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.
Up to 5-20% Strength based on the charge time of your heavy attacks. Stacks 3 times.
Ranged hits add 1-4 stacks of bleed to enemies.
Point blank shots cause an explosion. Explosion Radius increases by 10-25%.
A build who's soul purpose is to turn the Arbites Impact Grenade into an IMPACT grenade, using the known interaction between Lethal Proximity and Grenades to increase their grenades Radius to 'decently large' numbers. I then take all the things that increase Grenade Damage (Withering Fire does not...for some reason), and pair it with a Crusher as to have a build that uses Forceful and the Crusher...as it's very good, especially here.Main goal is to dash in, push attack into a heavy light swing for most of your add clear engagements, or 'turn on' the crusher, and heavy light any larger target to death (leading with a thrusted heavy to make sure even a Crusher....the Ogryn, dies in 3 swings). This also being why I take Rapid Movement + Walk it Off, as it gives you constant toughness regen while you never run out of stamina to burn on regening it. You then find a group of targets you want to just evaporate, 'Break the Line' into them, then throw a grenade. They will all poof into paste, and you'll feel satisfied as you buffed the damage of said grenade to obscene levels.You then just rinse repeat, using Lone Wolf to fund your grenade spam and enjoying even further attack speed and damage with the Crusher. It's a very good time all around, as things get staggered by Break the Line, staggered by Judicial Force, staggered by your pushes, and staggered/melted by your nades. Everything staggers, everything kills, with a back up Boltpistol used to increase the range of your nade (swap to it before throwing a grenade so that it defaults back to it for the boost), as well as just using it to dumb bleed into higher health targets for faster melting. One could use Run 'n' Gun like my other set ups, but unlike those this doesn't have Skirmisher to stack up first, so I take the initiative and put more bleed on because more damage more gooder. That's really everything to explain, I us Arbites Vigilant to increase my nad's damage even further, so I don't take the other two boosts (As good as they are) as I wouldn't have them for very long anyway if all is going according to plan. I use those points to buff things further, and thus make it all hit that much harder. It's a surprisingly potent set up for what it is, and worth a try if one wants the Arbite nade to feel like it has a proper 'punch'. You likely won't regret it.