Schrutey's FM healer build

    PvP

by Schrutey last updated Feb 6, 2021    Patch v1.8

   

Votes: +1

   

Primary DPS

351,701

Firearms  

  2961

Toughness

405,608

Stamina  

  3762

Skill Power

294,280

Electronics  

  9475

Gear

classified gear icon Final Measure Chest
Health  (16674)
Skill Haste  (9%)
Ammo Capacity  (56%)
 

1401

classified gear icon Final Measure Backpack
Health  (13339)
Disrupt Resistance  (17%)
 
 

1401

classified gear icon Final Measure Mask
Skill Power  (10030)
Burn Resistance  (17%)
 
 

1401

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

1401

classified gear icon Final Measure Knee Pads
Health  (16674)
Shock Resistance  (33%)
Burn Resistance  (33%)
Disrupt Resistance  (33%)

1401

classified gear icon Final Measure Holster
Skill Haste  (7%)

1401

1401

1401

Gear Mods

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

267

Gear Mod - Electronics Mod
Skill Haste  (3%)
QUANTITY - 2
  

267

Performance Mod
First Aid Ally Heal
QUANTITY - 4
  
 

Primary Weapon  -  LVOA-C

VX-1 scope (12x)
Headshot Damage  (18.5%)
Critical Hit Damage  (4%)
Critical Hit Chance  (3.5%)
 
Extended Magazine
Magazine Size  (121%)
Critical Hit Chance  (3.5%)
Rate of Fire  (6.3%)
 
Omega rifle suppressor
Headshot Damage  (18.5%)
Critical Hit Damage  (4%)
Critical Hit Chance  (3.5%)
 
Small Grip
Critical Hit Damage  (20.5%)
Reload Speed  (5%)
Stability  (3%)
 

Secondary Weapon  -  LVOA-C

VX-1 scope (12x)
Headshot Damage  (18.5%)
Critical Hit Damage  (4%)
Critical Hit Chance  (3.5%)
 
Extended Magazine
Magazine Size  (121%)
Critical Hit Chance  (3.5%)
Rate of Fire  (6.3%)
 
Omega rifle suppressor
Headshot Damage  (18.5%)
Critical Hit Damage  (4%)
Critical Hit Chance  (3.5%)
 
Small Grip
Critical Hit Damage  (20.5%)
Reload Speed  (5%)
Stability  (3%)
 

Off Hand Weapon  -  First Wave PF45

Flash Hider
Accuracy  (18%)
Optimal Range  (5%)
Headshot Damage  (6%)
 
Small laser pointer
Accuracy  (18%)
Optimal Range  (5%)
Reload Speed  (5%)
 

Skills

Talents

Build Guide

Final Measure support station healer build for group pvp. This is slightly less tanky than how you should run FM when using a pulse. If your team has another healer you can switch out stam mods for electronics mods. You always want health on the kneepads and backpack with healer builds. If you want to increase skillpower it is more efficient to do it via mainstat (adding electronics and lowering stamina), than it is by adding skillpower rolls to knees/backpack. You don't have much survivability with just a defib and your dps teammates' boxes and boosters, so when you do not need determined, switch to sidearm when finishing a downed enemy to proc predatory and get a little extra self healing.

First LVOA is the default healer AR that you would use with virtually every PVP healer build. Secondary LVOA has responsive rather than determined, for some extra damage in the rare times that you will ads in a close range fight, or to kill tougher NPCs more quickly. You will only be ads'ing at safe long range, or when you have stamina/damage buff or survivor link active. You job is to stay alive, be ready to revive teammates with green or defib, and stay in range of your teammates to catch grenades and use combat medic. If you are playing FM healer correctly you will usually be the last to die if your team is wiped. You should use CHD gloves with a pulse, and CHC if you are using support station. Headshot damage mods because you should be getting mostly headshots, and you need to be able to quickly kill NPCs to proc talented/determined.

*note - When your teammates are running smg damage gloves with house primary: run support station build, one teammate should run conceal pulse, and all dps players should use precision talent (gives 12.5% CHC and 25% CHD). If they are using AR primary weapon, use pulse build and all teammates do NOT use precision. The reason is that any build with house primary will be around 45-51% native CHC, with precision bringing crit chance at or near the 60% cap. A FM pulse on a proper build will be anywhere between 27-31% CHC, which is essentially the exact same damage as precision when using House. Critical hit damage is additive, so the effective actual damage difference between 25% from precision or 28% from a healer pulse would be equal to ~2 striker stacks, so essentially nothing. Because you are running triage and will be using heals frequently, your striker teammate running conceal pulse will be getting it back 15%-45% faster, so don't worry about cooldown. The healing from the immunizer and very fast cooldown will be extremely useful for you and your teammates' survivability, and it allows you to run lower stamina as a healer safely (so you'll have stronger heals).

Detailed Stat Calculations

Average Weapon Damage Per Magazine:    351,701
Average damage per magazine at optimal range with the primary weapon and all bonuses included
Max Weapon Damage Per Magazine:    471,191
Maximum damage per magazine at optimal range with the primary weapon and all bonuses included
Min Weapon Damage Per Magazine:    232,211
Minimum damage per magazine at optimal range with the primary weapon and all bonuses included
Critical Hit Chance:    16.5%
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:    15,350
Damage dealt per bullet with a bodyshot from the primary weapon
Headshot Damage:    32,542
Damage dealt per bullet with a headshot from the primary weapon
Range:    28.00m
Optimal range for the primary weapon
Reload Time:    2.55s
Reload time for the primary weapon
Average Weapon Damage Per Magazine:    351,701
Average damage per magazine at optimal range with the secondary weapon and all bonuses included
Max Weapon Damage Per Magazine:    471,191
Maximum damage per magazine at optimal range with the secondary weapon and all bonuses included
Min Weapon Damage Per Magazine:    232,211
Minimum damage per magazine at optimal range with the secondary weapon and all bonuses included
Critical Hit Chance:    16.5%
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:    15,350
Damage dealt per bullet with a bodyshot from the secondary weapon
Headshot Damage:    32,542
Damage dealt per bullet with a headshot from the secondary weapon
Range:    28.00m
Optimal range for the secondary weapon
Reload Time:    2.55s
Reload time for the secondary weapon
Average Weapon Damage Per Magazine:    172,010
Average damage per magazine at optimal range with the sidearm and all bonuses included
Max Weapon Damage Per Magazine:    231,016
Maximum damage per magazine at optimal range with the sidearm and all bonuses included
Min Weapon Damage Per Magazine:    113,003
Minimum damage per magazine at optimal range with the sidearm and all bonuses included
Critical Hit Chance:    6%
Critical hit chance with the sidearm
Critical Hit Damage:    25%
Additional damage dealt with a critical hit from the sidearm
Body Damage:    12,061
Damage dealt per bullet with a bodyshot from the sidearm
Headshot Damage:    24,846
Damage dealt per bullet with a headshot from the sidearm
Range:    15.40m
Optimal range for the sidearm
Reload Time:    1.60s
Reload time for the sidearm
Min Firearms:    2,834
The minimum amount of firearms this build will have
Max Firearms:    2,961
The maximum amount of firearms this build will have when fully optimized
Min Stamina:    3,518
The minimum amount of stamina this build will have
Max Stamina:    3,762
The maximum amount of stamina this build will have when fully optimized
Min Electronics:    8,635
The minimum amount of electronics this build will have
Max Electronics:    9,475
The maximum amount of electronics this build will have when fully optimized
Skill Power:    294,280
Improves skills
Skill Haste:    40%
Improves the cooldowns of skills
Max Health:    269,738
The maximum amount of health this build will have when fully optimized
Max Toughness:    405,608
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:    50%
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:    33%
How high a resistance to Shock this build will have
Comments (0)
  • No comments yet, maybe you should be first?

Leave a comment