Assault Rifle Decks v4

assault-rifles v4Version 4 – Updated 14 August 2012

Assault Rifle Decks

So with all the time spent in the Test Chamber, my decks each changed fairly significantly, and I’ve added a new build for those people who don’t mind the induction on Safety Off. Each deck is fairly universal in abilities aside from a handful of changes focused around the primary resources builder. Each new version is significantly better than its previous version. The focus of the passives is to build on and exploit Afflicted bonuses.

For details on the theory behind these decks, please take a look at this post.

A quick summary: Safety Off is in fact better damage per second than both Anima Shot and Hip Shooter. However, Hip Shooter is a mere 25 or so dps short of Safety Off, while Anima Shot lags just 10 dps less further. The tradeoffs around using each ability for the primary point builder is fairly obvious, with each making a compelling reason for use.


Building Assault Rifle Resources

safety-offSafety Off

It makes perfect sense – Safety Off has a one second induction and fires three rounds per activation, making it the clear leader in dps over its instant cast alternatives. The downside is that the cast time cripples your movement, making it a death trap during a fight requiring agile players. It also makes the combat rotation feel slow and may cause you to fire off extra rounds instead of using the finisher correctly. Suggestion: if you have to move or want a more fluid rotation, don’t use Safety Off.

hip-shooterHip Shooter

This is the best damage of your instant cast abilities, thus proving your highest damage, most fluid rotation. Hip Shooter is not the highest dps and doesn’t bring any healing to the fight, but it is my favorite ability to use in a dungeon group when healing isn’t an issue. With it, the rotation feels smooth and my dps is not far from the top. Suggestion: if your group is good on heals and isn’t losing fights at 1%, Hip Shooter gives you the best dps bang for the most fluid rotation.

anima-shotAnima Shot

Heals, damage, and instant cast, it doesn’t get any better than Anima Shot. It sits squarely in last place among the highest damage output for point builders, but it provides a fair amount of healing to your defensive target while still providing a fluid rotation free of induction timers. Suggestion: in a pug dungeon group, Anima Shot is probably the best option for damage and support. In a pre-made group, you’ll probably be better off with a pure dps alternative.


Testing Setup

stats-aug14

All my original testing was done against the Combat Holograms in the Test Chamber, inside Illuminati HQ. Yes, those same holograms you test abilities against at the start of the game. They only have 5000 hp, so I actually killed quite a few of them with some big Red Mist hits. In any case, these hologram “con” green dot to me, so the raw dps numbers will vary against a white or higher enemy you might encounter in a dungeon. However, for comparing decks these dummies work well, since the same target is being used for testing each ability. The dps numbers might not match from dummy to boss but the comparison between decks remains the same.

My stats (as of this post) are listed here for reference. I am using a QL10.1 assault rifle with 411 weapon power.

The Theory Behind the Decks

The theory behind all these decks (except Full Auto) is to maximize the damage output from your Assault Rifle while maintaining free movement. This will allow you to focus on boss mechanics with a fluid rotation mostly free of induction timers, eliminating wasted shots and providing maximum movement speed throughout the fights. The alternative decks mentioned, along with Full Auto, provide maximized DPS or HPS while sacrificing fluidity in rotation and movement speed.

For more details on the theory behind these decks, please take a look at this post.


Assault Rifle Deck – AR Soloist

Soloing Deck, DPS with self-healing

Actives: Anima Shot, Suppressing Fire, Shot of Anima, Red Mist, Fire at Will, Lock & Load, Three Shot Burst
Passives
: Anima Boost, Leech Therapy, Lethality, Eagle Eye, Anticoagulant, Salt in the Wound (Fists), Experience

Salt in the Wound is from The Outback (Fists) tree.

Spam Anima Shot and finish with Shot of Anima for heals. Use Three Round Burst to finish off enemies when a heal isn’t necessary. Use Red Mist to open combat and anytime your health is safe. Lock & Load on cooldown or save it when your health gets low for a double tap on Shot of Anima. The biggest change here is V2 does not have a frenzy leach – so use your Suppressing Fire and Fire at Will on packs of enemies as long as your health is safe and switch to a single target rotation to recuperate. Use a piece or two of healing gear for the tougher enemies.

Alternative Option:
If you don’t mind the cast time, use Anima Burst with Improved Burst as your point builder, along with Transfuse Anima as the single target finisher. This will be slightly less dps, but more hps overall.


Assault Rifle Deck – Hip Shooter

Dungeon deck, max DPS & movement

hip-shooter-v4

Actives: Hip Fire, Suppressing Fire, Bloodshot (Blood), Red Mist, Fire at Will, Lock & Load, Three Round Burst
Passives: Steady Hip Fire, Sharp Shooter, Lethality, Eagle Eye, Bloodsport (Fists), Salt in the Wound (Fists), Iron Maiden (Blood)
Weapons: Assault Rifle, Blood Magic Focus

Salt in the Wound and Bloodsport are from The Outback (Fists) tree. Bloodshot and Iron Maiden are from the Malediction (Blood) tree.

Spam Hip Shooter and finish with Three Round Burst and Bloodshot. Open combat with Red Mist and Lock & Load, then use both on cooldown. Suppressive Fire and Fire at Will comprise your area damage.


Assault Rifle Deck – Pen Shooter

This deck is only viable once you are at around 600 hit and 600 penetration. Note that I am still putting this deck through the gauntlet and it’s very likely that having two penetration increasing passives is overkill. Fatal Flourish may be removed in the next version.

pen-shooter-v1

Actives: Hip Fire, Suppressing Fire, Bloodshot (Blood), Red Mist, Fire at Will, Lock & Load, Three Round Burst
Passives: Steady Hip Fire, Lethality, Incision, Iron Maiden, Fatal Flourish, Twist the Knife, Salt in the Wound (Fists)
Weapons: Assault Rifle, Blood Magic Focus

Salt in the Wound is from The Outback (Fists) tree. Bloodshot and Iron Maiden are from the Malediction (Blood) tree.

Spam Hip Shooter and finish with Three Round Burst and Bloodshot. Open combat with Red Mist and Lock & Load, then use both on cooldown. Suppressive Fire and Fire at Will comprise your area damage.


Assault Rifle Deck – AR Support

Dungeon deck, DPS with light support heals

Actives: Anima Shot, Suppressing Fire, Anima Vessel, Red Mist, Fire at Will, Lock & Load, Three Round Burst
Passives: Anima Boost, Sharp Shooter, Lethality, Eagle Eye, Anticoagulant, Salt in the Wound (Fists), Experience

Salt in the Wound is from The Outback (Fists) tree.

Essentially this deck is the same as the AR Soloist with the exception that Leech Therapy is dropped in favor of Sharp Shooter. This provides the Hit rating needed to drastically reduce glancing hits in a dungeon. There are a couple of things that are flexible in this build. First, Experience could be slotted out in favor of Veteran if group healing is more important than a single defensive target. Also, depending on the group, a direct heal like Platoon or Hermatic Rites (Blood) may serve better than the leaching heal Anima Vessel, although keep in mind you lose the damage if you swap.


Assault Rifle Deck – Full Auto

Dungeon deck, max DPS with limited movement

full-auto-v4

Actives: Safety Off, Suppressing Fire, Bloodshot (Blood), Red Mist, Fire at Will, Lock & Load, Three Round Burst
Passives: Extra Bullet, Sharp Shooter, Lethality, Eagle Eye, Bloodsport (Fists), Salt in the Wound (Fists), Iron Maiden (Blood)
Weapons: Assault Rifle, Blood Magic Focus

Salt in the Wound and Bloodsport are from The Outback (Fists) tree. Bloodshot and Iron Maiden are from the Malediction (Blood) tree.

Here’s the new deck – for those of you who don’t mind an induction cast on their primary resource builder, the Full Auto deck provides the highest dps. It operates the same as all the other decks here, but try not to spam Safety Off; instead, fire it methodically so you don’t accidentally hit an extra shot before your finisher, which is still Three Round Burst. Same Suppressive Fire and Fire at Will for aoe. Same practice on Red Mist and Lock & Load. One thing to point out, Improved Burst does not power up your burst shots enough to trump the gain from Molecular Exploitation, which is why it’s not in this build.


Future Planning

The next step in my journey for a better build is to acquire a few talents that play off of the Penetration stat. There are a few abilities that I found that increase Penetration and provide additional damage to hits that Penetrate, namely Sudden Return, Twist the Knife, and Fatal Flourish, all from the Blades section. I’m not sure if I can juggle them efficiently into a deck, but as soon as I have enough points to spend I will begin experimenting with it. For now, I’m only penetrating around 7% of the time with a rating of 137; with Fatal Flourish this would reliably jump up to 437, which could in turn provide a fairly consistent 9% damage bonus (Twist the Knife) plus an additional 116 damage to penetrating shots. Also, Sick Society in the Chaos tree could be a compelling ability against bosses, although would be notably lacking on easier enemies. Of course, I’ll report back once I’ve picked up the ability points and done some testing.

For now, give these decks a testing and comparison to some of your own, and let me know how it turns out.


Version Notes

Version 4 – 14 August 2012

  • Added Penetration heavy deck, Pen Shooter

Version 3 – 19 July 2012

  • New addition of Blood Magic Focus to Hip Shooter and Full Auto
  • Replaced Call Your Shots in all decks with Sharp Shooter
  • Replaced Anima Vessel in Hip Shooter and Full Auto with Bloodshot

Version 2 – 14 July 2012

  • Passives in all decks mostly revamped

12 Responses to “Assault Rifle Decks v4”

  1. Earl Foster Says:

    I have been using the Hip Shooter heavily in Elites. By popular demand I had to replace Lock & Load with Confusion. I like you work, please keep it up.

    [Reply]

  2. Tori Says:

    You might also want to look at Fluid Defense (blade elite passive) that one seems nice for added damage. I’ve been using it to decent effect. Also Bloodsport for afflicting everything and Dark Potency (passives) which bounces pen chance increase off afflicted state.

    [Reply]

    aalwein Reply:

    Bloodsport is the DPS decks here. I had Fluid Defense in my AR Soloist in the early versions but I went with Experienced once the content started getting more difficult. Dark Potency is in my decks now, I just need to update. I’ve actually got a whole new deck for better geared players that focuses on Penetration.

    [Reply]

  3. Tori Says:

    Update soon then! lol Your guides have been useful starting blocks for some of my own builds, so I’m interrested to see what else you’ve put together :)

    [Reply]

  4. Odoxia Says:

    Your guides have been great. I can’t thank you enough. How the heck do I get 600 hit? Maybe you could do a tutorial on the glyphs you use and where you get them. Thanks again!! I’ve used this site almost every day since I started the game!

    [Reply]

    aalwein Reply:

    Sure thing. A gear/glyph guide is a good idea. I’ll see if I can squeeze it in before the weekend. Quickly though, the general idea is to stick with single stat (substantial) glyphs.

    [Reply]

  5. Odoxia Says:

    One more thing, can you give us any help on a good pvp build beyond the mobile dps one you have?

    [Reply]

    aalwein Reply:

    I could provide one if I pvp’d any; however I’m not a big pvp’er so the rare times I do go into Fusang I normally just have my Hip Shooter deck out, Red Mist people to death, and roll with the “zerg.”

    [Reply]

  6. MGB Says:

    Keep the updates coming :-)
    Have used your solo-deck and Full auto and it works really good.

    Have you tried implementing more of the active skills from a secondary weapon or do you find going assault rifle all the way is better and just use passives from other decks?

    [Reply]

    aalwein Reply:

    The only decks I have that use two actives from another weapon are on my utility decks (which I need to update as it doesn’t have Blaze in my purge deck). When going primarily for dps, I never use anything but a finisher for my second weapon.

    [Reply]

  7. Sunz Says:

    I’m curious how this build works against the hard missions in TV. For example can you solo the ghoul pairs near the church the the besieged farmlands.

    My own dps AR build is a more traditional AR/Elm, using Blaze with the 100% crit chance (which is soon to be nerfed to 40% so I’ve been playing around with other secondarys).

    I’m also curious how much self healing your build provides without any +heal gear, is it better or worse overall than just relying on Turn the Tables (the +642 self heal active ability).

    [Reply]

    aalwein Reply:

    With the AR Soloist deck I was able to solo every mission in the game, Transylvania included. In fact, I was able to solo them wearing QL5-6 gear while many of the missions were qualified as “very hard” or even “devastating.”

    I’ve never looked at my healing to quantify it. To be honest, I’ve never needed to; AR Soloist keeps me alive almost exclusively with Anima Shot. In fights when I had pulled too many or drew adds during the fight, Shot of Anima was plenty to keep me alive. I’d rate it a better heal simply because it’s got only a 4 second cooldown versus the 35 seconds of Turn the Tables.

    [Reply]

Leave a Reply

Before you submit form:
Human test by Not Captcha