Striker's Laserbeam

    PvE

by Jesupa last updated May 5, 2020    Patch v1.8

   

Votes: +1

   

Primary DPS

437,774

Firearms  

  6763

Toughness

445,792

Stamina  

  6209

Skill Power

88,830

Electronics  

  2961

Gear

classified gear icon Striker Chest
Enemy Armor Damage  (6%)
Health on Kill  (5%)
Ammo Capacity  (56%)
 

1401

classified gear icon Striker Backpack
Weapon Stability  (16.5%)
Ammo Capacity  (56%)
 
 

1401

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

1401

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

1401

classified gear icon Striker Knee Pads
Enemy Armor Damage  (4%)
Damage to Elites  (16%)
Burn Resistance  (33%)
Disrupt Resistance  (33%)

1401

classified gear icon Striker Holster
Weapon Reload Speed  (20.5%)

1401

1401

1401

Gear Mods

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

214

Gear Mod - Firearms Mod
Damage To Elites  (4%)
QUANTITY - 1
  

214

Performance Mod
Sticky Bomb Explosion Range
QUANTITY - 4
  
 

Primary Weapon  -  Lightweight M4

CQBSS scope (8x)
Stability  (14%)
Headshot Damage  (6%)
Critical Hit Chance  (3.5%)
 
Extended Magazine
Magazine Size  (121%)
Rate of Fire  (6.3%)
Critical Hit Damage  (4%)
 
Omega rifle suppressor
Headshot Damage  (18.5%)
Critical Hit Chance  (3.5%)
Critical Hit Damage  (4%)
 
Handstop
Reload Speed  (31%)
Stability  (3%)
Critical Hit Damage  (4%)
 

Secondary Weapon  -  Lightweight M4

VX-1 scope (12x)
Headshot Damage  (18.5%)
Critical Hit Chance  (3.5%)
Critical Hit Damage  (4%)
 
Extended Magazine
Magazine Size  (121%)
Rate of Fire  (6.3%)
Critical Hit Damage  (4%)
 
Omega rifle suppressor
Headshot Damage  (18.5%)
Critical Hit Chance  (3.5%)
Critical Hit Damage  (4%)
 
Handstop
Reload Speed  (31%)
Stability  (3%)
Critical Hit Damage  (4%)
 

Off Hand Weapon  -  Custom PF45

Ti-RANT Suppressor
Critical Hit Chance  (8.5%)
Headshot Damage  (6%)
Critical Hit Damage  (4%)
 
Small laser pointer
Accuracy  (18%)
Optimal Range  (5%)
Stability  (3%)
 

Skills

Talents

Build Guide

No lie I can't fathom the abundance of retarded builds I see regarding DPS builds like Lone Star and Striker. I understand wanting to unlock talents like Ferocious, but just get it in the third slot. "Uh but then you also get good healing". False. You get - not even - mediocre healing, which is so dumb. If you're concerned about your health and feel like "I need good healing to survive" play with a Reclaimer medic.

"With 4k Ele you'll have better skills" is also a moronic argument, as stated before, you'll have mediocre skills. "But you'll have a higher crit chance and crit damage from the pulse!" That might be true, but I'm not using the pulse for the additional crit chance and damage, I'm using it for the flat out damage increase to pulsed targets. (I know that the damage increase is not as great as with the Booster shot, but I like to be able to see all the enemies, therefor the pulse is my preferred skill)

And yea Flashbang is pretty self-explanatory, the best cc skill in the game, and I'm using radius mods to be able to stun more enemies at once. 

In my opinion utility is king. That's why I'm using a Lightweight M4 with Destructive, Predatory and Determined as my primary. The additional 35% health regen over time besides the stacks is amazing and getting 7.5% skill cooldown reduction for each kill, in turn making me able to spam signature skills 2-3 times per mission, is just the best.

I mainly use the secondary with Destructive, Brutal and Ferocious when I've reached the end of missions and are engaging the boss. And since it's the end of the mission, utility is no longer king, but rather just straight up melting potential is, and trust me, this combination of talents is insane.

Sure, people will say "You're using stability on backpack and scope, what a moron" and to that I say, "No, what... Are you dumb? I'd rather load all my bullets into the enemies heads like a fucking laser beam!" So that's why I use stability, because it's fucking great.

And on the end note, I get that the 5/6/4 distribution has it's place, but people saying that it's better than 7/6/3 is in my eyes dead wrong. Even for solo play I'd argue that 7/6/3 is still the better way to go, but that's just my preference, and that's what it boils down to - Preference. I just wanted to shine some light on the almost "majority ruled" "wrong" way of building Striker, the in my eyes "correct" way, this way.

Detailed Stat Calculations

Average Weapon Damage Per Magazine:    437,774
Average damage per magazine at optimal range with the primary weapon and all bonuses included
Max Weapon Damage Per Magazine:    580,738
Maximum damage per magazine at optimal range with the primary weapon and all bonuses included
Min Weapon Damage Per Magazine:    294,809
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:    37%
Additional damage dealt with a critical hit from the primary weapon
Body Damage:    20,673
Damage dealt per bullet with a bodyshot from the primary weapon
Headshot Damage:    41,242
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:    456,539
Average damage per magazine at optimal range with the secondary weapon and all bonuses included
Max Weapon Damage Per Magazine:    617,464
Maximum damage per magazine at optimal range with the secondary weapon and all bonuses included
Min Weapon Damage Per Magazine:    295,614
Minimum damage per magazine at optimal range with the secondary weapon and all bonuses included
Critical Hit Chance:    7%
Critical hit chance with the secondary weapon
Critical Hit Damage:    41%
Additional damage dealt with a critical hit from the secondary weapon
Body Damage:    20,673
Damage dealt per bullet with a bodyshot from the secondary weapon
Headshot Damage:    43,826
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:    233,101
Average damage per magazine at optimal range with the sidearm and all bonuses included
Max Weapon Damage Per Magazine:    312,569
Maximum damage per magazine at optimal range with the sidearm and all bonuses included
Min Weapon Damage Per Magazine:    153,634
Minimum damage per magazine at optimal range with the sidearm and all bonuses included
Critical Hit Chance:    8.5%
Critical hit chance with the sidearm
Critical Hit Damage:    29%
Additional damage dealt with a critical hit from the sidearm
Body Damage:    16,243
Damage dealt per bullet with a bodyshot from the sidearm
Headshot Damage:    33,461
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:    6,223
The minimum amount of firearms this build will have
Max Firearms:    6,763
The maximum amount of firearms this build will have when fully optimized
Min Stamina:    5,700
The minimum amount of stamina this build will have
Max Stamina:    6,209
The maximum amount of stamina this build will have when fully optimized
Min Electronics:    2,834
The minimum amount of electronics this build will have
Max Electronics:    2,961
The maximum amount of electronics this build will have when fully optimized
Skill Power:    88,830
Improves skills
Skill Haste:    0%
Improves the cooldowns of skills
Max Health:    296,461
The maximum amount of health this build will have when fully optimized
Max Toughness:    445,792
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:    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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