[Valkyr] has a fairly balanced kit that struggles to stand out in any one aspect. This build gives her CC potential by improving her Range. We subsume an additional CC ability as Paralysis is pretty weak.
Ensnare is chosen because it's the easiest ability to use in general content. Larva is also good but has less range. Any ability can fit if you use [Prolonged Paralysis] to wrangle enemies instead.
Rip Line is replaced as we use Paralysis to supplement our subsumed CC ability. Paralysis is still a weak ability and can be replaced instead.
Range is increased to give better usability to our CC abilities. It doesn't need to be completely maxed out but it should be well above the baseline. [Stretch] can be swapped out with more Efficiency or Duration.
Strength is fairly high to capitalize off Warcry's buffs and slow. [Transient Fortitude] can be swapped with [Energy Conversion] if you're having issues with micro managing the build.
Efficiency is almost at the minimum as we don't need to spam abilities very often on this build. If you're having issues sub in [Streamline] or replace [Blind Rage] for [Energy Conversion].
Duration is weird on [Valkyr] as it has weird synergy with her augments. A bit above baseline is usually the call.
[Eternal War] is chosen because it greatly improves Warcry. Any of the other augments can be chosen if you're fine with recasting Warcry to abuse the slow.
Arcane [Fury] is chosen as you usually don't have the chance to proc Arcane Avenger and it improves your damage. It can be replaced with any other arcane to suit your playstyle.