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Balanced gear set

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Obviously it depends on how you want to play.

Electronics. I think you need a minimum of 60k. That's a minimum, any less it gets hard to even heal yourself regularly. If you have 120k+ then your skills will thankyou for it.

Firearms. I've heard that getting up to 5k is the aim if you want to be a weapons dps. Generally you gun talents are a good guide.

Toughness. Really, you want to get your armour mitigation up. You can put less into stamina when your armour is at cap. Some people go tankier, others put less into stamina and put it into firearms once the get cap.

 
Now that 1.4 is out I've noticed plenty of players haven't grasped how to manage Aggro now so are going in with builds that worked "fine" before but getting slaughtered purely because they're not playing smart. 

Generally speaking you can still have a Tank build (medium DPS, HIGH toughness, low electronics). This was a very popular build pre-1.4 as you could soak loads of damage, and do enough damage yourself to basically face-hug the enemy to death and either rely on self healing or a party healer to buff you once combat is done. 

Now with the revised aggro settings a player who draws to much attention will get floored...fast. I would say that you can build a decent DPS output and relatively high Toughness but as @Oh.daesu advised now you really have to have Electronics over 100k so you can pop self healing defib more often or you just won't stay up through a run now. 

I think toughness, now, is less important for PvE as crafty Aggro management using grenades to crowd control is a far safer option in my opinion as long as you have better DPS and better Healing/turret etc. I think Seeker mines are less relevant as well but things like turrets (that draw aggro away from you) are far better options. 

 
I will add that Exotic etc damage resistance is perhaps also something higher on the list of what makes a decent build in 1.4 as whilst you can crowd control well to mitigate receiving damage, what damage you get now is far more often fire/sickness etc in a lot of scenarios in PvE. In particular fire either direct (flamers) or indirect (grenades, booby traps) does so much DoT (Damage over Time) since 1.3 and this has only been enhanced since 1.4 adding more options for Ai to have access to it (as well as snipers disrupting me with sickness every 30 seconds!). 

Its the damage that does DoT with just one hit that matters now it seems. You can protect yourself from receiving raw DPS damage nicely with Aggro management and crowd control methods but it takes just ONE hit from a sniper or flamer to ruin your plans because you're pretty much helpless in those few seconds. 

 
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