Standard Tac Seeker Sticky build

    PvE

by Croft_584 last updated Oct 22, 2018    Patch v1.8

   

Votes: +5

   

Primary DPS

302,669

Firearms  

  2961

Toughness

308,924

Stamina  

  3175

Skill Power

395,898

Electronics  

  9668

Gear

classified gear icon Tactician Chest
Enemy Armor Damage  (6%)
Skill Haste  (9%)
Ammo Capacity  (56%)
 

1401

Inventive Backpack
Skill Power  (13339)
Bleed Resistance  (17%)
 
 

1272

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

1401

classified gear icon Tactician Gloves
Skill Haste  (9%)
Enemy Armor Damage  (8%)
Health on Kill  (5%)
 

1401

classified gear icon Tactician Knee Pads
Skill Power  (13339)
Damage to Elites  (16%)
Burn Resistance  (33%)
Bleed Resistance  (33%)

1401

classified gear icon Tactician Holster
Skill Haste  (7%)

1401

1401

1401

Gear Mods

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

214

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

214

Performance Mod
Seeker Mine Explosion Damage
QUANTITY - 4
  
 

Primary Weapon  -  LVOA-C

VX-1 scope (12x)
Headshot Damage  (18.5%)
Critical Hit Chance  (3.5%)
Critical Hit Damage  (4%)
 
Extended Magazine
Magazine Size  (121%)
Critical Hit Damage  (4%)
Rate of Fire  (6.3%)
 
Omega rifle suppressor
Headshot Damage  (18.5%)
Critical Hit Chance  (3.5%)
Critical Hit Damage  (4%)
 
Handstop
Reload Speed  (31%)
Critical Hit Damage  (4%)
Stability  (3%)
 

Secondary Weapon  -  LVOA-C

VX-1 scope (12x)
Headshot Damage  (18.5%)
Critical Hit Chance  (3.5%)
Critical Hit Damage  (4%)
 
Extended Magazine
Magazine Size  (121%)
Critical Hit Chance  (3.5%)
Rate of Fire  (6.3%)
 
Omega rifle suppressor
Headshot Damage  (18.5%)
Critical Hit Chance  (3.5%)
Critical Hit Damage  (4%)
 
Handstop
Reload Speed  (31%)
Critical Hit Damage  (4%)
Stability  (3%)
 

Off Hand Weapon  -  Centurion

Extended Magazine
Magazine Size  (121%)
Critical Hit Chance  (3.5%)
Critical Hit Damage  (4%)
 
Flash Hider
Accuracy  (18%)
Critical Hit Chance  (3.5%)
Critical Hit Damage  (4%)
 

Skills

Talents

Build Guide

This build works very well for legendary solo and in a group of two.

If in a group of more than 2 consider swaping seeker mine damage for sticky bomb damage and use pulse or flame turret.

The measure of you sticky should be whether or not you can kill the healer with one shot.  Always take out healer first. Use water consumable for extra 20% DTE.

With Inventive Back Pack just remember max damage is at full health.

Sticky can easily be swapped for flame turret or any other skill as needed as the mods are seeker mine damage.

The weapons are crafted from 204 blueprints, Any level 204 Assault Rifle will work but LVOAC stacks faster and does more damage than others.

Assault Rifles should be used as the EAD of the assault rifle contributes to the damage of the skills..

Primary gun is for damage and secondary is for shooting the mpc's if they get too close and for building stacks, Showstopper for this purpose is not recommended as there are only 2 usable talents and no EAD.

The secondary is also used to proc predatory.  If you send out a seeker equip primary, after the seekers have detonated, quickly switch to secondary before the mpc's bleed out to proc predatory, switch back to primary for next skill use. Food consumable is useful for more benefit from Predatory and HOK.

For legendary mode missions bleed resistance is very important as in most missions you do not die from the damage of grenades but the bleed.

If you feel too much damage from grenades EDR on chest instead of EAD, the down side to this is less damage more mpc's still alive to kill you.

If you are doing the older missions where there are a limited number of elites then switch mods for gold 267 electronics - skill power mods with one stam - skill power mod.  

If you can't stay alive or want more healing then use relentless backpack.  It is a good idea to have both so you can switch out on the fly.

remember this is just a guide make it comfortable for you and your play style.... enjoy

Detailed Stat Calculations

Average Weapon Damage Per Magazine:    302,669
Average damage per magazine at optimal range with the primary weapon and all bonuses included
Max Weapon Damage Per Magazine:    409,356
Maximum damage per magazine at optimal range with the primary weapon and all bonuses included
Min Weapon Damage Per Magazine:    195,981
Minimum damage per magazine at optimal range with the primary weapon and all bonuses included
Critical Hit Chance:    7%
Critical hit chance with the primary weapon
Critical Hit Damage:    41%
Additional damage dealt with a critical hit from the primary weapon
Body Damage:    13,705
Damage dealt per bullet with a bodyshot from the primary weapon
Headshot Damage:    29,055
Damage dealt per bullet with a headshot from the primary weapon
Range:    28.00m
Optimal range for the primary weapon
Reload Time:    2.55s
Reload time for the primary weapon
Average Weapon Damage Per Magazine:    304,603
Average damage per magazine at optimal range with the secondary weapon and all bonuses included
Max Weapon Damage Per Magazine:    411,290
Maximum damage per magazine at optimal range with the secondary weapon and all bonuses included
Min Weapon Damage Per Magazine:    197,915
Minimum damage per magazine at optimal range with the secondary weapon and all bonuses included
Critical Hit Chance:    10.5%
Critical hit chance with the secondary weapon
Critical Hit Damage:    37%
Additional damage dealt with a critical hit from the secondary weapon
Body Damage:    13,705
Damage dealt per bullet with a bodyshot from the secondary weapon
Headshot Damage:    29,055
Damage dealt per bullet with a headshot from the secondary weapon
Range:    28.00m
Optimal range for the secondary weapon
Reload Time:    2.55s
Reload time for the secondary weapon
Average Weapon Damage Per Magazine:    159,293
Average damage per magazine at optimal range with the sidearm and all bonuses included
Max Weapon Damage Per Magazine:    211,585
Maximum damage per magazine at optimal range with the sidearm and all bonuses included
Min Weapon Damage Per Magazine:    107,000
Minimum damage per magazine at optimal range with the sidearm and all bonuses included
Critical Hit Chance:    7%
Critical hit chance with the sidearm
Critical Hit Damage:    33%
Additional damage dealt with a critical hit from the sidearm
Body Damage:    21,929
Damage dealt per bullet with a bodyshot from the sidearm
Headshot Damage:    43,858
Damage dealt per bullet with a headshot from the sidearm
Range:    12.00m
Optimal range for the sidearm
Reload Time:    1.40s
Reload time for the sidearm
Min Firearms:    2,834
The minimum amount of firearms this build will have
Max Firearms:    2,961
The maximum amount of firearms this build will have when fully optimized
Min Stamina:    3,016
The minimum amount of stamina this build will have
Max Stamina:    3,175
The maximum amount of stamina this build will have when fully optimized
Min Electronics:    8,747
The minimum amount of electronics this build will have
Max Electronics:    9,668
The maximum amount of electronics this build will have when fully optimized
Skill Power:    395,898
Improves skills
Skill Haste:    40%
Improves the cooldowns of skills
Max Health:    205,441
The maximum amount of health this build will have when fully optimized
Max Toughness:    308,924
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:    50%
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:    0%
How high a resistance to Shock this build will have
Comments (3)
  • Interesting build. I use the yellow ELE mods with either SH or SP. I also use one FA mod so that I can use Talented and Competent on a 256 GS weapon. Useful for the occasional shotgun rusher. I also tend to roll with a turret, and only switch to sticky occasionally (like to kill medics). If you switch to the weapon with Talented right before your turret kills someone, Talented will proc when they die, which buffs your seekers for their next throw. Biggest problem with my build is that I don't have Predatory on either of my ARs.

  • Awesome build big bro...

  • I already seen this in action, so no doubt its good ;)

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