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Division 2 Operator Builds


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These are not my builds. They are ones I’ve gotten from different posts on reddit or videos on YouTube. Obviously they are for end game activities. A lot of this may change too when WT5 becomes available.  I’ll update as often as I can. Enjoy 

 

 

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Ergo the SOLDIER OF FORTUNE!

 

Build Name: SOLDIER OF FORTUNE

Play Type: All PVE

Role: DPS / Passive and active HEALER

Specialization:Survivalist

Requirements:

3 or less Offense

7 or more Defense

Skills:

Seeker Mine (Mender)

Drone (Fixer)

Brand Sets (Bonuses)

2 Piece 5.11 Tactical - 5% Protection from Elites, 10% Extra Incoming Healing.

2 Piece Fenris - 10% AR damage, 10% Protection from Elites.

2 Piece Gilla Guard - 5% Bonus armour, 20% Hazard protection.

Brand Talents in use

Compensated - Weapon damage is increased by 15% when your critical hit chance is below 20%

Reassigned - Killing an enemy who is under a status effect can refill the ammo in your magazine with a random special ammo type (once/45s).

Bloodsucker - Depleting an enemy's armor adds a stack of 20% bonus armor for 20 seconds. Max stack is 5.

Patience - After being in cover for 3 seconds, armor repairs by 5% every 1 second.

Safeguard - Killing a target grants a 150% bonus to repairing and healing effects for 20 seconds.

Hard Hitting - Damage to elites is increased by 15%.

 

Description: This build is all about two things, straight raw damage to the body coupled with almost 100%, always on passive self-heals from multiple sources that will outpace all incoming damage. It is designed specifically to solo the most difficult content in the game with ease and therefore makes a great farming build for players looking to gather up the gear for other builds. You will be surprised to note that it has pretty much ZERO crit chance and ZERO headshot damage but it melts like a knife through butter, and I meant it when I said it has pretty much a never ending extremely strong passive heal!

VEST

Make: Fenris Group AB

Model: Forstarkt Breastplate

Active Talent: Blood Sucker - Depleting an enemy's armor adds a stack of 20% bonus armor for 20 seconds. Max stack is 5.

Passive: Hard Hitting - 15% damage to elites

Attributes:

Bonus Armour

Health

Skill Power

 

Why?: What you will come to understand with this build is that its power comes from staying in the fight pretty much indefinitely. The ability to do this comes from three passive heals.

Survivalist Mender Mine

Fixer variant of the Drone

Patience Talent

You will see later that there are a couple of talents that make those passive heals really big. Now a big passive heal is only good if it has a big pool to heal through, but since our base armour is going to be about average at 170k - 200K (depending on RNG for gear) we need something to increase that. We don't want bonus armour as a talent as we have to sacrifice other good talents for it, so instead we go with a single active talent on the knees. Enter Bloodsucker! This is the best skill to indirectly augment this passive heal. If you are at 100% armour because your passive heals are keeping the repairs up and you trigger "Bloodsucker", you end up with 120% armour. Deplete another enemy shield and you are now at 140% armour, and so on and so forth for 5 stacks and for 20s. I probably don't need to tell you how good that is, but I will. It is very very very good in PVE! If only we could get Unstoppable Force and Bloodsucker at the same time!

Hard hitting needs no explanation why it is there. Straight buff to elite damage!

 

MASK

Make: Gilla Guard

Model: Javelina Mask

Active Talent: None

Passive: Hard Hitting - 15% damage to elites

Attributes:

Hazard Protection

Damage to Elites

 

Why?: So why the “Gilla”, you may be asking. Well there are a few reasons for this, mainly it involves two working variables in the build. We are trying to hit a 7 defense cap for this build to work properly. We will be managing our skill deployments somewhat carefully, making sure that only one is up at any time. This is due to the long cool-downs on both of the skills, so this creates a conundrum when making the build. We need defense but we also need to take cool down reduction where we can get it. In the end, Gilla becomes the only choice to ensure we hit the defense cap and will allow us to take utility attributes over defense attributes on other gear as the Gilla two piece natively comes with 3 defense mod slots all up.

 

We take Hazard protection and DTE as attributes because they roll in huge numbers and are not available as attributes anywhere else on gear. Basically on a mask, Hazard protection and DTE is a must for PVE!

 

KNEEPADS

Make: Gilla

Model: Sidewinder

Active Talent:Patience - After being in cover for 3 seconds, armor repairs by 5% every 1 second.

Passive: None

Attributes:

Bonus Armour

 

Why? - The passive heals from this build come from two main sources, the Fixer drone and the Mender mine in the survivalist specialist tree. Without any CDR stacked or any mods, the cool down on these skills natively is 162 seconds. The duration however is 120 seconds for the mender mine and 180 seconds for the drone, provided they do not get blown up of course. So what this means is that if you cycle one after the other, there will come a point where you have a full 60 seconds without any passive heal between the time the Mender mine goes on cool down and the Drone comes off. To bridge this gap we take the talent Patience, that passively heals us in cover. This heal doesn't sound like much now, but when you get to the Backpack talent you will see why this is unreal.

 

Additionally, we now have unlocked the two piece bonus of 20% hazard protection. Couple this with HZP on the Mask and you can get between 45 - 50% HZP!

 

For the above, keep in mind we will be stacking some CDR on our gear, so the above described is the absolute worst case scenario.

 

HOLSTER

Make: Fenris Group AB

Model: Fodoral Holster

Active Talent: None

Passive: Hard Hitting - 15% Damage to Elites

Attributes:

Cool-down Reduction

Health

 

Why?: We are after the 2 piece Fenris so this completes that. This will give us a further 10% Protection from Elites. When we take into account that the Survivalist specialist already has 15% PFE and the 2 piece of 5.11 comes with another 5% PFE, we will end up with 30% PFE natively

Hard Hitting - more DTE!

 

BACKPACK

Make: 5.11 Tactical

Model: RUSH12 Backpack

Active Talent:Safeguard - Killing a target grants a 150% bonus to repairing and healing effects for 20 seconds.

Passive: Hard Hitting - 15% damage to elites

Attributes:

Cool-down Reduction

Bonus Armour

Weapon Damage

 

Why?: So this needs to be a 5.11 piece, specifically the Rush 12 model. Why? Well that is because of two things. Firstly we will need to hit a defense cap of 7 or more to get Bloodsucker working. However the main reason we take the 5.11 is for the Safeguard Talent that grants 150% to healing effects for 20 seconds. This is the centerpiece to the build as it will more than double the effectiveness off all heals for a full 20's. Ok, but what does that mean in real terms? Let's look at some numbers.

 

Native Fixer Drone: heal per tick (GS450) - 10,107HP per tick takes 17 ticks approx to heal 170K armour.

 

Safeguard turned on:heal per tick from drone - 25,267.7 per tick takes approximately 7 ticks to fully heal.

 

However, when we consider that after 3 seconds fighting from cover, “Patience” buffed by “Safeguard” also gives 12.5% armour back per second. Now we end up in a state where the heal is out pacing all incoming damage.

 

GLOVES

Make: 5.11 Tactical

Model: Station Grip Gloves

Active Talent:Compensated - Weapon damage is increased by 15% when your critical hit chance is below 20%.

Passive: None

Attributes:

Health

Weapon Damage (Assault Rifle)

 

Why? What turns on the powerful heals is getting the kills. But Molly how do you get kills if you don't have Berzerk running!? Well I am glad you asked. Remember when I said that this build has ZERO % Crit and ZERO % Head shot damage? When you read that you thought I was a mad man but you continued because you thought you would get a good laugh out of this one! Lol.

Not to worry we have “Compensated”, a straight 15% Weapon damage buff all the time, no activation required.

 

SPECIAL NOTES: GEAR MODS

There are 5 mod slots across all the gear. 4 are Defensive, 1 is Utility so feel free to load them up. You will need to load up 3 of the Defense slots to hit the 7 defense cap we need to get Patience and Bloodsucker working though.

 

WEAPONS

Now this is the part where you have a fair bit of freedom, however since we are a survivalist I obviously opt to go with an AR for the main and then a shotgun as the secondary. Below are the Talents I personally like to run, but you can go with whatever talents you want except for any talent that requires offence as they are all higher than 3.

 

Primary Weapon:Assault Rifle

Model: Any Assault rifle will do and feel free to work with whatever mods feels best for you. For talents though, you won't be able to take any that require offensive as our cap is 3 and they all require 4 or more. These are the active ones I think work well with this build for obvious reasons:

Ignited - +20% weapon damage to burning enemies

Ranger - +2% weapon damage per 5m from target

Perpetuation - Headshot kills give a stack of +5% skill duration/ammo/charges to next skill used (max 10 stacks)

Preservation - Enemy kills repair 5% armor over 3s, headshot kills repair more

 

Weapon Mods:

Again, you have a lot of freedom here, especially because we don't rely on crit chance, crit damage or head shot damage for our DPS. You don't need to worry about sacrificing -10% Crit Chance for 20% stability!

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Tank build with high DPS 

 

 

 

I'm putting this up here so you all read it early on, this is a tank build... 220k armour with high regen, its great that you can do 2m dps, 5m dps etc etc but you can't take a hit. This build is focused around getting as much damage and survivability as possible. My TTK on enemies in WT4 playing in up to a 3 man grp is overkill, shit dies quickly. 4 group it slows down a bit but you can still tank multiple hits.

Here is how it works,

Compensated: Weapon damage is increased when you have low critical hit chance.

This comes online when you have 0 Crit hit chance and it's a substantial boost to damage.

The downside being that you only get 3 Offensive attributes to use.

For these we are going to aim for DTE on mask, Weapon damage on chest and AR damage on gloves as they offer the highest reward for the gear we will be using.

Other active talents that will be used in this build are Unstoppable Force, Patience and Safeguard, for these we require under 5 Offensive attributes and 7 or more Defensive attributes.

The screenshot of my damage above does not include the damage increase from Unstoppable Force, so it only gets stronger once you start to drop guys left, right and centre. Obligatory "Yeet" here.

Specialization:

I prefer the grenade launcher for the pure wave clear ability it offers, explosive immunity and extra damage out of cover. But for pure gun dps, the sharpshooter spec offers the highest dps increase with 25% HS dmg, stability and reload speed, as well as some bonus armour when in cover. Taking the armour kit talent in the sharpshooter spec isn't a bad trade off as you really don't need the recovery from the kits, however the immunities will save your life more often than not when you need them most however i dont see it as mandatory.

Weapons:

The weapon I am using in the screenshot above is a Custom P416 G3 modded for stability and accuracy so you can hold that trigger down and land head shots for days. This to me is personal preference, if you can pull more damage using a different AR then feel free to, but this for me offers the best reliability.

Liberty offers a great holstered bonus for us, giving back ammo when destroying weak points letting you shoot for that little bit longer and deal with those pesky Rushers or Gluemen that tend to get all up in your grill.

Armour:

A little preface here about armor, all brand set items will drop with a predetermined number of Attribues, Talents and Mod slots. With this in mind and our need to keep Offensive attributes to a minimum and Defensive traits to 7 or more, Talents will be a our primary focus for damage increases.

We will pick up brand bonuses where we can but it will not be our primary focus.

Mask:

You will want a  Svalinn Heavy Breather from the Richter & Kaiser GmbH brand set

This mask will roll with 2 Attributes and 1 Passive Talent

The ideal rolls here would be DTE as high as possible and either Health or Hazard protection as a filler for your defensive perks.

The Talent roll will be Hard Hitting for a little more DTE.

Vest:

You will want a Förstärkt Breastplate from the Fenris Group brand set.

I am using the Harnesk variation but the only difference being is what the mod slot will roll as.

This vest will always roll 3 Attribues 2 Talents and 1 mod slot.

Our required attributes will be Bonus Armour, either Weapon damage or Headshot damage and one other Defensive Attribute.

Required Talents will be Unstoppable Force and Hardened for more armour to pull more damage from the UF active talent on this chest.

Backpack:

Airaldi Holdings, Apollo Operator Pack (Still trying to get one =o but the drop qualities are the same, we miss out on 10% headshot damage here though)

This backpack will always roll 2 Attribues 2 Talents and 1 Mod slot.

Again we want Bonus Armour and another defensive.

Talents will be Safeguard for them sweet patience heals in cover and Hardened again for more damage on UF.

Gloves:

Diamondback Gloves from the Gila brand set.

This set bonus will push us over the 200k mark offering more than 40% damage after a kill for 10 seconds again dipping back into that Unstoppable Force talent.

Here we want Health and AR damage for Attributes.

And the bread and butter of this build is the Compensated talent on the gloves giving you a massive damage increase while having no crit chance.

Holster:

Hera Pouch-Holster Combo from the Airaldi Holdings brand set.

Here we want a Defensive attribute, probably health.

For talents, more damage will be Hard Hitting, I am still chasing one with this talent but the alternative of Fillér Up is handy for running an LMG secondary for suppresion bonuses.

Knee pads:

The 2nd peice of the Fenris Group set Knäskydd Knee Protectors

For this slot we want Bonus Armour.

Patience will help keep you alive here and interacts well with Safeguard on the backpack

Hard Hitting offers a little more DTE.

Armor mods,

The ideal scenario here is to mod for Bonus Armour and %Total Armor where you can using Generic mods in Utility or Defensive mod slots, Offensive mod slots will push you over the 3 maximum required for Compensated however and is best to avoid those as they tend to offer a lower damage increase than the Offensive rolls on our armour will be.

The beauty of this build is, with the Chem launcher Restorer ability we can sit in cover and face tank a Minigun or LMG safely and shoot right back.

Using Reviver Hive for those Oh shit, I was out played by a computer moments will help you recover and revive your team mates that probably died an hour ago when you started that T4 Control point.

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Pyro build 

 

 

 

This build does insane damage, has mass aoe cc, and increases team damage, what more can you want?

On training dummies (really bad data tbh) I've done around 1-1.5m dps, which doesn't include berserk proccing (100% weapon damage increase) and status damage (+40% all damage) so in reality, significantly higher than those values.

Pros:

  • Destroys golds/reds
  • Team Damage Increase
  • Aoe CC
  • Feel like a god
  • Get invited to all the raids because you are god tier at pve

Cons:

  • Annoying to min-max.
  • Veterans are tankier than golds now :(
  • People will think skill builds are bad until they play with you
  • you kill yourself sometimes..... blame the darn chem launcher.

In all reality, this build is up to you. I don't know how much damage the sharpshooter rifle builds do, if I had to assume 200k a headshot on elites per shot? maybe more? My build I have a 900 RPM assault rifle that hits 140k headshots per bullet. I'm not claiming this will be the best damage build, but it offers significantly more than other builds do, while maintaining insane dps.

Build:

Below I will bold anything that is necessary for this build. (other than attributes, in case you want tankiness over weapon damage but that sort of defeats the purpose of this build)

Specialist: Survivalist (signature wep is trash but perks are way too beneficial for this build).

Skills: Fire starter Chem Launcher / Defender Drone

Reasoning : Firestarter, because it's a mass aoe, applies status, and increases your damage. Main purpose of this build tbh. Defender Drone? Why? You'll see mainly why in the build later, but since you don't build many defensives, you should have this up close to 24/7 and take no damage while maximizing damage.

Fire starter Mods: Chromatic training, Ultra-thin Cartridges. (I currently have 286% radius increase on fire starter, which is 9.65m Which is approximately 3 stories in each direction from the center (yes firestarters go vertically, and can hit enemies through walls, or enemies above cat walks etc)

Defender Drone: Duration mods. All the duration mods. Defender drone lasts based off a duration, and when you get shot it removes some of the duration, not sure what the exact value is, but the more duration you have, the longer you have it up whether getting shot at or not.)

  1. Primary gun: Assault Rifle; p416, acr, ctar, police m4: all of these are good, but you want Ignited and Allegro (preference, you can go extended mag if you are bad at aiming). Ignited for 20% damage to status (makes you destroy golds after chem launching them).
  2. Secondary gun: use whatever, I have never used my secondary since 30 sooo.. whatever has best holster bonus, I prefer merciless over chatterbox.
  3. Sideram: Sawed Off(or liberty, but I still prefer merciless)

Equipment: (I haven't really worried about brand sets too much, too hard to get right stats/attributes, and gear mods with the right brand sets)

  • Mask: Skill power + Elite damage, passive talent: Hard Hitting.
  • Vest: Skill power + weapon damage + headshot damage. Active Talent: Berserk. Passive Talent: Hard Hitting (Berserk is 10% increased weapon damage per 10% max armor missing. With 0 armor you do 100% increased weapon damage, you will lose all ur armor, then pop defender drone (so you don't take damage, and shred npcs)
  • Holster: Skill Power, Passive Talent : Hard Hitting
  • Knee Pads: Skill Power, Active Talent: Calculated. Passive Talent: Hard Hitting (Calculated removes 20% of ur cooldowns for getting a kill while behind cover. You use this talent so that you don't have to build any cooldown reduction, and can have ur abilities all the time.)
  • Gloves: Assault rifle damage/skill power (only if you need more skill power). Active Talent: Wicked (wicked is 10% bonus damage to status affected enemies, this will increase all your damage since everything should be on fire).
  • Backpack: Skill power + Bonus Armor or Weapon Damage. Passive Talent: Hard Hitting

With your equipment, try to get as many utility slots you can get, and slot them with as much skill power as possible.

Reasoning for hard hitting on gear: You already practically 1 shot all reds with fire starter, or they'll die from the burns, so with small adds destroyed, you need to be able to kill elites.

Why does this build kill elites so fast?

118% elite damage, and +40% damage to status enemies, with all assault rifle modifiers and weapon modifiers, you kill elites in about 10-20 bullets (headshots) and tanks with about a 60 round mag (depends what content level and how many players in a party)

Screenshots of fire starter radius for those who are curious about if it really would work (9.65m is large.)

Please leave me messages if there's anything that I need to add, I'm willing to record some game play of doing missions with this build and show how op it really is.

Edit 1. Adding an imgur album of all my gear for the naysayers that this is just "theory crafted". I'll be adding a video of some game play when I'm off work later today. GEAR SET, NOT THEORY CRAFT :D

Edit 2. Adding short clips to showcase the build in action, i'll add a full video of either a cp3/4, or challenge mode mission, not sure which yet though.

Clip 1. 4 golds (1 tank) elite squad.

Clip 2. Named elite.

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Ninja Turtle Build 

 

Here it is!

 

My last guide was a basic guide on how to build your agent in the Division 2. In this guide, I’ll show you my rifle build. I call this the Ninja Turtle build.

Playstyle and Features

  • Engage and take precise shots from a distance
  • Solo PvE endgame
  • Self sustain heals with Patience
  • You won’t fall over whenever an elite flexes your way because you stacked Hard Hitting in all your armor slots

Primary Weapon

Mods

Image of the four mods I use

In total I gain the following from the mods

  • 30 Rounds
  • 22% critical chance
  • 10% damage to elites
  • -5% weapon damage
  • -10% headshot damage

Mods are a big source of crit chance for weapons. We can make up for the negatives elsewhere. The extended magazine is so good to the point of brokeness. 30 extra rounds on a rifle is just so over the top. If you do not have this blueprint, start farming Tier 3 Control Points.

Secondary Weapon

Entirely up to you. I use Merciless. Merciless’ third talent will boost my primary weapon’s damage. You might prefer LMG for close quarter combat or Marksman rifle to fully take advantage of the Markman specialization. 

Side Arm

Up to you. I use the one that increases your weapon swap speed.

Specialization

Our primary damage is going to be coming from a rifle and we are going to lose quite a lot of stability and accuracy from our mods, so we are going with the Sharpshooter specialization. It will also boost our headshot damage, rifle damage and reload speed.

Tactician drone is a lot of fun too.

I never bother whipping out my specialization weapon. Though I sometimes use it against robots, and reenact this scene. Yes, the accuracy of the gun in the game is just like the movie!

Skills

Self Revive Hive

As a solo player, this is mandatory. Once you tried it, you’ll never go back. Until it bugs out that one time and doesn’t revive you. You’ll take it off but you’ll just re-equip it again after your next death.

Second Skill

This is up to you. You can have the flame launcher for openers, tactician drone for marking targets, flame turret to deter rusher, options are endless. I use Tactician Drone.

Armor & Talents

Patience

After being in cover for 3 seconds, armor repairs by 5% every 1 second.

This talent will help us with our self heal and sustain. Less time spend on healing and armor kits, means more time shooting and killing. It only appears on kneepads.

Unstoppable Force

Killing an enemy grants 2% weapon damage for every 10,000 max armor. By stacking armor, we not only can take more damage, but we will also be able to deal more damage. Two birds, one stone. It only appears on the active slot of chests.

Priority

The priority order of the items that you should go after are

  • Patience on kneepads
  • Unstoppable Force on chest
  • Stats
  • Brand Bonuses

It’s very important to remember that you always have a combination of at least 7 stats on armor and mod slots, or else your Patience and Unstoppable Force talent will not work. For stats, you want (not in priority order) are

  • Crit chance (cap is 60)
  • Bonus armor
  • Weapon damage on chest and backpack
  • Rifle damage on gloves
  • Critical hit damage (this is the lowest priority stat)
  • Damage to elites on mask

Brand Bonus

  • Gilga 1 PC for total armor
  • Overlord 2 PC for rifle damage and total armor
  • For mods, besides wanting the stats listed above, you also want
  • Total armor - this mod stat can give you 15,000 armor or more, depending on how much armor you have

My Armor Talents and Stats for Reference

Image Links

Talents

  • Patience
  • Unstoppable Force
  • Hardened
  • Surgical
  • Hard Hitting
  • Hard Hitting
  • Obliterate

Stats Summary

  • 39,000 weapon damage
  • 59% critical chance
  • 47% critical damage
  • 87% headshot damage
  • 29% rifle damage bonus
  • 80% damage to elites
  • 217,000 armor
  • 44,000 health

Solo PvE Content

This build can solo Challenge missions and Tier 4 Control Points. Though Tier 4 is not efficient and does not give you more or better blueprints. I recommend sticking to Tier 3 control points, no matter the build.

Check out the video guide if you'd like to see it in action. Or more specifically, a run through a challenge mission (with dead time edited out) so you can get an idea of how the build plays.

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LMG/SMG build 

 

LMG/SMG All Content Build -- 3 pieces D&H, 1 piece Gila, 1 piece Petrov or Sokolov (personal preference if you want LMG damage or SMG damage more), 1 piece Wyvern

Sets/Talents:

Mask - D&H -> Good stats (Crit Chance, Damage to Elites for PVE)

Backpack - Wyvern -> Safeguard 1st priority or Efficient 2nd + Hardened

Body Armor - Petrov/Sokolov -> Unstoppable Force + Hardened

Gloves - Gila -> Clutch 1st priority or Obliterate 2nd

Holster - D&H -> Crit Chance

Kneepads - D&H -> **Cloaked 1st priority or Patience 2nd

Weapons:

LMG - M60 w/ Strained -> Tactical Small Pouch magazine

SMG - Exotic Chatterbox is highly preferred if you have farmed this up. (Their are various guides on Reddit and Youtube that can help)

(Alternative is to use Vector .45 or your best SMG w/ Strained + Osprey 45 Suppressor if using .45 SMG + Crit Chance Laser Pointer + Extended Mag if needed)

Stat Priority/Requirements:

Crit chance is top priority along with armor/armor %

Requirements -> 7 or more blue, 5 or less red, 5 or less yellow (Plan accordingly with gear and mods)

Skills:

Honestly this is really personal preference and you should tailor your skills to the type of content you are doing. I personally like the healing chem launcher + reviver hive or the fixer drone for sustain.

Specialization: Demolitionist

Demolitionist Talents that help the most: 15% LMG Damage, 15% SMG Damage, When armor is reduced to 0 refills main weapon ammo (amazing synergy for so many reasons, will explain below), Armor kits boost weapon handling for 100% for 15 seconds, + many other useful perks. Sharpshooter has some very useful perks too, however, Demo has better synergies plus who doesn't love explosives?

Build Explanation:

There may be slight variations of this that could be better such as the AR/SMG variant. This is just my personal opinion on something that works incredibly well for ALL content. The overall idea of this build is to do incredible LMG damage for most PVE content or hitting targets at medium range and insane SMG burst for up close targets or specifically PVP in the darkzone. On top of having high damage the build is easily capable of reaching over 200k armor so it is by no means a glass cannon build and can handle the hardest content. The build has a big focus on making you incredibly strong as your armor depletes and especially as it hits 0, even though we aren't using Berserker.

You want to primarily focus on crit chance where you can (this can be tough with a 5 red max for the build) because we will be using Strained on both weapons unless you are using the Chatterbox. You also want to focus on getting your armor as high as possible via stats and Hardened talents + the Gila piece to help with the Unstoppable Force talent. (Note: We don't use Berserker because that does not benefit your LMG damage at all. You could substitute the Berserker talent in and switch the LMG to an AR, but this won't synergize quite as well with Demolitionist plus LMG's are kind of OP at the moment.)

Talents/Perks/Attachment Explanations:

Strained - Insane crit damage increase as armor depletes and is the primary reason we stack crit chance.

Unstoppable Force - Not as much damage as Bersker, however, it benefits both the LMG and SMG and it synergizes well with our armor stacking.

Clutch - This talent can be very strong in a crit build and especially when using an SMG that has crit attachments. This is a talent that is primarily aimed at winning 1v1 duels in the dark zone as you will sustain better.

Cloaked - This talent doesn't give a great explanation as to what it does. When your armor hits 0 this actually stuns everyone around you for 2-3 seconds. This is incredibly strong in this build as when you hit 0 armor you will be doing insane damage with Strained and any threats around you won't be able to fight back. This is also very useful in PVP. I haven't tested the range but I would guess about 20 yards, so close range.

**Patience instead of Cloaked: Patience is a great alternative talent to use on knee pads as it’s healing will jump up with safeguard. If you are having trouble staying alive I recommend trying this out as it is a very strong talent right now. Overall the build synergizes with Cloaked much better because this is a close to medium ranged build. There are going to be plenty of times where you get flanked or you get pushed and cloaked will save your life. Not to mention you shouldn’t have trouble with healing if you use chem launcher combined with safeguard. In PVP Cloaked is the better talent by far due to the very low time to kill.

Safeguard - Not a lot of great talent options hear but this is more for PVE. You will be killing lots of targets and this will make your chem launcher and repair drone sustain really well.

Demo Talent -> When armor hits 0 magazine is autofilled. This is amazing because you could have 5 rounds left in your LMG or SMG and the second your armor hits 0 it refills to max instantly. There is no internal cooldown on this it seems so you can do this over and over as you heal up and go down.

LMG Magazine - This isn't a necessity, I just prefer to reload faster and have 85 rounds instead of 100 rounds with a slow reload.

Imagine in a 1v1 in PVP, as your armor hits 0 you are doing 200% more crit damage on a high crit build, you stun everyone around you, and your magazine automatically refills back to full so you can keep laying into them plus every crit is healing you and regenerating armor!

Sorry for the incredibly long/detailed explanation. I just wanted to be thorough so you could understand how the build works and why it synergizes so well. As stated above, there are obviously many ways you can tweak/adapt this build. I am not claiming that this build is the best or is perfect, this is just what has worked really well for me. Comment below if you like it or if you have any questions/suggestions!

Here is a link to a helpful source that can show you Weapons/Gear/Talents etc.. if you want to see specifics on any of these talents I suggested (I did not create this):

https://docs.google.com/spreadsheets/d/e/2PACX-1vT9cuFYaxTl1zwVpNkcPLIFq1aI8vzdm_GEVi7kff_23oO7qEEbihitnb_JiWcxq3x5Cpjhp9xe9LCr/pubhtml#

 

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Crit Chance AR build 

 

I haven't seen many posts on how to build powerful DPS assault rifle builds and thought I would add in my thoughts on at least one strong build that is fairly easy to start and has insane power ramp as it is completed.

As a disclaimer this will not be covering builds that revolve strongly around armor or skill power. I am primarily a Solo player and in my experience you only need enough defenses to get to your next healing ability or armor kit. Damage is key to survival as dead enemies can't shoot you.

As for Skill Power builds the game currently has some nasty bugs with skill power such as mods being non-viable due to unreachable skill power caps. For this reason my builds will represent only the high weapon damage, with medium to low defensive options in place. This build is completely viable on Challenging World Tier 4 and melts people in PVP content.

Something that I want to clarify for some people is that this build is a series of recommendations, I don't expect you to cookie cutter it. I run this build and it is 100% viable tested against Strongholds on Challenging run solo. It was easy. So yes you may have preferences for traits and attributes and builds that are different from my own. This is not meant to be the end all be all build of all time. There may well be stronger builds out there. Instead of complaining and yelling at me in the comments perhaps share your enlightenment with the world and enrich us all. This is supposed to be a friendly learning experience, not a battle of the ego's.

|1|Assault Rifle Build Critical AR

To start a Critical AR build I recommend you use the Specialist Class: Survivalist. This class benefits the AR Critical Build by increasing its base damage by 15%, adding defense through resistance to Elite Damage, and by granting a flame grenade for area control.

In terms of Brand Sets I recommend running with the 3 pieces of the Wyvern Wear, 2 pieces of the Douglas and Harding, and 1 piece of Fenris Group AB. These three sets will give you +10% Assault Rifle Damage, +14% Critical Hit Chance, and +14% Critical Hit Damage. Since these are essentially FREE stats it is best to have these sets.

Unfortunately at times our best ideas and tests fall through. It appears that Wyvern Wear and Douglas and Harding SHARE slots which means both cannot be run. I'm updating my recommendation. In terms of Brand Sets I am now recommending the use of Douglas and Harding 3 pieces, 1 piece of Fenris Group AB, and 2 pieces of Badger Tuff. I'm sorry for the mistake it was made in the error of believing any set could roll on any slot. The new set will give you 7% Critical Chance, 10% Critical Damage, 5% accuracy, 10% Assault Rifle Damage, 7% damage to Elites, and 15% armor on kill. Note that some are saying you can't run some of my recommended traits on the Badger Tuff set, I am aware of this. I find Badger Tuff 15% armor on kill to be better than those traits, if you want to run them you will need to pick a different brand set for those slots.
I was provided this link and will now provide it to you. Its got solid information on it for sets bonus's etc. LINK

The next step to getting your damage build online is to acquire your Brand Pieces with proper rolls and traits. AT this step free free to deviate and include bonus's to +armor as attribute rolls whenever you see fit until your character has enough tank status that you feel comfortable surviving. While this guide is for Glass Cannon you may include as much armor and armor traits as you feel necessary. You can also use the Hardened Trait to gain a large increase to armor.

For the most part you will be looking to pick up your Brand Items with rolls that increase damage to your weapons, your weapon type, or your critical hit chance and damage. Your priority is #1. Weapon Damage #2. Assault Rifle Damage #3. Critical Hit Chance (WARNING MAX CAP IS 60%) #4 Critical Hit Damage #5 Damage to Elites #6 Headshot Damage.

From my testing you can get at least 15% weapon damage, 15% weapon type damage, 20% critical hit chance, 25% critical hit damage, 40$ Damage to Elites, 30% headshot damage on any given roll. THESE NUMBERS ARE BASED ON MY OWN ITEMS. I assume that any item will roll to at least a multiple of 5%. This means that if you get a roll that is 23% its safe to assume that you can get at least 25%.

Statistically weapon damage is best overall since it will apply to any secondary you run. Assault Rifle damage is second best. Critical damage is worst overall of your all purpose damage stats. The reason for this is that you must stack both chance and damage which requires 2 slots instead of 1 AND you can only get up to 60% of your Critical Damage at any given time. This means that at 100% critical damage and 60% chance you have only increased your DPS by 60%. If you have 60% crit chance and 10% crit damage you only get 6% DPS. I have not gotten perfect rolls but on my AR I have not managed to break past 60% Damage which means my total gain at 60% chance is only 36% more damage. By comparison I currently have +35% Assault Rifle Damage and +10% Weapon damage meaning that more than half my bonus damage comes from non crit sources using less rolls. We include crit into the build to get free damage from our weapon attachments.

Elite Damage is given lowered priority since it does not apply to Veteran Enemies (purple dudes) or players. Headshot damage is objectively very strong but is not prioritized since there are many situations where getting headshots is not possible. This doesn't mean headshot damage is bad, it means we aren't making it a priority.

On most of your pieces you will want to try and get the Hard Hitting Trait, this trait provides 15% additional damage to elites and will massively improve your time to kill on them. There are several very useful traits that you can get that are ideal for each slot and it is possible to get double trait rolls so watch out for excellent pieces.

MASK - Dialed In - Provides 25% of your weapons accuracy as stability while aiming.
--The Goal of this Trait is to improve the stability of your Assault Rifles that have lower base Stability without running the stability attachments which frees them up to be --crit damage or chance attachments instead
CHEST - Berserk - +10% damage for every 10% of your missing armor
--The life blood of extra damage you gain the ability to melt enemies at lower armors. At 50% armor you have 50% more damage, its the best in game damage source. It would require 250,000 armor for Unstoppable Force to rival this damage at just half life. Unstoppable Force IS amazing but this build isn't about that. Many people seem to be misinterpreting this part so I'm going to clarify. Berserk is for BURST DPS when you are getting pushed and flanked. You get super damaged, you use that damage to kill the attacking enemy, then you heal up your armor. Its not meant to be a 100% uptime perk. Its also not needed to be 100% uptime.
HOLSTER - Surgical or Critical both gives 8% Critical Damage or Chance
--There aren't any outstanding traits I know of yet for this slot. Best all purpose is to use Hard Hitting to get damage to elites.
BACKPACK - Efficient - 50% chance to not consume Armor Kits

--Adds outstanding life support for those tough situations, since we can't take the better version from the chest this is --what we use
GLOVES - Obliterate - Gain 25% Critical Damage for 5 seconds after breaking enemy armor

--An extremely potent source of extra damage, this will only come into play against the strongest of targets but its very helpful. When you break an armor piece the extra --damage will help you continue breaking them off of the super tanky targets or allow you to switch targets and score more damage there. We don't use Clutch due to its extremely low Armor Repair amount. Its basically unnoticeable and won't significantly help you survive.
KNESS - Cloaked - When your armor breaks disables nearby enemy abilities for 10 seconds every 30 seconds.
--This ability is overpowered in PVP and is very good in PVE content. IF you build tanky you can use Patience to gain back armor while in cover, but it requires 7 defensive --attributes. It is my opinion that Patience is not necessary with the chem launcher equipped.

Weapon Selection and Attachments

Unlike some of the other weapon types almost every Assault Rifle is 100% viable and good. There are some clearly better options but they aren't so much better that you can't use the others. In my Experience the Military AKM has the highest base damage, however it suffers in accuracy and being a 7.62 ammo type you will need to grind out WT4 Tier 3 control points for the extended magazine. I use a mixture of ACR-E for high accuracy and the Military AKM for extremely high close range burst damage. All of my AR's that I have tested easily hit into the 500k DPS range, but the higher tier ones such as the AKM hit into the 900K DPS range. I have not recieved some of the Assault Rifles so if you don't see the one you like here that's fine! All Assault Rifles are good. There is no definitive winner so far.

If you value higher damage at closer ranges you can use a Fal or AKM type. If you value laser type accuracy at the cost of some DPS you can use the ACR-E or Tactical MK16.

In terms of attachments your priority is increasing your DPS, what that means will depend upon which weapon you use and what perks you have. Typically you want to take attachments that increase your Critical Damage or Chance. You can get a 20% CHD muzzle, a 10% CHD sight, and a 10% CHD Grip. Depending upon your rolls running attachments with additional CHC may be more valuable than CHD or vice versa.

Just slapping on the highest damage attachments MAY not be the best idea in all cases. DPS is only effective if you can ACTUALLY hit your target. Always prioritize Stability over Accuracy, but make sure you keep your Dialed In Trait in mind while doing this. With the AKM I find I usually need a stability enhancing attachment or I lose DPS due to the recoil and spread at longer ranges. While using the ACR-E I find I can go all in on damage attachments due to its high stability and accuracy.

Weapon Perks

Typically you have limited control over which perks your weapon drops with and you will use the one with the highest base damage. However the following perks are exceptional and a weapon with a good combination of them will be great.

Slot #1

Near Sighted: +35% Weapon Stability - 20% Critical Range - 20% Optimal Range

--The top tier stability booster, excellent at improving your DPS at range. Typically you shouldn't fight far enough away for the minus critical range to matter (NOTE: Outside of your critical range you cannot deal crits)

Ranger: +2% weapon damage for every 5m away your target is

--Excellent source of free ranged damage. At the farthest target in the Firing Range you will get around 16% additional damage

Strained: +10 CHD for every 5% missing armor

--Theoretically the best damage increasing perk, however you can ONLY have 5 offensive attributes with it making it require an extremely focused build. Here is an --example of said build by a another player. I personally can't recommend this build as I feel it is too dangerous due to needing to run very low armor to get the true --benefits of its damage but I wanted to include it to show how a Strained Build might be done.
LINK

Slot #2

Allegro: +10% Fire Rate--This is the best DPS trait you can have in the 2nd slot. More fire rate = more damage

Slot #3

Wascally: Resist 5 Ensnare Attempts every 60 seconds

--This is a godsend against the foam guys, yes they are that strong.

Stop Drop and Roll: Rolling Removes Burning, Bleeding, and Poison status effects once very 60 seconds

--I consider this to be the best in slot roll on a weapon. Burning damage is so potent without Hazard Protection that this is nearly non-optional. In situations where an --enemy sets you on fire and you MUST kill them to live, this is your last and best hope.

Abilities

Instead of covering every possible situation an ability can be good I will show you the 4 abilities that I use and explain why.

Revival Hive

This ability revives you or a teammate upon deployment. It triggers when you go down if it is not on cooldown. While its still a tad buggy its a supreme lifesaver and as a solo player there is NO replacing this ability in PVE content. I consider this the best PVE ability in the game.

Reinforcer Chem Launcher
This ability is insanely powerful in both PVE and PVP. It restores your armor, heals you, has 3 charges and makes you very hard to kill. I never take this ability off for any reason. With its high cooldown you have essentially limitless charges of this. I barely need armor kits as a result. Heals anyone inside it so you can heal 2-3 people easily.

Oxidizer Chem Launcher

If you are on a team you can use this chem launcher to have some additional cover penetrating damage. It forces enemies out of cover, deals high damage to them, and has a VERY solid cooldown.

Crusader Ballistic Shield

This is my PVP replacement for the Revival Hive. This shield is insanely potent allowing you to deal full damage while being very tanky in return. So long as your shield doesn't break it will heal itself and not go on cooldown. I've killed entire teams 4v1 due to the extreme power of this shield. You get it back in Domination and Skirmish if you die. Its amazing.

Conclusion

Hopefully you have found this information useful in improving or creating or understanding how a DPS build for assault rifles will function. For any wayward player who is new to the game and doesn't know what to do in the endish game I hope this acts as a guiding light for you. If people approve of this guide I will work to make more guides for other weapons and builds in the future. It took a great deal of work to put all my research together in a singular post. For those who have reading troubles this guide is not a you must use these items but more of a way to show some solid combinations and help you get an idea of how you might put a build together. This is not the Defacto best build but it will get the job done. Happy Hunting.

Reddit keeps doing weird formatting things and I don't have time to fix all the tiny things like extra spaces, I'll work them out in a later update if I update again.

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2 hours ago, GazzaGarratt said:

Great info, thanks Chris @TigerBurge.

 

What was the reasons behind most of it becoming obsolete when Tidal Wave drops on Friday?

 

He might mean gear score. The perks of the armor and the brand set talents are still there and important. Mods have also changed and some stat categories.

i7 7700k, 16GB RAM, GEFORCE 1080, 240GB SSHD, 2TB SSD

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