I guess he also carries a basic SMG and a grappling hook gun? I assume he'd be a ranged unit and not usually up in melee hitting things w/ pickaxes, but I guess you can make it a ranged + melee mix and play it however ya want:
Specializations
Dexterity: Combat Training(3/3)
Dexterity: Gear Utilization(2/3)
Dexterity: Deadly Aim(3/3)
Dexterity: Expose Weakness(2/2)
Vindicator: Aggressive Stance(2/2)
Vindicator: Merciless(3/3)
Vindicator: The Rush of Battle(3/3)
Vindicator: Mass Destruction(2/3)
Warden: Fortified Gear(3/3)
Warden: Ruthless(2/2)
Warden: Upper Hand(3/3)
Warden: The Best Defense(2/3)
Mastery: Dexterity Mastery(1/1)
The open power slots can be for w/e ya want, and feel free to ask for any more suggestions.
You can use either the melee dps role if you want to focus on the DB stuff, or the ranged dps role if you want to emphasize the SMG's ranged AoE. Trip Wire, Grapple Gun, and Conviction can all help proc MSA (Grapple Gun doesn't add much, though I kept it in for the theme). Blade Tempest can put up Shredded and serve as a basic melee cleave, while charged DW is the main single-target melee attack. SMG can be used defensively and for easy AoE grinding from ranged. Gears mostly for Dex, w/ some Con and Int.
Comments
(Unnamed Build) - Freeform (Any / Multiple)
v3.41:33
Super Stats
Level 6: Dexterity (Primary)
Level 10: Intelligence (Secondary)
Level 15: Constitution (Secondary)
Talents
Level 1: The Specialist (Dex: 10, Con: 10, Int: 8, Rec: 10)
Level 6: Covert Ops Training (Str: 3, Dex: 3, Con: 3, Int: 3)
Level 9: Coordinated (Dex: 5, Int: 5)
Level 12: Impresario (Dex: 5, Rec: 5)
Level 15: Negotiator (Int: 5, Rec: 5)
Level 18: Acrobat (Dex: 5, Con: 5)
Level 21: Healthy Mind (Con: 5, Int: 5)
Powers
Level 1: Gunslinger
Level 1: Blade Tempest (Rank 2, Rank 3)
Level 6: Form of the Tempest
Level 8: Night Warrior (Rank 2, Rank 3, Silent Running)
Level 11: Submachinegun Burst (Rank 2, Wall of Bullets)
Level 14: Conviction (Rank 2, Rank 3)
Level 17: Molecular Self-Assembly
Level 20: Trip Wire (Stim Pack, Open Wound)
Level 23: Dragon's Wrath (Tiger's Courage, Dragon Rush)
Level 26: Resurgence (Rank 2)
Level 29: Grapple Gun Pull
Level 32: Energy Shield (Rank 2)
Level 35:
Level 38:
Adv. Points: 31/36
Travel Powers
Level 6:
Level 35:
Specializations
Dexterity: Combat Training (3/3)
Dexterity: Gear Utilization (2/3)
Dexterity: Deadly Aim (3/3)
Dexterity: Expose Weakness (2/2)
Vindicator: Aggressive Stance (2/2)
Vindicator: Merciless (3/3)
Vindicator: The Rush of Battle (3/3)
Vindicator: Mass Destruction (2/3)
Warden: Fortified Gear (3/3)
Warden: Ruthless (2/2)
Warden: Upper Hand (3/3)
Warden: The Best Defense (2/3)
Mastery: Dexterity Mastery (1/1)
The open power slots can be for w/e ya want, and feel free to ask for any more suggestions.
You can use either the melee dps role if you want to focus on the DB stuff, or the ranged dps role if you want to emphasize the SMG's ranged AoE. Trip Wire, Grapple Gun, and Conviction can all help proc MSA (Grapple Gun doesn't add much, though I kept it in for the theme). Blade Tempest can put up Shredded and serve as a basic melee cleave, while charged DW is the main single-target melee attack. SMG can be used defensively and for easy AoE grinding from ranged. Gears mostly for Dex, w/ some Con and Int.
- Be safe and have fun, champs - for science!