Reclaimer (Healer and CC)

    PvE

by MfingGoat last updated Jan 8, 2019    Patch v1.8

   

Votes: 0

   

Primary DPS

338,989

Firearms  

  2961

Toughness

324,343

Stamina  

  2961

Skill Power

351,658

Electronics  

  10276

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)
Damage to Elites  (12%)
 
 

1401

classified gear icon Reclaimer Gloves
Skill Haste  (9%)
Assault Rifle Damage  (12%)
Enemy Armor Damage  (8%)
 

1401

classified gear icon Reclaimer Knee Pads
Skill Power  (13339)
Damage to Elites  (16%)
Burn Resistance  (33%)
Disrupt Resistance  (33%)

1401

classified gear icon Reclaimer Holster
Skill Haste  (7%)

1401

1401

1401

Gear Mods

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

267

Gear Mod - Electronics Mod
Skill Power  (3335)
QUANTITY - 2
  

267

Performance Mod
Support Station Range
QUANTITY - 4
  
 

Primary 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%)
 
Angled Grip
Stability  (14%)
Reload Speed  (5%)
Critical Hit Damage  (4%)
 

Secondary Weapon  -  M700 Carbon

VX-1 scope (12x)
Headshot Damage  (18.5%)
Critical Hit Chance  (3.5%)
Critical Hit Damage  (4%)
 
Extended Magazine
Magazine Size  (121%)
Critical Hit Chance  (3.5%)
Critical Hit Damage  (4%)
 
Omega rifle suppressor
Headshot Damage  (18.5%)
Critical Hit Chance  (3.5%)
Critical Hit Damage  (4%)
 
PEQ-15 Laser (all color variations)
Accuracy  (18%)
Reload Speed  (5%)
Optimal Range  (5%)
 

Off Hand Weapon  -  First Wave PF45

Small suppressor
Critical Hit Chance  (8.5%)
Headshot Damage  (6%)
Critical Hit Damage  (4%)
 
Small laser pointer
Accuracy  (18%)
Reload Speed  (5%)
Critical Hit Damage  (4%)
 

Skills

Talents

Build Guide

Somebody running Reclaimer is almost always gonna be welcomed in to whatever team they join, because it's such an essential part of making any mission a tad bit easier - That is if they are contributing. I see time and time again, that people run Support Station (a given), Defib First Aid and Recovery Link, and I'm just thinking to myself "why?".. The box is gonna revive anyone fairly fast anyways, so what's the point in running BOTH Defib and Recovery Link?

This is my take on Reclaimer having both the role of healer and being in charge of crowd control. I know that a really good pulse is most of the time gonna add more value in terms of overall damage to the team, but what good is it, if none of the NPCs are out in the open? That's why I'd suggest to try this out and go with the Sticky Bomb, and no I'm certainly not talking about the BFB, even though I've seen people run that as well, which I can't agree with either! The damage is just way too lackluster so it's essentially just a wasted skill. No, I'm talking about the Stocky Bomb Flashbang, undoubtably the best form of crowd control in Division. It works wonders, trust me and try it.

Another part of being the medic is to actually heal your teammates, so going ALL into electronics, and making the box as strong as it can get, is in my eyes the optimal way of running the build. I've heard people suggest going 4/4/8, that way "you won't die and you'll hit a bit harder", fucking bs, you're gonna shoot marshmallows anyways, so it only takes away from the overall healing effect of the Support Station.

In my eyes you'd roll every piece to electronics and get skill haste everywhere possible on the gear, as well as on 3/5 of the mods. That way you'll hit 34% skill haste, with an additional 15% when you're inside the Support Station (which you are always), making you hit 49% just 1% from the cap.

Enjoy

Detailed Stat Calculations

Average Weapon Damage Per Magazine:    338,989
Average damage per magazine at optimal range with the primary weapon and all bonuses included
Max Weapon Damage Per Magazine:    458,479
Maximum damage per magazine at optimal range with the primary weapon and all bonuses included
Min Weapon Damage Per Magazine:    219,499
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:    41%
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:    32,542
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:    161,343
Average damage per magazine at optimal range with the secondary weapon and all bonuses included
Max Weapon Damage Per Magazine:    242,253
Maximum damage per magazine at optimal range with the secondary weapon and all bonuses included
Min Weapon Damage Per Magazine:    80,434
Minimum damage per magazine at optimal range with the secondary weapon and all bonuses included
Critical Hit Chance:    10.5%
Critical hit chance with the secondary weapon
Critical Hit Damage:    37%
Additional damage dealt with a critical hit from the secondary weapon
Body Damage:    93,198
Damage dealt per bullet with a bodyshot from the secondary weapon
Headshot Damage:    287,980
Damage dealt per bullet with a headshot from the secondary weapon
Range:    63.00m
Optimal range for the secondary weapon
Reload Time:    1.95s
Reload time for the secondary weapon
Average Weapon Damage Per Magazine:    173,463
Average damage per magazine at optimal range with the sidearm and all bonuses included
Max Weapon Damage Per Magazine:    232,469
Maximum damage per magazine at optimal range with the sidearm and all bonuses included
Min Weapon Damage Per Magazine:    114,456
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:    33%
Additional damage dealt with a critical hit from the sidearm
Body Damage:    12,061
Damage dealt per bullet with a bodyshot from the sidearm
Headshot Damage:    24,846
Damage dealt per bullet with a headshot from the sidearm
Range:    14.00m
Optimal range for the sidearm
Reload Time:    1.60s
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:    2,834
The minimum amount of stamina this build will have
Max Stamina:    2,961
The maximum amount of stamina this build will have when fully optimized
Min Electronics:    9,319
The minimum amount of electronics this build will have
Max Electronics:    10,276
The maximum amount of electronics this build will have when fully optimized
Skill Power:    351,658
Improves skills
Skill Haste:    34%
Improves the cooldowns of skills
Max Health:    215,695
The maximum amount of health this build will have when fully optimized
Max Toughness:    324,343
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:    50%
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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