DTE Tact

    PvE

by EDR3X last updated Jul 25, 2021    Patch v1.8

   

Votes: 0

   

Primary DPS

297,201

Firearms  

  2961

Toughness

299,270

Stamina  

  2961

Skill Power

403,923

Electronics  

  9882

Gear

classified gear icon Tactician Chest
Enemy Armor Damage  (6%)
Skill Haste  (9%)
Increased Kill XP  (28%)
 

1401

Inventive Backpack
Skill Power  (13339)
Disrupt Resistance  (17%)
 
 

1272

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

1401

classified gear icon Tactician Gloves
Enemy Armor Damage  (8%)
Skill Haste  (9%)
Health on Kill  (5%)
 

1401

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

1401

classified gear icon Tactician Holster
Skill Haste  (7%)

1401

1401

1401

Gear Mods

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

214

Performance Mod
Seeker Mine Explosion Damage
QUANTITY - 4
  
 

Primary Weapon  -  LVOA-C

VX-1 scope (12x)
Headshot Damage  (18.5%)
Critical Hit Damage  (4%)
Accuracy  (2.5%)
 
Extended Magazine
Magazine Size  (121%)
Critical Hit Damage  (4%)
Rate of Fire  (6.3%)
 
Omega rifle suppressor
Headshot Damage  (18.5%)
Critical Hit Damage  (4%)
Stability  (3%)
 
Small Grip
Critical Hit Damage  (20.5%)
Reload Speed  (5%)
Stability  (3%)
 

Secondary Weapon  -  M700 Carbon

VX-1 scope (12x)
Headshot Damage  (18.5%)
Critical Hit Chance  (3.5%)
Critical Hit Damage  (4%)
 
Extended Magazine
Magazine Size  (121%)
Critical Hit Chance  (3.5%)
Critical Hit Damage  (4%)
 
Omega rifle suppressor
Headshot Damage  (18.5%)
Critical Hit Chance  (3.5%)
Critical Hit Damage  (4%)
 
Small Grip
Critical Hit Damage  (20.5%)
Accuracy  (2.5%)
Reload Speed  (5%)
 

Off Hand Weapon  -  Custom PF45

Osprey .45 suppressor
Accuracy  (18%)
Headshot Damage  (6%)
Critical Hit Damage  (4%)
 
Small laser pointer
Accuracy  (18%)
Reload Speed  (5%)
Optimal Range  (5%)
 

Skills

Talents

Build Guide

This is full skill power Tact Build.

Build: I have used 5 piece tact not 6 pieces as the 6th piece bonus is just meh cuz as a tact player you are better off spamming those skills not wait for to build stacks and use skills in succession. So with an inventive backpack, you are getting that additional 15% skill power when having full health so you need to understand the positioning of where to take cover as not to attract aggro and take no damage at all. Enemy Armor Damage is rolled in vest and gloves to give extra damage. I have used Damage to elites mods, not Skill-haste or Skill-power mods cuz without any skill-haste mods you are getting 45% skill-haste from set effects from tactician and skill-haste rolls in a vest, gloves, and hoster, as skill haste is capped at 50% there is no point of using any skill-haste mods. And in terms of skill-power yeah you can use that but the extra 3.3k skill power on each mod is not that good as having 4% additional Damage to elites from each DTE mod. FYI Damage To Elites and Enemy Armor Damage also works on skills.

Primary Weapon: The LVOA-C i use is lower gear-scored one (204 gs) which can be obtained from random drops (in world tier 3) or you can get its blueprint from blueprint vendor . As 204 scored weapon the talent requirement is lower and can get use from Ferocious and Destructive while just equiping it and when you kill the enemy you get benefit from Determined. Disclaimer: This weapon is not for doing damage this is just for unlocking talents to do extra damage from skills.

Secondary Weapon: I have used M700 Carbon as secondary for long-range use when you can't reach that far with your skills or this is here to take care of that annoying sniper far ahead as your skills can't reach him/her. As for talents, it is basic for any skill power build having competent for 10% damage for 10 seconds after using skills, Talented for extra 15% skill power after you kill an enemy for 20 seconds, and coolheaded for decreasing the skill cooldown.

Sidearm: This is for when you need little healing over time with predatory to keep using an inventive backpack for more skill power even after you got shot at.

Skills: As tact, we are trying for doing damage without going out of cover to use that inventive backpack so I prefer to use seeker damage performance mods. In terms of using BFB it's a little situational, if you want to attract aggro then go for Pulse turret and it also helps to stack up skill power without going out of cover to shoot BFB. Use BFB if your teammates can handle the aggro and there is a guarantee you won't get shot at!

Playstyle: Equip LVOA then only use skills, by doing this you can get 3M Armor Damage with BFB and 1.2M without armor,  above 160k bleed per tick by seekers on armor, and 118k bleed per tick without armor.

Detailed Stat Calculations

Average Weapon Damage Per Magazine:    297,201
Average damage per magazine at optimal range with the primary weapon and all bonuses included
Max Weapon Damage Per Magazine:    403,889
Maximum damage per magazine at optimal range with the primary weapon and all bonuses included
Min Weapon Damage Per Magazine:    190,514
Minimum damage per magazine at optimal range with the primary weapon and all bonuses included
Critical Hit Chance:    0%
Critical hit chance with the primary weapon
Critical Hit Damage:    57.5%
Additional damage dealt with a critical hit from the primary weapon
Body Damage:    13,705
Damage dealt per bullet with a bodyshot from the primary weapon
Headshot Damage:    29,055
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:    163,010
Average damage per magazine at optimal range with the secondary weapon and all bonuses included
Max Weapon Damage Per Magazine:    243,920
Maximum damage per magazine at optimal range with the secondary weapon and all bonuses included
Min Weapon Damage Per Magazine:    82,100
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:    57.5%
Additional damage dealt with a critical hit from the secondary weapon
Body Damage:    93,198
Damage dealt per bullet with a bodyshot from the secondary weapon
Headshot Damage:    287,980
Damage dealt per bullet with a headshot from the secondary weapon
Range:    60.00m
Optimal range for the secondary weapon
Reload Time:    1.95s
Reload time for the secondary weapon
Average Weapon Damage Per Magazine:    170,340
Average damage per magazine at optimal range with the sidearm and all bonuses included
Max Weapon Damage Per Magazine:    229,346
Maximum damage per magazine at optimal range with the sidearm and all bonuses included
Min Weapon Damage Per Magazine:    111,333
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:    29%
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:    14.70m
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:    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:    8,929
The minimum amount of electronics this build will have
Max Electronics:    9,882
The maximum amount of electronics this build will have when fully optimized
Skill Power:    403,923
Improves skills
Skill Haste:    40%
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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