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  1. I am currently DZ level 74 and thought newer folks getting their first taste of the Dark Zone might appreciate a guide to help set themselves up for success. Whether you group up with your friends, friendly randoms you run across in the Dark Zone, or you're brave enough to fly solo, this guide should help put you in a good position to succeed. Before I dive in, here are a couple quick links to display my Division Tracker rank and gear setup, just so you who is publishing this post. Division Tracker Results - currently #7 for Items Extracted and #22 for Dark Zone level on Xbox High-level Overall View of Stats and Gear This build could also be labeled "End-Game Solo & Co-Op Dual Purpose Build Guide (PVE & PVP)", considering I make only slight variations to my Skills when playing with a group versus solo, and Missions versus the DZ. It was inspired by the approach I found myself taking when clearing DZ 1 & 2, but the reason I enjoy it so much is because it is multi-purposed. Skills Signature Move: Tactical Link - Increases damage and critical hit chance to the user and all nearby allies. Although my Skills remain the same in group versus solo play, it is worth calling out one group dynamic with this. When attacking a named elite group at various landmarks (particularly in DZ3-6), try to pair this with the security signature move for a powerful duo of high damage mitigation and damage output values. You should be able to clean up the majority of the pack during the 12 second window and simply clean up the scraps thereafter. First Aid: Booster Shot - Temporarily increases damage for the affected targets in addition to the normal healing effect. Yet another source of damage boost on this build. Noticing a trend? It's all about the quick clears to keep the 30% damage mitigation up from 'On the Move' at all times. Pulse - Damage is increased when attacking any hostile targets identified by the pulse scan. With my current skill power, this boosts my crit hit chance by 31.30% and my crit hit damage by 57.50% Abilities Solo Play On the Move - Kill a hostile while moving to reduce incoming damage by 30% for 10 seconds. Critical Save - Use a medkit during low health to increase damage resistance by 40% for 10 seconds. Strike Back - Reach low health to reduce active skill cooldowns by 20% Tech Support - Kill a hostile while any skill is deployed to extend any active skill duration by 10% Rationale: On the move is the focal point of this build. Assuming a certain quality of gear is already in place (relatively high DPS, decent health pool, and respectable damage mitigation), this build focuses killing enemies while on the move. As long as the 'On the Move' damage reduction is activated - which only requires you to kill something once every 10 seconds - that, coupled with the inherent damage mitigation from the armor and various other stats on your gear, should be enough to keep you up under normal volumes of enemy fire. When things get sticky and your health gets low, great! Now you have 20% CDR. Eventually, you may need to pop a medkit, which will grant you an additional 40% damage mitigation. Keep in mind, you will also occasionally be using your First Aid skill, too. The bottom line is this... as long as you're killing at least one enemy every 10 seconds and cycling your First Aid and medkit heals when necessary, you will have enough damage mitigation to not be all that concerned about moderate amounts of incoming fire. If things really get hairy, well then alright, I guess you can take some cover and play a bit more methodical until your 'First Aid' skill is off cooldown. Group Play One the Move - Kill a hostile while moving to reduce incoming damage by 30% for 10 seconds. Critical Save - Use a medkit during low health to increase damage resistance by 40% for 10 seconds. Triage - Heal an ally with a skill to reduce skill cooldowns by 15% Combat Medic - Use a medkit near allies to heal group members and proxies within 20m by 40% Rationale: Triage and Combat Medic are the two variations in comparison to the solo build. They are fairly self-explanatory, but the bottom line is you are offering some added healing to your team members and effectively replacing the solo ability, 'Strike Back', with a more effective solution for your group. Now, instead of 'Strike Back' only offering CDR when your health is low (which, in all honesty, doesn't happen that often), your CDR is triggered any time you hit a teammate with 'First Aid' OR you simply use a medkit. Medkits are a dime a dozen in the DZ, since you can replenish them at any safe house. Detailed Overall View of Stats and Gear (23 image gallery of all weapon/gear base stats and attributes) High-level Stats DPS - 216,567 Firearms - 3116 Health - 57,780 Stamina - 1926 Skill Power - 19,080 Electronics - 1908 Gear Talents (see image gallery for detailed gear stats and attributes) Armor: Reckless - Increase damage by 13% and increase incoming damage by 10% Operator Mask: Rehabilitated - Heals 2% every second during Status Effects Pads: Perceptive - Item find and Credit find bonuses are increased by 25% Pack: Resourceful - All healing is also applied to skill objects Note: This is not an ideal talent. I would prefer "Specialized: Adds 13% of Firearms and Stamina to Skill Power". Since this build primarily stacks firearms - and secondarily stamina, if applicable - you leverage 'Specialized' more than any talent on the pack gear slot. I previously used this talent but sacrificed it for more optimal stat rolls. Gloves: Savage - Critical hit chance is increased by 13% against targets out of cover Holster: Steadfast - Health regeneration kicks in twice as fast while in cover Weapon Base Stats and Talents Tactical AUG A3P Weapon Talents Fierce - Critical hit chance is increased by 8% when using this weapon Sustained - Killing a target increases your health by 6% Accurate - Accuracy is increased by 46% Weapon Mods Magazine 98.0% Magazine Size 28.4% Rate of Fire Scope 7.50% Critical Hit Chance 22% Headshot Damage Muzzle 38% Stability 35% Critical Hit Damage Underbarrel 33% Hip Fire Accuracy 20% Accuracy Black Market AK-74 Weapon Talents Self-Preserved - Critical hits with this weapon heal the user for 3% of the damage dealt. Destructive - Armor destruction value is increased by 18% when using this weapon. Restored - Killing a target with this weapon removes all negative Status Effects. Weapon Mods Magazine 97.5% Magazine Size 24.20% Weapon Damage Scope 20% Headshot Damage 22% Accuracy Muzzle 33.50% Stability 20.50% Accuracy Underbarrel 20.0% Accuracy 35.50% Stability Final Thoughts Here are a couple items worth noting that aren't called out elsewhere within the guide: Tip: When focusing on itemization, take particular note of item level 31 versus item level 30. It makes a big difference when you itemize with i31 gear across the board. The build is primarily centered around using the SMG. This build previously contained a Tenebrae as the second weapon, simply because I hadn't crafted an AK-74 worth using yet. The Tenebrae still maintains it's spot for Challenging missions, but for the Dark Zone, the damage output of an AR exceeds that of a Marksman, in my personal opinion. both of my weapons have plenty of room for better talents. Feel free to post the talents you have on your SMG and AR for comparison's sake. With this build, my scavenging is at 179%. Try to keep your scavenging as high as possible. You do this by getting the 25% talent on the pads, rolling a minor attribute on your pads and mask to scavenging, and for an extra boost, using gear mods with scavenging. This build was previously 197% scavenging, until I dropped to mods in favor of % increase signature skill resource on kill. [Edit: My scavenging has dropped a bit, but I'm leaving the original comment intact, because the value is still there.] As I just mentioned, consider adding mods to your gear that contain % signature skill increase. Especially when running solo in the DZ, simply adding a couple of these mods will virtually guarantee that you will have your signature move available during every named elite encounter. That's pretty huge, because without it, you're looking at only having it available for every other encounter at best. I run two mods for a total of 6%. [Edit: I have played around with 9% and 12% as well. I would encourage you to balance '% signature skill resource' with 'increased crit hit %', based on personal preference.] Increased XP % works in the Dark Zone. Dependent on which chest I use (increase ammo capacity or increased XP %), I run between 65% and 43% increased XP. Once you have reached DZ 50, it really does not matter, so it is not an attribute worth chasing. But, if you're interested in climbing the ranks, or simply reaching DZ50 to get your blueprints and be done with it, increased XP% is worth using. Be sure to hit your Firearms, Stamina, and Electronics marks to unlock your talents. This is a big DPS boost that isn't always realized in your overall DPS calculation (which we know to already be inflated by stats that don't directly impact damage output). The basic threshold for most High-end items is 1889. Hit that for all three! (you'll notice that I just barely hit it for electronics - that's intentional) The higher threshold is 2362. You won't be able to hit that for all three, so pick your poison and prioritize it. Mine is Firearms. I think that about covers it. I encourage folks to share their thoughts about this build. This is build version 2.0. Constructive feedback on the layout of the post itself is certainly welcomed. I keep an eye on the thread every so often, so feel free to ask questions. If there is anything missing that you would like to see included, feel free to let me know. It still has it's opportunities, but this should offer folks a something to work towards in terms of piecing together a top-tier Dark Zone build. Thanks in advance for the views and replies! I enjoyed throwing this together.
  2. I have noticed a few things and have a couple comments/suggestions about a couple other things. The DZ has always been a topic of serious contention imho, and I know there are 50 sides to every story concerning the DZ. In spite of this, I would like to register my comments/ideas and request that other players provide honest, thoughtful and non-antagonistic responses to what I am about to offer. First, unless there is a mechanism in place to "turn off" PvP, I really wish you would remove all Daily and Weekly achievement opportunities/missions. I am the type of player who actually likes to complete these achievements; whether in the DZ or not. However, it really sucks when my solitary goal is to just get those 40 'purple' enemies killed, or to just get those 15 rioters, or the 3 elites killed or whatever it may be and, I am shot from behind by some jackass that I didn't even know was there. Note that most of the time I don't even have that little yellow fanny pack because I haven't picked anything up. But nonetheless, I am murdered without any provocation on my part, once again, by some jackass who comes up on me from behind; most of the time it's a group of 4 jackasses that do this. And to make it worse, they actually stand there and clap like they actually have accomplished something by ganging up on a single player who didn't even have a chance to begin with. If it's just not in the cards to have this feature, then at the bare minimum make the rewards for completing these daily and/or weekly mini-missions much more lucrative for the guy taking the risk. I've heard plenty of people asking for a switch so that they can let the system know that they are not interested in going rogue. This switch would allow them to "accidentally" shoot other players without doing any damage and therefore not going rogue in the process. The DZ is seriously broken in this regard and really needs some type of this switch added. Most recently, I have been seeing rogue groups of 4 with a 5th person (obviously they are on party chat when they do this) running with them and "mingling" in the middle of them. This guys "job" is to get hit by jumping in front of other players' bullets when they are shooting at the real rogues, thereby making the other players go rogue against their will so they can be shot by the "group of 5" players. This is nothing short of a douchbag move/strategy that groups are now using in order to (I imagine) rack up their rouge kills. This type of bullshit really needs to be stopped. Additionally, when a group of rogues who are manhunt status takes cover in one of those places on the map that is hard to get to (like the one in DZ02 on the West side of the map), it really is fun to try to kill them. And yes, sometimes they will get me in the process; so be that. However, if one of them gets killed while holed up in one of these locations, they need to be on a timer of more than 30 minutes that does NOT allow them to just come right back out that checkpoint door and start shooting people. I have witnessed this time and time again. Eventually, a person in the manhunt will get himself killed on purpose, just to get the upper hand on the players down below trying to "fairly" kill the boxed in rogues. Once again, this bullshit strategy needs to be stopped. I mean seriously... The whole point of them getting boxed in is for a standoff to occur. But the way it is now, one of the rogues just dies on purpose only to be allowed to get back into the fight. But this time he has the upper hand in that he is now not rogue anymore, and can also come in behind the other players (as a NON-rogue mind you) and start shooting them at will. This just ruins the whole fun in getting those rogues in that boxed in area. At the very minimum, the player should spawn "still in rogue status" so us non-rogue players can immediately begin shooting at him when he comes blazing out that checkpoint door right behind us. But I'd rather he not be allowed to come out that door at all. Like I said previously, the whole point in getting them boxed in is to eventually be able to eliminate them. Not to have the fight go on for hours with no end in sight. Finally, if players want to go rogue then the penalty for dying as a rogue should be far, far greater than it is now. And the penalty for dying in manhunt status should be even greater still. This just makes sense imho. However, I still think the DZ needs some type of switch, or queuing in place (much like you did for survival) that would even things up for players who opt not to go rogue as a rule. This 4v1 bullshit needs to be stopped immediately. And when rogue players opt to group up in more than 4 person groups, they should likewise be penalized accordingly. The way it is now, if a group of rogues gets killed, they seem to take it too personally and simply call in their buddies so they now have a group of 8 or even more ( I once saw a group of 10 people acting as a single group). This is total crap and needs to be stopped. One thing that I think would be a good idea, and on the right path to eliminating this, is to simply increase the "threat level" of the group based on size. Just like the shield has 200% increased threat, which makes more of the AI enemies attack them, so should these large groups of rogues. If you made their threat level increase to around 1000% -or even higher- perhaps they would tend to stop getting these large groups together just to bully other players who are simply trying to get that daily achievement completed.
  3. I've been playing division since it came out and am lvl 30 with ilvl 208 and I'm just looking for other players to do dz, hvt and incursions with, I'm on mostly on evenings and late nights and have mic for chat. Send me an add: vegastwotimes295 and hope to have a group with you!
  4. Each week on Friday Night I post the Weekly Vendor Reset on my YouTube channel NALYO GAMING which can be seen here http://YouTube.com/Nalyo44 I head to the Base of Operations and visit the Special Equipment Vendor followed by the DZ 5 & DZ 3 Safehouses to see what those vendors have new that week. I also give you my thoughts on the items available that week. Please check out my videos give them a Like, Subscribe to my channel and Share with your friends. I appreciate you stopping by. Cya.. https://youtu.be/_oXAWEdl5Zw
  5. Would it be a terrible idea to have a companion app that whe can use while not in game? I think it would be cool if you had one there you could go in and manage your gear and modify your weapons and recalibrate them. I put a lot of time in to this but i think it would be easier if you could do it in a app when you are sitting in the couch and have som sparetime or lying in bed Before sleeping. It would probably take away some stress for a lot of people.i dont know about other players. But when you have been in the DZ for like 4hr or doing incursions for an eternity you dont feel like spending more time in front of the Tv trying to get the best stats out of your gear. I at least need a change enviroment. And it would also be fun if there were minigames where you can earn crafting materials, Credits, DZ-credits and Px-credits. I Think it would actually put a whole new dept in the game and make a lot more opportunities for us, the players.
  6. I've been looking everywhere for one... I cant find one though. Do I need to farm some of the main missions or do I have no hope but the dark zone?
  7. Really loving this game. Just made lvl 30 DZ lvl 10 and would like to find people who use mics and do some DZ runs. Platform PS4, PSN ID ZedGeek
  8. what about Auction House in DZ , so u can offer & trade ur Weapons & Gears with DZ credits for rare items like DIABLO 3 System, what do u think ?
  9. Dear Anyone Who Can, FIX THIS!! Dark Zone is completely unbalanced. A four man squad with a GS of 190 can absolutely destroy anyone in the DZ, even with 5+ agents countering them. Gear Score? 190. Thats five points above where most people are at right now, and it feels like playing against someone who's gear score is 500. The Striker gear set is OP AF, no one stands a chance against a player with even only a few pieces of it. I like how the DZ is split up between Gear Score, but cap that out. Or make another bracket, for 190+ players. It isn't fun or fair, and as much as I enjoy The Division, the Dark Zone (being the most content filled area for lvl 30+) is driving me to play different games. Make a specific game mode or something to break up players when it comes to PvP. Until then I'm putting The Division away.
  10. With the 3/22/2016 update, do you guys feel like the dark zone will see more popularity? I would like to see more killing and more rogues. Playing bounty hunter seems like it would be fun. Also, what other changes would you like to see be made to the dark zone in the future?
  11. I recently purchased the Division (saturday) and am having a blast. However, I am getting tired of playing with randoms. Looking for anybody to play with (missions, dark zone soon etc.) on PS4. I am not max level or anywhere close but I built up a good medic character and know the ropes. Very high skill for my level. My PSN is JayMontana646. Comment below and I'll add you and we can play. Looking for anybody around my level (11) or slightly higher (10-13 is perfect). Age: 16 Mic: Yes PSN: JayMontana646 Level: 11 Looking to Play: Story missions to level up, Collect better loot, and Dark Zone I play almost every day from 5/5:30 to around 8:30/9.
  12. Check out part 1 too, this highlights the game at its best.
  13. Hi and welcome to the new world. Clan DiV is recruiting Division Agents for the fight to come. We made our clan tag 5 years ago, and this game highlights it the most. Currently active with 20 members and growing. Come join us brothers and bring forth a new era into this gametitle. Clan DiV taking back new york, 1 2 3. ( If intrested message me on xbox 1 gamertag-DiV ArKneon) (check out our beta footage at R&D gaming)
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