Arbites
5-8% Strength for 4.5s on Kill. Stacks 5 times.
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.
Gain 7-10% Close Damage for 3.5 seconds after killing an enemy at close range, stacking 5 times.
4.5-6% Toughness on Close Range Kill.
Out of all the Arbitrator builds I've tried, this one has been the most fun for me. I will keep it short because this build is quite simple but extremely effective.Melee: You can choose whichever melee weapon you want, I just like the crusher for its horde clearing potential if ammo ever becomes a problem (which it usually never is). The Shotgun is what makes this build shine.Ranged: The Exterminator is insane, it is what the Combat Shotguns want to be. This gun on this build has 7 rounds, will one tap most enemies, and can clear hordes with a single click if you get them grouped up well enough. The thicker enemies like maulers and ragers might take 2 shots sometimes, but the stun and cleave of the shotgun makes it easy to clear large groups of them in seconds. Crushers take some chewing to get through but the stun of the Exterminator makes it easy to control them.You might have some luck with using an autogun due to how strong Prosecution Blow, Zealous Dedication, and Efficient Killer are. But I have not tried autoguns on this build. But if you do I'd recommend swapping March for No Lenience. (Edit: Tried autoguns and they are good with this build)Curios: Mess around and see what you like. You can just never go wrong with 3 Toughness curios in most cases. 2 Toughness 1 Health or 2 Toughness 1 Stamina might work better for you.Blitz: Shock Mines are good but I prefer having the Arbites Grenade in case I need to stagger something quickly or delete whatever is currently on my screen. If you are having trouble with a sniper you can chuck one of the many grenades you get and delete him from across the map.Aura: The Arbitrators auras all seem kind of "meh" to me, but the cohesiveness of the Arbitrators build tree makes it really easy to pick and choose what you want. Part of the Squad could be good, but I like the direct damage increase that Breaking Dissent provides.Keystone 1: The dog perks all seem underwhelming to me. Lone Wolf is really good and you can slot it in exchange for something like March if you want, but it is nice to have a little buddy that can save you if a Pox Hound decides to make you its dinner. With a dog by your side you really only have to fear Trappers, which makes the Arbitrator the best clutch character.Ability: Nuncio-Aquila is fine, but limits you to a specific area. If no enemies come into the radius, or your team kills them before they do then it loses a lot of value. Break the Line is fun, but ultimately not as good as Castigator's Stance. But Castigator's Stance (or Chad Walk as I like to call it) is both fun and rewarding if you just decide to march menacingly into a swarm of shotgunners, gunners, flamers or whatever is in front of you. With Castigator's Stance you become the danger, you are the one who knocks.Keystone 2: I don't know what Fatshark was smoking when they designed this ability, but I want some. Execution Order rises far above any of the other final keystones for Arbitrator. It is nutty. Unlike the other classes, Arbitrator lacks cooldown reduction. Execution Order provides. Arbitrator also lacks a lot of crit synergy. Once again, Execution Order and the nodes before it provides. It's like if you took the crit and targeting synergy of the Veteran, then combined it with the movement and unga-bunga of the Zealot to form some holy amalgamation death baby. I approve.