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Adding FRENZY to Double LMG Blindfire Build / TWO Control Points #Gameplay #Division #TomClancy #WZ
I accidentally noticed that Frenzy talent has a potentially incredible synergy with the Steady-Handed talent through the Tinkerer mask. Frenzy sends a bulletstorm at enemies. As they hit, Steady-Handed builds stacks making the Frenzy more accurate... and once 100 stacks is reached, it reloads the entire magazine... which in turn makes Frenzy last longer. Then, both of them combine quite well with blindfiring and hipfiring.
So, we're adding Frenzy to this build and losing the Stabilize talent. You gain lots of damage at the expense of some accuracy at medium range, but as you can see from the video I can still blindfire and kill things accurately. Once Steady-Handed talent kicks in from the other LMG at about 20-30%, then accuracy is restored. Frenzy is a beast on the MK46 LMG.
You'll notice from the video I also decided to exchange one red core for an extra blue core. Even though the character is in cover all the time, she still feels fragile when flanked. Damage does suffer though, but Frenzy (when it triggers) more than makes up for the damage loss.
Activities include clearing the New Venice and Riverside Gas Station control points.
This Blindfire build allows you to stay forever in cover and hit targets at a distance with accuracy. It's not as good or as fast as my other builds, but it is EASIER and LAZIER (and I'm a big fan of lazy builds).
This build uses the new Tinkerer exotic mask to double-up Accuracy and Stability weapon talents upon the Infantry MG5 light machinegun. This appears to be one of the very few weapons in the game that can be blindfired and accurately hit targets at a distance. This build makes it possible to stay FOREVER in cover and kill enemies at a distance with accuracy.
One of the MG5s is equipped with a 30% Headshot damage scope. We're also testing to see if we can switch weapons and use it get accurate Headshots from blindfire.
HOWEVER...
I don't believe the Tinkerer mask is a good choice for any damage-oriented build. In order to wear it, you have to give up wearing 1) The Coyote's Mask and 2) Any Named or Exotic weapon. Even just giving up the Coyote's Mask is a huge drop in damage. There is no second weapon talent via Tinkerer that will make up for it. Then, we suffer another damage drop because we're not using an Exotic or Named weapon.
So, the Tinkerer will not enable us to do more damage. We can only hope it can give us utility through builds like this one.
Note: None of this is optimized or has optimal attributes. This is just a range test to see the kill speed of the build and make sure its at least viable. With better attributes on the weapons and more red cores, this build should inflict respectable damage.
Current Build Breakdown:
Gunner
Main Weapon: Infantry MG5 (CHC 3rd Attribute, +90 Accuracy mods, Steady-Handed)
Secondary Weapon: MK46 (CHC 3rd Attribute, x8 Scope, +50 Optimal Range, +30 Accuracy, Frenzy)
Pistol: Backup Boomstick
Mask: Tinkerer Mask (CHC)(CHD)(Red Core)
Chest: Striker's Battlegear (CHC)(WH)(Blue Core)
Holster: Striker's Battlegear (WH)(Red Core)
Backpack: Striker's Battlegear (CHC)(WH)(Blue Core)
Gloves: Eagle's Grasp (WH)(Red Core)
Kneepads: Striker's Battlegear (WH)(Red Core)
Bulwark Shield
Revive Hive
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