One variation of my build that I admit I have been using al lot lately is to use the Acosta bag for ammo and grenades and of course the over charge and put on a chest piece with the madbomber and use the load out to replenish my grenades over and over and can replenish any grenades as long as I am out of battle. So I have an endless supply of grenades - fire grenade works awesomely..
BTW, just to add ANOTHER choice to the many good suggestions here, I have been experimenting with another variant to my regular skill (not status) build, and so far find it's seriously good.
It's effectively 4-pc Rigger (again), all pieces rolled to max skill damage. 1 pc of Wyvern with max skill damage also (which actually give +20% due to set bonus #1), and the exotic Sawyers kneepads (god rolled, of course).
This is turning out to be an outstanding build for sitting way back, letting your skills do the work and taking the occasional pot shots. Sawyer's raises max armor, health and hazard protection, and the Stand Your Ground talent is quite good for this play style. Once you are still for 10 seconds and get the max 30% weapons buff my Harmony is very powerful, as is my Capacitor. Plus grenades, etc. don't pop you out from behind cover at all. For the Cleaner drones that drop firebombs all of my mods are armor on kill, which actually is enough to offset the burn damage (i.e. I can stay put while on fire).
Just something to try if you have the right pieces.
EDIT: Just did what might be my easiest Heroic bounty ever using this set. It was a Cleaners bounty, so on Heroic the bomber drones did enough damage I did have to occasionally roll out of the way, but otherwise never even came close to being downed and killed all the baddies easily.
Okay, so while we're on the subject of Skill builds, i would love some advice about my Harmony rifle. Right now, it's attributes are:
+15.0% Rifile Damage
+17.0% Critical Hit Damage
+12% Stability (this one can be recalibrated to something else)
Any suggestions to a better choice for that last attribute? At the moment, I am showing 20% Critical Hit Chance and 62% Critical Hit Damage with the Harmony, and those stats are only coming from weapon attachments and my SHD watch.
this is irrelevant for skill buildOriginally Posted by GhostAgent14 Go to original post
you could roll DTOC tho
I'm in process of putting a better skill build together. With three Acosta's & one already rolled at 10% SD I thought why not. My goal was three 3 Impress but I am not there yet. The Acosta works along with a Fenrs with 8% SD. Its an odd mixture for now along with some armor Regan & a PDR w perfect In-sync & M1a with Preservation.BT3241
One variation of my build that I admit I have been using al lot lately is to use the Acosta bag for ammo and grenades and of course the over charge and put on a chest piece with the madbomber and use the load out to replenish my grenades over and over and can replenish any grenades as long as I am out of battle. So I have an endless supply of grenades - fire grenade works awesomely..
My Spec is Demolition with concussion grenades. I have mad bomber somewhere if it will fit. What spec are you? It appears the Acosta gives you a choice of grenades? I haven't worked with that aspect yet so I am not sure what is possible. As it is it kills quite well, be great if I ever get finished.
Mine is 15% rifle damage, 17% CHD and 9.5% CHC. Mods are mostly all stability and accuracy (it's my long-distance gun), but I do have the rifle mod exclusive to Technician that pulses targets, which is very helpful.Originally Posted by GhostAgent14 Go to original post
I had Spotter as my talent on my old build and ran it with the Technician laser as well. I still have the laser equipped because I do find it helps to see enemies in darker areas, even though it doesn't offer any damage increase any longer. Plus, it looks cool!! Lol. But, seriously, I have been wondering if I should revisit my attachments. I have read that CHC doesn't really help much until it gets high enough (maybe past 30%?).Originally Posted by Sock_Monkey Go to original post
That's more true of guns like SMGs, that actually have low initial DPS but can be stacked with lots of CHC to really "scale up" the damage using critical hits.Originally Posted by GhostAgent14 Go to original post
Rifles have pretty high damage from the get-go, so even the occasional critical hit can make a difference.