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no... just no...
Short version: the talent greatly improves your throughput at the cost of making your gameplay much more difficult. I suggest only picking this talent if you feel very confident while wielding a flamethrower. If you're just learning to use the weapon, pick Power for Nearby Teammates instead.
I tested the 5 crit instead of 10 infantry and it proved to be much worse against chaos and beastmen hordes. They take a 'little bit' more time to be killed, which is enough for them to restart attacking (sometimes they die during attack animation), but most importantly they occupy the team's attention for longer. Crits are dealing only 10 dmg to CW so it's still very unreliable, and the stagger is random.
Have you tried it? I don't recommend.
Swapping 10 inf for 5 crit might be a good idea, although I doubt it will let me reliably stunlock Zerkers. Nevertheless I will try it, thanks. As for curse resistance, of course it makes sense to swap it out if you don't do books. Personally I do books on Cata when playing with friends but not when playing with strangers, yet I don't bother swapping my builds every time so I just run curse resistance all the time.
Name 1 situation in which fully charged spell with volcanic force is much better than a fully charged spell without volcanic force? Because I can't see any. It increases the max dmg by ~20%, so some things may die in 4 instead of 5 ticks, but then you have the full duration of the spell so you kinda want them to survive for the whole duration for it to be worth. So the only monster would be a boss (or CW or SV or Bestigor, yes they also survive with volcanic force)
How probable is the situation that you are able to actually keep shooting the whole charged spell? I think highly unlikely.
That said, volcanic force does not introduce any new breakpoints, and even if it did the likelihood of actually using the whole duration is low.
Then it's almost always better to charge as little as you need, and it's better to charge less than more (because of burn dmg)
I think you should mention that STR pot has insane value for this weapon: it allows to "1 shot" SV with a fully charged right click stream, allows to kill CW with a double full charged stream (need increased potion duration for that).
Also is there any reason for taking 20 infantry 20 chaos, apart from "it makes dealing with horde easier"?
Because if there is not, then I'd suggest taking 5crit, 10 infantry, 20 chaos, because "it makes dealing with horde easy enough" and also gives increased stagger [which now can stunlock berserker] and crits do dmg armor (~10 dmg on cata CW).
Also the most efficient way of dealing with stormvermins and berserkers is rightlick a bit more than minimal charge, release (this stacks barrage to 5) then spam left click + vent. This combo saves heat, kills any trash mobs in the first stream and kills the SV in almost the same time.
Also for cata isn't it better to swap curse resistance for crit on trinket?
Cheers