BUTTER BAR (Pulse) 6p RECLAIMER

    PvE

by KAEFR_ last updated Nov 15, 2020    Patch v1.8

   

Votes: 0

   

Primary DPS

383,331

Firearms  

  4029

Toughness

353,223

Stamina  

  4157

Skill Power

277,068

Electronics  

  8012

Gear

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

1401

classified gear icon Reclaimer Backpack
Skill Power  (13339)
Disrupt Resistance  (17%)
 
 

1401

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

1401

classified gear icon Reclaimer Gloves
Assault Rifle Damage  (12%)
Critical Hit Chance  (6%)
Skill Haste  (9%)
 

1401

classified gear icon Reclaimer Knee Pads
Skill Power  (13339)
Damage to Elites  (16%)
Bleed Resistance  (33%)
Disrupt 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 - Electronics Mod
Skill Haste  (3%)
QUANTITY - 1
  

267

Performance Mod
Support Station Healing Rate
QUANTITY - 4
  
 

Primary Weapon  -  Lightweight M4

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%)
Rate of Fire  (6.3%)
 
Omega rifle suppressor - Tan
Headshot Damage  (18.5%)
Critical Hit Chance  (3.5%)
Critical Hit Damage  (4%)
 
Handstop
Reload Speed  (31%)
Critical Hit Damage  (4%)
Stability  (3%)
 

Secondary Weapon  -  Tactical ACR

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%)
Rate of Fire  (6.3%)
 
Omega rifle suppressor
Headshot Damage  (18.5%)
Critical Hit Chance  (3.5%)
Critical Hit Damage  (4%)
 
Handstop
Reload Speed  (31%)
Stability  (3%)
Critical Hit Damage  (4%)
 

Off Hand Weapon  -  Custom PF45

Muzzle brake
Stability  (14%)
Critical Hit Chance  (3.5%)
Accuracy  (2.5%)
 
Small laser pointer
Accuracy  (18%)
Stability  (3%)
Reload Speed  (5%)
 

Skills

Talents

Build Video

Build Guide

UPDATE: 11/15/2020  - NEW VIDEO LINKED HERE ON THE BUILD PAGE!

- Kneepads, DISRUPT and BLEED Resistances. -WEAPONS: Destructive Ferocious Brutal Primary (Damage), Determined Ferocious Brutal Secondary (Cooldown Reduction)... General Attachment switches for Headshot Damage, and away from CHD.

-small additions to the guide as well, explaining the switch away from Competent.

The Butter Bar (Pulse Variation).

9k? No.

Sniper rifle? No.

"Community Verified"? No.

Lead from the front and take charge with 15.5sec box cooldown, 40% Skill Haste, 38% DTE, 30% EAD, 2 ARs and all weapon talents active? Hell Yes.

- - - PULSE FEATURES 31.6% CHC/CHD with a 16.3 second cooldown. Duration is 20 seconds. Pulse runs constantly.

BUILT for it's PURPOSE in the Battle.

It was MADE for LEGENDARY MISSIONS.It was MADE for Public Matchmaking. It was MADE to make an impression, and to help turn the tide in the fight.Lead from the FRONT, Lead by EXAMPLE, you ARE THE BAR. THE BUTTER BAR.

4 4 8 PVE Reclaimer. 120% healing speed, active playstyle, lean and mean. SHERPA new players through Legendaries. D3 Support. This frankly is the build that many try to create on their own, I've seen so many "Fighting Reclaimer" builds, this is the only way to do it and do it effectively in my opinion. After putting in a lot of time with this gear set, it kills me to see "9k" Reclaimers spending more time re-deploying their box in stupid places - rather than let their team HEAL. It kills me to see "Reclaimers" in a Legendary with a House, throwing down a 6k garbage can that uses range mods, like Madison is the Dark Zone or something. I am tired at this point of meeting "Reclaimer Main"s who tell me they are using Turret Mods, or other mods that have nothing to do with their PRIMARY SKILL: The Life Support Station. EVERYTHING about this set IS about the Support Station Skill, and so should be your build.

40% Skill Haste.

36,708 extra Skill Power from stacked attributes.

12% Weapon Damage.

I use this build with LWM4's, because RPM is King in The Division. Crafting these is again pretty easy because the talents run in any combination. Also a Competent Ferocious Bullfrog WITHOUT Accuracy/Stability on the mods can be very good. With a Reload Speed Underbarrel Attachment, Bullfrog reloads are fast. RPM is higher than M4, and BIS CHD/CHC attachments can help take advantage of the Pulse. More RPM = More Chances to land Crits, since Crit Chance is rolled on each shot. Don't be a punk, go double AR, fight YOUR fight, INVEST in your team, INVEST in your skill, IT will win the bread. All you need to do is move the box and put it under your team.You don't need to worry about killing snipers in those few places with snipers... Get your team to do that for you.

Super in 325 Seconds (Base). That's Fast. Heal your Team and use Blue often to stop pushes and to rush into position. Use Determined secondary to get it back faster. All else, if you NEED your super NOW, use the Super Pistol.

Questions/Statements from End Game Players Answered here:

"No Range Mods?" - NO. It is NOT the job of the Reclaimer to provide healing to everyone on the team all the time. It IS the job of the Reclaimer to put the box down, and move it when needed. It is ALSO our job to protect it, place it in a nice spot, and let it WORK. I will not sacrifice my skill efficiency to * maybe * help keep some willfully ignorant player inside my radius.

"No 9k 100% Talent - this build is trash" - 80% is still remarkable. No, you CAN'T just spam the box, but the POINT of a Reclaimer is to PLACE THE BOX and LET IT WORK. I will not sacrifice needed Mobility and Toughness from my Stamina, Firepower from my Firearms, or my Weapon Talents which make me who I AM in the field. I will use my 4k FA and 4k Stam to PRESS THE ADVANTAGE. All this SAID, the box pops and I have an 80% CHANCE to avoid cooldown. It is not a wasted talent on this build! If I get my box popped and I have a cooldown, BIG WHOOP, 15.5 seconds before I proc Triage and Strike Back, or kill with my secondary. 15.5 seconds. ... Frickin' FLIP 9k builds. Might as well go 10k Chef and never fire a shot.

"Ok, nice build, but I use a sniper rifle on my reclaimer..." - I can respect that, only if you have Sniper Damage on your gloves, Damage for your secondary as well, and you land 90% of your shots. Look. ARs are made for sustained DPS. Stripping Armor, Finishing Enemies, Helping with Tac Links, etc etc. I move to the front and keep shooting. I would bet that I rack more DPS on more targets than any Sniper Reclaimer, I probably out gun many "sniper" Deadeye and HF in Legendaries with this build, while healing my team. ....but you do you I guess. I say: "You want to be a sniper? Be a Sniper."

"Why not Competent?" - ...We ARE running Competent here on the Pulse Variation. Competent gives 10% Weapon Damage for 10s after using our Pulse or placing our Station. Cooldown on the Pulse is 15s, it lasts 20 seconds, so it's pretty easy to pulse right as you come up to shoot, procing Competent, and start laying into enemies with that 30% CHC/CHD. Talented gives 35% CHC/CHD if we land a kill, and we get the same 15s Pulse cooldown vs. 20 Talented Duration as we do on the Support Station. Better yet, why not go with Brutal on the free? Headshot Damage is Multiplicative so it still works very well with the pulse, and since skills are sometimes a little buggy, having damage rely on your skills can sometimes leave you without that damage... Brutal is always running, it's easier on you since you don't need to watch cooldowns, you just play and shoot for the head, like you always do.

"That's cool LOL I just go 6k Electronics lol I rek stuff =D lmao" - 6k or less won't do enough healing at all to be worth using the Reclaimer set in a Legendary Mission. This isn't the DZ. You would be better served by choosing a different gearset. You would help your team more as well. When YOU join up with a <8k build, you essentially force your team to fight as a 3 1/2 man, or go 2 Reclaimer. 6k for PVP might be ok, but for PVE it is not enough to actually HEAL anyone enough to fight with confidence, your team will be in cover for longer, which means the enemy will move, heal, spam grenades, spam abilities, and generally get set up to do more damage - which means your team will be in cover for longer. 8k is the "Goldielocks", any more and you are wasting potential strength and ability yourself for no gain, any less and you are just wasting a slot.

"Well, I would say 9k is the minimum." - Since I have already explained that 100% 6p talent is not worth the sacrifice, this can only come from a person who thinks healing per second makes the difference between a "Good Reclaimer" and a "Bad Reclaimer". ... This is a Legendary Mission / Incursion, homeboy. The enemies in Legendaries deal a LOT of damage. ANYONE gets focused, even 9k stam standing in a 10k box, will be melted in a matter of seconds. Multiply that, since there are usually a LOT of enemies in any given fight during the mission... 8k is ENOUGH to heal the team, 9k and 10k are wasted FA that your team needs. 9k is not going to grant temporary invincibility, neither will 10k, and since you can't do that without shorting yourself and your team Stam and FA, I would say it's dumb to play that way.

Try the build. Check the video and see how I play it, play active and be bold. It's a lot of fun.

Thanks for reading everyone, hopefully the few who I know NEED to read this will see it (people I run with regularly), and get some valuable tips. They were the reason I wrote this, and after seeing your "Community Verified" PvE Reclaimer 9k Sniper rifle .... thing.... I felt I had to contribute my 2 cents. This won't get views or "Community" Verification, but if it helps someone - I'd be happy. See you in New York, Agents.

Detailed Stat Calculations

Average Weapon Damage Per Magazine:    383,331
Average damage per magazine at optimal range with the primary weapon and all bonuses included
Max Weapon Damage Per Magazine:    513,875
Maximum damage per magazine at optimal range with the primary weapon and all bonuses included
Min Weapon Damage Per Magazine:    252,787
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:    37%
Additional damage dealt with a critical hit from the primary weapon
Body Damage:    16,845
Damage dealt per bullet with a bodyshot from the primary weapon
Headshot Damage:    35,627
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:    356,449
Average damage per magazine at optimal range with the secondary weapon and all bonuses included
Max Weapon Damage Per Magazine:    477,838
Maximum damage per magazine at optimal range with the secondary weapon and all bonuses included
Min Weapon Damage Per Magazine:    235,060
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:    37%
Additional damage dealt with a critical hit from the secondary weapon
Body Damage:    17,519
Damage dealt per bullet with a bodyshot from the secondary weapon
Headshot Damage:    37,052
Damage dealt per bullet with a headshot from the secondary weapon
Range:    27.00m
Optimal range for the secondary weapon
Reload Time:    2.30s
Reload time for the secondary weapon
Average Weapon Damage Per Magazine:    186,168
Average damage per magazine at optimal range with the sidearm and all bonuses included
Max Weapon Damage Per Magazine:    247,257
Maximum damage per magazine at optimal range with the sidearm and all bonuses included
Min Weapon Damage Per Magazine:    125,079
Minimum damage per magazine at optimal range with the sidearm and all bonuses included
Critical Hit Chance:    9.5%
Critical hit chance with the sidearm
Critical Hit Damage:    25%
Additional damage dealt with a critical hit from the sidearm
Body Damage:    13,236
Damage dealt per bullet with a bodyshot from the sidearm
Headshot Damage:    26,472
Damage dealt per bullet with a headshot from the sidearm
Range:    14.00m
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:    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:    7,338
The minimum amount of electronics this build will have
Max Electronics:    8,012
The maximum amount of electronics this build will have when fully optimized
Skill Power:    277,068
Improves skills
Skill Haste:    40%
Improves the cooldowns of skills
Max Health:    234,901
The maximum amount of health this build will have when fully optimized
Max Toughness:    353,223
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:    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:    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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