The Budget Striker

    PvE

by chiefbigblockpontiac last updated Aug 13, 2018    Patch v1.8

   

Votes: +1

   

Primary DPS

353,639

Firearms  

  4029

Toughness

347,404

Stamina  

  4028

Skill Power

293,154

Electronics  

  7883

Gear

Barret's bulletproof vest
Enemy Armor Damage  (6%)
Skill Haste  (9%)
Ammo Capacity  (56%)
 

1272

NinjaBike Messenger Bag
Weapon Stability  (16.5%)
Bleed Resistance  (17%)
 
 

1272

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

1401

classified gear icon Tactician Gloves
Assault Rifle Damage  (12%)
Critical Hit Damage  (17%)
Enemy Armor Damage  (8%)
 

1401

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

1401

classified gear icon Tactician Holster
Skill Haste  (7%)

1401

1401

1401

Gear Mods

Gear Mod - Firearms Mod
Skill Power  (3335)
QUANTITY - 4
  

267

Gear Mod - Electronics Mod
Skill Power  (3335)
QUANTITY - 1
  

267

Performance Mod
Pulse Critical Hit Chance
QUANTITY - 1
  
 
Performance Mod
Pulse Lifetime
QUANTITY - 3
  
 

Primary Weapon  -  Lightweight M4

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%)
 
Large suppressor
Critical Hit Damage  (20.5%)
Critical Hit Chance  (3.5%)
Headshot Damage  (6%)
 
Short Grip
Critical Hit Damage  (20.5%)
Stability  (3%)
Accuracy  (2.5%)
 

Secondary Weapon  -  The Showstopper

Russian red dot sight
Accuracy  (18%)
Stability  (3%)
Optimal Range  (5%)
 
Vertical Grip
Optimal Range  (49.5%)
Stability  (3%)
Accuracy  (2.5%)
 

Off Hand Weapon  -  M1911

Extended Magazine
Magazine Size  (121%)
Critical Hit Damage  (4%)
Reload Speed  (5%)
 
Loud vent brake
Critical Hit Damage  (20.5%)
Headshot Damage  (6%)
Stability  (3%)
 

Skills

Talents

Build Guide

Thanks for looking at my build!

Introduction and How It Works

This build was made for a friend who was struggling with getting 6pc Striker so I created the following build to help him put out damage (incidentally also helping out the team significantly).  So, we're only running 2pc Striker (with the aid of NinjaBike) which might leave you wondering why I've called this build the Budget Striker.  Well, simple...

With the above build fully maxed; trust me when I say even when not maxed it scales downward incredibly well with a low gear score, you'll find that your pulse has a near 100% uptime and provides you a gargantuan 44% Critical Hit Chance and 53% Critical Hit Damage.  This is a tremendous damage spike that allows you to forego almost all Critical Hit Chance on gear opting for things like Skill/Haste/Skill Power and other attributes that boost your damage.  Keep in mind that everyone on your team gets this buff as well turning your 6pc Strikers into destructive juggernauts!

Trapper will provide a 28% accuracy, stability and resistance debuff to enemies in the radius, and the radius is rather large.  Trapper will put your damage at what I would consider to be around 60-65% of a 6pc Striker who is not receiving your buffs (in addition to, again, providing damage boosts and resistance reduction that your entire team can utilize).

Concept of Play

So how do we play this?  Simple!  It's important to remember that Trapper will get the 10% SP buff from Barret's and after use will not go on cooldown until it is fully expired.  This means we ALWAYS use trapper first on a group of enemies or in a likely position many enemies will be.  Pull out the showstopper and pew pew until your 30 stacks are built for your god pulse.  We then use Tactical Scanner (re: Pulse) which gives us our gigantic CHC/CHD buff & natural Pulse debuff on top of the 5% weapon damage boost from Barret's for having one skill on cooldown as previously stated trapper doesn't go on cooldown until it expires entirely.  When the mobs have been whittled down to 1-2, feel free to get aggressive and pull out the pistol for some good Coolheaded recharge on your Signature Skill.

The drawback is that we are squishy.  Very squishy.  Using trapper means we have no internal healing associated to us leaving us in need of Reclaimer support.  But what if there is no Reclaimer?  It's okay!  We swap Trapper for support station for big self heals.  And, as it should come to no surprise, the concept of play is the exact same!

Pros and Cons 

Huge group damage buffs on a near 100% uptime Pulse.   Significantly more powerful than 4pc Striker and significantly easier to build/create with a lot of flexibility. Very little stack management - performs strong from beginning to end. Nearly no issue with weapon talent selection and roll locations IRT free talents.  Virtually everything is good talent wise.

Squishy and entirely reliant on a strong support station.  You are not a sole damage build.  You are a damage support  that happens to have some strong LMB damage. Incredibly low mobility due to stability issues and being tethered to that support station.  No CC options due to being reliant on Pulse Station/Trapper to justify your slot in the group.

Courtesy of Reddit user /u/hollowpoppin (excerpted and not direct quotes): If you are not at the CHC chance (60%) when you Pulse, you can switch out some enemy armor damage attributes for critical hit chance attributes.  Critical Hit Chance on the Magazine in lieu of Critical Hit Damage/ROF is also legitimate.  Stability on the Backpack can be traded for both Skill Power & Heath if you don't feel the need for more given the LWM4's naturally manageable recoil.

Detailed Stat Calculations

Average Weapon Damage Per Magazine:    353,639
Average damage per magazine at optimal range with the primary weapon and all bonuses included
Max Weapon Damage Per Magazine:    455,499
Maximum damage per magazine at optimal range with the primary weapon and all bonuses included
Min Weapon Damage Per Magazine:    251,780
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:    107.5%
Additional damage dealt with a critical hit from the primary weapon
Body Damage:    16,845
Damage dealt per bullet with a bodyshot from the primary weapon
Headshot Damage:    31,500
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:    304,940
Average damage per magazine at optimal range with the secondary weapon and all bonuses included
Max Weapon Damage Per Magazine:    375,310
Maximum damage per magazine at optimal range with the secondary weapon and all bonuses included
Min Weapon Damage Per Magazine:    234,569
Minimum damage per magazine at optimal range with the secondary weapon and all bonuses included
Critical Hit Chance:    0%
Critical hit chance with the secondary weapon
Critical Hit Damage:    42%
Additional damage dealt with a critical hit from the secondary weapon
Body Damage:    63,529
Damage dealt per bullet with a bodyshot from the secondary weapon
Headshot Damage:    101,647
Damage dealt per bullet with a headshot from the secondary weapon
Range:    21.63m
Optimal range for the secondary weapon
Reload Time:    2.20s
Reload time for the secondary weapon
Average Weapon Damage Per Magazine:    175,600
Average damage per magazine at optimal range with the sidearm and all bonuses included
Max Weapon Damage Per Magazine:    236,429
Maximum damage per magazine at optimal range with the sidearm and all bonuses included
Min Weapon Damage Per Magazine:    114,772
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:    66.5%
Additional damage dealt with a critical hit from the sidearm
Body Damage:    24,065
Damage dealt per bullet with a bodyshot from the sidearm
Headshot Damage:    49,574
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:    3,746
The minimum amount of firearms this build will have
Max Firearms:    4,029
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:    7,178
The minimum amount of electronics this build will have
Max Electronics:    7,883
The maximum amount of electronics this build will have when fully optimized
Skill Power:    293,154
Improves skills
Skill Haste:    31%
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:    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:    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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