S.T.A.R. Single Target Assault Rifle
A Nightmare Dungeon DPS Build
By Braz
S.T.A.R. is a DPS build prepared by Braz and submitted through our Submit a Build form. It is designed for nightmare dungeons. The build is one of our more popular DPS builds.
Weapons: Assault Rifle, Shotgun
Active Abilities
- Safety Off - Burst builder
- Three Round Burst - burst finisher
- out for a kill – shotty finisher
- suppressing fire - aoe builder
- frag grenade / tear gas / high explosive grenade – aoe finisher (choose based on group synergy)
- breaching shot - party penetration buff
- do or die – 45 sec cd personal 25% bonus damage buff
Passive Abilities
- Twist the knife – 9% damage buff
- Ferocity – 9% damage buff
- Live wire – crits build charges to 4 then discharge for big damage
- Sudden return – extra damage on penetrate
- One in the chamber – extra damage on crit
- Fever pitch – 50% buff to hit (absolutely clutch)
- Extra bullet – adds an extra hit to safety off burst
Key Features
This deck is based on maximizing your chances of proccing extra damage from passives while keeping your overall damage as high as possible. Basically, each time you hit your builder you hit four times within a second. That gives you 4 opportunities to crit/pen every second. This is perfect timing for the internal passive cooldown of one second, so you’re not wasting any time or losing out on any potential passive procs. Also, you can get by with a relatively low hit rating thanks to fever pitch (which will probably be nerfed, but hey, use it while you can) which should be up at all times considering that even with only a 10% chance to proc, you’re looking at a 40% chance every second. Once it gets rolling, the damage is obscene, consistent and ranged.
Looks something like this:
safety off – sudden return – one in the chamber
safety off – sudden return – one in the chamber
safety off – sudden return – one in the chamber
three round burst – sudden return – one in the chamber – live wire
out for a kill (maybe with an SR or oitc)
If you can afford to stand in melee range for the entirety of the fight, you can swap out shotgun for chaos and use four horsemen for your secondary consumer for even more chances to proc passives, and (if you’re having trouble with hit rating) you can use pulling the strings to give yourself another 10% hit rating)
NOTE: this is a PURE dps build and parts of it are reliant on your teammates providing support like debilitate (note from Ryahl – or any other weakened state).
Rotation
Start fight – 5x safety off – breaching shot – do or die – three round burst – out for a kill – safety off x3 – three round burst – out for a kill – safety off x3 – and so on until buffs are off cd then build to 5 weapon resources before hitting buffs and repeating rotation.
Gearing Needs
150 hit?, but it could be relying on Fever Pitch)
500+ crit
500+ pen





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While Love this Deck, it would be very nice if the author would also put where to find all the the Active and Passive Abilities
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If you open your ability window (N), you can pull open the search feature on the right side of the screen. You can pull up the abilities quite quickly in that manner.
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Twist the knife – 9% damage buff = Blades “Wind though Grass” 12 point
Ferocity – 9% damage buff = Fists “The Wilderness” 34 Point
Live wire – crits build charges to 4 then discharge for big damage = Elementalism “Altered States”
50 point Sudden return – extra damage on penetrate = Blades “Wind though Grass” 50 Points
One in the chamber – extra damage on crit = Pistols “Crossfire” 27 points
Fever pitch – 50% buff to hit (absolutely clutch) = Chaos “Building Blocks” 34 Points
Extra bullet – adds an extra hit to safety off burst = Assault Rifles “Engage” 1 point
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Are you mean for +500 crit the crit rating or crit power? Thank you.
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I would think Crit Rating, there are a number of tools in this build that increase damage output. You want to make sure you are getting the crits themselves.
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4 hits with a 10% chance to proc Fever Pitch does not give you 40% chance per second. It has a 34.39% chance to trigger.
Just imagine if you had 10 hits in a second, each one has only 10% chance to trigger it, so its quite possible for all 10 to not trigger it. So 10 * 10% = 100% is not correct since I just mentioned a possible case where it won’t trigger. (In the 10 hits case you have ~65% chance to trigger it)
Statistically you will get Fever Pitch to proc within the first two Safety Off ~57% of the time. And ~88% of the fights you will have Fever Pitch triggered before the first finisher is used.
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WEAPONS: assault_rifle/shotgun (985 AP)
ACTIVES
1. Safety Off (Assault Rifle->Engage, 1 AP)
2. Three Round Burst (Assault Rifle->Take Point, 9 AP)
3. Out for a Kill (Shotgun->Enforce, 1 AP)
4. Suppressing Fire (Assault Rifle->Bombardment, 9 AP)
5. Frag Grenade (Assault Rifle->Bombardment, 16 AP)
6. Breaching Shot (Shotgun->Control, 2 AP)
7. Do or Die (Elite, Green->Subversion, 50 AP)
PASSIVES
1. Live Wire (Elite, Elemental->Altered States, 50 AP)
2. Twist the Knife (Blade->Wind through Grass, 12 AP)
3. Ferocity (Fist->The Wilderness, 34 AP)
4. Sudden Return (Blade->Crossing River’s Edge, 12 AP)
5. One in the Chamber (Pistols->Crossfire, 27 AP)
6. Fever Pitch (Chaos->Building Blocks, 34 AP)
7. Extra Bullet (Assault Rifle->Engage, 1 AP)
LINK/VDM
http://www.tsw-builder.com/#97v900920702940942713g16p636121325141834555901
VDM%-%6377845%-%6806479%-%6371879%-%6814909%-%6815360%-%6371930%-%7494892%-%6863509%-%7080596%-%6942573%-%7080605%-%6942477%-%7094271%-%6378207
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If you’re not at nightmare level yet or at gear levels that make these types of passives fly, what passives might you use instead until your crit and/or pen are high enough? For someone who’s in all QL 10 blues and doesn’t seem like the dps from AR/SG builds is as high as it could/should be…
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Probably better to go with Johrel’s elemental/SG strike build with the current SOTG (elemental got a buff at last) until you can put together the crit and pen ratings to make this work. It’s much less dependent on high crit & pen ratings to proc.
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