Trogdor the Burninator

    PvE

by Masenku last updated Nov 28, 2018    Patch v1.8

   

Votes: +1

   

Primary DPS

332,389

Firearms  

  3899

Toughness

341,720

Stamina  

  3902

Skill Power

274,679

Electronics  

  7100

Gear

FireCrest Chest
Skill Haste  (9%)
Enemy Armor Damage  (6%)
Ammo Capacity  (56%)
 

1272

NinjaBike Messenger Bag
Skill Power  (13339)
Burn Resistance  (17%)
 
 

1272

FireCrest Mask
Skill Power  (10030)
Damage to Elites  (12%)
 
 

1272

Tactician Gloves
Skill Haste  (9%)
Assault Rifle Damage  (12%)
Enemy Armor Damage  (8%)
 

1272

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

1272

Tactician Holster
Skill Haste  (7%)

1272

1272

1272

Gear Mods

Gear Mod - Stamina Mod
Damage To Elites  (4%)
QUANTITY - 5
  

214

Performance Mod
Turret Damage
QUANTITY - 4
  
 

Primary Weapon  -  Lightweight M4

Small RDS scope
Stability  (14%)
Headshot Damage  (6%)
Accuracy  (2.5%)
 
Extended Magazine
Magazine Size  (121%)
Reload Speed  (5%)
Rate of Fire  (6.3%)
 
Muzzle brake
Stability  (14%)
Headshot Damage  (6%)
Accuracy  (2.5%)
 
Angled Grip
Stability  (14%)
Reload Speed  (5%)
Accuracy  (2.5%)
 

Secondary Weapon  -  MDR Battle Rifle

CQBSS scope (8x)
Stability  (14%)
Headshot Damage  (6%)
Accuracy  (2.5%)
 
Extended Magazine
Magazine Size  (121%)
Reload Speed  (5%)
Rate of Fire  (6.3%)
 
Muzzle brake
Stability  (14%)
Headshot Damage  (6%)
Accuracy  (2.5%)
 
Angled Grip
Stability  (14%)
Reload Speed  (5%)
Accuracy  (2.5%)
 

Off Hand Weapon  -  First Wave X-45

Extended Magazine
Magazine Size  (121%)
Reload Speed  (5%)
Rate of Fire  (6.3%)
 
Muzzle brake
Stability  (14%)
Critical Hit Chance  (3.5%)
Headshot Damage  (6%)
 
Small laser pointer
Accuracy  (18%)
Stability  (3%)
Reload Speed  (5%)
 

Skills

Talents

Build Guide

The ultimate in holding a choke point. While D3FNC never really dies holding a point, NPC’s don’t rush you, they run. This is one of my 2 Ninja builds that I didn’t like going to a full 6 piece classified set for. I tried out the full Firecrest and was left felt wanting. I went for high electronics and had no damage of my own when NPC’s stayed far away. I went for a balance of 5/4/6 and 6/4/5 set ups to make up for that. But then the turrret never really lasted. Also, the 6th piece talent didn’t seem to proc often enough for me (the explosion was nice, but the bullets rarely set someone on fire). Hence, this build got a rework into this.

While having 5 Firecrest and Inventive would give higher “base” skill power, this set up keeps a similar base at all times and cools down faster. Also, at a full 30 stacks, the flame turret here does more damage (just over 17.5K on the skill page when using classified gear) when compared to the extra 20% the 5 piece bonus gives (16K on the skill page using classified gear). It’s ridiculously easy to have the 30 stacks in this build. You also benefit from a faster cool down from the 30 stacks alongside the damage gain. You also boost your second skill of choice. For me that was Airburst Seekers. If theyre out of range of the turret, let this handle them and light them up.

I use the LWM4 until someone is on fire, then I swap to the MDR to quickly finish them off with the extra damage it has.

 Notes:

  1. If you have classified pieces, use them, it improves the builds stats. 
  2. The location of the gear doesn’t matter, this set up is for aesthetic reasons.
  3. No Ninja bag? Use 4 Firecrst, Inventive backpack and Nimble holster OR 3/3 Firecrest/Tactician OR 4/2 Firecrest/Tactician.

Detailed Stat Calculations

Average Weapon Damage Per Magazine:    332,389
Average damage per magazine at optimal range with the primary weapon and all bonuses included
Max Weapon Damage Per Magazine:    433,147
Maximum damage per magazine at optimal range with the primary weapon and all bonuses included
Min Weapon Damage Per Magazine:    231,630
Minimum damage per magazine at optimal range with the primary weapon and all bonuses included
Critical Hit Chance:    0%
Critical hit chance with the primary weapon
Critical Hit Damage:    25%
Additional damage dealt with a critical hit from the primary weapon
Body Damage:    16,663
Damage dealt per bullet with a bodyshot from the primary weapon
Headshot Damage:    31,160
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:    386,510
Average damage per magazine at optimal range with the secondary weapon and all bonuses included
Max Weapon Damage Per Magazine:    521,222
Maximum damage per magazine at optimal range with the secondary weapon and all bonuses included
Min Weapon Damage Per Magazine:    251,798
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:    25%
Additional damage dealt with a critical hit from the secondary weapon
Body Damage:    43,991
Damage dealt per bullet with a bodyshot from the secondary weapon
Headshot Damage:    91,061
Damage dealt per bullet with a headshot from the secondary weapon
Range:    28.00m
Optimal range for the secondary weapon
Reload Time:    2.40s
Reload time for the secondary weapon
Average Weapon Damage Per Magazine:    213,408
Average damage per magazine at optimal range with the sidearm and all bonuses included
Max Weapon Damage Per Magazine:    286,914
Maximum damage per magazine at optimal range with the sidearm and all bonuses included
Min Weapon Damage Per Magazine:    139,903
Minimum damage per magazine at optimal range with the sidearm and all bonuses included
Critical Hit Chance:    3.5%
Critical hit chance with the sidearm
Critical Hit Damage:    25%
Additional damage dealt with a critical hit from the sidearm
Body Damage:    13,569
Damage dealt per bullet with a bodyshot from the sidearm
Headshot Damage:    27,952
Damage dealt per bullet with a headshot from the sidearm
Range:    16.00m
Optimal range for the sidearm
Reload Time:    1.60s
Reload time for the sidearm
Min Firearms:    3,583
The minimum amount of firearms this build will have
Max Firearms:    3,899
The maximum amount of firearms this build will have when fully optimized
Min Stamina:    3,584
The minimum amount of stamina this build will have
Max Stamina:    3,902
The maximum amount of stamina this build will have when fully optimized
Min Electronics:    6,310
The minimum amount of electronics this build will have
Max Electronics:    7,100
The maximum amount of electronics this build will have when fully optimized
Skill Power:    274,679
Improves skills
Skill Haste:    40%
Improves the cooldowns of skills
Max Health:    227,251
The maximum amount of health this build will have when fully optimized
Max Toughness:    341,720
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:    33%
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:    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 (2)
  • I personally don’t notice anything from accuracy. I’ve tried it out a few times but always find that stability helps more. Accuracy reduces the reticle bloom and helps keep shots “on center”. Stability reduces recoil making it easier to control where the “center” is. I find that more helpful.

  • Do you think stability > accuracy for the MDR? I'm on console and have heard accuracy is better for HS.

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