4pc Tac + Vigorous + Inventive for Legendary

    PvE

by andywang02021 last updated Aug 4, 2018    Patch v1.8

   

Votes: 0

   

Primary DPS

390,877

Firearms  

  4028

Toughness

347,404

Stamina  

  4028

Skill Power

349,873

Electronics  

  7884

Gear

Vigorous Chest
Health on Kill  (5%)
Skill Haste  (9%)
Ammo Capacity  (56%)
 

1272

Inventive Backpack
Skill Power  (13339)
Ammo Capacity  (56%)
 
 

1272

classified gear icon Tactician Mask
Skill Power  (10030)
Damage to Elites  (12%)
 
 

1401

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

1401

classified gear icon Tactician Knee Pads
Skill Power  (13339)
Increased Kill XP  (56%)
Disrupt Resistance  (33%)
Damage to Elites  (16%)

1401

classified gear icon Tactician Holster
Skill Haste  (7%)

1401

1401

1401

Gear Mods

Gear Mod - Electronics Mod
Skill Power  (3335)
QUANTITY - 2
  

267

Gear Mod - Electronics Mod
Skill Haste  (3%)
QUANTITY - 3
  

267

Performance Mod
Turret Damage
QUANTITY - 4
  
 

Primary Weapon  -  MDR Battle Rifle

ACOG scope (4x)
Accuracy  (18%)
Critical Hit Chance  (3.5%)
Headshot Damage  (6%)
 
Heavy firing spring
Rate of Fire  (12.6%)
Critical Hit Chance  (3.5%)
Magazine Size  (12.5%)
 
Omega rifle suppressor
Headshot Damage  (18.5%)
Critical Hit Chance  (3.5%)
Accuracy  (2.5%)
 
Vertical Grip
Optimal Range  (49.5%)
Stability  (3%)
Accuracy  (2.5%)
 

Secondary Weapon  -  The House

PRO red dot sight
Critical Hit Damage  (20.5%)
Headshot Damage  (6%)
Stability  (3%)
 
Extended Magazine
Magazine Size  (121%)
Reload Speed  (5%)
Rate of Fire  (6.3%)
 
Flash Hider
Accuracy  (18%)
Headshot Damage  (6%)
Critical Hit Chance  (3.5%)
 
Small laser pointer
Accuracy  (18%)
Reload Speed  (5%)
Stability  (3%)
 

Off Hand Weapon  -  First Wave PF45

Muzzle brake
Stability  (14%)
Optimal Range  (5%)
Headshot Damage  (6%)
 
Small laser pointer
Accuracy  (18%)
Optimal Range  (5%)
Stability  (3%)
 

Skills

Talents

Build Guide

4pc Classified Tactician (Because let's face it, the 6pc Classified Tac can suck my flashbang) Vigorous Inventive for Legendary missions if you don't feel like goin' guns blazin' and palms sweaty from being meleed close range by those fucking cheater mobs. 

What you're gonna do is huddle down somewhere safe, usually on the high ground (Take that Anakin) and support your teammates with your CC skills and occasionally help with a headshot from the MDR. 

You'd want a Reclaimer or Final Measure healer on your team so you can douse yourself in those fat heals and stay overhealed, thank Directive 51 for Vigorous. As long as you're overhealed, which means full health to Inventive, you get a 15% skill boost for your turret to do more OOMPH. 

You're gonna want your turret out on an unreachable ledge in case the LMB Tanks walk up and kick the shit out of it. Flashbang any key mobs, like Shotgunners and Medics, and call for focused fire on that mob in voice chat. While you're at it, pull out your MDR and start going to town with your Distracted talent on those blinded mobs (18% dmg boost). Your skill should come back 3 seconds after the blind effect goes away, but remember that subsequent flashes are less effective as the mobs build resistance to status effect, so expect slightly more downtime the longer you let flashed mobs stay on two feet. 

Try to secure kills with a gun with Talented. In my case I oddly have a House with Competent and Talented. Strangely, these "skill talents" types of House are common drops for me. 

Overall, know the enemy spawns and preemptively rig them to flash. It'd make Legendary missions breeze more smoothly. Don't worry if you can't grind Classified Tactician yet, standard Tactician also work wonders. If somehow your team isn't the brightest agents the Directive 51 has ever trained, and started coming up with weird ways to die without heals, swap your turret to heals and use Recovery Link and your build just become a main healer for your team albeit a bit less effective than Reclaimer. 

Detailed Stat Calculations

Average Weapon Damage Per Magazine:    390,877
Average damage per magazine at optimal range with the primary weapon and all bonuses included
Max Weapon Damage Per Magazine:    534,710
Maximum damage per magazine at optimal range with the primary weapon and all bonuses included
Min Weapon Damage Per Magazine:    247,044
Minimum damage per magazine at optimal range with the primary weapon and all bonuses included
Critical Hit Chance:    10.5%
Critical hit chance with the primary weapon
Critical Hit Damage:    25%
Additional damage dealt with a critical hit from the primary weapon
Body Damage:    39,703
Damage dealt per bullet with a bodyshot from the primary weapon
Headshot Damage:    87,149
Damage dealt per bullet with a headshot from the primary weapon
Range:    41.86m
Optimal range for the primary weapon
Reload Time:    2.40s
Reload time for the primary weapon
Average Weapon Damage Per Magazine:    303,368
Average damage per magazine at optimal range with the secondary weapon and all bonuses included
Max Weapon Damage Per Magazine:    369,211
Maximum damage per magazine at optimal range with the secondary weapon and all bonuses included
Min Weapon Damage Per Magazine:    237,524
Minimum damage per magazine at optimal range with the secondary weapon and all bonuses included
Critical Hit Chance:    26%
Critical hit chance with the secondary weapon
Critical Hit Damage:    45.5%
Additional damage dealt with a critical hit from the secondary weapon
Body Damage:    15,280
Damage dealt per bullet with a bodyshot from the secondary weapon
Headshot Damage:    24,753
Damage dealt per bullet with a headshot from the secondary weapon
Range:    17.00m
Optimal range for the secondary weapon
Reload Time:    2.07s
Reload time for the secondary weapon
Average Weapon Damage Per Magazine:    186,916
Average damage per magazine at optimal range with the sidearm and all bonuses included
Max Weapon Damage Per Magazine:    251,665
Maximum damage per magazine at optimal range with the sidearm and all bonuses included
Min Weapon Damage Per Magazine:    122,167
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:    13,235
Damage dealt per bullet with a bodyshot from the sidearm
Headshot Damage:    27,264
Damage dealt per bullet with a headshot from the sidearm
Range:    15.40m
Optimal range for the sidearm
Reload Time:    1.60s
Reload time for the sidearm
Min Firearms:    3,743
The minimum amount of firearms this build will have
Max Firearms:    4,028
The maximum amount of firearms this build will have when fully optimized
Min Stamina:    3,743
The minimum amount of stamina this build will have
Max Stamina:    4,028
The maximum amount of stamina this build will have when fully optimized
Min Electronics:    7,181
The minimum amount of electronics this build will have
Max Electronics:    7,884
The maximum amount of electronics this build will have when fully optimized
Skill Power:    349,873
Improves skills
Skill Haste:    49%
Improves the cooldowns of skills
Max Health:    231,031
The maximum amount of health this build will have when fully optimized
Max Toughness:    347,404
Toughness is a combination of max health and armor
Max Health on Kill:    5%
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:    0%
How high a resistance to Shock this build will have
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