Crit Striker 7/6/2 LWM4 + House

    PvP

by zeta_one last updated Jul 8, 2018    Patch v1.8

   

Votes: 0

   

Primary DPS

505,378

Firearms  

  7083

Toughness

493,456

Stamina  

  6154

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
Critical Hit Chance  (4%)
Increased Kill XP  (14%)
 
 

1401

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

1401

classified gear icon Striker Knee Pads
Critical Hit Damage  (9%)
Damage to Elites  (16%)
Shock Resistance  (33%)
Disrupt Resistance  (33%)

1401

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

1401

1401

1401

Gear Mods

Gear Mod - Firearms Mod
Skill Haste  (3%)
QUANTITY - 1
  

267

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

267

Gear Mod - Firearms Mod
Health  (3335)
QUANTITY - 1
  

267

Performance Mod
Pulse Critical Hit Chance
QUANTITY - 4
  
 

Primary Weapon  -  Lightweight M4

Rugged mini reflex sight
Critical Hit Chance  (8.5%)
Headshot Damage  (6%)
Critical Hit Damage  (4%)
 
Extended Magazine
Magazine Size  (121%)
Critical Hit Chance  (3.5%)
Rate of Fire  (6.3%)
 
SR-7 Suppressor
Critical Hit Damage  (20.5%)
Critical Hit Chance  (3.5%)
Optimal Range  (5%)
 
Small Grip
Critical Hit Damage  (20.5%)
Optimal Range  (5%)
Reload Speed  (5%)
 

Secondary Weapon  -  The House

C79 scope (3-4x)
Critical Hit Damage  (20.5%)
Critical Hit Chance  (3.5%)
Headshot Damage  (6%)
 
Extended Magazine
Magazine Size  (121%)
Critical Hit Damage  (4%)
Rate of Fire  (6.3%)
 
Loud vent brake
Critical Hit Damage  (20.5%)
Critical Hit Chance  (3.5%)
Headshot Damage  (6%)
 
Small Grip
Critical Hit Damage  (20.5%)
Optimal Range  (5%)
Stability  (3%)
 

Off Hand Weapon  -  Double Barrel Sawed Off Shotgun

Skills

Talents

Build Guide

⥨ Disclaimer: Due to this build being originally my go-to PvE before some reworks for PvP, it doesn't have the highest crit you can be able to fully achieve with an optimal, dedicated PvP viewpoint, where Fierce might be rolled to increase crit chance or rolls that I have, for example, with Damage to Elites, can be swapped to something more useful such as a resistance to a certain status effect. 

Also, I regard this build as a solo build, as I don't play in groups often. I have group alternatives to several of the build's rolls at the very bottom of this list. 

[ Build Notes ] 

This striker build runs at 7k firearms, 6k stamina, and 2.9k electronics so the sustain won't be comparable to that of a 9k stamina build that might be suitable for more survivability and overall better healing than a 6k stamina build. However, the 7k firearms build does give an additional boost to firearms potential and a slightly less reliance on stacks in comparison. I personally run this in Skirmish as well as the Dark Zone, but the normalisation in modes such as Skirmish and Last Stand DLC leaves it a little underwhelming in stamina. That said, I do find success in Skirmish regardless so it's worthwhile enough to use overall. 

Talents:

The talents somewhat go without saying, but a brief summary would be that critical save and on the move, when timed correctly, can provide a direct boost to "toughness" through damage resistance. Strike back could literally be a life saver with reduced cooldowns at low health for a burst heal of an immuniser or the boost from the pulse. As for adrenaline, while not as prominent anymore, it could stop a deadly pred bleed or a status effect such as the shock or flame turret which could be a nuisance to fight at times given that this build has no EDR. 

Skills: 

  • Recon Pulse: The benefits of the pulse, such as the range and slightly higher crit chance compared to other pulses makes this good for this build as the primary focus is crit. 
  • Recovery Link: Popping a green could help in situations where you're being focused by many people and in a sticky situation where the skills are on cooldown, you're low on medkits, or/and a bleed is gradually ticking your health down. 
  • Immuniser Support Station: This is the go-to support station for a low ELE build such as Striker for PvP, given that you're not truly relying on it for gradual heals, but using it either as a resource for burst heal or to cleanse static effects, especially that of pred bleed. 

Weapons:

  • Lightweight M4 (or alternatively, a LVOA-C can be used, depending on preference of recoil patterns): The AR is mainly used for middle to long ranged combat but could also be used in close range, although it would not be as effective as the House at that area. The talents on it are Vicious, Deadly, and Unresponsive, where Vicious boosts the crit chance potential at above 2 sections of health, and Deadly increases the crit damage with the critical hits. Unresponsive is here as well for the damage potential in the case where Vicious isn't active, as people are beginning to focus you down.
  • The House (an alternative would be a MP5 ST or Navy MP5N, although the House's Card Counter talent makes it hard to compete): The SMG is usually used in close quarters situation where the Lightweight M4 cannot be as competitive. The talents on it are Hurried, Responsive, and Card Counter. Card Counter goes without saying. Responsive is a direct damage boost at this range. Hurried, on the other hand, is somewhat underrated but I find it incredibly useful due to the short reload. With the built-in crit chance of the SMG, critical hits will happen often and the faster reload can provide you a much faster burst DPS over time in comparison.
  • Double Barrel Sawed Off Shotgun: The sidearm is mainly just for utility, for Predatory procs of health and ult skill recovery.

[ Group/Mode Alternatives ]

Talents:

I would personally keep the talents of on the move and critical save for the damage resistance they provide. Although, in the place of strike back or adrenaline, I might change one to Combat Medic for a group setting. 

Skills: 

I wouldn't change anything aside from the link and pulse. In the Dark Zone, despite the lower crit values, concealed pulse might be more important for obvious reasons, although, if you're the one going rogue, recon might still be the optimal pulse. As for the link, these could be coordinated better within the group (i.e team member A and B has recovery, team member C has survivor, and team member D has tactical), but generally this build might benefit better from a survivor or recovery link. Due to the lower sustain on this build, tactical link wouldn't be as coherent with the build, especially with the consideration that this is, after all, a Striker build that provides good burst damage output with stacks and crits. However, each to their own; it all depends on the group. 

Weapons:

I wouldn't change anything with the Lightweight M4 or the House but if there's any change that could be made, The House could also have Deadly instead of Hurried for higher crit damage. 

Build: 

If you want to maximise the crit damage, the backpack health roll could be changed to crit damage. 

Detailed Stat Calculations

Average Weapon Damage Per Magazine:    505,378
Average damage per magazine at optimal range with the primary weapon and all bonuses included
Max Weapon Damage Per Magazine:    624,283
Maximum damage per magazine at optimal range with the primary weapon and all bonuses included
Min Weapon Damage Per Magazine:    386,472
Minimum damage per magazine at optimal range with the primary weapon and all bonuses included
Critical Hit Chance:    28.5%
Critical hit chance with the primary weapon
Critical Hit Damage:    111%
Additional damage dealt with a critical hit from the primary weapon
Body Damage:    21,121
Damage dealt per bullet with a bodyshot from the primary weapon
Headshot Damage:    38,228
Damage dealt per bullet with a headshot from the primary weapon
Range:    30.80m
Optimal range for the primary weapon
Reload Time:    2.50s
Reload time for the primary weapon
Average Weapon Damage Per Magazine:    480,760
Average damage per magazine at optimal range with the secondary weapon and all bonuses included
Max Weapon Damage Per Magazine:    563,322
Maximum damage per magazine at optimal range with the secondary weapon and all bonuses included
Min Weapon Damage Per Magazine:    398,197
Minimum damage per magazine at optimal range with the secondary weapon and all bonuses included
Critical Hit Chance:    42.5%
Critical hit chance with the secondary weapon
Critical Hit Damage:    116.5%
Additional damage dealt with a critical hit from the secondary weapon
Body Damage:    19,159
Damage dealt per bullet with a bodyshot from the secondary weapon
Headshot Damage:    31,038
Damage dealt per bullet with a headshot from the secondary weapon
Range:    17.85m
Optimal range for the secondary weapon
Reload Time:    2.07s
Reload time for the secondary weapon
Average Weapon Damage Per Magazine:    659,587
Average damage per magazine at optimal range with the sidearm and all bonuses included
Max Weapon Damage Per Magazine:    804,414
Maximum damage per magazine at optimal range with the sidearm and all bonuses included
Min Weapon Damage Per Magazine:    514,761
Minimum damage per magazine at optimal range with the sidearm and all bonuses included
Critical Hit Chance:    13%
Critical hit chance with the sidearm
Critical Hit Damage:    51%
Additional damage dealt with a critical hit from the sidearm
Body Damage:    156,895
Damage dealt per bullet with a bodyshot from the sidearm
Headshot Damage:    251,032
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:    6,497
The minimum amount of firearms this build will have
Max Firearms:    7,083
The maximum amount of firearms this build will have when fully optimized
Min Stamina:    5,656
The minimum amount of stamina this build will have
Max Stamina:    6,154
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:    3%
Improves the cooldowns of skills
Max Health:    328,159
The maximum amount of health this build will have when fully optimized
Max Toughness:    493,456
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:    0%
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
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