Arbites
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.
10-25% Damage vs Electrocuted enemies.
4.5-6% Close Range damage on Repeated Hit. Stacks 5 times.
14-20% Damage on Second, Third and Fourth shots in a Salvo.
A build created to maximize the potential of the Arbites Shock Maul, and has an Infantry Autogun I on it because I like them and it's pretty good at wiping out specials/gunning down Nurgles when needed. Given Lone Wolf gives attack speed, that meant I 'had' to nab it, and I coupled it with Arbites Grenade for reasons detailed below.This build is all about hitting, getting in, bashing, and smashing. It's the only build I use that upgrades Break the Line with Engage (you don't really need it for most set ups, as this needs the gap closer/finds it very helpful to have. And since I already took the toughness gain point to get there, might as well get the CDR on it too, so I can gap close even more and leave my allies in the dust as I do so. Main gameplay loop is just dash in, hit, hit lots, throw grenade if hitting is starting to get hard, and dash again/push everything over whenever it's off cooldown. Get immeasurable amounts of stats while doing it, from immense amounts of Damage Reduction to attack speed to Toughness Regen, so much to the point I don't even take Force of Will (as Commendation from Condemnation is enough as you'll only loose seeable toughness from those types of enemies anyway), and instead put the point in melee damage just to truly max out the weapons potential. The only non-situational damage increase this build is missing is Soulguilt Scan, but I figured 'wasting' points on either of the talents leading to it wasn't worth the other potential effects. If one wants to drop stun immunity + a stagger wave every 5 seconds for Rapid Movement + Soulguilt, I could see that working out. That or just dropping the stun wave and Engage for it, but I liked having the 'dash forward' on at least ONE build so felt this worked out well. Beyond that, knock everything over, get bonus damage and rending for doing so, and just slaughter everything. Throw a grenade whenever there's a trapper/something that might actually threaten you to gain breathing room, or dash at it/shove it down for the same effect of nullifying it. You will always have at least one of these options up between your FIVE grenades on a 60 second cooldown or your low CDR ability, so 'threats' should never really exist as they are always on the ground squirming. Beyond that, Push attack into light heavy spam for wave clear, heavy light to deal with any armor with overhead smacks, or replace any light for either combo with an 'alt fire' electrified swing to further DoT the enemy and watch them all melt that much faster thanks to High Voltage. Crusher's die in 3-4 swings, everything else dies in 1-2, with your Autogun cleaning up the difference when it comes to harassing gunners or dropping a dog/trapper before they get to you. You are a walking maelstrom of death, even gaining further bonus damage against staggered targets from you Aura, and when everything's staggered...hahah, no one will be (because they'll be dead).