The maximum amount of health this build will have when fully optimized
Max Toughness: 463,811
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: 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: 33%
How high a resistance to Shock this build will have
Medkit now heals over 10 seconds and will not stop healing when taking damage.
Heal an ally with a skill to reduce skill cooldowns by 15%.
Shock and Awe
Suppress a hostile to increase movement speed by 25% for 10 seconds.
Revive a downed agent to reduce incoming damage by 30% for 10 seconds for both players.
Use a medkit during low health to increase damage resistance by 20% for 10 seconds.
Applying Bleed to any target triggers 30% chance per each target within 10m radius.
Use a medkit near allies to heal group members and proxies within 20m by 40%.
Reach low health to reduce active skill cooldowns by 20%.
Complete a cover to cover move to increase damage by 2% per meter covered for 5 seconds.
Kill a hostile with an explosion to increase explosion damage by 20% for 15 seconds.
Kill a hostile with any skill for a 10% of auto refilling all ammo types to capacity.
Applying Shock to any target triggers 30% chance per each target within 10m radius.
During a cover to cover move incoming damage is reduced by 30%.
Kill a hostile why any skill is deployed to extend any active skills duration by 10%.
Applying Burn to any target triggers 30% chance per each target within 10m radius.
Death by Proxy
Destroy a hostile's deployed skill to increase Skill Power by 20% for 30 seconds.
Enter any cover to reduce recoil by 25% for 10 seconds.
On the Move
Kill a hostile while moving to reduce incoming damage by 15% for 10 seconds.
Headshot a hostile to pulse them for 10 seconds.
Damage multiple hostiles with an explosion to apply 20% more damage from the blast.
Reach low health to increase blind fire accuracy by 20%.
Suppress a hostile to increase headshot damage by 25% for 10 seconds.
Kill a hostile with the sidearm to receive 30 rounds for your primary weapon.
One is None
Headshot a hostile to have a 50% chance of not consuming the bullet.
Sends out a recon pulse that marks allies and hostile through walls and covers.
The pulse has an increase range and is capable of locating nearby loot containers.
The pulse protects the user and all allies from hostile pulse scans.
Damage is increase when attacking any hostile identified by the scan.
Heals all allies within a small radius. The device can be used on location or launched to a distant target.
Applies instant healing follow by a heal over time. The device can revive downed allies with a portion of their normal health.
The device heals targets more effeciently, and may even extend the target's health beyond its normal rating.
Temporarily increases damage and damage resistance for the affected targets in addition to the normal healing effect.
Drops a station that heals allies and can be used to revive downed allies.
Drops a revival station that automatically revives any allies who are downed within in the affected area.
Drops a recovery station that removes status effects and makes allies immune while in the affected area.
While close to the device, Allies regain their ammo as they reload, and skill cooldown recovery is faster.
Fires a bomb that sticks to most surfaces and explodes when detonated remotely.
Increases the damage and readius of the explosion and may cause targets to bleed.
The bomb explodes with a non lethal effect that blinds all targets in range.
The explosive is replaces with an EMP alternative, causing Disrupt effects to all targets in the area.
Deploys a stationary turret that attacks nearby hostiles until it is destroyed or its battery runs out.
Increases the turret's damage and pulses attacked targets, making them visible to all allies.
The turret has a reduced range but shoots a column of fire.
The turret shoots electrical darts that shock the target.
Releases an automated mine that seeks out hostile targets before exploding on proximity.
Upon impact, the mine is launched in the air and releases a cluster of small incendiary explosives.
Upon impact, the mine moves between multiple targets and releases a cloud of gas.
The mine seperates into smaller mines that seek out multiple targets simultaneously.
Equips a portable Ballistic Shield that absorbs damage. The user can only use their sidearms while the shield is active.
Equips a stronger and lighter shield that pulses hostiles who shoot at it.
Equips a shield that grants the user's weapon increased damage, knockback, accuracy and faster reload speed.
Grants the user a small portion of incoming damage as healing.
Reinforces a cover, increasing weapon performance and damage mitigation for all allies behind it.
Allies in the affected area are buffed, while enemies are debuffed for the same amounts.
Allies using a reinforced cover slowly recover their health and get their skill cooldowns decreased.
Allies using a reinforced cover are hidden from hostile pulses and have reduced threat. Hostiles shot from allies behind the cover are pulsed.
Creates a temporary cover for one person, which provides standard cover protection until destroyed.
The cover provides more protection and extends to protect two persons.
The cover is fitted with remote explosives that damage and blind hostiles in front of it when the shield is disabled.
While using the cover, the user deals increased damage and becomes immune to pulses.
Heals and cures the user and nearby allies. Revives all allies in range. Automatically triggers on lethal damage when not in a group.
Weapon enhancement system which provides temporarily increased damage and weapon performance to the user and all nearby allies.
Increases damage resistance and speed for group members and grants an emergency health boost to the user when taking lethal damage.
Accuracy is increased by 25%.
Using a skill increases your critical hit chance by 7.50% for 15 seconds.
Increase your damage by 10% against targets in cover.
The weapon reaches max accuracy faster when shouldering.
Double trigger fires off both barrels in short succession.
Headshot damage is increased by 12% when using this weapon.
Each critical hit heals you and your group for 1% of your skill power. Can only heal each player every 0.20 seconds.
Using a skill improves the handling of your weapon for 15 seconds.
One half of the magazine does 20% increased damage. The half which deals increased damage flips after 15 seconds or when the magazine is empty.
Hipfire damage is increased by 11%.
Shoots heavy slugs instead of buckshot.
Every kill performed while the Signature Skill is active extends its duration by 20%.
Weapon damage is increased by 10% for 15 seconds after using a skill.
Performing a headshot reduces all skill cooldowns by 5%.
Every bullet fired at an enemy from cover increases weapon damage by 0.5% up to 50%. The bonus lasts for 10 seconds. Getting a kill with this weapon while in cover resets the duration. The bonus damage is cancelled by reloading, swapping weapons, or exiting combat.
Critical hit damage is increased by 15%.
Armor destruction value is increased by 15% when using this weapon.
Killing a target reduces skill cooldowns by 7.50%.
Killing a target will make your next shot with the weapon be an automatic critical hit.
Your damage is increased by 18% against targets with status effects.
Every kill performed while your Signature Skill is active reduces the cooldown of your other skills by 10%.
Increase your damage by 15% when elevated more than 1.2 meters above your target.
The weapon deals 100% more damage when the target is below 30% health.
Damage against Elite and Named enemies is increased by 10%.
Critical hit chance is increased by 5% when using this weapon.
Headshot increase stability by 30% for 15 seconds. Bodyshot increase headshot damage by 30% for 15 seconds.
Hitting weakpoints increases weapon damage by 15% for 15 seconds. Hitting skill proxies increase critical hit damage by 30% for 15 seconds.
When no skills are on cooldown, your weapon damage is increased by 10%.
Each shot with the Liberator grants +5% to your next headshot damage with the Centurion. Max is 200%. Kills with the Centurion grants 10% RPM to all weapons.
Killing a target increases your damage with 10% until you stop firing. Multiple kills stack this bonus up to 5 times.
Increase stagger by 200%.
Each hit has a 15% chance to apply the Bleed Status Effect to the target.
Each bullet embeds itself in the target and detonates 1 second later for 700% of your firearms total.
Critical hits increase reload speed by 10% to a minimum of 1 second reload time.
The first bullet of a magazine has a 25% chance to apply the On Fire Status Effect to the target.
Destroying an enemy weak point resets skill cooldowns for you and your nearby group members. Can happen once every 10 seconds.
Killing a target has a 25% chance to instantly refill the magazine.
Each bullet you hit with reduces your damage by 1% and your target's damage by 1% up to a max of 20%. This effect is reduced by 5% per second.
Each kill makes the next reload have 20% extra bullets compared to its base.
Damage taken is reduced by 20% while firing. The taken damage is applied when you stop firing.
Killing a target regenerates 35% health over 20 seconds.
Damage is increased by 15% when more than 30 meters from the target.
The first bullet shot when out of combat has a 50% bonus chance to result in a critical hit.
When drawn weapon damage is increase by 20% for 2 seconds. After that weapon damage is decreased by 20%.
Damage is increased by 10% when closer than 10 meters to the target.
Critical hits with this weapon heal the user for 3% of damage dealt.
Your accuracy with this weapon is increased the fewer shells you have left in the magazine.
Headshot kills with this weapon increase Signature Skill resources by 5%.
Killing a target increases your health by 6%.
Reloading is 25% faster.
Killing a target with this weapon increases Skill Power by 15% for 20 seconds. The effect does not stack. Killing a new target refreshes the timer.
The Devil's Heels
Both weapons gain the Fire and Fury talents, and the buff durations are increased by 15 seconds. Bonuses from Fire and Fury are no longer lost when swapping betweeen Devil and Heel. Weapon swap speed is increased by 50%.
Headshots with this weapon have a 15% chance to apply the Blind Status Effect.
Critical hits increase Signature Skill resources by 0.10%.
Damage is increased by 15%, accuracy and stability mods reduce this bonus.
Missing health segments increase your damage: 1 missing segment +10%; 2 missing segments +25%.
Each hit with Hildr increases critical hit damage by 1% to max of 30%. The bonus decreases by 1 every second. This bonus only applies to Eir.
Critical hit chance is increased by 10% while having more than two segments of health.
Killing a target with a headshot removes 100% sway from the weapon for 8 seconds.
The total firearms for this build will be in the range of: 5765 - 6461
The total stamina for this build will be in the range of: 5038 - 5608
The total electronics for this build will be in the range of: 2674 - 2832
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Very Nice, I tried one like this (diff pieces of alpha) and it is very very fun.
No, the same talent on multiple weapons does not stack when using AlphaBridge. The use of it in this build is to have Destructive, Commanding, Determined, and Ferocious active no matter which weapon you're currently using.
Do similar weapon talents stack if you have them on both AR ? I see that you have destructive on both rifles, is it beneficial or redundant? Thanks, I’m impatient to try this build :)
Oh, and for your pistol look to reroll off expert. Coolheaded + determined to reduce cooldowns in case you need to try and rebuid sig at the end of a wave.
As an FYI, the pulse provided by Smart Cover: Concealer doesn't provide any damage benefit as normal pulses do, it simply 'marks' the targets with a pulse. To increase damage further with the build you could use Precision talent and any other Smart Cover mod (basic might actually be best since it has the 30s duration and best stats otherwise). As for weapons, I use determined/commanding as free. Then one gun with predatory/damage (responsive or destructive) and the other destructive and vicious/responsive/ferocious. With reload hand stock + holster you only really need one gun for damage, the other is essentially just to proc predatory in wave 8/9/10 or anytime you take too much damage (like trying to shoot things with Thunder wailing on you).
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