DZ PvP Striker 5/8/3 variable Build

    PvP

by Effect last updated May 3, 2018    Patch v1.8

   

Votes: +1

   

Primary DPS

428,894

Firearms  

  4958

Toughness

609,376

Stamina  

  8279

Skill Power

88,830

Electronics  

  2961

Gear

classified gear icon Striker Chest
Health  (16674)
Exotic Damage Resilience  (11%)
Ammo Capacity  (56%)
 

1401

classified gear icon Striker Backpack
Health  (13339)
Burn Resistance  (17%)
 
 

1401

classified gear icon Striker Mask
Critical Hit Chance  (4%)
Burn Resistance  (17%)
 
 

1401

classified gear icon Striker Gloves
Critical Hit Chance  (6%)
Critical Hit Damage  (17%)
Assault Rifle Damage  (12%)
 

1401

classified gear icon Striker Knee Pads
Health  (16674)
Shock Resistance  (33%)
Burn Resistance  (33%)
Disrupt Resistance  (33%)

1401

classified gear icon Striker Holster
Critical Hit Chance  (4%)

1401

1401

1401

Gear Mods

Gear Mod - Firearms Mod
Crit Chance  (1%)
QUANTITY - 3
  

267

Gear Mod - Stamina Mod
Crit Chance  (1%)
QUANTITY - 2
  

267

Performance Mod
Pulse Critical Hit Chance
QUANTITY - 4
  
 

Primary Weapon  -  Lightweight M4

552 Holo sight
Critical Hit Chance  (8.5%)
Critical Hit Damage  (4%)
Headshot Damage  (6%)
 
Extended Magazine
Magazine Size  (121%)
Critical Hit Chance  (3.5%)
Rate of Fire  (6.3%)
 
Large suppressor
Critical Hit Damage  (20.5%)
Critical Hit Chance  (3.5%)
Headshot Damage  (6%)
 
Short Grip
Critical Hit Damage  (20.5%)
Stability  (3%)
Reload Speed  (5%)
 

Secondary Weapon  -  Bullfrog

552 Holo sight
Critical Hit Chance  (8.5%)
Critical Hit Damage  (4%)
Headshot Damage  (6%)
 
Extended Magazine
Magazine Size  (121%)
Critical Hit Chance  (3.5%)
Rate of Fire  (6.3%)
 
Large suppressor
Critical Hit Damage  (20.5%)
Critical Hit Chance  (3.5%)
Headshot Damage  (6%)
 
Short Grip
Critical Hit Damage  (20.5%)
Reload Speed  (5%)
Stability  (3%)
 

Off Hand Weapon  -  Double Barrel Sawed Off Shotgun

Skills

Talents

Build Guide

Build Note - This build gives just enough Firearms to unlock the Responsive weapon talent. Good survivability via high HP and healing while maintaining good DPS. 

Gear Notes - 

  • Chest - HP and EDR are the only real options here for PvP.
  • Mask - Crit Chance. Burn Resistance due to it being a very common and effective form of CC. 
  • Kneepads - HP or Crit Damage. I personally prefer HP. Don't feel crit damage gives enough value. Shock/Burn/Disrupt are the more dangerous CC's to deal with.
  • Gloves - Weapon Damage (whatever your preference is), Crit Chance/Damage.
  • Holster - Crit Chance.
  • Backpack - HP or Stability (only if you have difficulty controlling your weapon, e.g. a bullfrog). This also where you want your one firearms gear piece to be if you want both a PvE or PvP set due to the backpack being the only gear to have no major differences between PvE/PvP.  

Mod Notes - 

  • Gear Mods - 3 Firearms mods and 2 Stamina mods. Crit chance for DPS increase. But if you want you can use something else, such as Crit Skill haste and maybe HP.
  • Performance Mods - Pulse Crit Chance or First Aid Self-heal. Maybe Sticky Bomb Range as well. 

Weapon Notes - 

  • Primary/Secondary Weapons - Whatever weapon you personally feel comfortable with. Exotic options that work are the House, Showstopper, Bullfrog, Warlord (Strikers self-heal compensates for its unique talent). Technically, the Liberator as well. 
  • Primary/Secondary Talents - It's almost exclusively going to be Responsive/Unforgiving and Competent on the free talent. 
  • Off-Hand Option 1 - Sawed-off Shotgun, only off-hand with a free talent. Ideally, you want Sustained/Predatory and then Determined on the free talent. Sustained is the least important of the three talents, so you can replace it with whatever you'd like. Use to kill NPC's or finish off players to proc utility talents. My preferred option.
  • Off-Hand Option 2 - Any large capacity magazine pistols under a max Gear Score of 204, with the Coolheaded and Toxic talents. Lowering the GS allows the weapon to be used despite low electronics score.  Toxic stalls NPC movement allowing consistent landing of headshots to proc CoolHeaded. 
  • LMG Note - If for whatever reason you really want to use an LMG, the talents you should use are Deadly/Unforgiving and Competent on the free talent (as Responsive is not an option). 

Skill Notes - Choose 2 regular Skills based on your preferences. 

  • Skill Option 1 - Pulse (Scrambler). See enemies/players through cover, DPS Increase on targets found, hide you and your team from enemy pulses.
  • Skill Option 2 - Support Station (Immunizer). Immunity to Status Effects and burst healing when you destroy it.
  • Skill Option 3 - First Aid (Booster Shot or Overdose). Healing.
  • Skill Option 4 - Sticky Bomb (Flashbang or Disruptor). Crowd Control.
  • Skill Option 5 - Turret (Zapper). Crowd Control.
  • Skill Option 6 - Mobile Cover (Countermeasure). Only used when extracting gear to provide immunity to pulses, should switch skills when ASAP. 
  • Signature Skill - For Solo play, Recovery Link is a must. For teamplay, what you pick is largely dependent on player preference and what the team needs. 

Passive Talent Notes - Again, choose talents based on preferences and for the appropriate situation. 

  • Option 1 - Precision. Pulses target on headshots, great DPS increase and tracking targets through cover. 
  • Option 2 - Critical Save. Consistent and powerful survivability increase when using medkit at low HP. 
  • Option 3 - On The Move. Damage Reduction on enemies killed while moving. 
  • Option 4 - Strike Back. Reduces skill cooldowns when reaching low health. Pairs well with Striker's self-healing. 
  • Option 5 - Combat Medic. Applies 40% Medkit heal to teammates, only when playing in Groups.
  • Option 6 - Adrenaline. Provides immunity to Crowd Control for seven seconds when a medkit is used. Recommended if not running Immunizer Station. 

Detailed Stat Calculations

Average Weapon Damage Per Magazine:    428,894
Average damage per magazine at optimal range with the primary weapon and all bonuses included
Max Weapon Damage Per Magazine:    538,618
Maximum damage per magazine at optimal range with the primary weapon and all bonuses included
Min Weapon Damage Per Magazine:    319,171
Minimum damage per magazine at optimal range with the primary weapon and all bonuses included
Critical Hit Chance:    30.5%
Critical hit chance with the primary weapon
Critical Hit Damage:    87%
Additional damage dealt with a critical hit from the primary weapon
Body Damage:    18,146
Damage dealt per bullet with a bodyshot from the primary weapon
Headshot Damage:    33,932
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:    417,803
Average damage per magazine at optimal range with the secondary weapon and all bonuses included
Max Weapon Damage Per Magazine:    524,689
Maximum damage per magazine at optimal range with the secondary weapon and all bonuses included
Min Weapon Damage Per Magazine:    310,916
Minimum damage per magazine at optimal range with the secondary weapon and all bonuses included
Critical Hit Chance:    30.5%
Critical hit chance with the secondary weapon
Critical Hit Damage:    87%
Additional damage dealt with a critical hit from the secondary weapon
Body Damage:    16,694
Damage dealt per bullet with a bodyshot from the secondary weapon
Headshot Damage:    31,218
Damage dealt per bullet with a headshot from the secondary weapon
Range:    28.00m
Optimal range for the secondary weapon
Reload Time:    1.90s
Reload time for the secondary weapon
Average Weapon Damage Per Magazine:    565,310
Average damage per magazine at optimal range with the sidearm and all bonuses included
Max Weapon Damage Per Magazine:    689,737
Maximum damage per magazine at optimal range with the sidearm and all bonuses included
Min Weapon Damage Per Magazine:    440,884
Minimum damage per magazine at optimal range with the sidearm and all bonuses included
Critical Hit Chance:    15%
Critical hit chance with the sidearm
Critical Hit Damage:    42%
Additional damage dealt with a critical hit from the sidearm
Body Damage:    134,795
Damage dealt per bullet with a bodyshot from the sidearm
Headshot Damage:    215,672
Damage dealt per bullet with a headshot from the sidearm
Range:    11.00m
Optimal range for the sidearm
Reload Time:    0.80s
Reload time for the sidearm
Min Firearms:    4,587
The minimum amount of firearms this build will have
Max Firearms:    4,958
The maximum amount of firearms this build will have when fully optimized
Min Stamina:    7,566
The minimum amount of stamina this build will have
Max Stamina:    8,279
The maximum amount of stamina this build will have when fully optimized
Min Electronics:    2,834
The minimum amount of electronics this build will have
Max Electronics:    2,961
The maximum amount of electronics this build will have when fully optimized
Skill Power:    88,830
Improves skills
Skill Haste:    0%
Improves the cooldowns of skills
Max Health:    405,248
The maximum amount of health this build will have when fully optimized
Max Toughness:    609,376
Toughness is a combination of max health and armor
Max Health on Kill:    0%
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:    11%
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:    67%
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:    33%
How high a resistance to Disruption this build will have
Shock Resistance:    33%
How high a resistance to Shock this build will have
Comments (0)
  • No comments yet, maybe you should be first?

Leave a comment