• Greetings, Agents! Welcome to the The Division Forums. It looks like you're looking forward to Tom Clancy's The Division 3, but haven't created an account yet. Why not take a minute to register for your own free account now? As a member you get free access to all of our forums and posts plus the ability to post your own messages, communicate directly with other members and much more.

Patch 1.4 Gear Set Talk

Status
Not open for further replies.

Oh. daesu

agent provocateur
Striker

  • (2 piece) + 20% stability (changed)
  • (3) + 10% armor damage (changed)
  • (4) Consecutive hits +1%, -2% misses... no change)
Predators Mask

  • (2) + 5% rate of fire
  • (3) +800 AR damage, +700 pistol (no change)
  • (4) 10 shots same target, bleed affect. (no change)
Final Measure

  • (2) + 50% Exotic damage protection (no change)
  • (3) + 15% elite protection (no change)
  • (4) Hostile grenades are defused and added to your inventory(every 4 secs)  (changed, makes it easier, less tricky to achieve)
Hunters Faith

  • (2) + 20% optimal range (changed)
  • (3) + 20% head shot damage (changed)
  • (4) Hitting an enemy grants temporary protect for you and your group. Each member loses protection once hit. (changed, to apply to whole group)
DeadEye

  • (2) + 40% initial bullet stability  (changed, actually I thought all the stability was being consolidated to just stability)
  • (3) + 20% marksmen crit damage (changed)
  • (4) when zoomed. loses head shot bonus for 100% crit chance (changed, i.e reverse of what it was)
Firecrest

  • (2 piece) +3 incendiary bullets (no change)
  • (3) fire turret  + 50% range + 30% damage) (changed)
  • (4) + 15 damage for on-fire targets (changed)
Alpha Bridge

  • (2) + 100% health regen for support packs (switched, was for 3 piece)
  • (3) + 5% weapon damage (changed)
  • (4) primary and second weapon are the same category, all unique talents are unlocked on both weapons (no change)
Path of the Nomad

  • (2) + 20 % health on kill (changed)
  • (3) receive a constant small heal (change)
  • (4) death will revive with full health (procs every 4 minutes) (no change)
Tacticains Authority

  • (2) + 4000 skill power (no change)
  • (3) + 20% skill haste (no changed)
  • (4) every bullet hit by group + 0.2% skill power, up to 30% of max, duration 10 seconds (changed)


Sentries Call

  • (2) + 30% accuracy (changed)
  • (3) + 10% damage to elites (no change)
  • (4) head shots mark the enemy or group. +5% damage for 30 seconds, max three marks for a target. (changed)


Lone Star

Could remain mostly the same apart from number changes.

Relciamer 

Blind

Still in the dev workshop.

.

 
Last edited by a moderator:
So, these are still up in the air and in discussion as they get PTSed. For example Reclaimer and Blind haven't be established as yet. Not sure about the blind rifle, wasn't there talk about it coming in 1.4?

The striker and sentry lose having damage bonuses on both 2 and 3 piece. It sounds like the devs feel having damage on both 2 and 3 piece bonuses is going to cause any dps gear to dominate. While some of the other sets receive damage bonuses on their 3 pieces to bring some dps love.

The sentry change is meant to have a playing style of marking as many of the enemy as possible. So, nerf for marking individual targets, but 30 seconds makes it easier to try and cover more targets. Not that I run with sentry. So, I'm not sure if people in groups target enemy PVE one at a time. Obviously PVPers will miss this. Or whether the tactician build will be the new build du jour in the dz. Firecrest has changed and fire turrents themselves are meant to be buffed. So, whether Firecrest and Alpha Bridge dps bonuses provide more benefit as a dz build..maybe. There could be more mixed builds than Sentry and savage now.

There is some talk in changing some of the hard numbers into scalable numbers (%). Otherwise as the new dlcs come out and gear scores go up, those old gear set numbers are less relevant. So, various sets could see more percentages and of course some the percentages will change after some PTS feedback

Path o the nomad is more practical for a solo player with the health bonuses.

Both Hunter's Faith and Final Measure 4 piece bonus have changed. As an effort to make Final Measure 4 less tricky, and more practical and straight forward to proc. And Hunter's Faith's bonus more relevant and worthwhile by applying it to the group.

 
Last edited by a moderator:
(2) + 40% initial bullet stability  (changed, actually I thought all the stability was being consolidated to just stability)
I was under the impression this was the case too, possibly a misprint?

Looking at the gear I use, I don't see anything changing for the negative.  I like that my main will have +5% weapon DMG from his AB.  My alt will have her +20% headshot DMG changed to +30% accuracy.  I'm not necessarily needing the accuracy for the all shotty build, so I'll probably try for 2x TA to bring her skill points to 24k.

 
Last edited by a moderator:
I was under the impression this was the case too, possibly a misprint?

Looking at the gear I use, I don't see anything changing for the negative.  I like that my main will have +5% weapon DMG from his AB.  My alt will have her +20% headshot DMG changed to +30% accuracy.  I'm not necessarily needing the accuracy for the all shotty build, so I'll probably try for 2x TA to bring her skill points to 24k.
Stability might have been a late decision, so the text accompanying the gear item might not have been tidied up as yet. Some gear items still missing a 4 piece definition, so obviously a lot hasn't been decided. And a lot of numbers  are likely to change, old and new by what some people in the pts are saying. 

It doesn't effect me negatively either. I don't really have a dedicate build (I stuff around a lot; not a productive approach). I have lately been using Hunter's faith with striker (3x2). So there was a silent "nooooooooo!" when I saw that the +20% damage to elites was removed.

Not that I have good ground to complain.  Those who have an optimized builds / sentry builds would have more to demur over their hard work being nerfed. They try to make the point that the npcs won't be the bullet sponges, so we shouldn't consider it a set back. Which in a way, is why the gs36 nerf pissed off so many people who finally felt they had a weapon to deal the damage they needed. Well, a part from the human thing of having something good taken off then. (it really seemed misguided to allow the gs36 when the devs obviously new it was OPed from the start).

 
So jumped in to regular Division to finally pick up my supply drop and found that the Lvl 32 Perf mod blueprint is currently in the underground vendors list (460 PXC).  May be worth getting it as the Perf mods are going to play a bigger role after 1.4 from what the stream they have done say.

Not so hot on the changes but we will see when they are made available to all in the PTS.  Seems to be 3 sets going for the Marksman build with each spreading the bonuses between them.  Would have liked to have seen Optimal range, headshot damage and sentry marking (nerf to damage on marking is fine).  Wouldn't have minded bonus headshot damage when scoped for the 4 piece like Deadeye was but headshot rather than crit damage.

Oh well.  my stash is filled with various pieces of a lot of the sets so I can always just play around again and see what I can find that works for me  :12_slight_smile: .  

 
Last edited by a moderator:
Ran for a couple hours tonight and switched my shotty build from 4x LS/2x Sentry to 3x LS/3x TA.  I'm really liking the added skill points and toughness as well as my skills being more powerful and reloading faster.  I'll probably move the shottys to when I'm just screwing around and I'll go to a LMG primary and maybe a sniper secondary, because they were better support weapons tonight than the run and gun shottys.  I also jumped back and forth between pulse and smart cover.  It will probably be situational as to which I run, but all in all this character should be set now.  

 
  I'm not necessarily needing the accuracy for the all shotty build, so I'll probably try for 2x TA to bring her skill points to 24k.
I heard that gun handling will be more difficult and that mods ability to improve accuracy will be nerfed. They will be making the act of shooting more important. So, the bonuses from get sets could be more meaningful.

 
Last edited by a moderator:
I did take that into consideration, but I don't think I have much in the way of accuracy boosts on my shottys.  Besides, they're shottys, kinda just point and click.  

That being said, if I switch to the LMG/DMR combo or so a more standard AR/SMG/DMR combo, it might make sense to drop the 3x LS and run 3x sentry for the added accuracy and +10% to elites.  

LS has its uses and I ran it as my main set on each toon for a while, but I think that was out of necessity (because of all my HVT work).  I'd like to start working with some of the other sets and see what kinds of build I can generate.  I might try to create a couple and then just keep the weapons and set pieces on my toons so I can switch them out situationally.  

 
WTF WHY ARE THEY ADDING 20% HEAD SHOT DAMAGE TO HUNTER'S FAITH AND REMOVING IT FROM SENTRY? It makes absolutely no sense to do so. People will just use Hunter's Faith instead of Sentry. This doesn't fix anything.
 
Completely forgot that.  Might start collecting HF and run 3x HF for the range and headshot DMG to go with my 3x TA.  I could keep the shottys and run almost a breach/support role - bust in with shottys and nades and then let the rest of the group pour in and then drop back into the support role.  Or maybe 870 as a primary and LMG as a secondary for the same role.  So many choices...

 
Status
Not open for further replies.

Advertisements

Back
Top