5-8% Strength for 4.5s on Kill. Stacks 5 times.
4.5-6% Strength on Repeated Weak Spot Hit. Stacks 5 times.
5-8% Strength for every 10% of magazine spent during continuous fire. Stacks 5 times.
4.25-5% Strength for every Enemy you Stagger. Stacks 5 times.
I. Hit Weakspots!
Scrier’s Gaze (Warp Speed, Precognition, Warp Unbound) passively builds Peril at an increasing rate, eventually becoming more rapid than can be quelled manually. However, Through Crack of Bone quells a guaranteed 10% Peril (while reducing Peril generation for a limited duration), making consistent melee weak spot kills a necessity. This weak spot damage is also passively (and actively) boosted by the effects of Disrupt Destiny (Perfectionism, Purloin Providence, Cruel Fortune), allowing you to accumulate stacks of Scrier’s Gaze more consistently. As a side note, Purloin Providence also guarantees a 5% decrease in Peril when killing marked enemies. At the same time, Cruel Fortune provides an additional 2 stacks of Disrupt Destiny when killing marked enemies via Weakspot.
II. Med-High Peril Is a Good Thing!
Although unnecessary Peril accumulation should be avoided during Scrier’s Gaze, Warp Splitting, and Warp Rider provide a respective 100% boost to cleave and 20% boost to damage (maximum) when at a certain threshold; these buffs are universal, so you aren’t restricted to your melee weapon, ranged weapon, or blitz.
III. Keep Track of Time Spent in Scrier’s Gaze
While Scrier’s Gaze will inevitably end its activation period via Peril accumulation, the maximum amount of stacks Scrier’s Gaze is 30, after which you’ll be waiting for your Peril to reach 100%; however, these stacks don’t have to be accumulated through time alone. Precognition allows any weak spot kill to add one stack of Scrier’s Gaze, enabling you to reach maximum stacks without having to maintain and quell your Peril for 30 seconds to achieve maximum effect.
IV. Save Your Assail for After Scrier’s Gaze Has Ended
Because Assail builds Peril at a rate of 10% per shard, using it in Scrier’s Gaze can cause the activation period to end prematurely. Therefore, you should avoid using Assail until the lingering effect begins, after which you have 10 seconds to use Assail without overloading through Perils of the Warp; Warp Unbound guarantees this safe period.
V. Your Ranged Weapon Is Supplementary
As long as Surety of Arms is equipped, reloading will build anywhere from 1-25% Peril depending on how many rounds have been expended from your clip (IE., Empty Mag=Full 25%). This and any Peril that might be accumulated through other effects (EG., activating your melee weapon, using Assail, or activating Scrier’s Gaze) should make you consider where and when you apply your ranged weapon. This is an excellent build for weapons with high ammo capacity and fire rate (Shredder Autopistol, Infantry Autogun, Braced Autogun) but less than desirable damage per shot. It’s also an excellent build for the Agripinaa Stub Revolver (a precise hand cannon with naturally high cleave). However, you should remember that each round reloaded will build 5% Peril (honorable mention to the Combat Shotgun).