Showing posts with label the division. Show all posts
Showing posts with label the division. Show all posts

Friday, August 19, 2016

The Division - Sentry Hybrid Build Guide - PvE/PvP Variants, Smart Cover Tips, Counters by DarkZoneNinja

Hey everybody!

This will be a thread about effectively building a sentry hybrid. A sentry hybrid is all about bringing max skills into the table while dealing enormous amounts of damage, enabling your team to fully buff your team while also kicking ass.

There are 2 variants of this build that i use and can be very effective in both PvP and PvE situations.

How to build a Sentry Hybrid?
Especially with the latest PvP changes, damage reduction and increase has become more important than ever in high level play. There are 3 skills that provide these buff greatly. One of them being smart cover, a skill that allows you to have 2 signature skills at the same time, all the time. (Survivor Link & Tactical Link), Pulse and Booster Shot heals. Understanding how these skills work with each other and using them to full potential can allow you to become practically invincible.

Sentry Hybrid for PvP - 1 Electronic Piece
With only using 1 electronic piece you can get your SP around 40k which will greatly increase the power of your skills.

At 40k SP, your smart cover should have around 60% resistance and 45% damage increase without adding any gear bonuses. If you can get +smart cover bonuses on your gear it will greatly increase the power of your build.

Here is the PvP variant using smart cover and booster shot: http://i.imgur.com/R8aNNZo.jpg

Smart Cover stats: http://i.imgur.com/v5Hq47D.jpg

Why Vigorous?
Vigorous allows you to get overheals from your booster shot and booster shot gives you 15% damage resistance. Doesn't seem like much? Think again because the game mechanics are made so that any source of All Damage Resilience (ADR - Found in Character Tab) stacks additively with each other. What this means is if you are using a 75% resistance smart cover, you can add booster shot onto it and get up to 90% ADR, decreasing the damage you take by 60%. So at 40k SP, your 60% resistance SC and booster shot can provide 75% ADR to you and your group. This is why you use Vigorous and Booster Shot with Smart Cover.

Why Tactical Link?
With smart cover and booster shot giving you almost the same ADR as Survivor Link, it feels redundant to run that if your teammates are already running it. By all means run it if you are solo though. Tactical combined with SC will allow you to melt multiple people quickly when you are engaged in a crowded fight, know when to use it.

PvE - 2 Electronic Pieces
Wouldn't it be nice to have max smart cover and pulse while also doing 3mil+ headshots on NPCs? It's pretty possible. For PvE you are going to want 2 electronic pieces and then dump everything you can into firearms. In the end the build should look something like this: http://i.imgur.com/4KaPWyu.jpg

You can max out your SC at around 45k SP if you can get +SC resilience on your chest and kneepads but isn't that important because your damage buff will be capped out, allowing you to give max support to your team without anyone having to run tactician.

Summary
It's plain and simple, roll 1 or 2 pieces into electronics while focusing on firearms and you can immediately start bringing very strong skills for your team without losing much damage. This can be applied to any gearset basicly, but works great with sentry's.

Two very cool tips
  • Don't run reckless if you/your group uses SC. Reckless applies -10% ADR. This means that if you run a 75% mitigation SC, it will drop down to 65% for you when running reckless. So instead of taking 25% damage, you will be taking 35% damage, that's a 40% increase in damage you take just by using reckless on smart cover.
  • [May not be true] From our testing in the DZ, we found out that trapper mod only applies if it's dropped after your smart cover. This means that when somebody uses trapper on your SC, if the cooldowns off, you can destroy it and place it on top of their trapper without being affected by it. Visuals will say you are affected but you actually aren't. Try this out.
Of course building a sentry hybrid first requires you to actually farm sentrys which might be a tedious process but i hope this will help you out!

Also a video guide if you rather watch: https://www.youtube.com/watch?v=bR03I68J-MQ

And please avoid replying with "oh 99% of the player base can't farm god roll sentrys". I'm just recommending you a path to aim for if you like being a support that can deal damage and have success in PvP. I deliberately don't share invidiual pieces to avoid replies like this, if you are interested you can PM me.

SOURCE

Friday, July 8, 2016

The Division - Patch 1.3 tips for PS4 players by WoWAltoholic

Patch 1.3 tips for PS4 players
  • Infographic for patch 1.3 posted during SOTG : https://i.imgur.com/vIuVZhH.jpg
  • Priority #1 is to obtain a G36 assault rifle while it still has the “higher than intended” base damage. It is a huge boon for getting back some of the damage you lose from the sentry/striker nerfs if you were running those sets or an AUG/Vector SMG. (The base damage is scheduled to be fixed in the next client patch, planned for end of the week so enjoy it now!)
  • Best way to try for a weapon upgrade early is the highest weekly HVT (58 intel) That drops 268 GS sets and 229 GS HE weapons/gear. (Edit: Level of enemies was patched bring friends don't solo)
  • Try shotguns as a close range option with accuracy mods (especially an SASG-12) With the new stagger and how small (accurate) you can get the reticle, they are a great option for PVE encounters.
  • Don’t forget you can Convert HE Division Tech to whatever HE material you need.
  • DON’T spend all your PxC on new blueprints, you want to save some for weapon re-calibrations.
  • DON’T craft weapon kits. The bottleneck will be PxC not the weapon kits that can drop from many enemies. (Edit: Some players are having trouble finding these. They appear as "grey" bags on the ground but are marked as "yellow" loot on your mini-map like Div Tech so check your map.)
  • Remember all new chest pieces drop with 2 mod slots, Kneepads with 1 mod slot. If you have a great pair of knee pads with armor and EDR hold on to them.
  • If you have a bugged map, remember you can use the social menu to fast travel to a squadmate.
  • If your skills get bugged, getting downed or hitting a loading screen with “fix” it. (/u/ikamony) gives the tip that flashbanging yourself will also fix it.
  • If your squadmates are with you in The Terminal you can see which HVTs they have completed before you buy a new mission.
  • You can now fast travel to squadmates within the "No respawn" zones.
  • Heroic missions drop the new named shotgun “The Showstopper” (229 GS) and a chance for 240 GS set items/ 204 weapons.
  • Named weapons cannot currently (bug to be fixed) be re-calibrated (/u/drinnii)
  • Re-calibrating "Expert" on pistols does not result in a "Free" talent (with no stat requirements).
  • The new Blueprints vendor at The Terminal (below the BoO) sells ilevel 32 weapon/mod/gear blueprints and weapon kit blueprints. (/u/a_ford_broncus)
  • Ubisoft 30th Anniversary outfits are now available https://i.imgur.com/Z05tzSw.jpg - Relog if it is still locked in the Ubisoft club page. (/u/personalitypi)
  • Positional audio is currently bugged. Especially noticeable for headphone users.
  • The gloves from the new AlphaBridge set can be bugged to have 2, 1 or no main stats. This is a bug that is scheduled to be fixed in the next client update.

DZ Tips:
  • Take advantage of the more limited drop tables for “teal” caches in the DZ and farm your 268 GS old sets now before you get the Underground DLC.
  • The Cleaner mobs in the higher DZ brackets do a bit less damage with flamers and tear gas now so they no longer one-shot you. You need to be careful but it is much better.
  • DZ chests were buffed! The old “Purples chest” that do not require a key now drop yellow sealed caches and the smaller ones drop purple sealed caches.
  • The DZ06 Vendor now sells 2 blueprints for AlphaBridge holster and kneepads (GS214)
  • If this patch syncs up the vendors with the PC/Xbone version, there is an excellent CQBSS scope with 8% CHC 22% HSD for sale at the DZ05 mods vendor.
  • Remember with the Div Tech conversion, a purple cache (contains 3-5 div tech) is worth more than a HE piece of loot if you plan to dismantle it for crafting materials.
  • Make sure you aren't capped on HE Div Tech before opening up DZ caches; and yes you can get the new AlphaBridge from saved "teal caches." (/u/mrksjs)
  • Reminded by (/u/mentatteg) DZ caches are bugged and sometimes won't show up in your contaminated inventory bag. They are there but cannot be seen and thus cannot be selected to be destroyed if you need to make room in your bag. They are fine once extracted.

Skill/Talent changes (mostly reminders):
  • Predatory has been changed to work off player health and not the NPC killed.
  • Shrapnel talent now works with the 4 pc Predator's Mark bleed.
  • Balanced is now great for LMGs and makes the reticle start with maximum accuracy.
  • Seeker Mine: Gas charge is fixed and will no longer blind/disorient enemies close to the player while it is on cooldown.
  • Special ammo was reduced in effectiveness by about 75% (3 sec burning duration and explosion damage reduced to match bullet damage)
  • Pulse is buggy and does not always detect enemies within range.
  • Shock turret after effect was fixed (/u/drinnii)
  • Striker 4 pc buff (bug?) drops if you switch weapons.
  • "The Showstopper" shotgun currently works with sentry 4pc but not intended will be fixed (next client patch; probably by the end of the week.)
  • "Death by Proxy" talent is not currently working. (Does not proc off sniper mines, medic healing stations or turret kills)
  • Combat medic was "fixed" so the player is not considered an ally and does not receive a 40% healing boost from their own medkits. It also does not destroy smart cover anymore.

    SOURCE

Friday, July 1, 2016

The Division - How to obtain Gear Sets - 1.3 Edition by cmm324

AlphaBridge Gear Set

You won´t be able to stack 2 Brutal talents, but you better find two SMGs/AR/Shotguns etc that complement themselves with their Weapon Talents.

Archetype: Solo

Set Bonuses

  • Set bonus (2): +2 Medkit Capacity
  • Set bonus (3): +100% Health Regen
  • Set bonus (4): Talent: AlphaBridge - If your Primary and Secondary Weapon is of the same category, they both gain all of the unique active talents.

Drops

  • Dark Zone Supply Drops
  • Dark Zone Supply Drop w/Season Pass
  • Dark Zone Named NPCs
  • Dark Zone Sealed Caches
  • Challenge / Heroic Mode Named NPCs
  • Underground Directives
  • BPs available at DZ06 Safehouse
  • GS 191 available DZ06 Safehouse
  • Falcon Lost & Clear Sky Bosses
  • BPs @ Special Blueprints Vendor

B.L.I.N.D. Gear Set

Released with version 1.3, Underground. (Underground DLC Exclusive)

Archetype: Hybrid

Set Bonuses

  • Set bonus (2): +20% Pulse Critical Hit Damage
  • Set bonus (3): +100% Blind/Deaf Resistance
  • Set bonus (4): Talent: B.L.I.N.D. System - Killing a target creates a flashbang effect at the targets position.

Drops

  • Dark Zone Supply Drop w/Season Pass
  • Underground Container Hard Mode
    • 25% Chance at iLvl 32 / GS 240
    • 10% Chance at iLvl 33 / GS 268
  • Underground Container Challenge Mode
    • 25% Chance at iLvl 32 / GS 240
    • 15% Chance at iLvl 33 / GS 268
  • Underground Container Heroic Mode
    • 100% Chance at iLvl 33 / GS 268
    • 30% Chance at iLvl 33 / GS 268 for 2nd item
  • Underground Directives
  • Underground Cache
    • 40% chance
  • Named NPCs Underground & Dragon's Nest
  • BPs @ Underground Vendor

DeadEYE Gear Set

When you don´t use the scope, you will lose the headshot bonus, but you still have the crit bonus. This set specifically works with Marksmen Rifles. (Underground DLC Exclusive)

Archetype: Sniper

Set Bonuses

  • Set bonus (2): +20% Marksman Rifle Critical Hit Damage
  • Set bonus (3): +40% Initial Bullet Stability
  • Set bonus (4): Talent: DeadEYE - While not scoped critical hit chance on marksman Rifles is increased to 100%, but headshot damage bonus is removed.

Drops

  • Dark Zone Supply Drop w/Season Pass
  • Named NPCs Underground & Dragon's Nest
  • Underground Directives
  • Underground Cache
    • 10% chance

Reclaimer Gear Set

Rumored gear set to be released with version 1.3, Underground. The whole group gets Special Ammo and Consumable Bonus. The consumables for the whole team are on cooldown. (Underground DLC Exclusive)

Archetype: Support

Set Bonuses

  • Set bonus (2): +100% Support Stations healing speed
  • Set bonus (3): +50% Consumables duration
  • Set bonus (4): Talent: Reclaimer - Consumables and special ammo use applies to the whole group and no longer consumes inventory.

Drops

  • Dark Zone Supply Drop w/Season Pass
  • Named NPCs Underground & Dragon's Nest
  • Underground Directives
  • Underground Cache
    • 10% chance

FireCrest Gear Set

Also procs when you use fire-grenades. Released with version 1.3, Underground. (Underground DLC Exclusive)

Archetype: Offensive

Set Bonuses

  • Set bonus (2): +3 Incendiary Bullets Capacity
  • Set bonus (3): +100% Reload Speed
  • Set bonus (4): Talent: FireCrest - Killing a burning target grants incendiary bullets for 10 seconds.

Drops

  • Dark Zone Supply Drop w/Season Pass
  • Underground Container Hard Mode
    • 25% Chance at iLvl 32 / GS 240
    • 10% Chance at iLvl 33 / GS 268
  • Underground Container Challenge Mode
    • 25% Chance at iLvl 32 / GS 240
    • 15% Chance at iLvl 33 / GS 268
  • Underground Container Heroic Mode
    • 100% Chance at iLvl 33 / GS 268
    • 30% Chance at iLvl 33 / GS 268 for 2nd item
  • Underground Directives
  • Underground Cache
    • 40% chance
  • Named NPCs Underground & Dragon's Nest
  • BPs @ Underground Vendor

Dragon's Nest Drops

Mission Reward - Hard Mode

  • HE 204 Weapon
  • GS 214 Reclaimer / DeadEYE piece

Mission Reward - Challenge Mode

  • HE 204 Weapon
  • GS 240 Reclaimer / DeadEYE piece

Mission Reward - Heroic Mode

  • HE 229 Weapon
  • GS 268 Reclaimer / DeadEYE piece
Also, if you any of you can link high quality screenshots (16:9 aspect ratio, 1920x1080 resolution) of the new gear set pieces equipped, I can get DFG updated. You can see examples of the type of shots I am looking for: http://divisionfieldguide.com/gear-sets/sentrys-call/

Questions regarding the DZ Supply Drops w/Season Pass, here is the loot table: http://pastebin.com/PHb63LU4

SOURCE

Friday, June 17, 2016

The Division | Definitive Best In Slot Gear Guide by MarcoStyle

Today I will be sharing my best in slot gear guide for The Division. This will hopefully help everyone min/max their characters more effeciently and make them more powerful.

Welcome to my youtube channel, I mostly cover 'The Division' but I also have a lot of other content for the ones interested! Hope you like what you see and enjoy my content!

★Twitter: https://twitter.com/MarcoStyleNL
★Youtube: http://www.youtube.com/MarcoStyleNL
★Twitch: http://www.twitch.tv/MarcoStyleNL

Friday, June 10, 2016

The Division - Lone Star Build Guide (Max DPS Build Guide for PVE) by Skill Up

Tom Clancy’s The Division- The Division got a whole bunch of new gear sets, but the best one by far is the the Lone Star gear set, which instantly reloads your weapons when you holster them. In this in-depth build guide, I give you a full run down for how to make the most of this amazing gear set. Enjoy!

Don’t forget to like and subscribe :)

Wednesday, June 8, 2016

The Division - Simple guide to a good build by L7_w33nie

Still seeing a lot of people asking what they are doing wrong with their builds. Here's a simple guide for you.

Weapon selection
Smg...for the best dps you need to be using an smg. Talents you should be rolling...
Deadly
Brutal
Fierce
Skilled
Accurate
Determined
Unforgiving
Competent
Responsive
Self-Preserved

Suggested gear set combos
3 striker + 2 sentry + HE Savage gloves
3 striker + 3 sentry
4 striker + 2 sentry
4 tactician + 2 final measure
4 tactician + 2 sentry
4 tactician + HE reckless chest + HE Savage gloves
4 predators mark + 2 sentry
4 predators mark + 2 tactician
4 predators mark + 2 final measure
4 sentry + 2 hunters faith
4 sentry + 2 tactician

Those are some simple gear combos you could run that work well for team play and solo play.

Now for rolls on gear you're getting
Chest -
Armor + 2 mod slots
Armor + health + 1 mod slot
Armor + exotic damage resileance + 1 mod slot

Mask -
2 mods slots
Mod slot + skill power

Knee pads -
Armor + Crit hit damage Armor + mod slot Crit hit damage + mod slot

Back pack -
Mod slot + skill power

Gloves -
Crit hit chance + Crit hit damage + weapon damage (whatever weapon you're using)
Crit hit chance + Crit hit damage + health on kill

Holster -
Armor
+1 mod slot (I would 99% of the time choose armor bc it's a huge boost)

SOURCE

Friday, June 3, 2016

The Division - Things You NEED To Know about the division character stats ! 1.2 patch by bdragonz

Hello ladies and gentlemen
here today i want to talk about character stats and what maximum you can get for any stats and from what or where

let's start from the basic stats

  • the base status for level 30 character is 535 for each (firearms , stamina , electronics)
  • If you get 6 pieces of gear score 240 at maximum stats which is (678 X 6 = 4068) For the gear only (no mod yat)
I want to point out the Holster can get 1 or 2 more main Stats (firearms , stamina , electronics) ty for thank you for the people remind me that in comment ;)
  • the max armor native for the gear is 4067 (no additional major attribut and no mods implemented)
    you can have also more armor added on 4 pieces (chest, backpack, kneepads, holster) which is 2033
    so you can have the max armor amount of (native armor + additional attribut) 4067 + 2033 = 6100

max mods you can get is 8
  • 3 on Body Armor
  • 2 on Mask
  • 1 on Backpack
  • 1 on Knee Pads
  • 1 on Holster
  • 0 on Gloves
and max you get for every mod is 161 (somehow i get 162 from DZ06 drop)
so (161 X 8 = 1288) let's add this up (1288 + 4068 = 5356 + the base status 535 = 5891) <=== you can't go higher than that number in one stats
Cool to know ?

ok so what about (firearms , stamina , electronics) stats how it is work ?

for every one (1) stamina = 30 health
an example if you have 1000 stamina you get 30000 health
for firearms is way different it's actually depends on the weapon
is call (Damage scaling)
an example
  • For SMG AUG for each firearms point you get each 1.65 weapon Damage
  • For Shotgun M870 for each firearms point you get each 12.0 weapon Damage ( by the way this is the highest Damage scaling i find is 12 so you guys know )
this is a link for all the weapons (Damage scaling) and more
Link
for electronics 1 electronics point gives 10 extra Skill Power (simple)

let talk now about critical chance

the base critical chance for level 30 character is 0
but from where you can get critical chance ?
Gear major attribute
  • 1- Mask (5% Max)
  • 2- Gloves (6% Max)
Gear Talents
  • Gloves (Savage) (Your Critical hit chance is increased by x% against targets out of cover.) 14% Max
Gear Mods
  • 4- 1.5 % for every mod and you can get 8 so (1.5% X 8 = 12% Max)
Weapon Talents
  • 5- Fierce (Critical hit chance is increased by x% when using this weapon) 8.5% Max
  • 6- Vicious (Critical hit chance is increased by x% while at full health) 13.5% max
Weapons
  • 7- SMG only 25.5% Max
Weapon Mods
  • 8- Muzzle 8% Max
  • 9- Optics 8% Max
  • 10- Magazine 8% Max
in total you can get 95% from all and 108.5% against targets out of cover but I want to point out the critical chance cap is 60%
But pulse can add 40% Max (Mod:Tactical Scanner) so you can get 100% Critical hit chance with pulse
i add more Weapon Talents that give you critical chance but is situational
  • 1- Adept (Using a skill increases your critical hit chance by x% for 5 seconds) 8.5% Max
  • 2- Proficient (The first bullet shot when out of combat has a x% chance to result in a critical hit) 47% Max

lets talk now about critical hit Damage

the base critical hit Damage is 25%
but from where you can get critical hit Damage ?
Gear major attribute
  • 1- Backpack 20% Max
  • 2- Gloves 40% Max
  • 3- Knee Pads 20% Max
Gear Mods ? No
Gear Set Bonuses
  • 4- Striker 3 Set Bonus 50%
  • 5- Hunter Faith 2 Set Bonus (+20% Marksman Rifle Critical Hit Damage) Only Marksman Rifle
Weapon Talents
  • 6- Deadly (Critical hit damage is increased by x%) 27% Max
Weapon Mods
  • 7- Muzzle 38% Max
  • 8- Magazine 38% Max
in total you can get 258% and 278% For Marksman Rifle
and yes you can get 100% more from pulse (Mod:Tactical Scanner)
so the higher you can get is ......... 358% and 378% For Marksman Rifle

Now lets talk about Headshot Damage

the base Headshot Damage is depends on the weapon
  • all SMG 50%
  • all Marksman Rifle 171% (Max)
  • all Assault Rifle 75%
  • all LMG 100%
  • all Shotgun 80%
  • all Pistol 100%
but from where you can get Headshot Damage ?
Gear Set Bonuses
  • 1- Sentry Call Gear 2 Set Bonus 30%
Weapon Talents
  • 2- Brutal (Headshot damage is increased by x% when using this weapon) 24.5% Max
Weapon Mods
  • 3- Optics 23.5% Max
Gear Talents
  • 4- Gloves (Decisive:Headshots with the sidearm deal x% more damage) 25% max (onlyPistol)
in total you can get 249% Headshot Damage Max (on Marksman Rifle)

Now let talk about + Damage buffs

from where you can get + Damage buffs ?
Gear Set Bonuses
  • 1-Sentry Call Gear 4 Set Bonus 45% or 51% not sure 100% (For 10 sec)
Gear Talents
  • 2- Reckless (You deal x% more damage and receive 10% more damage.) 13.5%
Weapon Talents
  • 3- Competent (Weapon damage is increased by x% for 10 seconds after using a skill) 13.5% Max
  • 4- Prepared (Damage is increased by x% when more than 40 meters from the target) 13.5% Max
  • 5- Responsive (Damage is increased by x% when closer than 10 meters to the target) 13.5% Max
Skills Buffs
  • 6- First Aid (Mod: Booster Shot) 15% (For 10 sec)
  • 7- Smart Cover (All Mods) 50% Max (For 20 sec) you can increase the duration
Weapon Mods
  • 8- Magazine 14% Max (ty dettbizzle for reminder ;) )
in total you can get 164.5% +Damage for 10 sec ( of you have Prepared or Responsive )
i add more Weapon Talents that give you + Damage buffs but is situational
  • 1- Provident (The last bullet in your magazine deals x% bonus damage) 57% Max (you cant have thes Talent on LMG and Shotgun )
  • 2- Expert (This weapon deals 100% more damage when the target is below 30% health) only Pistol
  • 3- Unforgiving (Missing health segments increases your damage: 1 missing segment +x%; 2 missing segments +y%.) 23.5% Max

you can have some more + Damage vs Elites

Gear Set Bonuses
  • 1- Sentry Call Gear 3 Set Bonus 20%
  • 2- Hunter Faith 3 Set Bonus 20%
Gear major attribute
  • 3- Mask 12% Max
  • 4- Body Armor 9% Max
  • 5- Gloves 12% Max
  • 6- Knee Pads 6% Max
Weapon Talents
  • 7- Ferocious (Damage against elite and named enemies is increased by x%) 13.5% Max
in total you can get 92.5% Damage vs Elites
I don't count Armor destruction vs Elites value yet
Gear Set Bonuses
  • 1- Striker 2 Set Bonus 20%
Weapon Talents
  • 2- Destructive (Armor destruction value is increased by x% when using this weapon) 18% Max
so ( 38% + 92.5% = 130.5% of the Elites have Armor ) I mean by armor to white bar top of Elites health for the people don't know

last and not least

plus weapon damage !!!

do you know every one plus weapon damage equal to one firearms !!
and also do (Damage scaling)
and do you know after the 1.2 patch new way to get plus weapon damage ?
let me show you the best you can get for plus weapon damage for every weapon shall we ?
SMG
Gear major attribute
  • 1- Gloves 508 SMG weapon damage Max
Marksman Rifle
Gear major attribute
  • 1- Gloves 2379 Marksman Rifle weapon damage Max
Assault Rifle
Gear major attribute
  • 1- Gloves 678 Assault Rifle weapon damage Max
Gear Set Bonuses
  • 2- Predator Mark 3 Set Bonus 800 Assault Rifle weapon damage
    in total 1478 Assault Rifle weapon damage
LMG
Gear major attribute
  • 1- Gloves 678 LMG weapon damage Max
Gear Set Bonuses
  • 2- Lone Star 3 Set Bonus 1000 LMG weapon damage
    in total 1678 LMG weapon damage
Shotgun
Gear major attribute
  • 1- Gloves 678 Shotgun weapon damage Max
Gear Set Bonuses
  • 2- Lone Star 3 Set Bonus 1000 Shotgun weapon damage
    in total 1678 Shotgun weapon damage
and of course we don't forget the Pistol ;P
Gear major attribute
  • 1- Gloves 678 Pistol damage Max
  • 2- Holster 339 Pistol damage Max
Gear Set Bonuses
  • 2- Predator Mark 3 Set Bonus 700 Pistol weapon damage
    in total 1717 Pistol weapon damage ***
by the way of i say (Max) is mean the highest number you can get I hope you like my post my name in uplay is (CV_Black_Dragon) feel free to ask me about anything in the game and have a wonderful day everyone peace :D

edit: added armor value of 6*240 gear set items.
source: The Division Gearing Cheat Sheet

SOURCE

Wednesday, May 25, 2016

The Division - 1.2 Clear Sky - 5 minute speed run guide by I Survive

Clear Sky is the new incursion for the 1.2 update that hit on the 24th May 2016. We made it our mission to complete the run as fast as possible, and we finally did a sub 5 minute run.. coming in at 4:58. If you ignore the run from mission start to the first set of mobs the time would be 4:27.



The run and voice guide can be found here: https://youtu.be/GPHwqULUXjo



We picked up a few tricks along the way to help speed the run up (No cheesing, legit strats).

  • Run two, or three, attack signatures with one defensive. Rotate the attack signatures for the first bomb wave, second bomb wave then the end mission boss.
  • It is possible to avoid all of the final wave mobs in the first area, you can run through the tunnel after breaching straight away.
  • You can activate the first laptop without being seen if you run up the left of the statue, so long as the mob on the left is turned around.
  • Have 2 skill power builds in the group, these will be picking up the fuses as using the booster shot will not make you drop the fuses, unlike a medkit.
  • 2 each side works on both areas for clearing, and is essential if you want the fuses to be placed at the same time.
  • Pop both survivor and attack signatures when the boss jumps down for an easy kill, then clear up as normal.
  • USE CONSUMABLES!!! seriously... just do it!
  • If you need to ult while moving the fuse, walk backwards as the speed buff won't work walking forwards.
  • Speed running for this incursion is not recommended for people under 200 Gear score, however some tips can still be applied!



Hope you enjoyed the guide and video, special thanks to Twirlyw00s, chuck0379 and ScroogeyMcDuck for going beast mode!

EDIT:If people are having trouble on PC, and I mean REAL trouble completing it, pm me your uplay and I'll see if I can help you out.

EDIT2: I'm going to stream the incursion over at www.twitch.tv/I_survive - If anyone want's to join in hit me up on there!

See you on the field!

SOURCE

Friday, May 20, 2016

The Division - Gear Sets Detailed For 1.2 Update

Final Measure:
  • 50% Exotic Damage Resilience (2)
  • 15% Protection From Elites (3)
  • When damaging a hostile with a grenade, gain the defuse buff. When in range of a hostile grenade, the buff is consumed and defuses the grenade as well as gives you a grenade (4)
Hunter's Faith:
  • 20% Marksman Rifle Critical Hit Damage (2)
  • 20% Damage to Elites (3)
  • Hitting an enemy with a bullet grants you temporary armor. The further your shot, the more armor. The armor disappears after one bullet hits you. (4)
Lone Star:
  • 100% Ammo Capacity (2)
  • 1000 LMG Damage & 1000 Shotgun Damage (3)
  • When the weapon is holstered, it regains full ammo. (4)
Predator's Mark:
  • 20% Optimal Range (2)
  • 800 Assault Rifle Damage & 700 Pistol Damage (3)
  • Hit 10 shots without switching target to make the target bleed for 100% of damage already done by those bullets. (4)
In-Game Screenshots: http://imgur.com/a/qPjev
Twitch VOD: https://www.twitch.tv/thedivisiongame/v/67370475?t=01h00m35s

SOURCE

Saturday, May 14, 2016

The Division PVP - Sticky Bomb Build Guide by Officerfuznut

PVP sticky bomb build guide for Tom Clancy's: The Division. Sorry if I ramble a little, I am not used to making guide videos yet. Feel free to ask any questions in the comments, I will try to answer as many as I can.

Wednesday, May 4, 2016

The Division - State of the Game: Update 1.2 First View

-

  • 1.2 is in testing phase and is intended to be rock solid.
  • No exact date on 1.2 - "soon"
  • "A lot" of bug fixes dropping in 1.2, including Reckless chest & One is None.
  • LOOT: Conceed they have taken the focus away from crafting, but didn't do enough to make the loot drops good enough/easy enough to obtain. Currently improving quality of HE drops.
  • 1.2: "Be generous" with loot, in terms of source, quality and quantity of loot. They want the loot to be the "main source of upgrade"
  • 1.2: New DZ bracket, 200ivl+ - provides opportunity to face tougher npcs in DZ, with better rewards. "Much more really good loot" "The best quality of loot possible" "240 gear sets drops, 204 items drop." "Reduced mod drop rates, changed the weights of other drops, increase chance for weapon drops."
  • 1.2: All activities receive increased rewards: quality and quantity.
  • 1.2: Incursions will drop more loot in 1.2 (suggestive)
  • 1.2: All DZ brackets receive increased loot quantity and quality, in order to allow players progression through DZ to the 200+ bracket through DZ loot.
  • 1.2: No green or blue division tech in 200+ ONLY YELLOW DIV TECH
  • 1.2: Only level 32-34 enemies in dz 200+
  • 1.2: Hinted at improving supply drops "you will fight for the supply drops believe me."
  • 1.2: "The removal of bullet king and "love for PvE" will return in 1.2"
  • 1.2: No nerfs in all the "balancing" only buffs.
  • 1.2: "Buff weaker stuff, not nerfing strong stuff" - "NO DRASTIC NERFS"
  • 1.2: Balanced should only affect the very first shot, nothing else.
SOURCE

Monday, April 25, 2016

The Division - Pro PVP Build Guide 222k DPS , 100k health ,19k SP by dungman

 
  • 222k DPS , 100k health , 19k SP
  • 65% armor
  • All dmg resilience 10%
  • 27% exodic dmg resil
From someone who works full time and is a hardcore gamer. This is a guide to help level the playing field . The learning curve was easier for me b/c of my D3 experience.
This build has been the best i have seen and used so far in the dark zone.
Key Facts on this build
  1. centered around stamina/armor mods/Exodic dmg resil mods
  2. Centered around 2 set sentry and 2 set tactical (i dont have 4 set sentry with good SP and stats)
  3. knowing that firearms is the worse dmg scaling attribute in the game
My opinions on stats
  • Skillpower - I can tank three guys with explosion bullets with my heal . for 6 seconds . The rule of thumb is to have between 15-20k SP. This will prevent heals from being wasted or heals being too small.
    • Stamina - This stat was very good with the regen mask last patch . But now its not as important. The only purpose to Health is to prevent you from getting 1 shotted. Health gives you the ability to survive and heal and use cooldowns. around 80-100k is the best amount .
    • armor – broken . 65% dmg reduction capped on bullets
    • crit/crit dmg – the reason for high dps with high health. makes your dps very exponential compared to the stat of firearm
    • headshot dmg – a MUST . very hard to get HS damage in the game because armor cannot role this. Always get HS dmg . most guns without brutal are thrown away IMO
    • firearms is the most useless stat in the game imo - dps is very linear and does very little - you just need firearm to get brutal on the gun 2400. Try and minimize firearm as much as possible if you are going this solo build
    • exotic dmg reduction – OP vs explosion bullets and tech . once I get around 40% exodic – I can eat m44 explosion bullets - can roll on chest but need to sac crit dmg for it later on.
Tip on Building
  1. Build around what you get in Falcon . If you get some really good stats on a 240 gear. Use it and build around it
  2. always build around armor. If your chest gives more armor and you got lucky on high base armor items. you can sacrifice armor mods.
Talents and Abilities and How to Use
  • Abilities - Pulse + overheal first aid + blue ult
  • Talents - On the move , Critical save , combat medic, strike back (I removed one is none b/c of the bug . died so many times b/c my weapon jams up )
Cooldown chain in combat 1v4+
  1. pop overheal and run in and out of circle
  2. get low last bar + use med kit (strike back talent + critical save talent turns on giving you cd reduction and dmg reduction)
  3. ur first aid should be back up
  4. this gives you at least 25 seconds of survival against people with high dps + explosion bullets .
  5. use ult (i rarely use it) when you feel as though ur hp is going down too fast or ur in cooldowns.
My opinions on Sentry Set
  • Sentry is better in damage but i dont have very good sentry holster / mask . i would also need to reroll my backpack to give me SP . or roll good SP mods which i dont have.
  • Sacrificing SP for sentry set is not worth it IMO for PVP . b/c the current META in the DZ is that everyone hits like a truck now. The SP is the only difference to keep alive
  • yea i tested sentry 4 piece with my buddies who run that build . they hit for 12k per hs crit to the face and melt me. i only have 100k hp so i will die quick if i eat that many bullets to the face.they can kill me in close to 12-15 bullets which is less than a second with 100k health. This is where over heal comes in . over heal tops me off to 150k health . and i can run in and out of circle . so not only do i survive for more shots topped off 15-18 bullets. i can keep healing while they shoot me and basically come invincible . Basically i can heal 20k+ health per second with my heal up .
SOURCE

Friday, April 22, 2016

The Division - Easy Mode Falcon Lost/Incursion Guide by el2mador

ORIGINAL THREAD
https://www.reddit.com/r/thedivision/comments/4eoy12/easymode_incursion_for_both_hm_and_cm/
  • I posted that a week ago and it seems a lot of players liked it. However, due to the huge amount of cheesing and complaints over the past few days, I decided to repost this for more visibility. Since the cheese seems to be fixed now, regular strats should come into play for most groups.

THE BASICS

Incursion: Falcon Lost is basically a short trek to arrive at a large room where an APC (aka. tank) is parked. There will be 15 waves consisting of a bunch of assorted enemies. Every few or so waves, a mob carrying a bomb will appear - killing the mob, and picking up the bomb he drops, allows you to plant it on the tank. The tank can only be destroyed via this method (a total of 4x bomb detonations are needed).
The tank has three attacks:
  • two turrets which shoot at you and can stagger (roll around to prevent getting a bit 'stunlocked')
  • a cannon which has a large area-of-effect (big red circle); indirect hits can cause deaths; leaves a blind effect; leaves a fire effect
  • artillery barrage after each time a bomb is detonated

THE MAP

Upon arriving at the large room, don't jump down the main fight area yet. Stay up top and clear a few mobs for this wave. Look ahead and you'll see an "S" or "zigzag" structure in the middle of the room.
We'll call this "The Pit". This is where you'll spend most of your time while fighting.

There are two short stairways at the left and right, and two ammo crates on either side as well. You can open these from time to time to restock.

There are overhangs/walkways that protect you from a lot of damage, but also openings wherein you can get shot at by snipers and drones.

THE FIGHT

WAVE 1 (shotgunners with assault Troops):
  • You can take out these mobs from the top/control room, just avoid the blast from the APC (big red circle)
WAVE 2 (similar to the above):
  • tactics are similar
WAVE 3 (drones):
  • drones hover above you; red lasers do damage, blue lasers shock and leave you open for more damage
  • you can make your way down and head to "The Pit", which also makes the drones cluster above you for easy kills
WAVE 4 (first bomb wave; shotgunners and assault troops):
  • the bomber for this round is a shotgunner coming from the left side
  • take out the shotgunners who will rush your spot, as well as some assault troops (leave at a couple of mobs alive); kill the bomber
  • one player picks up the bomb, the team rushes to the LEFT side (facing the APC); use your supers as you make your way; disable the left side turret and have the guy who picked up the bomb plant it behind the APC
  • a short timer will pop up on the upper left side so make your way back down "The Pit"
  • hide for a few seconds until the artillery barrage ends; all dead players are automatically revived after this transition
**If you have stayed up top in the control room the entire time, you should jump down once majority of the mobs have been cleared for this wave, then rush to plant the C4 on the APC.

From this point onwards, you'll see the same assortment of mobs from the previous rounds (ie. shotgunners/assault) with a combination of new types that spawn. While in The Pit, shotgunners and assault types will rush at you from either of the two stairways, or shoot from the walkways above (sometimes they can also jump down), prioritize them.
WAVE 5 (snipers):
  • snipers will appear at the left and right walkways/balconies, they're pretty easy to take out
WAVE 6 (snipers and heavies):
  • similar to the above, snipers are easy to take out but the heavies may take a bit more time
WAVE 7 (all of the above + drones):
  • similar to the above strategy, take out the rushers/enemies closing in on The Pit; then the drones hovering above; then the remaining mobs scattered about
WAVE 8 (second bomb wave; all of the above enemies appear)
  • the bomber for this wave is a sniper who will usually be at the right side of the map on one of the walkways/balconies
  • this mob will usually hide at right side (facing the APC), you can either have your bomb runner make a break for it (heals/super), pick it up, then run back down The Pit, and have the group run to the left side
  • OR you can go as a group and run to the right, disable the right side turret, plant, then hide back down The Pit

From this point onwards, the same types of enemies in previous rounds will appear (though shotgunners/assault-types may be fewer in some waves); a newer enemy type - Agents (healers) also appear
WAVE 9, 10:
  • the general strategy still applies; take out anyone getting near your position, then the hovering drones, then the scattered mobs
WAVE 11 (third bomb wave):
  • the bomber is a heavy/machine gunner who will eventually end up on the right side, very visible from the right side stairs
  • the dash to get the bomb from where he died is farther than before
  • you can either (a) lower the mob's armor, have one guy make a mad dash while shooting at it, "scaring" it to moving to a more favorable position
  • (b) take it out; have one player pick it up and run back down The Pit; then make your way to the left
  • (c) move as a group and head to the right

You'll have more Agents appear. Your turrets are more likely to get hacked this time around if you're using them.
WAVE 12/13/14 (similar to the above mentioned composition):
  • the tactics are similar to the above
WAVE 15 (final bomb wave; infinitely spawning enemies):
  • take note, multiple enemies will continue to spawn this round
  • the bomber here is an Agent who will often hide towards the left side
  • you don't need to clear out the entire room or a lot of mobs, it's simply important to down the bomber, grab the bomb and plant it asap
  • alternatively, if things get too scary, hunker down and play defensively until you've cleared out enough mobs; take out the Agent and go for the bomb plant
  • it's also possible for the Agent to move right atop the left side stairs, making it easy to grab the bomb and immediately rush for the APC
Once the bomb is planted, hide back down The Pit. After a few seconds of the artillery barrage, the APC explodes and all mobs despawn. You've finished Falcon Lost.

TIPS/QUESTIONS

(1) You emphasized running to the left when planting the bomb always when it's possible, why?
  • The left side has more cover. The turret switch is inside a small room and you're quite hidden behind a wall; the right side turret switch is a bit more open and enemies you've left alive can shoot at you.

(2) Does everyone need to run out to go for the detonation?
  • Yes and no. Yes because it gives the remaining enemies more targets to shoot at (other than your bomb carrier). No because, if the team is competent, the carrier can make a run for it (with supers used), while the team stays behind to distract/crowd control. In any case, dead players are automatically revived after each detonation.

(3) Speaking of the bomb carrier, should it be designated?
  • Preferably your teammate who has the highest armor/health so that he can survive the run, planting, and attempting to make his way back. It also helps for the player to be more aware of the layout/someone who does not panic.
  • Do note that in some cases a leftover mob may remain in the turret switch room on the left (usually a machine gunner), just ignore the guy
  • heavy damage/enemy crowd control abilities incurred may stagger you so a super works well for survivability

(4) What's the ideal skill/build for the fight?
  • For an average team on Hard Mode, you generally want to be at or near the armor cap (65%) with around 60-70k health minimum; DPS/Electronics is variable depending on your playstyle. Challenge Mode requires slightly better stats if you can manage.
Select a combination of skills among: - Support Station (ammo cache) - First Aid (overheal or damage boost) - Pulse (tactical scanner obviously) - Sticky Bomb (flashbang) - Seeker Mine (gas or airburst) - Turret (flamethrower)

Multiple Agents running Support Stations makes the fight a breeze. First Aid can also be a lifesaver in dire situations. Pulse being used by one or two agents, one after the other, makes short work of the mobs and also lets you know where they are at all of the time. Flashbang is good for pesky mobs hiding behind cover in the distance. Seeker Mines/Turrets are good deterrents for rushers as they actively stun enemies close by and you wouldn't have to monitor them (remember that these can be hacked in later waves).

If you have high electronics - consider being the "Healer" (Support Station + First Aid or Pulse). Low electronics players should still use at least one healing skill, plus a crowd control skill (Flashbang, Seeker or Turret).

"Triage" and "Combat Medic" are MUST-HAVES for all players. "On the Move" is also pretty good since, when shooting mobs, you'll probably sidestep a few times anyway. "One is None" is pretty good (but somewhat annoying when the glitch - unable to reload/gun-jamming - occurs).

Survivor Link is your best bet when using supers; however, also consider at least one teammate with Recovery Link (for clutch revives when swarmed, or overheals when running but low on health).

(5) What's the best loadout for the fight?
Generally you'll want to have majority of the team with a decent marksman rifle to pick off distant adds; you'll want rifles with slightly higher ROF (not bolt-action) due to the short time frame you have to pop-out of The Pit, shoot mobs, hide before tank kills you. Automatic weapons tend to be the norm as well due to ease of use and against mobs in short/medium range.

I typically run with a Vector (not god-rolls, just very good, defensive ones for PVE); and an M1A (not god-rolls, just very good, defensive ones for PVE -- Toxic FTW).

(6) Any tips to have better crowd control/avoid getting swarmed down there?
These tips come from all around the subreddit so cheer those people.
  • Drop the Turrets/Seeker Mines near the stairway, instant crowd control for rushers (again, remember these can get hacked in later waves)
  • Shoot shotgunners in the knee (apparently works well)
  • Flashbang Sticky to stun distant mobs (pop their heads out)
  • Flashbang Sticky to stun drones when clustered
  • EMP grenades can disable the turrets for a short while
  • With mobs a bit thinned out, a player can rush out, "scare" the Bomber NPC from his hiding spot, and have it run away in a panic to a more favorable spot
  • A minor bug occurs when you throw out a turret near the APC, the vehicle will only target that, allowing your team to rush out with less risk.

(7) Okay, everyone's talking about waves and enemies. Leave one alive? Kill them all? When do they respawn? Timer? What?
Leaving at least two enemies alive per wave will prevent the next wave from spawning. This allows you to prepare for each wave (make sure everyone has supers, ammo, full health, etc).

Remember though that Wave 15 has infinite mobs spawning.

Wave 11 (3rd bomb wave), seems to also have infinite mobs that spawn, so watch out.

(8) How important is communication here, seriously?
If you played Destiny, then it isn't so much of an issue of micromanagement and multiple callouts - just proper awareness. Naturally, you want people to call out if they spot a rusher, or to make decisions on the fly (ie. "I'll grab the bomb on the far right, then run back down; we will still go to the left.")

(9) What's your current progress?
The strat works pretty well without hassle, all it takes is for people to calm down and communicate.

UPDATE: Cleared 4x on Challenge Mode before weekly rewards were disabled. Strat works perfectly fine just remember to use defensive cooldowns when available, and to 'control' wave spawns. Make sure that all teammates have supers available prior to ending wave 14 - once wave 15 starts, bum rush the bomber, and pop supers one after the other. Plant. Leave one player down The Pit (to anchor the team in case others die).

I'd love to have more clears. However, due to not having too many old buddies to play with, coupled with the weekly lockout and general "monotonous nature" of the encounter, there's really no point.

PSN is EL2mador for those wondering. GS is around 210-ish; got a couple of playstyles/equipment choices.
  • Assault = 210k dps, 72k health, 11k electronics, 65% armor
  • Healer = 135k dps, 75k health, 41k electronics, 62% armor

KNOWN BUGS/ISSUES
  • Ability to damage the APC via other means (weapons, grenades, sticky bomb) = FIXED
  • Using the session of another player in order to get multiple weekly rewards = FIXED
  • Getting stuck in an infinite loop/constant loading while attempting to join an encounter in progress = NOT FIXED
  • In relation to the above, having someone leave or disconnect w/o coming back, will mean that you're stuck one person less; the only way to get a full group is to restart the entire thing
Goodluck, Agents! Cheers!

SOURCE

Monday, April 18, 2016

The Division - How to obtain Gear Sets - 1.1 Edition by t149

Hi everyone, after some time datamining, with help of /u/cmm324

I present to you, the loot drop to collect a certain gear set that you favor. Click on the set's name to see the example item stats and set talents

Edit: Thanks /u/slipknottin and /u/swelteh for telling me about BoO sales. And thanks /u/Karenius and /u/darklord925 for pointing a fault during datamine. And /u/Valdenburg for the map of two first sets.

Note: Any items available via vendor if not appears now, will be available in another restock. Thank you.

Additional non-Gear Set info: Warlord is a drop from Incursion Challenging. I know, it's tough, and you deserve to have that

Striker's Battlegear - Map
Chest
  • Falcon Lost APC drop (Level 30 on Hard, Level 31 on Challenging)
  • Falcon Lost end-of-mission reward - (Level 31 on Hard, Level 32 on Challenging)
Backpack
  • Falcon Lost APC drop (Level 30 on Hard, Level 31 on Challenging)
  • Falcon Lost end-of-mission reward - (Level 31 on Hard, Level 32 on Challenging)
Knee
  • Falcon Lost end-of-mission reward - (Unavailable on Hard, Level 32 on Challenging)
  • BoO Vendor (Blueprint, Level 31 Item)
  • Larae Barett (Lexington - Challenging)
  • Finch (Lincoln - Challenging)
Gloves
  • Falcon Lost end-of-mission reward - (Unavailable on Hard, Level 32 on Challenging)
  • Supply Drop (Level 31)
  • Named Enemies (DZ)
  • Larae Barett (Lexington - Challenging)
  • Finch (Lincoln - Challenging)
Mask
  • Falcon Lost end-of-mission reward - (Unavailable on Hard, Level 32 on Challenging)
  • BoO Vendor (Blueprint, Level 31 Item)
Holster
  • Falcon Lost APC drop (Level 30 on Hard, Level 31 on Challenging)
  • Falcon Lost end-of-mission reward - (Level 31 on Hard, Level 32 on Challenging)

Tactician's Authority - Map
Chest
  • Falcon Lost APC drop (Level 30 on Hard, Level 31 on Challenging)
  • Falcon Lost end-of-mission reward - (Level 31 on Hard, Level 32 on Challenging)
Backpack
  • Falcon Lost APC drop (Level 30 on Hard, Level 31 on Challenging)
  • Falcon Lost end-of-mission reward - (Level 31 on Hard, Level 32 on Challenging)
Knee
  • Falcon Lost end-of-mission reward - (Unavailable on Hard, Level 32 on Challenging)
  • Keller (Warrengate - Challenging)
  • BoO Vendor (Blueprint, Level 31 Item)
Gloves
  • Falcon Lost end-of-mission reward - (Unavailable on Hard, Level 32 on Challenging)
  • Supply Drop (Level 31)
  • Named Enemies (DZ)
  • Keller (Warrengate - Challenging)
Mask
  • Falcon Lost end-of-mission reward - (Unavailable on Hard, Level 32 on Challenging)
  • BoO Vendor (Blueprint, Level 31 Item)
Holster
  • Falcon Lost APC drop (Level 30 on Hard, Level 31 on Challenging)
  • Falcon Lost end-of-mission reward - (Level 31 on Hard, Level 32 on Challenging)

Sentry's Call
Chest
  • Falcon Lost APC drop (Level 30 on Hard, Level 31 on Challenging)
  • Falcon Lost end-of-mission reward - (Level 31 on Hard, Level 32 on Challenging)
Backpack
  • Falcon Lost APC drop (Level 30 on Hard, Level 31 on Challenging)
  • Falcon Lost end-of-mission reward - (Level 31 on Hard, Level 32 on Challenging)
Knee
  • Falcon Lost end-of-mission reward - (Unavailable on Hard, Level 32 on Challenging)
  • Hornet (Consulate - Challenging)
  • BoO Vendor (Blueprint, Level 31 Item)
Gloves
  • Falcon Lost end-of-mission reward - (Unavailable on Hard, Level 32 on Challenging)
  • Supply Drop (Level 31)
  • Named Enemies (DZ)
  • Hornet (Consulate - Challenging)
Mask
  • Falcon Lost end-of-mission reward - (Unavailable on Hard, Level 32 on Challenging)
  • BoO Vendor (Blueprint, Level 31 Item)
Holster
  • Falcon Lost APC drop (Level 30 on Hard, Level 31 on Challenging)
  • Falcon Lost end-of-mission reward - (Level 31 on Hard, Level 32 on Challenging)

Path of the Nomad
Backpack of the Nomad
  • Named Enemies (DZ) and Supply Drop
Vest of the Nomad
  • Named Enemies (DZ) and Supply Drop
Mask of the Nomad
  • Named Enemies (DZ) and Supply Drop
Knee Pads of the Nomad
Gloves of the Nomad
Holster of the Nomad
Other than Knee Pad and Gloves, everything else are rumored to be found in Named Enemies (DZ) and Supply Drop. I'll need some proof to confirm.
Summarys:
  • Falcon APC drops Backpacks, Chest, and Holster
  • Falcon Rewards drops pretty much any PVE sets items on Challenging and excluded Face, Mask and Knee on Hard mode.
  • BoO sells guaranteed Mask and Knee
  • Non-Incursion challenging also drops Gear Sets Gloves and Knee in less chance.
  • Nomad sets drops inside Dark Zone.
P/S: Massive, ༼ つ ◕_◕ ༽つ give BETTER CHANCE FOR LEVEL 32 ITEMS

SOURCE

Wednesday, April 13, 2016

The Division - Endgame PvP (L30, D50+) is all about buffs. Learn what they are and how to negate them by MagicMethod

I'll list some examples below.

Smart Cover
Groups with at least one electronics player get huge damage mitigation buffs if they use Smart Cover. The master mod for Smart Cover allows you to retain the buffs while out of the cover. So your opponents will deploy smart cover, quickly get into cover, quickly get out, and retain the buffs for 10 seconds (there is also a radius, but it's large).

Counter: As soon as you see Smart Cover deployed, destroy it. Sticky flashbangs are very effective for this. I haven't tried EMP grenades but I assume they work well too. Experiment with your friends and find effective ways to get rid of Smart Cover and negate those buffs.

Pulse
Critical hits provide insane amount of damage compared to the base. I'm able to get 500k+ damage when I critically headshot an NPC with my Deadly+Brutal M1A. If you see players with high stamina also dishing out high DPS, it's likely a combination of pulse critical hits and accurate headshots.

Many players depend on pulse for critical chance. This makes sense because a good pulse will give you 80%+ critical chance allowing you to focus attributes and weapon mods on other things. As with Smart Cover, a good electronics player in your group can give you 100% critical chance! Every shot is a critical hit!

Counter: The pulse scrambler will prevent them from pulsing you and gaining the buffs. I used to think the pulse scrambler is only useful for hiding, but that's a secondary benefit. The real benefit is countering your opponent's pulse buffs in close quarters combat.

Burning, Shocking, etc
Skills like the shock turret and incendiary things (grenades, ammo) will prevent your opponents from using their skills. This is what makes the Sticky Flashbang so powerful. It's not so much about blinding the enemy as it is preventing them from getting the buffs they need.

You should favor skills that prevent the opponent from using their skills for any amount of time and that affect multiple players as much as possible. This allows you and your teammates to use your guns for maximum DPS.

Counter: Increase resistances (burn, shock, exotic). The downside is the lost gear attributes so this would be very useful in a group where one of your members is the bullet sponge tanky guy. I use a mask with a talent that removes all status effects with a medkit.

Defense Link
This is considered by many to be the defining factor in a PvP fight (all other things being equal). The more Defense Links you have, the more likely you are to win.

There isn't a direct counter to Defense Link. There is an indirect one though: tactics. Here are some rules you can follow (your mileage may vary):
  • Never use Defense Link before a fight. Only use it when you're about to be defeated. Do not waste your Defense Link too early.
  • If the opponent pops their Defense Link, stop shooting. Reload all of your weapons and run away to cover. Dodge their shooting while they try to rush you. As soon as their Defense Link is exhausted, counter-attack! Their rush will often put them in a vulnerable position.
  • When using Defense Link, rush a single player on the opposing team. If you can't kill them, force them to waste their Defense Link in a panic. Sometimes they'll waste two by accident!
  • The group member with the fastest cooldown (psssst: electronics build!) should use the Defense Link first. The group member with the slowest cooldown should use it last.
Talent Buffs
There are some interesting attack/defense buffs that I don't see mentioned often. For example, the "Critical Save" medical talent will give you a 40% (wow!) damage buff if you use a medkit at low health. You should practice using medkits at low health anyway so win-win. Or "On the Move" which buffs your damage mitigation if you a kill an enemy while moving (happens often in PvP).

There's even a talent that will set multiple enemies on fire if you set one of them on fire. Imagine a 4v4 PvP fight: other team rushes you, you equip incendiary bullets, hit one guy, and everyone is on fire. RIP.

Another I really like is an electronics build with a sticky bomb. Already you'll be dealing out a ton of damage. Now combine it with a talent called "Chain Reaction" that increases explosion damage by 40% if you hit multiple targets. It's perfect for nailing groups of 4 trying to extract at the same time.

Hope this helps someone!

MagicMethod

SOURCE

Monday, April 4, 2016

The Division - Best Solo/Group Buffing Build by IRUM Ozone

Here is a video of it https://www.youtube.com/watch?v=JSswkWFNx5Y I have been playing this build since week 1 and now it is optimize and after so much time played on my main toon (11 days) I can tell there is NO build close to this one. I have now over 2400 Dz keys and I have been killing players while the xp penalty was high. I died from 48 to 67 only once while been in a manhunt 90% of the time. I am now 99 on my main and 49 on my alt. Enjoy the build guys.

Edit: Here is some gameplay with the sticky bomb. https://www.youtube.com/watch?v=hcS5pMzCn24

I'm french btw sry if there is any mistakes.

Thx to reddit user: NL030 for the stats sheet.

Edit: DPS - Health - Skill
127.000 - 99.000 - 42.000
 
Fire - Stam - Elec
1100 - 3300 - 2200

Skills:
Pulse: tactical scanner mod, duration 26,9 sec, cooldown 28,50 sec, crit ch 40, crit dmg 97,5%
Heal:

Talents:
* Adrenaline
* Critical save
* Combat medic
* Strike back

Armor damage mitigation: +/- 50%

Weapons:
* Vector (25% crit hit ch)
* SASG-12 shotgun
* Sawed off shotgun

Gear:
Vest (1199) - stam, talent Reckless (alt = Rapid), extra armor, mod slot
Mask (414) - elec, talent Rehabilitated (alt = ?), skill power, mod slot
Knee (625) - stam, any talent, crit dmg, pulse crit hit dmg skill, mod slot
Back (507) - stam, talent Inventive (alt = Specialized) , skill power, mod slot
Glov (361) - elec, talent Savage, crit dmg, crit ch
Hols (354) - fire/stam/elec, talent Steadfast, skill haste, pulse skill

All gear mods: stam + skill power

Gear talents used:
Vest - Reckless: You deal 13% more damage and receive 10% more damage.
Vest - Rapid: The cooldown of your healing skills is decreased by 13%.
Mask - Rehabilitated: When you are affected by a status effect you are healed for 2% every second.
Back - Inventive: Your Skill Power is increased by 13% while you are at full health.
Back - Specialized: 13% of your Firearms and Stamina are added to your Skill Power.
Glov - Savage: Your Critical hit chance is increased by 13% against targets out of cover.
Hols - Steadfast: While in cover, health regeneration kicks in twice as fast.

Most of it will stay the same but I am going for a similar holster with armor instead or skill haste and better armor rolls on most of my pieces (trying to reach 60% dmg red without losing much of the others.)

You can get electronic anywhere else (either 2 pieces or all mods slots with electronic instead of stamina). 4x ~140 = 560 about the same then a piece of gear + any other piece. ;) so 1 piece and 4 mods instead.

SOURCE

Tuesday, March 29, 2016

The Division - Dark Zone 01-02 Farming Guide by Underrated54

This guide will show the best route to follow when farming division tech and high-end drops from DZ01 & 02 in Tom Clancy's The Division!
DZ01-02 route: http://goo.gl/Vam3Dw

Saturday, March 26, 2016

The Division - Easy 120-180k+ DPS / 60k-70k+ HP Guide (PVP/PVE Powerhouse): Talents, Skills, Gear (Video/Text) by Mtashed

Hey everyone, Mtashed ...AGAIN

Here is a video guide: https://www.youtube.com/watch?v=s5IcuCgKtMQ

Here is a text guide if you are at work:

"Easy"

In under 10 hours overall, I was able to get 123k Dp and 59k HP on my new xbox account. You don't need to farm forever to make this build work It is simple, easy to follow, and easy to benefit from
As your gear improves, this build gets exponentially better.

Base stats

Focus on Fire arms / Stamina for this build. Every gear stat, weapon stat, mod stat, and talent is going to benefit from your gun dps and your ability to survive a bullet or two. Electronics definitely can add a bit to your pulse, but I prefer to focus on the other stats.

Armor Stats

The main stats to focus on are:
  1. Critical hit damage
  2. Critical hit chance
  3. +Damage to elites
  4. +Weapon damage (gloves)
  5. Armor (Chest)
to save time:
If you want a break down of the best stats for each armor piece / what can roll on it, check out this guide:
https://www.reddit.com/r/thedivision/comments/4b04u1/best_in_slot_stat_guide_how_armor_works_best/
or video: https://www.youtube.com/watch?v=oGiKodxSj5c

Mods

Scope: Head shot damage and critical hit chance.
Magazine:
  1. Magazine Size + Rate of fire for high burst DPS
  2. Magazine Size + Critical hit damage for higher damage/bullet
Under Barrel: Doesn't matter much.... accuracy / stability will amp your dps but not the damage per bullet. This will just help you hit the target.
Muzzle: Stability of some sort + Critical hit damage

Skills

Primary Skill: Pulse (mandatory)
Pulse gives such an easy / long lasting boost to damage, you had better take it. +crit +crit damage = win win win.... win.
Mod with tactical scanner for extra damage
Secondary Skill: Heal or Smart cover
Depending on your play style, these two will work fantastic.
First Aid with "Booster shot":
Increased damage, damage reduction from enemies, as well as a quick heal makes First Aid a solid all around choice
Smart Cover with Recharger:
Smart Cover is better for slower, more methodical players. If you use the cover system constantly, smart cover gives a great boost to damage output and resistance. Mix in some health regen and cooldown reduction, Smart Cover is a solid pick.

Talents

These are make or break for most builds. The impact of these talents is HUGE.
  1. One is None - 50% chance to not use a bullet when landing a head shot. PLEASE TAKE THIS - It will amp your dps exponentially the more headshots you land
  2. Combat Medic - "Group members get 40% extra healing" For what ever reason, even playing solo, YOU are a group member. You get the bonus healing, so one medkit = full health nearly.
  3. Critical Save - 40% damage reduction for 10 seconds when using a medkit at low HP - This is a combo talent with combat medic. Huge heal + Huge damage reduction is CLUTCH as hell.
  4. On the move (personal choice)
I like "On the move" because of the 30% damage reduction after killing an enemy while moving. I often strafe in duels, and am constantly on the move. I get this to proc often, and allows me to swap cover to cover safely.
This fourth slot could also be "Strike Back" or anything you feel will be best for your playstyle

Guns

I highly suggest using an SMG. The built in crit chance stacks with your gear, snowballing your DPS out of control.

Notice: Vector is not the best SMG in the game, it is just easily available. High end Aug / Mp5 is BETTER than the vector 99% of the time (To clarify, those guns have larger base magazine size. This automatically puts it in a better DPs range than Vector)
Assault rifles are also good, just make sure you get a quality roll!

Good perks to have
Fierce - Critical hit chance increased when using this weapon (mine is 8%)
Brutal - Increased Head shot damage
Ferocious - Damage to elite / named enemies increased
Self-preserved - Critical hits heal you for 3% of your hp
There are some other solid ones like +armor damage etc, but these are a few of my favorites!

End

That is pretty much it. If you have any questions, I'll try my best to answer them
Thanks for reading...and have a good day!
Mtashed

SOURCE

Wednesday, March 23, 2016

The Division - End Game guide: What to do when you hit 30 by xxDJBxx

First of all, congratulations on getting to Level 30. On average it takes 20 hours to do, so I know you've put the time in. This will help you decide what to do next, where to go, and how to do it.


1. 100% All Wings:
If you haven't done so already, you need to finish upgrading your "Wings". By upgrading your wings, you make yourself more powerful.
This is your FIRST Priority, so go finish your Main Missions, and if you've done that, do encounters related to the materials you need.

2. General Assembly:
Usually, when you hit level 30, you'll still have some blues equipped, so lets fix that.
You need to get to a baseline in all three stats for the benefit of the community, and to save you time later.


DPS: 80K+ DPS / 60k+ Health / 15k+ Skill Power
Healer: 55K+ DPS / 70k+ Health / 25k+ Skill Power
Tank: 65K+ DPS / 85k+ Health / 20k+ Skill Power


Go to the Last Main Mission titled: "General Assembly". Here is where you will get your purples. You need to Re-Run this mission on Hard Mode, until you are at or near the baseline. We do this because each run of this mission rewards you with 7 to 8 Purple drops. You can run this as many times as you want, the reward will always be there.

3. Dailies Explanation and Hard Mode Daily Missions:
The first time you run ANY Daily Mission, you get 2 Rewards. One is the Daily Reward, which gives you some pCredits and Crafting Material. You only get the Daily Reward once. The other reward is the Mission Reward. The Mission reward for the Hard Mode Dailies are obsolete. The Challenge Mode Mission Reward is 30 pCredits, and 1 High-End Item.

To Clarify, you get the Mission Reward EVERY TIME you run the Challenge Mode Mission. No Matter What. For Infinity!

pCredits are the End-Game currency that is needed to craft the best items you can get.

By running these two Dailies, you can earn up to 30 per day from the rewards. Named Bosses also drop 1 to 2 pCredits.

4. Daily Challenge Mode Mission:
So, you are at or near the Baseline. You are equipped with all purples and have played enough to know how most systems work.

You can now queue for, and safely do the Daily Challenge Mode Mission. You will be rewarded with 30 pCredits, and a guaranteed High-End Gear item. You can run this as many times as you want, the reward will always be there. You'll need a group, so play with friends, use the in-game Matchmaking, or form/join a team on:
TheDivisionLFG

We want to run this until you have mostly High-End equipment. You will be doing this step, and the Step 5, until you feel ready enter to proceed to Step 6.

5. Crafting High-Ends:
While running the Daily Challenge Mode Mission, you can purchase Blueprints, which when crafted, gives you High-End Weapons and Gear. These are available in your Tech Wing from your "Special Gear Vendor" (Located Upstairs, to the left, before the first door).

They can be purchased using pCredits, and crafted using High-End Crafting Material (The Crafting Station is located downstairs, across from the 3 Basic Vendors). This guide does not cover how to acquire mass amounts of Crafting Material. To get Crafting Material, deconstruct items you DO NOT WANT.

It is not worth using the Recalibration Station on an item more than once or twice, unless it is a Near-Perfect item, and you're trying to get it to perfect. Still, BE CAREFUL! Recalibrating uses pCredits, and the cost goes up each time you Recalibrate.

6. The Dark Zone & Dark Zone Rank 50:
So, you have a good amount of High-Ends, and you think you can keep up with the big boys. Well, lets put your skills to the test, and lets enter The Dark Zone. When you kill enemies in the Dark Zone, your Dark Zone Rank (DZR[XX]) goes up.

Ultimately, we want to get you to DZR50. By getting to DZR50, you unlock a significant number of new Blueprints that allow you to craft a number of unique High-End Equipment. These Blueprints are located in each Safehouse in the DZ, excluding the DZ02 Safehouse. Enemies in the Upper Zones will be significantly tougher than regular Level 30 enemies so be prepared!

7. Preparing for Incursions (Update 1):
This step is 100% Optional, but could potentially save you time.

Now that you have acquired good gear, have a good DZR, and have completely mastered the End-Game, you can optional prepare for the first Content Update (Releasing in April). The April update introduces players to "Incursions". Currently, we know nothing about this new Activity (We know nothing, don't believe the rumors). It is speculated that this is 8 man content, but nothing has been confirmed.

In order to prepare, you should acquire enough pCredits to hit the Cap (1000 Phoenix Credits). If you have 1000 pCredits when Incursions are released, there is a potential to be significantly ahead of most competition. Usually, with any new Content Update, a new tier of Equipment is released allowing you to increase your power. It is extremely advantageous to be able to purchase 3 to 4 pieces of gear.



That is all for now, I will continue to update this as it is needed. I will try to answer any questions that you may have.

Notes:

A. All activities done while playing are easier with more people. Find a group using Matchmaking or TheDivisionLFG.com or IRL Friends.

B. This guide assume you haven't played the Dark Zone yet, if you have, its no big deal. I've outlined how to get good gear in each step, so have fun, and good luck.

SOURCE