Alpha Bridge PVE

    PvE

by WhoaGambit last updated Jan 25, 2019    Patch v1.8

   

Votes: +1

   

Primary DPS

441,369

Firearms  

  5353

Toughness

464,844

Stamina  

  5353

Skill Power

156,810

Electronics  

  5227

Gear

classified gear icon Alpha Bridge Chest
Enemy Armor Damage  (6%)
Health on Kill  (5%)
Ammo Capacity  (56%)
 

1401

classified gear icon Alpha Bridge Backpack
Health  (13339)
Ammo Capacity  (56%)
 
 

1401

classified gear icon Alpha Bridge Mask
Health on Kill  (5%)
Damage to Elites  (12%)
 
 

1401

classified gear icon Alpha Bridge Gloves
Assault Rifle Damage  (12%)
Enemy Armor Damage  (8%)
Health on Kill  (5%)
 

1401

classified gear icon Alpha Bridge Knee Pads
Health  (16674)
Damage to Elites  (16%)
Shock Resistance  (33%)
Burn Resistance  (33%)

1401

classified gear icon Alpha Bridge Holster
Health  (8337)

1401

1401

1401

Gear Mods

Gear Mod - Electronics Mod
Damage To Elites  (4%)
QUANTITY - 5
  

214

Performance Mod
First Aid Self Heal
QUANTITY - 4
  
 

Primary Weapon  -  Lightweight M4

VX-1 scope (12x)
Headshot Damage  (18.5%)
Stability  (3%)
Accuracy  (2.5%)
 
Extended Magazine
Magazine Size  (121%)
Reload Speed  (5%)
Rate of Fire  (6.3%)
 
Muzzle brake
Stability  (14%)
Headshot Damage  (6%)
Accuracy  (2.5%)
 
Angled Grip
Stability  (14%)
Accuracy  (2.5%)
Reload Speed  (5%)
 

Secondary Weapon  -  Lightweight M4

VX-1 scope (12x)
Headshot Damage  (18.5%)
Stability  (3%)
Accuracy  (2.5%)
 
Extended Magazine
Magazine Size  (121%)
Reload Speed  (5%)
Rate of Fire  (6.3%)
 
Omega rifle suppressor
Headshot Damage  (18.5%)
Stability  (3%)
Accuracy  (2.5%)
 
Angled Grip
Stability  (14%)
Accuracy  (2.5%)
Reload Speed  (5%)
 

Off Hand Weapon  -  First Wave X-45

Extended Magazine
Magazine Size  (121%)
Reload Speed  (5%)
Rate of Fire  (6.3%)
 
Compensator
Stability  (14%)
Accuracy  (2.5%)
Headshot Damage  (6%)
 
Small laser pointer
Accuracy  (18%)
Stability  (3%)
Reload Speed  (5%)
 

Skills

Talents

Build Guide

Alphabridge has a bad rep with not being able to go full Firearms and Stamina. It’s not great for group play as it really needs to get kills to get value out of the classified. It also can’t be affected by your teammates Signature abilities. So if a teammate tries to use a recovery link to pick you up, it won’t work and they just wasted it. In my opinion it isn’t as good as Striker or some of the other DPS classifieds but that could quickly change with a tweak and update to the gear. So because of that, a lot of people overlook this build. Not me though, I use this set all the time in PVE content and let me tell you… It’s by far my favorite classified in the game! Having the ability to activate a Signature Skill with every kill makes you feel so powerful. There are even times when you activate all three at the same time which makes you feel like an unstoppable force! Now to set this up so we can utilize its strengths, you do have to make an uncommon build. So for our foundation of the build we want to have 5k across all our main stats. 2/2/1 in terms of main stats rolled into the gear. Mine will be 2 Firearms rolls on gear, 2 into Stamina and just one rolled Electronics. The key since we only have one piece of gear into Electronics is that now I have to put all five of my gear mods into Electronics. The reason why we want it set up this way is because of the classified 6 piece perk which extends the duration of the Signature skill to ten seconds! We want that, we want to have our Signature Skill up for as long as possible and stack with other Signature Skills! I’m going to assume you already know what the all the classified perks do so I’ll just be focusing on how to set up the build and why. I also wanted to quickly thank you for giving this build a read, I really appreciate it! So, let’s get started with the build!

  • Chest: Health on Kill, Enemy Armor Damage. These two are also going to be a combo in the gloves. We’re looking for survivability while also having damage. My opinion with Health on Kill is to either have it everywhere we can or don’t have it at all. For the minor Ammo Capacity is very important here.

  • Mask: Health on Kill, to stack with the other gear. Damage to Elites is something that is preferred at every available slot.

  • Kneepads: Health and Damage to Elites to stack with the other gear. Health is typically always picked here except for Skill builds. The rest of the minor slots can be your preference. I like having Shock and Burn Resistance.

  • Backpack: Stability. I know, I know. Why that?! Well we want sustained damage and to do that we need to hit all of our shot. Especially headshot to do the max amount of damage. So I like to put stability mods and perks everywhere I can for a majority of my builds. For the minor Ammo capacity, This is very important because we’re going to be having two ARs so we’re going to be wasting a lot of ammo.

  • Gloves: Now with gloves Health on Kill, Enemy Armor Damage and Assault Rifle Damage is what I’m looking for. This gives us more damage overall and Health on Kill reaches its max 15%.

  • Holster: Reload Speed is really good for PVE content, almost a staple in this spot for every damage build.

 

Gear Mods: Damage to Elite mods are a must in every DPS PVE build. For this build I put all five into Electronics but it depends on whichever main stat you don’t have two rolls on.

Performance Mods: First Aid Self Heal is the option I would go with just to help me stay alive a bit better.

 

Weapons are one of the strengths for the build! We have the ability to have four talents active instead of the normal three. The only requirement is that we have the same weapon type and I would strongly recommend Assault Rifles. They’re the best PVE weapon in the game and for me I’ll be running with the lightweight M4. With The weapons mods I like having everything set up with stability mods. I play on Console so it helps quite a bit event though I like to put a scope with Headshot Damage for that little bit of help to take down enemies.

  • Lightweight M4: Alphabridge unlocks all the talents regardless of how your main stats are rolled in each gear. So to start we want the reliable PVE combo of Ferocious and Destructive. For the third perk, I like having Predatory. The constant healing that it provides really helps with staying alive and adds a lot of survivability.

  • Lightweight M4: It doesn’t have to be a Lightweight M4 but it does need to be an assault rifle. We’re only using this for the third perk since it’ll add the perk to our main weapon. This could really be a preference but I personally would go with Determined. Getting our skills faster would help out a lot but you could also go with a favorite perk of yours. Here’s a couple more like, Brutal, Competent, Sustained, and even Swift would work fine.

 

Skills: The most important skill here is Booster Shot. Since we’re balanced in every category we need some free damage in our skills and this helps us out with that. Another reason why like using Determined as the free weapon talent. For the second skill you could use either Tactical scanner or Flashbang. Scanner for that little more damage but Flashbang has serious crowd control!

Talents: The talents I like using are Critical Save, On the Move, Steady Hands and Tactical Advance. I change the perks all the time but Critical Save and One the Move help so much in survivability I seem to always have those perks on no matter what DPS build.

Thank you so much for taking the time to check this build out. I really enjoy running this build for pretty much all PVE situations. I do caution that when it comes to legendary mission it’s not the best as this build is more for solo players. It does offer a great time and I find great success using it in solo Resistance.  If you think of something else that is helpful that I didn’t mention in the build or want to share your build let me know at Twitter.com/WhoaGambit and Twitch.tv/WhoaGambit. I appreciate you taking the time to check my build out. I hope this helped out even to get an idea on how to make your own build. Have fun!!

Detailed Stat Calculations

Average Weapon Damage Per Magazine:    441,369
Average damage per magazine at optimal range with the primary weapon and all bonuses included
Max Weapon Damage Per Magazine:    588,001
Maximum damage per magazine at optimal range with the primary weapon and all bonuses included
Min Weapon Damage Per Magazine:    294,738
Minimum damage per magazine at optimal range with the primary weapon and all bonuses included
Critical Hit Chance:    0%
Critical hit chance with the primary weapon
Critical Hit Damage:    25%
Additional damage dealt with a critical hit from the primary weapon
Body Damage:    21,203
Damage dealt per bullet with a bodyshot from the primary weapon
Headshot Damage:    42,300
Damage dealt per bullet with a headshot from the primary weapon
Range:    28.00m
Optimal range for the primary weapon
Reload Time:    2.50s
Reload time for the primary weapon
Average Weapon Damage Per Magazine:    459,791
Average damage per magazine at optimal range with the secondary weapon and all bonuses included
Max Weapon Damage Per Magazine:    624,844
Maximum damage per magazine at optimal range with the secondary weapon and all bonuses included
Min Weapon Damage Per Magazine:    294,738
Minimum damage per magazine at optimal range with the secondary weapon and all bonuses included
Critical Hit Chance:    0%
Critical hit chance with the secondary weapon
Critical Hit Damage:    25%
Additional damage dealt with a critical hit from the secondary weapon
Body Damage:    21,203
Damage dealt per bullet with a bodyshot from the secondary weapon
Headshot Damage:    44,950
Damage dealt per bullet with a headshot from the secondary weapon
Range:    28.00m
Optimal range for the secondary weapon
Reload Time:    2.50s
Reload time for the secondary weapon
Average Weapon Damage Per Magazine:    284,572
Average damage per magazine at optimal range with the sidearm and all bonuses included
Max Weapon Damage Per Magazine:    390,168
Maximum damage per magazine at optimal range with the sidearm and all bonuses included
Min Weapon Damage Per Magazine:    178,976
Minimum damage per magazine at optimal range with the sidearm and all bonuses included
Critical Hit Chance:    0%
Critical hit chance with the sidearm
Critical Hit Damage:    25%
Additional damage dealt with a critical hit from the sidearm
Body Damage:    17,510
Damage dealt per bullet with a bodyshot from the sidearm
Headshot Damage:    38,173
Damage dealt per bullet with a headshot from the sidearm
Range:    16.00m
Optimal range for the sidearm
Reload Time:    1.60s
Reload time for the sidearm
Min Firearms:    4,972
The minimum amount of firearms this build will have
Max Firearms:    5,353
The maximum amount of firearms this build will have when fully optimized
Min Stamina:    4,972
The minimum amount of stamina this build will have
Max Stamina:    5,353
The maximum amount of stamina this build will have when fully optimized
Min Electronics:    4,813
The minimum amount of electronics this build will have
Max Electronics:    5,227
The maximum amount of electronics this build will have when fully optimized
Skill Power:    156,810
Improves skills
Skill Haste:    0%
Improves the cooldowns of skills
Max Health:    309,131
The maximum amount of health this build will have when fully optimized
Max Toughness:    464,844
Toughness is a combination of max health and armor
Max Health on Kill:    10%
Health on Kill is a percent of the health you get back when killing an enemy
Protection from Elites:    0%
Additional mitigation vs damage from Elite and Named enemies
Exotic Damage Resilience:    0%
How much exotic damage is mitigated
Bleed Resistance:    0%
How high a resistance to Bleeding this build will have
Blind Deaf Resistance:    0%
How high a resistance to Blindness/Deafness this build will have
Burn Resistance:    33%
How high a resistance to Burning this build will have
Disorient Resistance:    0%
How high a resistance to Disorientation this build will have
Disrupt Resistance:    0%
How high a resistance to Disruption this build will have
Shock Resistance:    33%
How high a resistance to Shock this build will have
Comments (1)
  • Thanks for this build... Have you figured out the primary stat difference range at which the 10 second drop off starts? Is it a consistent drop off? Example:

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