Lone Star PvE

    PvECommunity Verified

by rubenalamina last updated Feb 11, 2018    Patch v1.8

   

Votes: +22

   

Primary DPS

407,765

Firearms  

  6549

Toughness

378,296

Stamina  

  4157

Skill Power

178,099

Electronics  

  5492

Gear

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

1401

classified gear icon Lone Star Backpack
Skill Power  (13339)
Burn Resistance  (17%)
 
 

1401

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

1401

classified gear icon Lone Star Gloves
LMG Damage  (12%)
Enemy Armor Damage  (8%)
Skill Haste  (9%)
 

1401

classified gear icon Lone Star Knee Pads
Health  (16674)
Damage to Elites  (16%)
Burn Resistance  (33%)
Bleed Resistance  (33%)

1401

classified gear icon Lone Star Holster
Skill Haste  (7%)

1401

1401

1401

Gear Mods

Gear Mod - Electronics Mod
Skill Haste  (3%)
QUANTITY - 5
  

267

Performance Mod
First Aid Self Heal
QUANTITY - 4
  
 

Primary Weapon  -  MG5

Rugged mini reflex sight
Critical Hit Chance  (8.5%)
Headshot Damage  (6%)
Critical Hit Damage  (4%)
 
Extended Magazine
Magazine Size  (121%)
Critical Hit Chance  (3.5%)
Critical Hit Damage  (4%)
 
Muzzle brake
Stability  (14%)
Critical Hit Chance  (3.5%)
Headshot Damage  (6%)
 
Small Grip
Critical Hit Damage  (20.5%)
Stability  (3%)
Accuracy  (2.5%)
 

Secondary Weapon  -  MG5

Rugged mini reflex sight
Critical Hit Chance  (8.5%)
Headshot Damage  (6%)
Critical Hit Damage  (4%)
 
Extended Magazine
Magazine Size  (121%)
Critical Hit Chance  (3.5%)
Critical Hit Damage  (4%)
 
Muzzle brake
Stability  (14%)
Critical Hit Chance  (3.5%)
Headshot Damage  (6%)
 
Small Grip
Critical Hit Damage  (20.5%)
Stability  (3%)
Accuracy  (2.5%)
 

Off Hand Weapon  -  First Wave X-45

Extended Magazine
Magazine Size  (121%)
Critical Hit Chance  (3.5%)
Critical Hit Damage  (4%)
 
Ti-RANT Suppressor
Critical Hit Chance  (8.5%)
Headshot Damage  (6%)
Critical Hit Damage  (4%)
 
Small laser pointer
Accuracy  (18%)
Critical Hit Damage  (4%)
Optimal Range  (5%)
 

Skills

Talents

Build Guide

Description: This Lone Star build offers great DPS and it's meant to be run with dual LMGs.You can run it on any activity in the game.

Primary Weapon: The MG5 offer the best balance between damage and RPM among all LMGs and it's pretty easy to control, even when Berzerk is active. This build has the ability to unlock all the great PvE talents. Destructive, Ferocious and Determined in the primary MG5 is great to get your skills or signature ability back.

Secondary Weapon: The secondary MG5 uses Destructive and Ferocious but Predatory instead of Determined. It will help you stay healed when you get kills and it complements the switch to reload mechanic of Lone Star. Basically you're cycling between Determined and Predatory between the two weapons.

Alternative Weapons: The Big Alejandro is a good choice but you need to rely on being in cover. It can be used reliably in Resistance, Falcon Lost, Dragon's Nest. For other activities, the MG5s are better since you will be on the move constantly, wasting its exotic talent.

Pistol: With Toxic and Coolheaded you can switch to your pistol in a hurry. Toxic helps with crowd control and Coolheaded will help you get your skills back. It will be rarely used in this build since you reload by switching your primary and secondary but it's nice to have for other builds.

Skills: You can run any skills you want. Overdose is the best to heal yourself and Flashbang is a great crowd control skill. You can choose to run Gas Seekers if you prefer. Tactical Link can be used pretty often while Determined on your weapon. It's to great to complement group play since the majority of random groups will be running Recovery Link.

Character Talents: Critical Save helps you resist a bit of damage if you use a medkit in a hairy situation. On the Move goes well with Lone Star play style. Combat Medic is a must in group play, everyone should use it. Strike Back can help you while low on health.

Character Talents for Solo: Critical Save, On the Move, Precision, Strike Back.

Detailed Stat Calculations

Average Weapon Damage Per Magazine:    407,765
Average damage per magazine at optimal range with the primary weapon and all bonuses included
Max Weapon Damage Per Magazine:    533,898
Maximum damage per magazine at optimal range with the primary weapon and all bonuses included
Min Weapon Damage Per Magazine:    281,633
Minimum damage per magazine at optimal range with the primary weapon and all bonuses included
Critical Hit Chance:    15.5%
Critical hit chance with the primary weapon
Critical Hit Damage:    53.5%
Additional damage dealt with a critical hit from the primary weapon
Body Damage:    21,130
Damage dealt per bullet with a bodyshot from the primary weapon
Headshot Damage:    41,627
Damage dealt per bullet with a headshot from the primary weapon
Range:    30.00m
Optimal range for the primary weapon
Reload Time:    5.50s
Reload time for the primary weapon
Average Weapon Damage Per Magazine:    407,765
Average damage per magazine at optimal range with the secondary weapon and all bonuses included
Max Weapon Damage Per Magazine:    533,898
Maximum damage per magazine at optimal range with the secondary weapon and all bonuses included
Min Weapon Damage Per Magazine:    281,633
Minimum damage per magazine at optimal range with the secondary weapon and all bonuses included
Critical Hit Chance:    15.5%
Critical hit chance with the secondary weapon
Critical Hit Damage:    53.5%
Additional damage dealt with a critical hit from the secondary weapon
Body Damage:    21,130
Damage dealt per bullet with a bodyshot from the secondary weapon
Headshot Damage:    41,627
Damage dealt per bullet with a headshot from the secondary weapon
Range:    30.00m
Optimal range for the secondary weapon
Reload Time:    5.50s
Reload time for the secondary weapon
Average Weapon Damage Per Magazine:    251,145
Average damage per magazine at optimal range with the sidearm and all bonuses included
Max Weapon Damage Per Magazine:    335,689
Maximum damage per magazine at optimal range with the sidearm and all bonuses included
Min Weapon Damage Per Magazine:    166,600
Minimum damage per magazine at optimal range with the sidearm and all bonuses included
Critical Hit Chance:    12%
Critical hit chance with the sidearm
Critical Hit Damage:    37%
Additional damage dealt with a critical hit from the sidearm
Body Damage:    16,590
Damage dealt per bullet with a bodyshot from the sidearm
Headshot Damage:    34,175
Damage dealt per bullet with a headshot from the sidearm
Range:    16.80m
Optimal range for the sidearm
Reload Time:    1.60s
Reload time for the sidearm
Min Firearms:    6,041
The minimum amount of firearms this build will have
Max Firearms:    6,549
The maximum amount of firearms this build will have when fully optimized
Min Stamina:    3,903
The minimum amount of stamina this build will have
Max Stamina:    4,157
The maximum amount of stamina this build will have when fully optimized
Min Electronics:    5,043
The minimum amount of electronics this build will have
Max Electronics:    5,492
The maximum amount of electronics this build will have when fully optimized
Skill Power:    178,099
Improves skills
Skill Haste:    40%
Improves the cooldowns of skills
Max Health:    251,575
The maximum amount of health this build will have when fully optimized
Max Toughness:    378,296
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 (8)
  • Great build, except I don't go with the 5.5k electronics as said before. Rolling a 7-6-3 would be much less "special" :-)

  • I dont understand the 5,5 electronics. In my opinion this set could word like striker so 7-6-3. You just will give up only one ferocious talent. But you can go much more into FA and ST and having free determined on one weapon with destructive/predatory. I think 5,5 electronics limit your damage a survivability too much. 6k stamina gives you a lot of survivability and you dont have to put predatory into free slot

  • Great build! Definitely able to navigate DZ much better. Running upgraded Big Al and Hungry Hog. I made a couple of minor tweaks that others may want to consider for PVE. Used Heavy Magazine spring for higher fire rates and quick cycling to bonus. Went with heal station (since I'm a cover shooter), and the suppress related talents (shock & awe, stopping power), tech support, precision. Happy Trails.

  • It's like I mentioned in the alternative weapons parts. The Big Al is really good if you can stay in cover most of the time. I only use it in Resistance, Falcon Lost and Dragon's Nest. For all other activities, I was the Cover Shooter talent, that's why I posted my main variant of this build with dual MG5s. Another option for a secondary MG5 could be Destructive, Commanding, Determined to get kills when using Tac Link and extend its duration for the whole team.

  • CoolheadedBrit: this is cool, i'll try something like that I tried this with mobile cover w/ contermeasures (+damage) and booster shot first aid (+ damage too) and got some nice damage on pier 93 last night... we had a good reclaimer on the team so I didn't need to care with healing myself A good thing about the big al is that the high rpm usually helps you getting the last shot on the enemies, so you end up getting a lot of kills to count for weapon perks

  • I run a similar build but with a few difference. I run a damage focused Big Al with destructive, ferocious on it. This is my damage dealing weapon. Then on my MG5 secondary i run skilled, determined and predatory, which is my utility weapon. This allows me to pop my tac link and use the Big Al to destroy all the heavies and then use the utility MG5 to regain health and get my sig back really fast before the next set of heavies/bosses. Mods are HSD focused and I use booster for extra damage and tac pulse or flashbang. I dont use on the move as the LMG's work better from cover - much better accuracy, and i also use one is none.

  • I'd like to have Predatory in the free slot in one of your MG5s so you can spend a bit more into Electronics instead to have better cooldowns and effective skills. Determined is easily unlocked with 1 ELE piece and ELE mods, for example. If you don't have the MG5 blueprint, try to buy it when it's on sale.

  • I built part of it and seems cool, but i still can't get the mg5's to have determined and predatory as free talents (I rolled 1 more piece to sta so I could get determined on one of the big al's and the survivability is great) I also liked more using heal box and healing speed on the mods

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