Solo Nomad One(ish) Shot Sniper

    PvE

by yukichigai last updated Apr 13, 2020    Patch v1.8

   

Votes: 0

   

Primary DPS

335,236

Firearms  

  10011

Toughness

299,270

Stamina  

  2961

Skill Power

88,830

Electronics  

  2961

Gear

classified gear icon Nomad Chest
Enemy Armor Damage  (6%)
Health on Kill  (5%)
Ammo Capacity  (56%)
 

1401

classified gear icon Nomad Backpack
Critical Hit Damage  (9%)
Ammo Capacity  (56%)
 
 

1401

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

1401

classified gear icon Nomad Gloves
Enemy Armor Damage  (8%)
Marksman Rifle Damage  (12%)
Health on Kill  (5%)
 

1401

classified gear icon Nomad Knee Pads
Enemy Armor Damage  (4%)
Damage to Elites  (16%)
Shock Resistance  (33%)
Blind/Deaf Resistance  (33%)

1401

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

1401

1401

1401

Gear Mods

Gear Mod - Firearms Mod
Damage To Elites  (4%)
QUANTITY - 5
  

214

Performance Mod
Pulse Lifetime
QUANTITY - 4
  
 

Primary Weapon  -  Classic M44 Carbine

VX-1 scope (12x)
Headshot Damage  (18.5%)
Critical Hit Chance  (3.5%)
Critical Hit Damage  (4%)
 
Omega rifle suppressor - Tan
Headshot Damage  (18.5%)
Critical Hit Chance  (3.5%)
Critical Hit Damage  (4%)
 

Secondary Weapon  -  Bullfrog

Rugged mini reflex 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%)
 
SR-7 Suppressor
Critical Hit Damage  (20.5%)
Critical Hit Chance  (3.5%)
Headshot Damage  (6%)
 
Small Grip
Critical Hit Damage  (20.5%)
Reload Speed  (5%)
Optimal Range  (5%)
 

Off Hand Weapon  -  93R

Skills

Talents

Build Guide

Start with 10k Firearms for that perfect Glass Cannon power, then add 6 piece Nomad to pour a protective layer of adhesive over the whole mess. You can't facetank a whole squad of enemies, but you can stand in the open at distance long enough to click a few heads while taking incoming fire. This build isn't up to soloing heroics - too many rushers and you melt no matter how many "get out of death free" cards you have - but anything under that and you should be able to breeze through... so long as you can land headshots.

If you can land headshots, this build excels at dropping tough enemies before they can really even set up. Named can drop in 2-3 shots, while non-tank Elites are usually one hit kills. Red bar enemies don't even need headshots to go down in one most of the time. Veteran enemies on the other hand almost always take two shots simply because there are only so many ways to add bonus Enemy Armor Damage.

Most times the stats on the gear is more than enough to let you one shot enemies, but if you need a little extra this build has several options that'll get you just a little bit more so you're hitting for 102% of the enemy's health instead of 98%. Booster Shot and Pulse are obvious, but Tactical Advance should not be overlooked: even a 5 meter cover-to-cover move adds another 10% damage to your shots. Most times you won't need it, but when you do need it the difference is pretty huge.

Oh, and if you do want to play a little recklessly the high Health on Kill means you can, so long as you know you'll be able to secure kills. This build is set up around sniping and staying at distance, but if you need to run down enemies up close and in person you can. Just don't expect to be able to take point as a regular matter of course.

Although this build is aimed at PvE, it isn't completely useless in PvP. If someone tries to jump you in the DZ you have a fair chance of coming out on top if you play smart, but you'll probably use up your Nomad Cheat Death proc and Recovery Link in the process. Switch to a different build if you intend to throw down past that.

The Gear

Nothing complicated in terms of set pieces: you want 6 pieces of Nomad Classified all rolled for Firearms. What's important are the major and minor stats; in order, you want to prioritize:

  1. Marksman Rifle Damage (on gloves)
  2. Enemy Armor Damage
  3. Damage to Elites
  4. Health on Kill

Anything beyond that is not critically important, though the other stats I've picked will help noticeably in one way or the other.

The Gear Mods

Pretty straightforward: 4x Pulse Duration, 5x Firearms Damage to Elites. If you expect to be using this where Elites aren't as common you can sub in a few Firearms Skill Haste in place 1-3 of the Firearms DtE mods, especially if you can get some in the 265 FA range. At that point you're talking "fraction of a percent" differences though.

Also, if you can't get 4% DtE mods then you will probably be better off doing 3x FA DtE and 2x FA Skill Haste.

The Weapons

Primary: Classic M44 Carbine. This has the highest per-shot damage of any weapon in the game, and fortunately it's craftable. Getting the right talents on it though... well, all three talent slots are open, so make sacrifices as necessary to appease RNGeezus. You need Destructive as the free talent, and an M44 without Brutal is just not worth using for this build.

Do not try to roll an M700 as an "easy out" to getting the right combination of stats since it has a fixed free talent. For one, you're always going to have to reroll the free talent, so that doesn't help. For two, the lower damage doesn't seem like that much of a damage difference, but the M44's damage is just barely high enough to one-shot some of these enemies even with all of the associated damage bonuses. The M700's is just barely not high enough.

Secondary: Bullfrog. You could go with a Lightweight M4/Liberator if you're more comfortable with that, but the only way the LWM4 wins out is if you can land almost all headshots with it, and when you wind up switching to your secondary is often when things are a little too close and/or frantic to really be placing your shots that carefully. You will wind up using it at midrange from time to time though, particularly in the Underground, so the LWM4 is not a bad substitution. The House isn't a bad choice either, but personally I find the lack of inherent Enemy Armor Damage means enemies die a bit too slowly.

Sidearm: 93R. Three-round burst means you're more likely to land headshots and trigger Precision to pulse the enemy you just shot, but that's not vital. 9 times out of 10 I use my sidearm to destroy traps and such, so really just use whatever you like the most.

The Skills

Booster Shot: A great way to bump your outgoing damage up just enough to secure a kill, and it has the advantage of giving you a little Damage Resistance as well. You'll wind up using this as much to take down heavier targets as you will to keep yourself from getting killed, and with as little health as the build has even the low heal power is enough to get you about a third of your health back. The Damage Resistance is a decent amount, so feel free to use it on teammates who are in a rough spot or are taking point regularly.

Pulse: I could compose a sonnet to how wonderful Pulse is, but I think we all know at this point. Tactical Scanner is my default for when I want to maximize the damage bonus and don't care about the lower crit rate, but I'll often run Recon Pack for the 20m of extra range, particularly in Underground.

The Talents

Adrenaline: You could swap this out for Critical Save to ensure those panic Medkits keep you alive, but personally I find Status Effect Immunity more useful on average.

Tactical Advance: A potentially huge damage boost if used well, but one of the nice things about this build is that you typically don't need it. When you do though being able to reposition and get a damage boost as a side effect is one hell of a nice perk.

One is None: Utterly vital. Although the cooldown on the talent is a few seconds, if you're placing your shots carefully it'll often come off cooldown just in time for you to land the next headshot. With the low magazine size and long reload on the M44 this can really make the difference on your DPS.

Precision: A great way to ensure that if you're playing peek-a-boo with a particularly shy target behind cover they won't disappear on you. The bonus damage from them being pulsed also means that if your first shot just wasn't quite enough to take them down, the second one almost certainly will be.

Detailed Stat Calculations

Average Weapon Damage Per Magazine:    335,236
Average damage per magazine at optimal range with the primary weapon and all bonuses included
Max Weapon Damage Per Magazine:    508,790
Maximum damage per magazine at optimal range with the primary weapon and all bonuses included
Min Weapon Damage Per Magazine:    161,681
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:    42%
Additional damage dealt with a critical hit from the primary weapon
Body Damage:    185,620
Damage dealt per bullet with a bodyshot from the primary weapon
Headshot Damage:    595,840
Damage dealt per bullet with a headshot from the primary weapon
Range:    60.00m
Optimal range for the primary weapon
Reload Time:    0.60s
Reload time for the primary weapon
Average Weapon Damage Per Magazine:    455,196
Average damage per magazine at optimal range with the secondary weapon and all bonuses included
Max Weapon Damage Per Magazine:    579,974
Maximum damage per magazine at optimal range with the secondary weapon and all bonuses included
Min Weapon Damage Per Magazine:    330,418
Minimum damage per magazine at optimal range with the secondary weapon and all bonuses included
Critical Hit Chance:    15.5%
Critical hit chance with the secondary weapon
Critical Hit Damage:    98%
Additional damage dealt with a critical hit from the secondary weapon
Body Damage:    20,717
Damage dealt per bullet with a bodyshot from the secondary weapon
Headshot Damage:    38,740
Damage dealt per bullet with a headshot from the secondary weapon
Range:    29.40m
Optimal range for the secondary weapon
Reload Time:    1.90s
Reload time for the secondary weapon
Average Weapon Damage Per Magazine:    380,472
Average damage per magazine at optimal range with the sidearm and all bonuses included
Max Weapon Damage Per Magazine:    517,051
Maximum damage per magazine at optimal range with the sidearm and all bonuses included
Min Weapon Damage Per Magazine:    243,892
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:    34%
Additional damage dealt with a critical hit from the sidearm
Body Damage:    14,412
Damage dealt per bullet with a bodyshot from the sidearm
Headshot Damage:    30,553
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:    9,089
The minimum amount of firearms this build will have
Max Firearms:    10,011
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:    0%
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:    20%
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:    33%
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:    0%
How high a resistance to Disruption this build will have
Shock Resistance:    33%
How high a resistance to Shock this build will have
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