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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.
Hi there, recently I decided I would like to try and build a high Stamina, high Electronics (4) Piece Sentry build. And as I was building it I noticed (2) gear talents that caught my interest, Robust (+47% armor while in cover) and Sturdy (13% while in cover for more than x seconds) Now, technically while you're behind a Ballistic Shield, you are maintaining the ability to be behind cover at all times, so naturally one would assume that Robust and Sturdy would increase your armor so you can cap out to 75% easier without having to rely on RNG for Armor on gear and mods, but I haven't been able to fully test it out to see if those are factors, and I was curious is there anyone out there, who actually knows for a fact that it does count and you can get the talents to work properly while using a Ballistic Shield? Or if it does not work, and only being on walls/cars/etc for cover... Also, does anyone know what Skill Power you need to reach 500,000 health on the Ballistic Shield? Thank you for your time.