Resistance Striker 7/6/3 variable Build

    PvE

by Effect last updated May 1, 2018    Patch v1.8

   

Votes: 0

   

Primary DPS

416,181

Firearms  

  6763

Toughness

490,923

Stamina  

  6209

Skill Power

88,830

Electronics  

  2961

Gear

classified gear icon Striker Chest
Health  (16674)
Enemy Armor Damage  (6%)
Ammo Capacity  (56%)
 

1401

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

1401

classified gear icon Striker Mask
Enemy Armor Damage  (8%)
Damage to Elites  (12%)
 
 

1401

classified gear icon Striker Gloves
Critical Hit Chance  (6%)
Critical Hit Damage  (17%)
Enemy Armor Damage  (8%)
 

1401

classified gear icon Striker Knee Pads
Enemy Armor Damage  (4%)
Damage to Elites  (16%)
Shock Resistance  (33%)
Burn Resistance  (33%)

1401

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

1401

1401

1401

Gear Mods

Gear Mod - Stamina Mod
Damage To Elites  (4%)
QUANTITY - 4
  

214

Gear Mod - Firearms Mod
Damage To Elites  (4%)
QUANTITY - 1
  

214

Performance Mod
First Aid Self Heal
QUANTITY - 0
  
 

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  -  M700 Carbon

VX-1 scope (12x)
Headshot Damage  (18.5%)
Critical Hit Chance  (3.5%)
Critical Hit Damage  (4%)
 
High velocity magazine
Critical Hit Chance  (8.5%)
Critical Hit Damage  (4%)
Magazine Size  (12.5%)
 
Omega rifle suppressor
Headshot Damage  (18.5%)
Critical Hit Chance  (3.5%)
Critical Hit Damage  (4%)
 
Short Grip
Critical Hit Damage  (20.5%)
Stability  (3%)
Accuracy  (2.5%)
 

Off Hand Weapon  -  First Wave X-45

Extended Magazine
Magazine Size  (121%)
Critical Hit Chance  (3.5%)
Critical Hit Damage  (4%)
 
Ti-RANT Suppressor
Critical Hit Chance  (8.5%)
Critical Hit Damage  (4%)
Headshot Damage  (6%)
 
Small laser pointer
Accuracy  (18%)
Critical Hit Damage  (4%)
Stability  (3%)
 

Skills

Talents

Build Guide

Build Notes - Build is aiming for a 6k Striker Heal. Decent survivability and self-healing while maintaining great DPS.

Gear Notes - As resistance is entirely PvE we will be aiming to have lots of PvE talents

  • Chest - HP and Enemy Armor Damage.
  • Mask - Enemy Armor Damage and Damage to Elites.
  • Kneepads -  Enemy Armor Damage and Damage to Elites. Shock and Burn Resistance.
  • Gloves - Crit Chance/Crit Damage. Enemy Armor damage instead of a Weapon damage is a real option here (see Weapon Notes)
  • Holster - Crit Chance.
  • Backpack - HP or Stability (only if you have difficulty controlling your weapon, e.g. a bullfrog). This also where you want one of your 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. I choose Ammo capacity here instead of Burn Resistance due to the lack of free ammunition in Resistance. 

Mod Notes - 

  • Gear Mods - Damage to Elites with 4 Stamina and 1 Firearm.
  • Performance Mods - Can be a bit tricky and varies. Pulse Crit Chance, First Aid Self Heal, First Ally Heal (if in groups), Support Station Duration (if playing in a group with no reclaimer).

Weapon Notes - Due to the nature of Resistance, you'll want to be carrying at least one of every weapon. Use whatever weapons you like, I'm just listing the most common recommendations.

  • Assault Rifle - Lightweight M4 or LVOA-C. 
  • Submachine Gun - The House. 
  • Shotgun - Tactical/Blackmarket SASG-12 or Showstopper.
  • Light Machine Gun - M249. Recommend Reload Speed Magazine and Grip. 
  • Marksman Rifle - I really don't have a recommendation here. Semi-auto rifles are a bit more useful in close range combat IMO, but primarily use it to snipe targets in cover at a distance. 
  • Off-Hand - Any semi-auto pistol that you like. Use it in the earlier rounds when there are weaker enemies to conserve ammunition. Centurion can be used if you're using a Liberator to proc the set talent. 
  • Talents - Deadly/Destructive/Responsive/Predatory/Vicious (if playing with a proper healer) for main talents and Ferocious/Determined for Free Talents. LMG's can't use Responsive. Highly recommend consistently having predatory on most weapons and at least 1 non-off hand with Determined equipped (I recommend using it on an Assault Rifle). 

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

  • Skill Option 1 - Pulse (Tactical Scanner) - Easy DPS Increase
  • Skill Option 2 - First Aid (Any) - Healing
  • Skill Option 3 - Support Station (Ammo Cache) - Ammo sustain, absolutely necessary to limit wasting SHD on ammo refills. 
  • Skill Option 4 - Mobile Cover (Extended) - If playing in groups and camping in a spot with limited cover, using this can temporarily give your team additional cover. 
  • Skill Option 5 -  Seeker Mine (Airburst) - Crowd Control Sets enemies on fire easily for the Pier 93 mission to kill enemies set on fire. 
  • 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, less useful when in a group with a healer. 
  • 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 or in a group with a reclaimer. 
  • Option 7 - Tech Support. Use to increase the duration of Support Station, especially valuable during solo play. 
  • Option 8 - Repo Reaper/One is None. Ammo Conservation talents.
  • Option Blackout - Fear Tactics. Easily chain shock enemies, very useful for easy crowd control.  

Detailed Stat Calculations

Average Weapon Damage Per Magazine:    416,181
Average damage per magazine at optimal range with the primary weapon and all bonuses included
Max Weapon Damage Per Magazine:    527,792
Maximum damage per magazine at optimal range with the primary weapon and all bonuses included
Min Weapon Damage Per Magazine:    304,570
Minimum damage per magazine at optimal range with the primary weapon and all bonuses included
Critical Hit Chance:    21.5%
Critical hit chance with the primary weapon
Critical Hit Damage:    87%
Additional damage dealt with a critical hit from the primary weapon
Body Damage:    18,458
Damage dealt per bullet with a bodyshot from the primary weapon
Headshot Damage:    34,516
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:    229,942
Average damage per magazine at optimal range with the secondary weapon and all bonuses included
Max Weapon Damage Per Magazine:    338,907
Maximum damage per magazine at optimal range with the secondary weapon and all bonuses included
Min Weapon Damage Per Magazine:    120,976
Minimum damage per magazine at optimal range with the secondary weapon and all bonuses included
Critical Hit Chance:    21.5%
Critical hit chance with the secondary weapon
Critical Hit Damage:    74.5%
Additional damage dealt with a critical hit from the secondary weapon
Body Damage:    125,515
Damage dealt per bullet with a bodyshot from the secondary weapon
Headshot Damage:    387,840
Damage dealt per bullet with a headshot from the secondary weapon
Range:    60.00m
Optimal range for the secondary weapon
Reload Time:    1.95s
Reload time for the secondary weapon
Average Weapon Damage Per Magazine:    263,385
Average damage per magazine at optimal range with the sidearm and all bonuses included
Max Weapon Damage Per Magazine:    349,172
Maximum damage per magazine at optimal range with the sidearm and all bonuses included
Min Weapon Damage Per Magazine:    177,597
Minimum damage per magazine at optimal range with the sidearm and all bonuses included
Critical Hit Chance:    18%
Critical hit chance with the sidearm
Critical Hit Damage:    54%
Additional damage dealt with a critical hit from the sidearm
Body Damage:    16,834
Damage dealt per bullet with a bodyshot from the sidearm
Headshot Damage:    34,678
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:    6,223
The minimum amount of firearms this build will have
Max Firearms:    6,763
The maximum amount of firearms this build will have when fully optimized
Min Stamina:    5,700
The minimum amount of stamina this build will have
Max Stamina:    6,209
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:    326,474
The maximum amount of health this build will have when fully optimized
Max Toughness:    490,923
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:    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
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