Classy Devil's Heeler?...Heeling Devil?

    PvE

by Kobey333 last updated May 29, 2019    Patch v1.8

   

Votes: +1

   

Primary DPS

549,031

Firearms  

  4029

Toughness

299,270

Stamina  

  2961

Skill Power

299,609

Electronics  

  9208

Gear

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

1401

classified gear icon Reclaimer Backpack
Weapon Stability  (16.5%)
Disrupt Resistance  (17%)
 
 

1401

classified gear icon Reclaimer Mask
Skill Power  (10030)
Damage to Elites  (12%)
 
 

1401

classified gear icon Reclaimer Gloves
Marksman Rifle Damage  (12%)
Critical Hit Damage  (17%)
Skill Haste  (9%)
 

1401

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

1401

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

1401

1401

1401

Gear Mods

Gear Mod - Firearms 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  -  Heel

Small RDS scope
Stability  (14%)
Headshot Damage  (6%)
Critical Hit Chance  (3.5%)
 
Extended Magazine
Magazine Size  (121%)
Rate of Fire  (6.3%)
Critical Hit Chance  (3.5%)
 
Omega rifle suppressor
Headshot Damage  (18.5%)
Critical Hit Chance  (3.5%)
Stability  (3%)
 

Secondary Weapon  -  Devil

Small RDS scope
Stability  (14%)
Headshot Damage  (6%)
Critical Hit Chance  (3.5%)
 
Extended Magazine
Magazine Size  (121%)
Rate of Fire  (6.3%)
Critical Hit Chance  (3.5%)
 
Omega rifle suppressor
Headshot Damage  (18.5%)
Critical Hit Chance  (3.5%)
Stability  (3%)
 

Off Hand Weapon  -  First Wave X-45

Extended Magazine
Magazine Size  (121%)
Rate of Fire  (6.3%)
Critical Hit Chance  (3.5%)
 
Loud vent brake
Critical Hit Damage  (20.5%)
Headshot Damage  (6%)
Critical Hit Chance  (3.5%)
 
Small laser pointer
Accuracy  (18%)
Critical Hit Damage  (4%)
Stability  (3%)
 

Skills

Talents

Build Guide

I've played over 400-hours as a reclaimer alone.  And based on that it's at least my belief that there are really only 2-viable options for true healing prowess.  Of course there are a million options but in the end if you want to be the best healer with some decent versatility you go:

Assault Rifles ... or ... Marksman Rifles

Of my 400ish hours I've probably done 300h with assault rifles and then been running Marksman afterwards for another 100h give or take.

I could write up the assault build and might but for now suffice to say I've used Warlord, Caduceus, MDR, LWM4's and they rank in pretty much that order...I'd say LWM4's win out, though there is absolutely nothing wrong with the others, gear favors the EAD to stack with the ARs and off you go.

I might still be running those assault rifles except I got a "Classy Reclaimer Glove" that was semi-screwed being "Stamina, Marksman, Pistol, CHD"...and  so I figured it was either scrap the gloves or play around with that dust collecting Devil and Heel I had in the stash.

Turns out.  Devil/Heel is an exceptionally solid build and this is now what I run almost constantly.

Main goals:

Super fast and consistent headshots for Coolheaded

The thing about this Devil/Heel is how exceptionally well it goes with being a reclaimer.  You're never going to be a DPS player (though this will put you up over the 200,000 a shot on elites and I crit. hit headshots for over 400k on Legendary) and with the bonuses of Fire-Fury you get 30-seconds of 30% stability, 30% bonus to headshots, 15% weapon damage for hitting weak-points, and 30% crit. hit damage for killing proxies (turrets, boxes, etc...).  Not only that but 15-mag, 121% size increase, one-is-none AND a 275-RPM means it's literally like 48-rounds and you can swap weapons in 0.5-SECONDS if and when you desire...which you will ;)

Now if you look at a stripped down Heel and compare Stability it's about 1/3 the size of Accuracy...on this build the stability bar is literally a hair shorter than accuracy with everything going on.  Body shot, headshot, hit cover and take a look at your weapon stability...I am not exaggerating.

On Challenging it will 2-shot a weak-point on elites to trigger it.  The accuracy and stability mean you can pretty much place a headshot as fast as you can pull the trigger.  AND if you get rushed it's not at all bad point blank.  You do lose out on a super-zoomed scope but I actually prefer keeping the situational awareness of the small-RDS and even the 3-4x because again...main roll is a healer and it really helps keeping an eye on your teammates and it makes it easier to see wounded runners to pick off. 

Another option is to run Dual SCAR-H's in the same way as the devil/heel. Again remember the point is fast headshots not the damage.

One with Coolheaded - Determined (any order you meet all the req's) spec'd for stability

The other Coolheaded - Commanding - Meticulous (Meticulous in the free spot) spec'd for HSD/CHD

You will get your skills back even faster BUT at the cost of stability and damage.  With this I would suggest swapping Tac-Link for Survivor because with the crazy Tac recoil, combined with the stability loss, you will end up slowing way down or missing a lot more shots which negates everything.  Survivor Link is also great in places like Resistance - Powerhouse where the 30% speed and extra damage resistance really pays off running from one place to the next and back again.  

But I personally feel if you were to run those you would be better off on dual LWM4s. Either way compared to the DnH you basically trade "Determined" for "Coolheaded" plus "Commanding and Skilled" for the "4-combined talents" of DnH which last for 30-seconds and are so so easy to proc...A single shot to Body, Head, Weak-point or destroy a proxy, compared to needing a kill.

Speaking of.  This build will give you 15-second recharge on Defib and 12-seconds on your Box.  But combined with the talents and headshots you will be able to fire defib off again before it's 10-second heal over time is up.  AND.  Pop your box...and your box will be recharged almost before the over heal is gone.

Other things are swapping the performance mods for F.A. Ally heal, with S.S. Heal Rate or Size depending on the situation.  A 30% bonus to your box range means edge to edge is just over 26m...An assault rifle has a 28m range, so hit cover, chuck it way out in front, so your teammates can charge forward with room to run around while you hang back taking pot shots, throwing out defibs, and hitting Sig-Link ever couple minutes or so.  Don't worry if they kill the box, in fact you will enjoy it when they get distracted and run out in front of you to stand nice and still kicking at it while you cave their skull in, plus 9k reclaimers get that box back instantly.

But honestly you will be hard pressed to out-perform this build all things considered.

Detailed Stat Calculations

Average Weapon Damage Per Magazine:    549,031
Average damage per magazine at optimal range with the primary weapon and all bonuses included
Max Weapon Damage Per Magazine:    815,202
Maximum damage per magazine at optimal range with the primary weapon and all bonuses included
Min Weapon Damage Per Magazine:    282,860
Minimum damage per magazine at optimal range with the primary weapon and all bonuses included
Critical Hit Chance:    10.5%
Critical hit chance with the primary weapon
Critical Hit Damage:    42%
Additional damage dealt with a critical hit from the primary weapon
Body Damage:    60,239
Damage dealt per bullet with a bodyshot from the primary weapon
Headshot Damage:    178,608
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:    549,031
Average damage per magazine at optimal range with the secondary weapon and all bonuses included
Max Weapon Damage Per Magazine:    815,202
Maximum damage per magazine at optimal range with the secondary weapon and all bonuses included
Min Weapon Damage Per Magazine:    282,860
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:    42%
Additional damage dealt with a critical hit from the secondary weapon
Body Damage:    60,239
Damage dealt per bullet with a bodyshot from the secondary weapon
Headshot Damage:    178,608
Damage dealt per bullet with a headshot from the secondary weapon
Range:    60.00m
Optimal range for the secondary weapon
Reload Time:    2.15s
Reload time for the secondary weapon
Average Weapon Damage Per Magazine:    221,039
Average damage per magazine at optimal range with the sidearm and all bonuses included
Max Weapon Damage Per Magazine:    295,347
Maximum damage per magazine at optimal range with the sidearm and all bonuses included
Min Weapon Damage Per Magazine:    146,731
Minimum damage per magazine at optimal range with the sidearm and all bonuses included
Critical Hit Chance:    7%
Critical hit chance with the sidearm
Critical Hit Damage:    66.5%
Additional damage dealt with a critical hit from the sidearm
Body Damage:    13,717
Damage dealt per bullet with a bodyshot from the sidearm
Headshot Damage:    28,257
Damage dealt per bullet with a headshot from the sidearm
Range:    16.00m
Optimal range for the sidearm
Reload Time:    1.60s
Reload time for the sidearm
Min Firearms:    3,746
The minimum amount of firearms this build will have
Max Firearms:    4,029
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:    8,407
The minimum amount of electronics this build will have
Max Electronics:    9,208
The maximum amount of electronics this build will have when fully optimized
Skill Power:    299,609
Improves skills
Skill Haste:    33%
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:    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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