Reclaimer Ninja Tact NON-Classy

    PvE

by Kobey333 last updated Apr 11, 2019    Patch v1.8

   

Votes: +1

   

Primary DPS

540,567

Firearms  

  3899

Toughness

341,630

Stamina  

  3900

Skill Power

221,010

Electronics  

  7367

Gear

Reclaimer Chest
Skill Haste  (9%)
Enemy Armor Damage  (6%)
Ammo Capacity  (56%)
 

1272

NinjaBike Messenger Bag
Weapon Stability  (16.5%)
Ammo Capacity  (56%)
 
 

1272

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

1272

Reclaimer Gloves
Marksman Rifle Damage  (12%)
Skill Haste  (9%)
Enemy Armor Damage  (8%)
 

1272

Tactician Knee Pads
Enemy Armor Damage  (4%)
Damage to Elites  (16%)
Burn Resistance  (33%)
Bleed Resistance  (33%)

1272

Reclaimer Holster
Weapon Reload Speed  (20.5%)

1272

1272

1272

Gear Mods

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

267

Gear Mod - Electronics Mod
Skill Haste  (3%)
QUANTITY - 1
  

267

Performance Mod
Support Station Range
QUANTITY - 4
  
 

Primary Weapon  -  Devil

PRO red dot sight
Critical Hit Damage  (20.5%)
Headshot Damage  (6%)
Critical Hit Chance  (3.5%)
 
Extended Magazine
Magazine Size  (121%)
Rate of Fire  (6.3%)
Reload Speed  (5%)
 
Omega rifle suppressor
Headshot Damage  (18.5%)
Critical Hit Damage  (4%)
Critical Hit Chance  (3.5%)
 

Secondary Weapon  -  First Wave M1A

PRO red dot sight
Critical Hit Damage  (20.5%)
Headshot Damage  (6%)
Critical Hit Chance  (3.5%)
 
Extended Magazine
Magazine Size  (121%)
Rate of Fire  (6.3%)
Critical Hit Damage  (4%)
 
Large suppressor
Critical Hit Damage  (20.5%)
Headshot Damage  (6%)
Critical Hit Chance  (3.5%)
 
Small Grip
Critical Hit Damage  (20.5%)
Reload Speed  (5%)
Accuracy  (2.5%)
 

Off Hand Weapon  -  First Wave X-45

Extended Magazine
Magazine Size  (121%)
Rate of Fire  (6.3%)
Reload Speed  (5%)
 
Osprey .45 suppressor
Accuracy  (18%)
Optimal Range  (5%)
Critical Hit Damage  (4%)
 
Small laser pointer
Accuracy  (18%)
Optimal Range  (5%)
Reload Speed  (5%)
 

Skills

Talents

Build Guide

I've only been playing a month but I've done my homework and played a lot with these.  As of yet I do not have any full classy sets and because I'm new one thing I've noticed is all you "old timers" don't have any beginners builds as it were.

So I figured I'd share this.  It's one of my 6-combo builds that all revolve around non-classified pieces and a NINJABIKE.  (Note: if you don't have a Ninja yet just substitute a 4th piece in the backpack spot until you do).

Obviously this is the RECLAIMER (the other ones I run are D3, Tact, Sentry, Flame, and Bleed)

So the stats speak for themselves but the fun I've found to playing this is 2-fold.  

1) Coolheaded screams SP...but as a REC/TAC combo the idea here is not damage but simply putting as many rounds into an opponents head as quickly and accurately as possibly.  Devil/Heel are pretty sweet for this with the dual bonuses, extended mags and weapon swap you're looking at 66-rounds with mirror imaged MMR's.  The extra Stability, Accuracy and reload really pay off and the 60m range keeps you out of the fray...

2) Reclaimers have 1-job...keep everyone else alive.  You'll know when you have one in your group and you'll know when they go down.  The dual MMRs here help you keep your distance and combined with a maxed range Support Station at 12m means you can throw it out in front of you (while behind cover) and happily pick off targets.  4pc-Reclaimer obviously won't have ammo problems, and proc'ing Coolheaded means you can start spamming Defib.  50% heal with additional 50% over 10-seconds means you'll be ready to fire off every 16-seconds.  The other thing I have found (and I have run many Legendary and Incursions) is that between the Box and Defib...I don't typically need Recovery Link...I mean if everyone else has gone down but me I've already screwed up and it's a $#! show.  So instead I use Tack-Link...and every time it's ready I fire it off...to be honest I would say that has saved my group more often from a Hunter wipe then if I had Recovery.  Plus the rare times that wipes do happen it is almost always because we start cruising along and get too spread out or someone pops up behind me and I go down first...immediately followed by the rest of them wondering why everything suddenly hurts so much more.  So they all have Recovery-Link for me LOL.

Also you'll notice this build is not optimized to perfection and that's because as I mentioned in the beginning I'm a newb of sorts without classy sets.  So my NINJABIKE gets used between 6 different builds...my weapons got recalibrated and optimized and equally shared between builds where ever possible.  Same with several gear pieces...Tact-gear gets used between my Reclaimer, Firecrest and Tactician loadouts (same with Strikers and Barrett's in others), and that way I can optimize a few pieces and get the best bang for the buck until I get something classy. 

And lastly this build has a lot of flexibility in that I ran a AR / SMG (later on Warlord / MDR) for the longest time...it's easy to flip one piece to STA if you want a talent like Ferocious, and it doesn't lose much of it's functionality.  If things are getting hairy swap 'on the move' for 'battle buddy' and/or 'Tack' for 'Recovery', conversely when you have a bit more time and easier go of things flip 'Defib' with 'Overdose'.

Anyway hope someone finds this useful and would love to hear any feedback!

Detailed Stat Calculations

Average Weapon Damage Per Magazine:    540,567
Average damage per magazine at optimal range with the primary weapon and all bonuses included
Max Weapon Damage Per Magazine:    803,862
Maximum damage per magazine at optimal range with the primary weapon and all bonuses included
Min Weapon Damage Per Magazine:    277,271
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:    49.5%
Additional damage dealt with a critical hit from the primary weapon
Body Damage:    59,588
Damage dealt per bullet with a bodyshot from the primary weapon
Headshot Damage:    176,678
Damage dealt per bullet with a headshot from the primary weapon
Range:    60.00m
Optimal range for the primary weapon
Reload Time:    2.15s
Reload time for the primary weapon
Average Weapon Damage Per Magazine:    518,868
Average damage per magazine at optimal range with the secondary weapon and all bonuses included
Max Weapon Damage Per Magazine:    759,551
Maximum damage per magazine at optimal range with the secondary weapon and all bonuses included
Min Weapon Damage Per Magazine:    278,185
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:    90.5%
Additional damage dealt with a critical hit from the secondary weapon
Body Damage:    53,323
Damage dealt per bullet with a bodyshot from the secondary weapon
Headshot Damage:    151,438
Damage dealt per bullet with a headshot from the secondary weapon
Range:    60.00m
Optimal range for the secondary weapon
Reload Time:    2.90s
Reload time for the secondary weapon
Average Weapon Damage Per Magazine:    208,034
Average damage per magazine at optimal range with the sidearm and all bonuses included
Max Weapon Damage Per Magazine:    277,379
Maximum damage per magazine at optimal range with the sidearm and all bonuses included
Min Weapon Damage Per Magazine:    138,689
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:    29%
Additional damage dealt with a critical hit from the sidearm
Body Damage:    13,569
Damage dealt per bullet with a bodyshot from the sidearm
Headshot Damage:    27,138
Damage dealt per bullet with a headshot from the sidearm
Range:    17.60m
Optimal range for the sidearm
Reload Time:    1.60s
Reload time for the sidearm
Min Firearms:    3,583
The minimum amount of firearms this build will have
Max Firearms:    3,899
The maximum amount of firearms this build will have when fully optimized
Min Stamina:    3,586
The minimum amount of stamina this build will have
Max Stamina:    3,900
The maximum amount of stamina this build will have when fully optimized
Min Electronics:    6,538
The minimum amount of electronics this build will have
Max Electronics:    7,367
The maximum amount of electronics this build will have when fully optimized
Skill Power:    221,010
Improves skills
Skill Haste:    48%
Improves the cooldowns of skills
Max Health:    227,191
The maximum amount of health this build will have when fully optimized
Max Toughness:    341,630
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:    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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