and box will make revives super safe. Ive been experimenting with taking rock and it feels pretty good but if you have a team who wont need much ammo (staff psyker, vet who takes survivalist or melee zealots) frag bomb/box can be clutch.
SUBSTITUTIONS
You could ditch steady grip but to me it feels very useful. Get stuck in, and unstoppable momentum are worth considering, as well as any node in the row beneath payback time/soften them up, I think all of them are strong options. I would strongly recommend taking either Keep shooting or Pacemaker, potentially both. If you take a melee with confident strike you could potentially drop either The best defence or Smash em, but I would only do that if I really needed an extra point somewhere else.