Firecrest Rework - A flexible, customizable build for anyone.

I was discussing the build further with some friends and wanted to elaborate some, the depth to which this build goes with build variety, and why it's not as overpowered as some of you may think, based on the high-numbered damage increases (ie 100%, 0.5% / stack, etc.)
 
It's important to note immediately that stacks are not eternal.
1. 1 stack every 50,000 damage - to reach 100 stacks, 5 million total damage must be applied, in the best scenario.
2. 1 stack is decayed for every 1 second the turret owner does not deal damage of any kind - You don't build stacks, but you prevent the decay of stacks. However, none of this matters if there are no targets within range for the turret to hurt.
3. Exceeding 100 Firecrest stacks resets the count to 0 - It doesn't simply decay to 0, it resets immediately to 0, essentially applying a burst of damage, toughness (health), and/or healing to itself.
 
It's not as easy to get crazy damage with this rework as one may think. You have to play somewhat strategically in order to properly utilize those stacks - you want to maintain a high stack count as long as possible - I compare this to a channeling spell in World of Warcraft or another game. But there are things you must consider when thinking about this set:
1. You must keep a target within range of the turret, so the turret can deal damage to the target and build stacks.
2. You must deal damage to a target to prevent the turret stacks from decaying, while somehow managing to keep the target within range of the turret, because your entire gear set relies on the turret. If there's no targets in range, you might start feeling naked.
3. There's no stopping those stacks from eventually capping out and resetting; a player could do something as simple as drop a mobile cover or any other skill that a turret attacks, causing it to build stacks and reset itself that way.
4. The 4pc bonus increases your damage by 20% against targets the turret debuffs. You don't choose the targets. Your turret chooses. Keep that in mind.
5. Wildfire is a talent that can apply the burn effect to players within range, but that's not the turret dealing the damage, ergo stacks are not being built.
 
The 5 pc gives all turret types (ie the Pulse turret AND flame turret, not the shock turret) damage increase, providing even more opportunity for hybrid builds. You could run 5 piece and a pulse turret - and maybe that stupid talent that heals the turret when it deals damage, maybe? Gosh, that shitty talent might just be viable, here!
 
This new firecrest design I've come up with is easy-enough for a casual player to understand the gist of, but in-depth enough in balanced, customization options, for even the hardcore player like myself.

/r/thedivision Thread