The Public Test Server is now online since 3 days for people who applied for the ETF and so far it seems to be running pretty good. Based on various user comments, only 8-10 hours are needed to reach the highest World Tier 4 as well as to find and equip one or more complete Gear Sets.
Contents
Gear Set Rebalancing
Lots of things regarding Gear Sets have been changed, some of the sets received heavy buffs and others nerfs to put them all on the same level again. Keep in mind that stats and numbers are still subject to change throughout the PTS phase and until Update 1.4 gets released.
- All players (with our without the Season Pass/DLC) will get access to all available Gear Sets in the game. (Source)
- Every hostile NPC, also those you’ll encounter in the Open World, can drop Gear Set items.
- New maximum Gear Score is 229, which means that all currently existing Gear Set items will be adjusted in terms of their GS, main stats and set bonuses.
- Gear Set items can have a Gear Score of 163.
- The four-piece bonuses of Gear Sets have been rebalanced.
- Two-piece bonuses will focus more on utility instead of stat bonuses.
- Five-piece bonuses (from Sentry’s Call and Striker’s Battlegear) have been removed from the game.
More information about gear changes and balancing in general.
Loot Weighting
There are 2 big changes coming to loot weighting in The Division’s next update. It will still be there to some extent, but all activities (Dark Zone, Incursions, Underground, HVTs, etc.) will have a chance to drop an item of any Gear Set. As a result, you are not bound to Falcon Lost anymore if you are looking for Sentry’s Call or Tactician’s Authority.
Instead, every Incursion will guarantee you some certain gear piece of the one or other item category, which allows you to specifically farm for a Gear Set item you really need in order to complete a build.
For example on the PTS, Falcon Lost rewards you with gloves and mask pieces, Clear Sky gives you chests and holsters and Dragon’s Nest backpacks and kneepads. This is not the final loot table, but gives you an idea of how it could work. (Source)
The way this works is not carved in stone yet, so feedback on reddit or in the official PTS forum is highly appreciated.
Gear Set Changes
Last but not least the list of all currently available Gear Sets with their preliminary stats and bonuses in Update 1.4. No new Gear Sets will be added within this next patch.
Striker’s Battlegear
- Set Bonus (2):
+20% Stability - Set Bonus (3):
+10% Enemy Armor Damage - Set Bonus (4):
Talent | Shooter
Every consecutive hit deals 1% more damage. Stacks up to 100%. Missing shots drop bonus by 2%. Bonus is reduced by 1% every second.
Striker’s Battlegear’s current stats
Path of the Nomad
- Set Bonus (2):
+15% Health on Kill - Set Bonus (3):
Nomad’s Resolve – Administers a constant small heal, allowing the user to heal passed the segments of the healthbar. - Set Bonus (4):
Talent | Nomad
When receiving fatal damage, you are instead healed to full health. Can occur once every 4 minutes.
Path of the Nomad’s current stats
- Set Bonus (2):
+10% Skill Haste - Set Bonus (3):
+10% Skill Power - Set Bonus (4):
Talent | Tactician’s Authority
Every bullet you and your group lands on a hostile adds 0.2% skill power to you for a max of 30% bonus. Bonus lasts for 10 seconds of not being refreshed or 10 seconds of being at max.
Tactician’s Authority’s current stats
Sentry’s Call
- Set Bonus (2):
+30% Increased Aiming Accuracy - Set Bonus (3):
+10% Damage to Elites - Set Bonus (4):
Talent | Sentry’s Call
Headshots using semi-automatic weapons mark the enemy, increasing the damage inflicted on the target by 5% for a duration of 30 seconds each. A target can receive up to three marks.
Final Measure
- Set Bonus (2):
+25% Exotic Damage Resilience - Set Bonus (3):
+15% Protection from Elites - Set Bonus (4):
Talent | Final Measure
When in range of hostile grenades or mortars, defuses them and adds grenades to your inventory. Can only happen once every 15 seconds.
Hunter’s Faith
- Set Bonus (2):
+20.0% Optimal Range - Set Bonus (3):
+20.0% Headshot Damage - Set Bonus (4):
Talent | Hunter’s Faith
Hitting an enemy with a bullet grants you and your group temporary protection. The further your shot, the more protection. Each group member’s protection disappears after getting hit by one hostile bullet.
Hunter’s Faith’s current stats
Lone Star
- Set Bonus (2):
+100% Ammo Capacity - Set Bonus (3):
+8% LMG Damage
+8% Shotgun Damage - Set Bonus (4):
Talent | Lone Star
When the weapon is holstered, it regains full ammo.
Predator’s Mark
- Set Bonus (2):
+10% Reload Speed - Set Bonus (3):
+8% Assault Rifle Damage
+8% SMG Damage - Set Bonus (4):
Talent | Hit 10 shots without switching target to make the target take damage over time for 50% of the total amount of damage already done by those bullets.
While Consumables will lose their Status Effects (see here), the Bleed Effect on the Predator’s Mark Gear Set is still proccing, making it very strong at the moment against other players in the Dark Zone. As said before, this could change at some point during the test phase.
Predator’s Mark’s current stats
B.L.I.N.D.
The B.L.I.N.D. Gear Set as we know it will not exist any longer and be replaced with the following set called Banshee.
Banshee
- Set Bonus (2):
+20% Dark Zone Currency gained - Set Bonus (3):
+10% Damage to targets out of cover - Set Bonus (4):
Talent | Banshee-
While Rogue, all ammo is completely refilled every 30 seconds. Damage taken from non rogue players reduced by 10%.
-
While not Rogue, Damage to Rogue players is increased by 10%. No Dark Zone XP or Currency is lost on death.
-
- Note: All existing pieces of B.L.I.N.D. will be replaced with equivalent Banshee pieces.
FireCrest
- Set Bonus (2):
+3 Incendiary Grenade Capacity - Set Bonus (3):
+50% Flame Turret Range
+30% Flame Turret Damage - Set Bonus (4):
Talent | FireCrest
Your damage is increased by 15% against burning targets.
Reclaimer
- Set Bonus (2):
+50% Consumables duration - Set Bonus (3):
+50% Support Station duration - Set Bonus (4):
Talent | Reclaimer
Consumables and special ammo used now apply to the whole group and are not consumed on use. Triggers consumable cooldowns and cannot start consumables that are on cooldown.
AlphaBridge
- Set Bonus (2):
+100% Health Regen - Set Bonus (3):
+5% Weapon Damage - 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.
DeadEYE
- Set Bonus (2):
+40.0% Initial Bullet Stability - Set Bonus (3):
+20% Marksman Rifle Critical Hit Damage - Set Bonus (4):
Talent | When zoomed, marksman rifles lose headshot damage bonus, but gain 100% critical strike chance.
Sources: reddit, Division Agents, Official forums