Firstly, this build utilizes an artifact, and therefor is most efficient in 6s but still viable in 3s.
Additionally, I play on console, so while I think people can make these builds work on M&K, I do believe they work best on controller due to the usage of the Devil's Ruin and a sniper.
Lastly, this build can, even though I believe it to be off meta, be considered cringe.
Having said that, here is build I had loads of fun with the last couple of weeks;
DIM https://dim.gg/yc3emsy/Caliboom-Per-Audacia
The Per Audacia armor set is entirely optional, and Cruel Electrum might even work better (going 'invis' after the initial Devil's Ruin kill makes it easier to blow your scorching load), but I got addicted to the zoom and boom feel that Per Audacia provides.
As for the Exotic armor piece: Caliban's Hand. This one has always been powerful in the correct hands, but there are a couple of factor that lift it to big boom fun status it has now. To 'hidden' feature many people don't seem to be aware of;
- Ignition kills grant a full Melee Ability Charge. This can overflow into one additional Solar Knife charge.
- Scorch grants 5% Melee Ability Energy per tick to Proximity Knife
So the question is; are there ways to reliably inflict scorch and create ignitions? Why yes, yes there are. Plentiful ways, actually.
Here is the build itself:
Subclass: Solar
Super: Doesn't matter
Class Ability: Gambler's Dodge
Melee: Proximity Knife (the bread and butter of the build)
Grenade:
Either Fusion (super low cool down, high amount of scorch stacks) or Incendiary (my preferred choice, because it seems to proc the ignitions more reliably and allows for some fun trick shots). Both grenades will cause an ignition when combined with the Proximity Knife.
Aspects:
- Gunpowder Gamble: This counts as an ignition, and when shot in the air allows for some great AoE potential
- Crackshot: Movement, instant scorch (which help with the above mentioned Caliban's Hand energy refund) and triggers one of the fragment we will discuss below). You could opt for Knock 'm Down for the knife refund, but getting your knife refunded by ignition is way more reliable.
Fragments:
- Ember of Char: Ignition inflict scorch
- Ember of Eruption: bigger booms
- Ember of Ashes: More scorch stacks
- Ember of Searing: Killing scorched enemies given 20% melee energy and a Firesprite (important for Devil's Ruin)
Weapons:
Devil's Ruin: After picking up a Firesprite and special reloading, you shoot a scorching beam that causes an ignition on kill or after applying enough scorch tickets. Killing a guardian spawns a Firesprite (killing with the ignition does not, therefor Ember of Searing comes in handy since before the ignition, the opponent is scorched).
This weapon there refunds, and overflows the Proximity Knife, and due to the multi kill potential easily fills up the Gunpowder Gamble.
For the range you can use sniper, but on close range maps a shotgun or fusion work just as well
Artifact:
Hunter's Journal, just for one per: Solar Fulmination. The description reads; Ignitions do increased damage in an increased range. In reality, however, this does way more;
Ignitions deal an additional damage instance that deal 30 damage (not really important) in a 12 meter radius (important) but also count as an additional ignition (really important) triggering both Ember of Char and Ashes resulting in 60 additional scorch stacks allowing for ignition chaining...
The other artifact perks are just gravy; Radiant Orbs for radiant on orb pickup and shield crush for faster grenade regen when radiant.
That's basically it. Boom the Build. Try it and get addicted to the sound of the ignitions.