Arbites Cyber-Mastiff & Talent Feedback
I want to give some focused feedback on the Arbites cyber-mastiff and its surrounding talents. Overall, the dog path feels heavily constrained by point cost, fragmentation, and inconsistent performance. In its current state, it is often more effective to skip the dog entirely and invest those points into personal damage, which suggests a balance and cohesion issue rather than a playstyle preference.
Note: I used AI assistance only to help clean up grammar and improve readability. The feedback itself is my own. Please read the post in full, even where you may disagree. The goal here is discussion, and I am interested in hearing where others agree, disagree, or have better or alternative solutions.
Augments / Talents
Razor-Jaw Augment
This talent feels over-nerfed due to issues and bugs at launch, where bleed was applied on jump, during the dog’s trajectory, and again on landing. At the time, damage talents also applied to bleed, allowing the effect to stack heavily. Those interactions are no longer possible.
In its current state, Razor-Jaw applies 6 bleed stacks, which in practice fail to even kill basic enemies like groaners. The stacks also drop off too quickly to be reapplied reliably unless using a bolt pistol. From testing, it still appears to have a small AoE component, but the application is very inconsistent.
Suggested changes:
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Increase bleed stacks from 6 → 8
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Add or clearly define a 2.5m AoE on application
This would improve reliability without pushing the talent into overtuned territory.
Man and Cyber-Mastiff
Not bad in isolation, but poor in practice if you want to actively use the dog. Most priority targets are rarely within the current 8m requirement, which significantly limits usefulness. This talent is also the one most negatively affected when paired with Go Get ’Em, further restricting when it can realistically trigger.
Suggested change:
- Increase range from 8m → 10m
I do not think increasing the range much beyond 10m would be healthy, as it could become too strong when combined with other cyber-mastiff interactions. However, an increase to 10m would meaningfully reduce friction and improve consistency without changing the talent’s core behaviour.
Voltaic Mandibles
In a good place. The stun utility is more valuable than the damage and gives it a clear role.
Canine Morale
A solid talent overall, but slightly underwhelming.
Suggested changes:
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Duration 5s → 8s
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Toughness 10% → 12.5%
Target Selection
Difficult to justify in its current form. Specialist/elite-only damage is too narrow.
Possible improvements:
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Change to a flat 15% damage bonus, or
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Make it a team-wide buff
Serrated Maw
Brittleness is valuable, but being limited to a single target holds this back.
Suggested change:
- Add a 2.5m AoE to improve impact and synergy.
Aura
Part of the Squad
Feels undertuned compared to alternatives.
Suggested change:
- 7.5% → 10%
Keystone & Branch Talents
Unleashed Brutality / Go Get ’Em
These feel intended as passive damage nodes, but they lack impact for their cost.
One possible direction would be to increase their damage bonus when manually tagging enemies, reinforcing active play and intent rather than passive uptime. I am unsure what Fatshark’s stance is on tying power to manual tagging, but it could help differentiate these talents without simply inflating baseline damage.
Execution Order – Malocator
Feels very strong due to cooldown reduction.
Suggested change:
- Cooldown reduction 50% → 40%
This would keep it powerful without over-centralising it.
Not Far Behind
This is a strong keystone in itself and performs well in high-density scenarios. However, it struggles on difficulties or missions with lower enemy density, where maintaining uptime becomes inconsistent.
A balanced adjustment would be to increase the duration from 5 seconds to 8 or 10 seconds. This would smooth out performance across different encounter densities without increasing its peak power or changing its core behaviour.
Abilities
Nuncio-Aquila (Missing Cyber-Mastiff Synergy)
One notable gap is that Nuncio-Aquila currently has no meaningful interaction with the cyber-mastiff, despite both being core Arbites identity tools. This makes dog-focused builds feel disconnected from the kit.
Proposed talent:
Exemplary Enforcement
While Nuncio-Aquila is active, elite or specialist kills by the cyber-mastiff cleanse 10 corruption from all allies within the aura radius, up to a maximum of 60 corruption per activation.
This would:
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Shift the dog’s value toward team utility rather than raw DPS
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Scale naturally with higher difficulties
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Avoid kill-chasing incentives
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Give Nuncio-Aquila a clear role in dog-focused builds
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Reinforce the Arbites command-and-control fantasy
Castigator Stance – Bloodlust
Currently does not feel worth picking.
Possible improvements:
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Remove the tax node or
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Increase buff duration to 15–20s
Break the Line – Kill Order
Feels good in terms of damage and duration, but is rarely picked due to being point-starved. The opportunity cost feels too high. I am not certain what the best fix is here, but it is difficult to justify in current builds.
Blitz
Blitz: Remote Detonation
Remote Detonation currently feels decently balanced overall. I do not consider it weak, but at higher difficulties it can feel somewhat lacking, particularly during scenarios with large numbers of armoured enemies (for example, Crusher- and Bulwark-heavy spawns). In those situations, you often run out of charges very quickly, and a large part of that pressure comes from limited clarity on the cyber-mastiff’s exact position, which increases the risk of mistiming or outright wasting charges.
Reducing the cooldown could be one option, but I am not convinced this would address the underlying issue. Increasing the number of charges would likely reintroduce previous balance problems, such as excessive boss stun potential (for example, chain-stunning a boss multiple times).
Given this, I am not certain that Remote Detonation needs direct changes in isolation. Its performance may improve naturally depending on how other Arbites talents are adjusted. For that reason, it may be best to re-evaluate this Blitz after broader talent changes, rather than making reactive adjustments now.
General Observation / Summary
The main issue is opportunity cost. Investing into the cyber-mastiff and its supporting talents often results in less overall impact than investing directly into personal damage. The dog feels thematic and interesting, but inconsistent and underpowered in practice.
Additionally, the cyber-mastiff talent path feels over-fragmented, with many small, situational talents competing for points. Combining some of these talents could improve build cohesion and reduce point pressure, though this would need to be handled carefully to avoid making the build too powerful. I am open to alternative approaches or suggestions here.
Short-term, improving scaling, reducing friction (range, uptime, AoE), and adding ability-based utility synergies such as Nuncio-Aquila interaction would already go a long way toward making the cyber-mastiff a meaningful and competitive choice rather than something players rationally skip.
Long-term, another possible direction would be a system similar to Hive Scum’s stim lab, where Arbites gains a comparable mechanic to enhance or support the cyber-mastiff. While this could be strong conceptually, I recognise it would likely require significantly more development resources and may not be realistic in the short term.
Notes
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This feedback is based on play experience from Heresy difficulty and above, including Havoc, though Havoc is not used as a primary reference point.
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I generally prefer talents that reward active play and decision-making (for example, manual tagging and target selection) rather than purely passive bonuses.
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I am very interested in hearing where others agree, disagree, or have better or alternative solutions.















