ARBITES

HANDLER

The Arbites is very versatile class, accompanied by a dog companion to help you deal with your campaign against enemies. The handler is going to lean heavily on the dog companion, playing into it’s strengths much more then other builds. One of abilities is to activate an explosion at your dog’s location. You and your companion are going to be a formidable force, so long as your play with your companion to fully  capitalise on the benefits within the build, most of your encounters should be easy enough to handle. The melee weapon for this build keeps you mobile, nimble, on the offense. You’ll be able to easily stay with your companion, and your team. The range weapon pairs with a shield so you hunker down, but stay on the offense from a distance. Allowing  you to return fire, taking little damage, or even defending yourself if a couple enemies catch you off guard.

WEAPONS

A very strong melee weapon that relies solely on your aggression to shine. Forgoing the shield you get with other options, you can easily move around the field and stay on the offense in the front line of combat.

Execution is an easy way to increase damage, so long as you’re knocking down enemies with your pushback, you’ll keep them staggered for more damage. You’ll also take advantage of your allies causing stagger. High Voltage is another easy damage increase. The special ability of the maul applies shock, so you can directly gain the damage increase from your own weapon. The more easily applied source of electrocution comes from your companion. Activating it’s ability will release an electrocution explosion against all nearby enemies. This charge has a short cooldown, but also has 2 charges so you can reliably keep the extra damage applied.

The more problematic enemy types are going to be Unyielding, and Carapace. For the perks we’ll take these two for added damage. You can still benefit from electrocuting them, but they are much harder to stagger, so we won’t have that benefit.

The shotpistol with a riot shield is quite the strong combo to this build, but in honesty, you can pretty much use any range weapon you like for this build.

No Respite also builds from stagger, same as the melee weapon, increasing damage based on the stagger on the enemies. Pinpointing Target benefits from taking an extra second to line up the shot, increasing the damage done. This is really good against elites, or tougher targets where that extra damage can get the full benefit from. You can also reliably take the time you need for these shots since you’ll have your companion to help distract enemies.

Most elites comprise of Flak or Maniacs, at least, the more problematic ones. I like to deal extra damage against them to really secure the 1-2 shot kills.

CURIOS

x2

Curios are really flexible, with only a couple perks that really benefit builds. In this case, Toughness can be substituted for Health if required, but Toughness is still recommended. You might want at least 1 Curio to have 1 Wounds on it, wounds increase the amount of health bars you have. This is beneficial, especially on higher difficulties, as it allows some leeway if mistakes happen, or you get overwhelmed.
Stamina Regen is pretty important, allowing you to keep you sprinting as needed. Since we use a shield, getting some better block efficiency can be beneficial. If you notice needed it, you can always swap to some Gunner resistance, as an added survivability option.

SKILLS

Breakdown of skills are shown below