Classified Tactician

    PvE

by Foxy Psycho last updated Dec 26, 2018    Patch v1.8

   

Votes: 0

   

Primary DPS

297,925

Firearms  

  2961

Toughness

372,477

Stamina  

  4028

Skill Power

305,502

Electronics  

  8813

Gear

classified gear icon Tactician Chest
Enemy Armor Damage  (6%)
Skill Haste  (9%)
Ammo Capacity  (56%)
 

1401

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

1272

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

1401

classified gear icon Tactician Gloves
Assault Rifle Damage  (12%)
Enemy Armor Damage  (8%)
Health on Kill  (5%)
 

1401

classified gear icon Tactician Knee Pads
Health  (16674)
Damage to Elites  (16%)
Burn Resistance  (33%)
Shock Resistance  (33%)

1401

classified gear icon Tactician Holster
Skill Haste  (7%)

1401

1401

1401

Gear Mods

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

267

Gear Mod - Firearms Mod
Skill Haste  (3%)
QUANTITY - 0
  

267

Performance Mod
Seeker Mine Explosion Damage
QUANTITY - 2
  
 
Performance Mod
Seeker Mine Explosion Damage
QUANTITY - 2
  
 

Primary Weapon  -  LVOA-C

552 Holo sight
Critical Hit Chance  (8.5%)
Stability  (3%)
Accuracy  (2.5%)
 
Extended Magazine
Magazine Size  (121%)
Rate of Fire  (6.3%)
Reload Speed  (5%)
 
Flash Hider
Accuracy  (18%)
Stability  (3%)
Optimal Range  (5%)
 
Handstop
Reload Speed  (31%)
Stability  (3%)
Accuracy  (2.5%)
 

Secondary Weapon  -  LVOA-C

552 Holo sight
Critical Hit Chance  (8.5%)
Accuracy  (2.5%)
Stability  (3%)
 
Extended Magazine
Magazine Size  (121%)
Rate of Fire  (6.3%)
Reload Speed  (5%)
 
Flash Hider
Accuracy  (18%)
Stability  (3%)
Optimal Range  (5%)
 
Handstop
Reload Speed  (31%)
Stability  (3%)
Accuracy  (2.5%)
 

Off Hand Weapon  -  Double Barrel Sawed Off Shotgun

Skills

Talents

Build Guide

I use this mainly for legendary missions but it is a work in progress. I will sometimes switch out the yellow dear mods for purples with DTE if I am grinding challenging missions but otherwise it will stay about the same.Armor: Pretty standard set-up for classified tactician with the exception of relentless on the backpack instead of inventive. The healing from relentless is rather crazy when you are constantly doing damage with your skills. I may switch the Stamina over to Electronics on the backpack though because in very few cases I will not be able to one hit kill a medic in multiple healing zones. Burn/Shock resistance because they take control away from your character which is usually a death sentence in legendary missions. Armor Mods: Electronics and skill power except when you need to meet a threshold for a weapon talent. Weapons: I use GS229 weapons optimized up to 255 to maximize enemy armor damage while still being able to unlock weapon talents which are applied to my skills. While I usually don't use these weapons to much for actual damage I will use them building stacks so higher rate of fire assault rifles are preferred since they will build stacks faster and do more damage with your skills. I like the LVOA-C because of its high rate of fire and low horizontal recoil pattern but they can be hard to find so the P416 that you can buy a blueprint for will work just fine. Weapon #1 is built to do more damage with Ferocious while weapon #2 is for healing back up or sustaining health in heavy fire situations. You really shouldn't be reaching for your sidearm with this build but a double barrel with Responsive might save your skin incase a shotgunner rushes you.Weapon Mods: This is kind of up to preference  since you won't really be using your gun all to often in fights with the exception of finishing off a target or two to build stacks. I would recommend an extended mag with a rate of fire attribute or a heavy mag to increase stack building with minimal peeking. Skills: You will be using Pulse Turret, BFB Sticky, and Cluster Seekers depending on the mob composition. Green ultimate because you are too glassy for Blue or Yellow to be worth it. Talents: Critical Save because if you are using a med kit with all this healing some damage resistance is probably needed. Strike Back means faster cooldowns-> more damage-> more healing from relentless. Demo Expert makes your cluster seekers do more damage when used against multiple enemies. Chain Reaction even more damage for seeker mines when they are grouped near each other (reason for having damage radius on performance mods) This is a work in progress but has been working out great for me so far.

Detailed Stat Calculations

Average Weapon Damage Per Magazine:    297,925
Average damage per magazine at optimal range with the primary weapon and all bonuses included
Max Weapon Damage Per Magazine:    377,941
Maximum damage per magazine at optimal range with the primary weapon and all bonuses included
Min Weapon Damage Per Magazine:    217,909
Minimum damage per magazine at optimal range with the primary weapon and all bonuses included
Critical Hit Chance:    8.5%
Critical hit chance with the primary weapon
Critical Hit Damage:    25%
Additional damage dealt with a critical hit from the primary weapon
Body Damage:    15,350
Damage dealt per bullet with a bodyshot from the primary weapon
Headshot Damage:    26,862
Damage dealt per bullet with a headshot from the primary weapon
Range:    29.40m
Optimal range for the primary weapon
Reload Time:    2.55s
Reload time for the primary weapon
Average Weapon Damage Per Magazine:    297,925
Average damage per magazine at optimal range with the secondary weapon and all bonuses included
Max Weapon Damage Per Magazine:    377,941
Maximum damage per magazine at optimal range with the secondary weapon and all bonuses included
Min Weapon Damage Per Magazine:    217,909
Minimum damage per magazine at optimal range with the secondary weapon and all bonuses included
Critical Hit Chance:    8.5%
Critical hit chance with the secondary weapon
Critical Hit Damage:    25%
Additional damage dealt with a critical hit from the secondary weapon
Body Damage:    15,350
Damage dealt per bullet with a bodyshot from the secondary weapon
Headshot Damage:    26,862
Damage dealt per bullet with a headshot from the secondary weapon
Range:    29.40m
Optimal range for the secondary weapon
Reload Time:    2.55s
Reload time for the secondary weapon
Average Weapon Damage Per Magazine:    456,106
Average damage per magazine at optimal range with the sidearm and all bonuses included
Max Weapon Damage Per Magazine:    561,361
Maximum damage per magazine at optimal range with the sidearm and all bonuses included
Min Weapon Damage Per Magazine:    350,850
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:    114,026
Damage dealt per bullet with a bodyshot from the sidearm
Headshot Damage:    182,442
Damage dealt per bullet with a headshot from the sidearm
Range:    11.00m
Optimal range for the sidearm
Reload Time:    0.80s
Reload time for the sidearm
Min Firearms:    2,834
The minimum amount of firearms this build will have
Max Firearms:    2,961
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:    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:    305,502
Improves skills
Skill Haste:    43%
Improves the cooldowns of skills
Max Health:    247,705
The maximum amount of health this build will have when fully optimized
Max Toughness:    372,477
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:    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
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