Assault Rifle and Blade Survival
A Blue Mountain Special
The Blue Mountain Specials are 400 point survival builds that are built around dps and healing. The builds are targeted at 400 points, which is approximately the number of points you will have at QL 6. This particular build is designed to do substantial AOE damage utilizing sequenced finishers. It works wonderfully against pack fights, but suffers in single target encounters.
These builds are not intended to be “end-game” builds, they are solo friendly survival builds that should help you live longer when moving out of Savage Coast into the Blue Mountains. While these builds are not guaranteed to survive all fights in Blue Mountain (some fights in BM have special effects that hinder success with some builds), it is a good direction for progression.
Note: If you can not find the ability in your wheel, click on the menu to the right of your wheel screen, and do a search on the skill name.
Weapons: Assault Rifle and Blades
- Suppressing Fire (AR – Bombardment)
- Forking Paths (Sword – The Cutting Artist)
- Fire at Will (AR)
- High Explosive Grenade (AR – Bombardment)
- Crimson Theater (Sword – The Cutting Artist)
- Steel Palace – (Sword – The Cutting Artist) *you may chose to replace this ability with a dash or other ability.
- Anima Vessel (AR – Ground Control)
- Shoot Em Up
- Leeching Frenzy
- Fatal Flourish
- Salt in the Wound
- Killer Instinct
This build plays nearly identical to the previous “My first 60″ AR/Blade build, however I have replaced a number of abilities to better utilize the effects and procs from the build.
First, instead of starting the fight with Blade Torrent, you will start the fight with Suppressive Fire (allowing some range), and then you will trigger Forking Paths x4. During these 5 attacks, you will have (1) Leeching Frenzy Proc, (2) Shoot Em Up cause the target to be Afflicted, which makes the Forking Paths trigger its heal, (3) Perseverance to trigger, (4) the affliction status will also cause Salt in the Wound, Fatal Flourish to stack, plus (5) every swing will case Killer Instinct and Blood Sport (Triggering Salt in the Wound and Fatal Flourish again).
Then as with the “My first 60 build” you will trigger off the finishers. However, unlike before, you now have 2 AR AOE finishers you can use. Fire at Will and High Explosive Grenade. These two abilities will trigger extra damage on affliction and since one is a frenzy, it will recycle the frenzy effects.
Once all AR resources have been used, I have replaced the blade finisher with Crimson Theater and Steel Palace (if you need the ward effect). Though as stated earlier, you may chose to replace one of these.
You will then start back with your Suppressive Fire and restart the rotation.
Finally I have replaced Anima Shot with Anima Vessal, for extra healing if needed. However you may choose to use something else in its place, or try one of the other healing abilities if needed for extra survivability.
Please leave me any feedback and suggestions. This build is a work in progress and you might find some replacements more productive for your play style. If anyone ends up using this and feels like sharing, I’d love to see it. I haven’t spent much time in Sword, so I won’t be getting to it anytime soon