Maxskillhaste-reclaimer-PvE-Version1-Type1-9kfirearms

    PvE

by XerKB101 last updated Jun 27, 2019    Patch v1.8

   

Votes: +1

   

Primary DPS

483,360

Firearms  

  9965

Toughness

299,270

Stamina  

  2961

Skill Power

88,830

Electronics  

  2961

Gear

Barret's bulletproof vest
Skill Haste  (9%)
Enemy Armor Damage  (6%)
Ammo Capacity  (56%)
 

1272

NinjaBike Messenger Bag
Critical Hit Damage  (9%)
Bleed Resistance  (17%)
 
 

1272

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

1401

classified gear icon Tactician Gloves
Skill Haste  (9%)
Enemy Armor Damage  (8%)
Critical Hit Chance  (6%)
 

1401

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

1401

classified gear icon Reclaimer Holster
Skill Haste  (7%)

1401

1401

1401

Gear Mods

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

267

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

214

Performance Mod
Turret Damage
QUANTITY - 4
  
 

Primary Weapon  -  Lightweight M4

552 Holo sight
Critical Hit Chance  (8.5%)
Critical Hit Damage  (4%)
Headshot Damage  (6%)
 
Extended Magazine
Magazine Size  (121%)
Critical Hit Chance  (3.5%)
Critical Hit Damage  (4%)
 
Large suppressor
Critical Hit Damage  (20.5%)
Critical Hit Chance  (3.5%)
Headshot Damage  (6%)
 
Short Grip
Critical Hit Damage  (20.5%)
Stability  (3%)
Accuracy  (2.5%)
 

Secondary Weapon  -  M700 Carbon

VX-1 scope (12x)
Headshot Damage  (18.5%)
Critical Hit Chance  (3.5%)
Critical Hit Damage  (4%)
 
High velocity magazine
Critical Hit Chance  (8.5%)
Critical Hit Damage  (4%)
Magazine Size  (12.5%)
 
Omega rifle suppressor
Headshot Damage  (18.5%)
Critical Hit Chance  (3.5%)
Critical Hit Damage  (4%)
 
Vertical Grip
Optimal Range  (49.5%)
Critical Hit Damage  (4%)
Accuracy  (2.5%)
 

Off Hand Weapon  -  Tactical M1911

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

Skills

Talents

Build Guide

PvE Reclaimer Max Skill haste by XerKB101

Section 1: Introduction to me

Section 2: Brief summary of the build

Section 3: Calculations

Section 4: What do do with this build

Section 5: Miscellaneous 

Section 1

Hi this is my first build that I am publishing so please so easy on me as Im recently new as in I started playing the division on and off frequently because of life around january 2019 so please please forgive me for any mistakes that I may have made also please post a comment on your thoughts and opinions on this build of mine such as any possible changes that you would make taking into account the purpose of this build and please feel free to post advice for other players as well. ^^

This is my very first build and it has been a very long passion project of mine which I wish to make a reality haha. ^^

Section 2

So this build is a firearms reclaimer build with max skill haste so you can almost always have your support station up for pretty much infinite ammo almost constant immunity to status effects as well as a personal buddy to revive you when you are down if you go solo and this is meant for PvE because i realise the lack of tankiness. ^^

With 9965 firearms and infinite ammo you must stay in decently safe cover and shoot with your assault rifle and take down the enemy npc.

I repeat high firearms for making use of the assault rifle and doing lots of assault rifle dmg. Healing is not as necessary if you are in decent cover where you shouldn't be taking damage and being immune to status effects so stay behind cover and shoot by peeking out. Basically play like a striker and make effective use of cover.

So with high firearms you can take cover behind the almighty indestructible terrain cover and just peek out and keep shooting the npcs specially those grenade lobbing annoying pricks who want to make your life hell so focus the grenade pricks before anyone else since they are a bane to your existence like really annoying since they can force eject you from cover like what the hell D; so yeah kill those grenadiers first :c so that you can enjoy either soloing missions or be a very useful support to your allies. :D

Section 3

The purpose of this build is to provide True Max Skill Haste of 50% which is obviously capped at 50% so don't be alarmed even though this system says it only has a skill haste of 37% as it actually has skill haste of 52% which is over the cap of 50% skill haste so allow me to do the calculation for you first of the gear has the following skill haste:

BARRET'S BULLETPROOF VEST - 9% skill haste

TACTICIAN GLOVES - 9% skill haste

RECLAIMER HOLSTER - 7% skill haste

Gear mod: Firearms 267 with 3% skill haste (3 of these)

Which gives us 9 9 7 12 (3 Firearms 267 with 3% skill haste) = 37% skill haste which the system has already calculated however remember that "Tacticians Gloves" well I also have Ninjabike Messenger Bag backpack which is an exotic backpack which has a unique effect!

"The bag's purpose in a player's build is to serve as a "wild card" gear piece, able to fulfill a set bonus requirement for potentially multiple (non-Classified) gear sets at the same time. For example, if a player has three pieces of the Sentry's Call set and two pieces of the Hunter's Faith set equipped, and they equip the NinjaBike messenger bag, then the bag will simultaneously count as a gear piece for both gear sets for the purposes of unlocking their respective bonuses; effectively, the messenger bag gives the player a four-piece Sentry's Call set and a three-piece Hunter's Faith set at the same time." - The Division Wiki

So in essence it slots in with any equipped Gear Set item to fulfill a requirement towards unlocking a Gear Sets bonus. Can unlock bonuses from multiple sets simultaneously. However it cannot unlock Classified Gear Set bonuses.

Which means with 3 pieces of reclaimer I can unlock "Reclaimer" which will activate all the support station mods so we have all 3 activated at once.Next we have 1 piece of tactician but again with Ninjabike Messenger backpack it will act as if we have 2 so we get the second set bonus for tactician which gives us an OVERPOWERED BROKEN 15% skill haste yes that's right 15% more skill haste.

So if we add that up that's 9 9 7 12 = 37 15 = 52% skill haste however since the game caps skill haste at 50% we will have to live with 50% skill haste.

Section 4

So you may be asking so what if you have 50% skill haste well let me tell you that your reclaimer support station will have roughly 11 second cooldown and if that is not useful then i don't know what is. Your turret can also be placed still be alive and even finish its cooldown and be waiting for it to time itself out or until you manually set it to self destruct and then throw out another turret out there again and repeat for as long as you want.

Remember to place your support station obviously behind cover when in a fight against npcs also in a place where they cant come up to it and destroy it also decently away from you so it doesn't take grenade aoe explosion dmg either. During the 11 seconds that the support station is on cooldown make sure to not get killed so don't do anything stupid like poking your head out to get it shot or have any chances of you getting killed because of it which can be a problem in solo play sometimes but with effective cover and safety management (evading those cheat grenades which force eject you out of cover) you will be near unkillable and definitely unkillable in squad play when doing missions. :D

Also having 9965 firearms is pretty useful for using your assault rifle either m4 or lvoc or even the house without ferocious and of course the m700 carbon with decent accuracy you can land headshots frequently for high dmg however against legendary mission npcs its best to stick with the assault rifles for the additional Enemy Armor Damage bonus.

You can change out the performance mod for whatever you want but I have kept turret dmg because i realised that the turret cooldown is finishes before the turret times out and destroys itself so pretty much turret is always out! :D

Section 5

I am planning on making other variants of this build as well as other builds completely so keep an out for them haha. :D

By XerKB101

Detailed Stat Calculations

Average Weapon Damage Per Magazine:    483,360
Average damage per magazine at optimal range with the primary weapon and all bonuses included
Max Weapon Damage Per Magazine:    611,124
Maximum damage per magazine at optimal range with the primary weapon and all bonuses included
Min Weapon Damage Per Magazine:    355,596
Minimum damage per magazine at optimal range with the primary weapon and all bonuses included
Critical Hit Chance:    21.5%
Critical hit chance with the primary weapon
Critical Hit Damage:    98%
Additional damage dealt with a critical hit from the primary weapon
Body Damage:    22,460
Damage dealt per bullet with a bodyshot from the primary weapon
Headshot Damage:    42,001
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:    280,732
Average damage per magazine at optimal range with the secondary weapon and all bonuses included
Max Weapon Damage Per Magazine:    420,940
Maximum damage per magazine at optimal range with the secondary weapon and all bonuses included
Min Weapon Damage Per Magazine:    140,525
Minimum damage per magazine at optimal range with the secondary weapon and all bonuses included
Critical Hit Chance:    21.5%
Critical hit chance with the secondary weapon
Critical Hit Damage:    50%
Additional damage dealt with a critical hit from the secondary weapon
Body Damage:    152,732
Damage dealt per bullet with a bodyshot from the secondary weapon
Headshot Damage:    490,268
Damage dealt per bullet with a headshot from the secondary weapon
Range:    89.70m
Optimal range for the secondary weapon
Reload Time:    1.95s
Reload time for the secondary weapon
Average Weapon Damage Per Magazine:    276,421
Average damage per magazine at optimal range with the sidearm and all bonuses included
Max Weapon Damage Per Magazine:    367,258
Maximum damage per magazine at optimal range with the sidearm and all bonuses included
Min Weapon Damage Per Magazine:    185,583
Minimum damage per magazine at optimal range with the sidearm and all bonuses included
Critical Hit Chance:    18%
Critical hit chance with the sidearm
Critical Hit Damage:    46%
Additional damage dealt with a critical hit from the sidearm
Body Damage:    35,937
Damage dealt per bullet with a bodyshot from the sidearm
Headshot Damage:    74,030
Damage dealt per bullet with a headshot from the sidearm
Range:    12.60m
Optimal range for the sidearm
Reload Time:    1.40s
Reload time for the sidearm
Min Firearms:    8,953
The minimum amount of firearms this build will have
Max Firearms:    9,965
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:    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:    37%
Improves the cooldowns of skills
Max Health:    199,021
The maximum amount of health this build will have when fully optimized
Max Toughness:    299,270
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:    50%
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:    0%
How high a resistance to Shock this build will have
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