HIGHLIFE TACxNOMAD

    PvE

by KAEFR_ last updated Sep 26, 2019    Patch v1.8

   

Votes: 0

   

Primary DPS

327,668

Firearms  

  4166

Toughness

353,629

Stamina  

  4166

Skill Power

240,195

Electronics  

  6834

Gear

Nomad Chest
Enemy Armor Damage  (6%)
Skill Haste  (9%)
Increased Kill XP  (28%)
 

1272

Tactician Backpack
Skill Power  (13339)
Ammo Capacity  (56%)
 
 

1272

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

1272

Tactician Gloves
Assault Rifle Damage  (12%)
Enemy Armor Damage  (8%)
Skill Haste  (9%)
 

1272

Nomad Knee Pads
Enemy Armor Damage  (4%)
Damage to Elites  (16%)
Increased Kill XP  (56%)
Disrupt Resistance  (33%)

1272

Tactician Holster
Skill Haste  (7%)

1272

1272

1272

Gear Mods

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

267

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

267

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

267

Performance Mod
Seeker Mine Explosion Damage
QUANTITY - 4
  
 

Primary Weapon  -  Tactical ACR

Reflex sight
Critical Hit Chance  (8.5%)
Critical Hit Damage  (4%)
Headshot Damage  (6%)
 
Extended Magazine
Magazine Size  (121%)
Critical Hit Chance  (3.5%)
Rate of Fire  (6.3%)
 
SR-7 Suppressor
Critical Hit Damage  (20.5%)
Critical Hit Chance  (3.5%)
Optimal Range  (5%)
 
Angled Grip
Stability  (14%)
Critical Hit Damage  (4%)
Optimal Range  (5%)
 

Secondary Weapon  -  Enhanced ACR-E

Improved iron sights
Stability  (14%)
Critical Hit Chance  (3.5%)
Critical Hit Damage  (4%)
 
Extended Magazine
Magazine Size  (121%)
Critical Hit Chance  (3.5%)
Rate of Fire  (6.3%)
 
Loud vent brake
Critical Hit Damage  (20.5%)
Critical Hit Chance  (3.5%)
Stability  (3%)
 
Vertical Grip
Optimal Range  (49.5%)
Critical Hit Damage  (4%)
Stability  (3%)
 

Off Hand Weapon  -  Custom PF45

Osprey .45 suppressor
Accuracy  (18%)
Critical Hit Chance  (3.5%)
Critical Hit Damage  (4%)
 
Small laser pointer
Accuracy  (18%)
Reload Speed  (5%)
Optimal Range  (5%)
 

Skills

Talents

Build Video

Build Guide

This is a build I am using for "Project Highlife"... The TRUE PVE build for NEW PLAYERS who have finally finished the campaign, made it to World Tier 5, and wonder how they can get the most power out of Common Gear Set pieces and High End Weapons. The goal is to get good loot, and to do that, they need to be strong. Strong players make a strong team, Strong players rely on a strong build. Of course, there are many ways to play this game and different opinions on the subject, but in 2019 I still see MANY new players, DAILY, who could use some tips and demonstration of how to use Skills, understand thresholds of utility of skill power, and general experience with off-beat but GOOD weapon talents for PVE. PVE is the gateway to all the gear in the game, be good at PVE and get all the toys, then take the best toys into the DarkZone. This is one of my builds that will help you get that good stuff.

WT5, NO Exotics, NO Blue Printed Weapons, NO Classified Gear. This is a PVE build for solo and group Challenging Level Farming. The aim of this Project is to get as much Classified Gear as possible using these common sets.

This is the TACTICIANxNOMAD. 4 piece Tac, 2 piece 'Mad. Firearms just over 4k, Electronics just under 7. Be sure to WATCH MY VIDEO montage I made of solo gameplay, my playstyle is more active, but this build also suits many different players with faster or slower playstyles.

TACTICIAN x 4 gives us the Stacks, Land a shot to stack bonus skill power 1% up to 30%, Stacks are consumed on skill use. This makes the Bomb and Seeker even more powerful, and since we only have 1 form of sustain on this build coming from killing enemies, killing is what we want to be good at.

Nomad x 2 gives us 15% HoK (Health on Kill). Simple. Kill Enemies. They try to kill you? Kill them more.

Character Talents: Shrapnel and Chain Reaction for the Bomb, DBP for Skill power buffs when killing enemy deployed skills, and Demo for raw power in longer engagements. You can swap Demo or DBP for Combat Medic in a group, if you want.

Skills: BFB and Seeker. BFB for raw power and Cluster Seeker for the moments when we need to follow-up. Note that in the Underground I use a Booster Shot/Overdose, since on PC Seekers have proven unreliable down there. If you can get seekers to work, they would be great for UG too. Overdose on this build is I N S A N E, 30 stacks gets you from the brink of death to a full bar and 40% Overheal. Every 26 seconds. That's before Determined goes to work. Mess around and find what works for you.

Weapons: ACR Master Race. Nuff Said....But seriously, use a weapon with a higher rate of fire, I use Assault Rifles for PVE for the Enemy Armor Damage that all AR's have. Stack CHC (Crit Chance) and CHD (Crit Damage) on any attachment you have, basically any time an attachment drops with the main attribute, and 2 minors of CHC and CHD, keep it. There is NO reload speed on this build, so if you want it, it will come from your attachments. I do not recommend trading skill haste for reload speed on the holster. Skills are what we are built around, if you want to run and gun like some delinquent teenager in the DZ, go Nomad x 4. If you did, you would need a different build by the way. Stick to the design here and trust me. Watch the video. If you have questions about the weapons, what AR does most damage, etc, check the Data Sheet here:The Division Gear Attribute Sheet

Weapon Talents: I have a number of Tactical and Enhanced ACRs I use for this build. These two on the sheet here are the "Challenging set", for fighting Elites. Primary CMP,TAL,DET for getting Talented running, kill a target to get 15% skill power for 20s. Letting off a skill gives you 15s of 10% DMG from Competent, killing gives Determined 7.5% Cooldown Reduction. Works Pretty well. Secondary in this set is the driller. Loud and Proud, FER 10% DTE (Damage to Elites), DES 15% EAD (Enemy Armor Damage), DET -7.5% Cooldown on kill. This is a very straight-forward talent composition that new players will see on a number of PVE builds made for high-level difficulty.

Other honorable mention goes to the ACR-E with TAL,FOC,DES. Focused gives 10% DMG while no skills are on cooldown, Destructive 15% EAD makes killing even easier, kill to get Talented up for extra skill power. With this I ran a CMP,DET,RES Tactical ACR, which I would swap to once Talented was up. Letting off the skill gave 10% DMG for 15s from CMP, DET with the cooldown reduction, and Responsive for 10% DMG within 10 meters. Important to note that Responsive was on the Free slot, meaning I could run it here, but in any other slot the requirement is too high at 4700 FA... So, if you want to try different talents, go ahead - just remember there are some standard-fare FA and STAM based Talents that you won't be able to run on this build. But, like I say, it's powerful enough. The video is there to prove it.

GEAR MODS: Get the main stat and attribute on your mods, then look for better mods as you play. Mods max at 267. Stack skill haste. You could go skill power too, it's up to you. Seeker damage because it homes in, and doesn't do a lot of damage to begin with. Put any Bomb or Seeker mod on that you like. I wouldn't use Bomb Radius, because sometimes I fire that thing into the ground at my feet and roll out, so radius would make that clutch tactic a bit more difficult.

NOTES: My build is actually not maxed like the sheet is here. I added the chest and knee attributes that I WANT, not the ones I have. I will be replacing the knees and chest with new versions once they drop and optimizing those. NOTE FOR NEW PLAYERS ABOUT OPTIMIZATION: Recalibration is your FRIEND. You want the attributes to drop how you need them, so that you can RECALIBRATE the main stat. Doing this, you can roll the main stat over and over, just paying credits to do so. Getting the roll near to the max at 1272 will help you save Div Tech TREMENDOUSLY. ... Also, WAIT for a good holster. You want a holster to drop with Skill Haste, and ALL 3 Mains above 230-240. Roll the lowest up to meet the others and optimize it. DON'T WASTE DIV TECH until the pieces DROP that you NEED for your BUILD!!.... Once the holster drops, Optimize it first, then the Weapons. Those are great ways to improve the overall power of your build.Remember: This is a build to help you GET Classified and Keeper pieces, it is not meant to be something you sink too many valuable resources into.

Stay Tuned Agents, thanks for checking out my little project here, catch you next time

Detailed Stat Calculations

Average Weapon Damage Per Magazine:    327,668
Average damage per magazine at optimal range with the primary weapon and all bonuses included
Max Weapon Damage Per Magazine:    416,856
Maximum damage per magazine at optimal range with the primary weapon and all bonuses included
Min Weapon Damage Per Magazine:    238,479
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:    17,718
Damage dealt per bullet with a bodyshot from the primary weapon
Headshot Damage:    32,070
Damage dealt per bullet with a headshot from the primary weapon
Range:    29.70m
Optimal range for the primary weapon
Reload Time:    2.30s
Reload time for the primary weapon
Average Weapon Damage Per Magazine:    315,170
Average damage per magazine at optimal range with the secondary weapon and all bonuses included
Max Weapon Damage Per Magazine:    397,752
Maximum damage per magazine at optimal range with the secondary weapon and all bonuses included
Min Weapon Damage Per Magazine:    232,589
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:    53.5%
Additional damage dealt with a critical hit from the secondary weapon
Body Damage:    17,718
Damage dealt per bullet with a bodyshot from the secondary weapon
Headshot Damage:    31,007
Damage dealt per bullet with a headshot from the secondary weapon
Range:    40.37m
Optimal range for the secondary weapon
Reload Time:    2.30s
Reload time for the secondary weapon
Average Weapon Damage Per Magazine:    186,607
Average damage per magazine at optimal range with the sidearm and all bonuses included
Max Weapon Damage Per Magazine:    248,391
Maximum damage per magazine at optimal range with the sidearm and all bonuses included
Min Weapon Damage Per Magazine:    124,823
Minimum damage per magazine at optimal range with the sidearm and all bonuses included
Critical Hit Chance:    3.5%
Critical hit chance with the sidearm
Critical Hit Damage:    29%
Additional damage dealt with a critical hit from the sidearm
Body Damage:    13,387
Damage dealt per bullet with a bodyshot from the sidearm
Headshot Damage:    26,773
Damage dealt per bullet with a headshot from the sidearm
Range:    14.70m
Optimal range for the sidearm
Reload Time:    1.60s
Reload time for the sidearm
Min Firearms:    3,811
The minimum amount of firearms this build will have
Max Firearms:    4,166
The maximum amount of firearms this build will have when fully optimized
Min Stamina:    3,811
The minimum amount of stamina this build will have
Max Stamina:    4,166
The maximum amount of stamina this build will have when fully optimized
Min Electronics:    6,085
The minimum amount of electronics this build will have
Max Electronics:    6,834
The maximum amount of electronics this build will have when fully optimized
Skill Power:    240,195
Improves skills
Skill Haste:    55%
Improves the cooldowns of skills
Max Health:    235,171
The maximum amount of health this build will have when fully optimized
Max Toughness:    353,629
Toughness is a combination of max health and armor
Max Health on Kill:    15%
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:    0%
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:    33%
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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