Well as promised here is the Hard Light DPS build I have been working with. First and foremost I want everyone reading this to understand this is a melee build. If you are someone who believes melee is not good enough dont bother reading the rest. I did have a ranged build but after days of testing and comoaring numbers, I have came to the conclusion melee is Hard Light's full potential. So with that being said I'll continue with my guide. Powers Chompers Snap Trap Whip Trash Straffing Run Neo-Venom Boost Light-Barrier Chompers- Begins every engagement with chompers. Great AoE with an isntant cast and a huge effected area.Snap Trap- Begins every combo. Snap Trap>Fan>Light Claws. 50% damage modifier.Whip Trash- This is really just a filler can be substituted with anything of your choice.Straffing Run- In my opinion the best DPS supercharge in the game.Neo-Venom Boost- My weapon buff since Hard Light lacks one. Good damage and added defense.Light-Barrier- Mostly used to cancel the animation from Neo-Venom Boost. Added defense and damage.Okay now that we established what powers to use, I'll explain the rotation and how to use it effectively. The biggest problem with most people who DPS is the lack of knowledge of a good rotation. A rotation can make or break a DPS. Do it correctly you will be topping charts with minimal power usage. Do it incorrectly and waste valuable power always trying to catch up in damage. This applies to any powerset.Chompers is the start of this rotation. It's a 45% damage modifier and it's an AoE with high critical chance and instant cast. Chompers is very underrated. It can hit every mob in the room for 250 non-critical might damage, up to 500 critical might damage.Now that you have casted chompers and gained the 45% damage modifier, you cast Snap Trap. Snap Trap will hit 300 non-critical might damage and 600 critical might damage, also applying a damage over time which tick from 15-30 damage per tick for 6 ticks. Snap Trap is a single target skill. Also a damage modifier of 50% for the following combos.Snap Trap will now combo into the Fan. The Fan is an AoE precision based attack that hits one time on any enemy in front of it. Fan can do hits of 300-500 damage non-critical precision damage and 600-1000 critical precision damage. The damage depends on how many mobs are effected. The damage does split but not drasticaly. Fan keeps the damage modifier from Snap Trap and carries it over to Light Claws.Light Claws are the bread and butter to this build. Still being effect by the damage modifier from Snap Trap which is 50%. They are a 5 hit combo with an extra hit finisher for a total of 6 hits. Which also has 4 extra hits from Neo-Venom Boost but ill explain that in a bit. The first hit from Light Claws, which is a lunge and hit for 300 non-critical precision based damage, 600 criticial presion based damage. Then does 4 more swings 3 who hit for 150 non-critical damage, 300 critical damage, the forth swing has an animation that looks like a spinning back fist. This can hit for 500 non-critical precision damage, 1000 critical damage, this hit is a 360* area around the user. Its not very large but big enough for melee. On the spinning back fist animation instantly press and hold square, you will then do another spinning back fist which does the same exact damage and AoE effect. This is all still effected by the 50% damage modifier from Snap Trap.Neo-Venom Boost is a staple in my build it servers multiple purposes. Notice Hard Light and Nature are the only two classes without a weapon buff, except nature has super buff as to where Hard Light does not. So these are the purposes it servers: Weapon buff, Might Damage, Defense, Super Strenght. NVB is the perfect compliment to this build. Lets talk about the might damage it does. NVB grants 4 procs of might based damage to your weapon attacks, who can hit for 150-300 per hit for a total of 600-1200 damage depending on wether it criticals or not. This damage is added to each swing of the Light Claws. You are probably wondering how and why. Well the key is that Hard Light combos are precision based therefor counted as a weapon. Many people dislike NVB because it is very power hungry. Well guess what we Hard Light dont have a problem with power management. Why? Well simple combos cost no power to cast so we always have extra power. So no we are getting extra damage and extra defense for this melee build.Now for Light-Barrier who servers three purposes. It cancels the animation of NVB, it grant damage nullifier, and extra might based damage every time the shield is struck. Normally it can get 2-3 hits of 150-300 might based damage, and can reduce about 800 damage. You might think its not a lot but think of how many times throught the course of a raid you will be using this skill. It only has a 45 second cool down. If kept up every minute thats 800 damage reduced every minute. So if you are in a raid for 1 hour that means you have popped it 60 times that roughly 48,000 damage you will not recieve at the end of the raid so thats 48,000 less heals your healers need to worry about.Now for the best DPS supercharge in the game. Straffing Run is what I consider a boss killer. It is only 50% supercharge and does insane damage. Straffing Run hits 13 times. One initial hit for 1000-2000 damage and 12 ticks of 300-600 damage and can be stacked. You wondering what I mean by it can be stacked, well you can use 2 super chargers back to back and the tick will stack. So the boss get 2 initial hits and 24 ticks of damage. If you make the math that's 4600-9200 damage per supercharge. So a total of 9200-18400 damage on a boss. This is also an AoE lol.Weapons Two Handed Dual Wield Staff Martial Arts One Handed Brawling Any melee weapon will do just fine with this build. So use what you prefer. Personaly I prefer to use Two Handed & Dual Wield. Reason why I like Two Handed is because it has the best ranged of all the melee weapon in my opininon . And Dual Wield because it is very fast and does great damage. Believe it or not you wont be using you weapon much but it still makes all the difference. Wondering why? Well the Hard Light combos are based of your weapon and get the bonus from your weapons. For example currently I am running the Sparc Dual Wield from Central City, when I am doing the Light Claws the weapon still procs and I also the the bonus from the melee weapons. In update 4 melee weapons recieved a great buff. Melee weapons now grant 15 weapon critical attack damage and 200 control resistance. So since Hard Light combos are considered weapon they get this bonus as well. So my critical hit 15% harded than if I was using a ranged weapon plus I get extra 200 resistance to control effects.Skill Points Bow- First 4 innate and the 3 might- 7 skill points Brawling- First 4 innate and the 3 critical magnitude- 7 skill points Dual Pistol- First 4 innate and the 3 critical magnitude- 7 skill points Dual Wield- First 4 innate and the 3 critical magnitude- 7 skill points Handblaster- First 4 innate and the 3 might- 7 skill points Martial Arts- First 4 innate and the 3 critical magnitude- 7 skill points One handed- First 5 innate and the 3 critical chance- 8 skill points Staff- First 4 innates and the 3 critical chance- 7 skill points Two handed- First 4 innate and the 3 critical chance- 7 skill points Rifle- First 4 innate and 3 critical chance- 7 skill points To be able to obtain all the Might, Critical Attack Dmage, and Critical Attack Chance you need roughly 75 skill points give or take depending on your weapon of choice. I personally have 95 skill points so I go ahead and get the breakout inates from the movement tree aswell which is another 7 skill points. But that is pretty much how you should distribute your skill points.Power PointsAssault Light Claws Minigun Chompers Snap Trap Ram Whip Trash Fan Straffing Run Support Boxing Clap Light-Barrier Iconic Powers Weapon Expert Tactical Genius Neo-Venom Boost Wisdom Of Solomon This is exactly how you power points need to be distributed for this build to work. This is pretty self explanatory so not too much to add.Gear Selection Tier 3 gear FOS 3 DPS neck FOS treasure chest precision rings Okay this is a key part to Hard Light DPS and its having the proper gear for it. Hard Light is based on combos which are based on precision. With that being said you should always chase after precision gear. So in a nutshell what you want is full Tier 3 gear with FOS 3 DPS neck and FOS treasure chest precision rings. This gear will grant you 340 base precision and 390 precision for 20 seconds every time the neck piece procs which is very often in the course of a raid.ConclusionWell this is the build I have been running with much success and I am very glad to share this with the community. I really hope this help out all my fellow strugling Hard Light DPS. Maybe this guide will bring back the joy of your Hard Light toon. Honestly I believe Hard Light can still compete with Fire DPS and Sorcery DPS. Dont believe me give this build and run then tell me what you honestly think.If i have missed anything that you would like me to add just please post and i will do my best to explain anything to you. Which will also help me keep this guide update and fresh. This is an ever growing guide so anything you feel i left out just ask and i will make sure to add it.