Reclaimer Healer PvP Skirmish/ Last Stand

    PvP

by SnaiLEN last updated Sep 22, 2018    Patch v1.8

   

Votes: +1

   

Primary DPS

331,731

Firearms  

  3228

Toughness

403,369

Stamina  

  4157

Skill Power

287,759

Electronics  

  8813

Gear

classified gear icon Reclaimer Chest
Skill Haste  (9%)
Health  (16674)
Ammo Capacity  (56%)
 

1401

classified gear icon Reclaimer Backpack
Skill Power  (13339)
Disrupt Resistance  (17%)
 
 

1401

classified gear icon Reclaimer Mask
Skill Power  (10030)
Burn Resistance  (17%)
 
 

1401

classified gear icon Reclaimer Gloves
Assault Rifle Damage  (12%)
Critical Hit Chance  (6%)
Skill Haste  (9%)
 

1401

classified gear icon Reclaimer Knee Pads
Health  (16674)
Shock Resistance  (33%)
Disrupt Resistance  (33%)
Burn Resistance  (33%)

1401

classified gear icon Reclaimer Holster
Skill Haste  (7%)

1401

1401

1401

Gear Mods

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

267

Gear Mod - Electronics Mod
Skill Haste  (3%)
QUANTITY - 4
  

267

Performance Mod
Support Station Range
QUANTITY - 4
  
 

Primary Weapon  -  Lightweight M4

C79 scope (3-4x)
Critical Hit Damage  (20.5%)
Critical Hit Chance  (3.5%)
Accuracy  (2.5%)
 
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%)
Accuracy  (2.5%)
 
Short Grip
Critical Hit Damage  (20.5%)
Accuracy  (2.5%)
Stability  (3%)
 

Secondary Weapon  -  Lightweight M4

C79 scope (3-4x)
Critical Hit Damage  (20.5%)
Critical Hit Chance  (3.5%)
Accuracy  (2.5%)
 
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%)
Accuracy  (2.5%)
 
Short Grip
Critical Hit Damage  (20.5%)
Stability  (3%)
Accuracy  (2.5%)
 

Off Hand Weapon  -  First Wave PF45

Osprey .45 suppressor
Accuracy  (18%)
Stability  (3%)
Optimal Range  (5%)
 
Small laser pointer
Accuracy  (18%)
Stability  (3%)
Reload Speed  (5%)
 

Skills

Talents

Build Guide

Hi, my names is SnaiŁEN and this is my Support set for patch 1.8.3.. I just described few info about skillz and talents and small reason what and why :-)In 1.8.3. healing is little bit changed. We are no longer using supp station like drop and pop. Now is usefull drop station and fight in choosed  field because when disabling a supp station with the Master mod the heal now scales depending on how long the skill has been active. Now its means, drop&pop is totally useless and thats is reason why Reclaimer taking new place in Healing Meta and Final Measure healer is no longer usefull as  a full-fledged healer. 

Skillz&Abilities: 

Life Support: Because of Reclaimer 4th. talent ( All mods for the Support Station (Life Support, Immunizer, Ammo Cache) are active simultaneously.) I'm using Life Supp for its highest amount of heal per second. 

Defibrillator: Keeping your mates on foots is best option if enemy is stronger or situation is very dangerous/risky. Defib is revive with small portion of heal over time.

Overdose: Choosing between Overdose or Defib is on personal playstyle. Overdose is just overhealing and have no more effects. But it is much more effective for selfheal and keep you alive in cruel fight. I'm used to use Defib for revive. Try find your own playstyle ;-)

Survivor Link (Blue) : 40% cooldown very big advantage because from begining of game, you r starting with shorter cooldown and you r able to have signature skill ready in few minutes. Practically in the midgame. Early Signature skill can have very interesting impact on fight. But! U also can use Recovery Skill (Green) or Tactical skill (Yellow). How I said, it depends on your persona playstyle.

Recovery Skill (Green) : Usage of Green is only in situation when in your team are: Sniper Alpha, Sniper Sniper or Alpha Alpha. Why? Because blue for sniper is waste, Alpha have their own Signature Skillz. With Green you r able save yourself or stand one of your mates. Blue only gave u a 50% reduction, but with your small amount of health it isn't big advantage.

Talents: 

Adrenalin: Using a medkit provides 7 seconds of immunity from crowd control effects like fire, shock, disruption or blind. U need to be ready full time.

Triage: When u hit your mate with Defib/Over cooldown is reduced for 15%. This talent is a must.

Battle Buddy: This talent completely works with Defib. When u revive a teammate during fight, he and u get 30% damage reduction for 10s. So u giving him bigger chance survive fight after revive.

Combat Medic: !A MUST! for everybody who playing PvP. With this talent, your medkits works as a another healing skill. Healing works in 20 meter radius. in choosed 

Detailed Stat Calculations

Average Weapon Damage Per Magazine:    331,731
Average damage per magazine at optimal range with the primary weapon and all bonuses included
Max Weapon Damage Per Magazine:    413,695
Maximum damage per magazine at optimal range with the primary weapon and all bonuses included
Min Weapon Damage Per Magazine:    249,767
Minimum damage per magazine at optimal range with the primary weapon and all bonuses included
Critical Hit Chance:    16.5%
Critical hit chance with the primary weapon
Critical Hit Damage:    86.5%
Additional damage dealt with a critical hit from the primary weapon
Body Damage:    15,724
Damage dealt per bullet with a bodyshot from the primary weapon
Headshot Damage:    27,516
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:    331,731
Average damage per magazine at optimal range with the secondary weapon and all bonuses included
Max Weapon Damage Per Magazine:    413,695
Maximum damage per magazine at optimal range with the secondary weapon and all bonuses included
Min Weapon Damage Per Magazine:    249,767
Minimum damage per magazine at optimal range with the secondary weapon and all bonuses included
Critical Hit Chance:    16.5%
Critical hit chance with the secondary weapon
Critical Hit Damage:    86.5%
Additional damage dealt with a critical hit from the secondary weapon
Body Damage:    15,724
Damage dealt per bullet with a bodyshot from the secondary weapon
Headshot Damage:    27,516
Damage dealt per bullet with a headshot from the secondary weapon
Range:    28.00m
Optimal range for the secondary weapon
Reload Time:    2.50s
Reload time for the secondary weapon
Average Weapon Damage Per Magazine:    172,777
Average damage per magazine at optimal range with the sidearm and all bonuses included
Max Weapon Damage Per Magazine:    229,799
Maximum damage per magazine at optimal range with the sidearm and all bonuses included
Min Weapon Damage Per Magazine:    115,755
Minimum damage per magazine at optimal range with the sidearm and all bonuses included
Critical Hit Chance:    6%
Critical hit chance with the sidearm
Critical Hit Damage:    25%
Additional damage dealt with a critical hit from the sidearm
Body Damage:    12,355
Damage dealt per bullet with a bodyshot from the sidearm
Headshot Damage:    24,710
Damage dealt per bullet with a headshot from the sidearm
Range:    14.70m
Optimal range for the sidearm
Reload Time:    1.60s
Reload time for the sidearm
Min Firearms:    3,062
The minimum amount of firearms this build will have
Max Firearms:    3,228
The maximum amount of firearms this build will have when fully optimized
Min Stamina:    3,903
The minimum amount of stamina this build will have
Max Stamina:    4,157
The maximum amount of stamina this build will have when fully optimized
Min Electronics:    8,022
The minimum amount of electronics this build will have
Max Electronics:    8,813
The maximum amount of electronics this build will have when fully optimized
Skill Power:    287,759
Improves skills
Skill Haste:    40%
Improves the cooldowns of skills
Max Health:    268,249
The maximum amount of health this build will have when fully optimized
Max Toughness:    403,369
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:    50%
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:    50%
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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