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Build help

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Zaptear

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Hello all I'm going for a tech dps/ heal build here are my numbers I don't know what I shod pull from to get to the magic 45 skill power cap 

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That looks pretty sweet to me, since you run with 4 pieces of tactician i would´t worry about skill power cap.

 
That's in combat at my 100% buff so I need to pull some away from the others I have been told 45 skill power is the max u can get use out if

 
Well I believe you kind of answer your own question with your description of your build. If you're going for a DPS/Electronics build then you are going to have to take some of the Stamina away. Generally those with a DPS/Tech build are the proverbial "glass cannons" so stamina/health numbers are always low. They also are usually best when used in a group setting as running solo with low health generally is a death sentence. 

 
As this is your buffed skillpower and the "real" cap for many skills has been raised you should buff your electronics even more. Maybe at the cost of both firearms and stamina. Some skills reach their cap at around 80k iirc. You can test that out by using different skillpower numbers in the skill calculator

There you can see where each skill has it's cap now. It is really helpful to see how much skillpower (without the buff) you need for each skill.

 
hard cap is hard cap...you can't exceed it. That being said, you can build one stat high and two low, or two to a median and one non-existent, but that's the choices you have. Your current build should be more than sufficient for groups.

 
hard cap is hard cap...you can't exceed it. That being said, you can build one stat high and two low, or two to a median and one non-existent, but that's the choices you have. Your current build should be more than sufficient for groups.
Now the hard cap is 45 skill power right so I would only need 22500 skill power because of the 4set. I seem to 100% buff in around 6 sec. And that would put me at 45k but some also say 50 skill power is the cap as well so what shod I shoot for 

 
Now the hard cap is 45 skill power right so I would only need 22500 skill power because of the 4set. I seem to 100% buff in around 6 sec. And that would put me at 45k but some also say 50 skill power is the cap as well so what shod I shoot for 
I don't think you need to change a thing personally. If you feel the need to tweak, or just to progress, keep the same ratios and you should be fine.

 
Now the hard cap is 45 skill power right so I would only need 22500 skill power because of the 4set. I seem to 100% buff in around 6 sec. And that would put me at 45k but some also say 50 skill power is the cap as well so what shod I shoot for 
If the calculations for the skill calculator I linked you are correct an I assume they are then 45k is not the cap for all skills. Some reach there max buffs/heal/HP/damge and so on far beyond 45k. That is what I meant by checking the calculator out and entering different skillpower values there.

I think they did that because otherwise a pure electronics build who is already at 40k or 45k skillpower would get almost nothing out of the 4th piece Tacticians Authority set. Sure he could lower his skillpower gear wise and add more stamina and or firearms but that would be kind of sad if the bonus would be only useful for just that.

 
With tacticians authority 4 piece bonus, ALL of my skills max out when it hits 100% (which takes no time at all in a group). I haven't packed on more than 22500 skill power just for that reason (22500 + 100% = 45000).

A functional tac auth solo build would need a bit more, but the more skill power you pack on, the less you need tacticians authority...in the OPs case, he's barely getting anything from the 4 piece bonus (he's maxed when the bonus reaches 14-15%).

 
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With tacticians authority 4 piece bonus, ALL of my skills max out when it hits 100% (which takes no time at all in a group). I haven't packed on more than 22500 skill power just for that reason (22500 + 100% = 45000).

A functional tac auth solo build would need a bit more, but the more skill power you pack on, the less you need tacticians authority...in the OPs case, he's barely getting anything from the 4 piece bonus (he's maxed when the bonus reaches 14-15%).
But doesn't the skill caluculator max out at around 80k skillpower for some skills? Is the gap between 45k and 80k worth it to stack more skillpower?

EDIT: Some examples of what I mean:

Firstaid - Booster Shot heals yourself for around 50k HP and your allies for 68k HP @45000 Skillpower

Firstaid - Booster Shot heals yourself for around 80k HP and your allies for 100k HP @80000 Skillpower

Pulse - Tactical Scanner crit chance +40% crit damage +81% with 28 seconds cooldown @45000 Skillpower

Pulse - Tactical Scanner crit chance +40% crit damage +100% with 20 seconds cooldown @80000 Skillpower

 
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But doesn't the skill caluculator max out at around 80k skillpower for some skills? Is the gap between 45k and 80k worth it to stack more skillpower?

EDIT: Some examples of what I mean:

Firstaid - Booster Shot heals yourself for around 50k HP and your allies for 68k HP @45000 Skillpower

Firstaid - Booster Shot heals yourself for around 80k HP and your allies for 100k HP @80000 Skillpower

Pulse - Tactical Scanner crit chance +40% crit damage +81% with 28 seconds cooldown @45000 Skillpower

Pulse - Tactical Scanner crit chance +40% crit damage +100% with 20 seconds cooldown @80000 Skillpower
I haven't noticed anyone I run with not receiving a full heal from booster shot (though I haven't seen or healed anyone running with 100k+), and my pulse gives 60%/100% at 45k, with zero cooldown (skill can be activated as soon as the previous use fades).

Better to just try in game than rely on a skill calculator. You can read the effects of higher skill power in game at the shooting range...strap on 4 piece tacticians, fire away at the target until the bonus is maxed out, then check your skills on the skills tab...they show their values at the skill power you've reached with the bonus included.

I will grant you, however, that having 45k skill power without the tacticans boost will be a boon when you're running solo, but in a group, 4 players putting out the required six million damage is nothing.

 
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I haven't noticed anyone I run with not receiving a full heal from booster shot (though I haven't seen or healed anyone running with 100k+), and my pulse gives 60%/100% at 45k.
I think the heal does heal everyone full but with a regen effect. When I get healed by our healer I am instantly full, no regen that I have to wait for. I guess that is why you never saw someone not as "fully" healed.

Are they values on your pulse really correct? You get the maximum bonus at 45k spillpower?

I ask because then the skill calculator must be wrong (which I thought it is not) and the Tacticians Authority 4th piece bonus would have the one and only purpose of freeing up some attribute points for stamina and firearms. Which is great but I always thought with a 4th piece bonus you could reach the absolute maximum possible when you heavily build into electronics. Now it "just" enables you to be a bit more "Jack-of-all-trades" with a set build purely for electronics builds. That seems a little bit off.

 
I think the heal does heal everyone full but with a regen effect. When I get healed by our healer I am instantly full, no regen that I have to wait for. I guess that is why you never saw someone not as "fully" healed.

Are they values on your pulse really correct? You get the maximum bonus at 45k spillpower?

I ask because then the skill calculator must be wrong (which I thought it is not) and the Tacticians Authority 4th piece bonus would have the one and only purpose of freeing up some attribute points for stamina and firearms. Which is great but I always thought with a 4th piece bonus you could reach the absolute maximum possible when you heavily build into electronics. Now it "just" enables you to be a bit more "Jack-of-all-trades" with a set build purely for electronics builds. That seems a little bit off.
You may be correct on the heal assumption, but either way it's just as effective.

My group runs with as little crit chance as they possibly can when I run in my tacticans build. When I pop pulse, they're maxed. The game reads my pulse skill as maxed in both chance and damage at cap in it's description. Unless both are incorrect somehow, I'd assume the calculator is wrong. Being able to take down an elite enemy alone with a firearm is really all it takes..but without that ability, you're just dead.

That IS the point of the tacticians 4 piece bonus. When you run things like challenge mode incursion, you MUST be able to do more than just boost or heal. You can't achieve the levels of damage or stamina of others in the run, but you CAN be useful in more than one way. My damage is low compared to my normal DPS loadout, but with pulse active, I can achieve the base damage my DPS loadout provides while in tac gear...and that's been more than enough. Without the ability to take down an elite enemy alone with a firearm, you're just dead.

 
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Hmm understandable on one side but kinda sad on the other. I had hoped for the extra boost in power/skillpower to give you even more HP for your turret, more heal, more damage and so on.

I kinda saw it more as a Strikers set just for electronics build. Or do you see the Strikers gear as a possibility to lower you firearms?

 
Hmm understandable on one side but kinda sad on the other. I had hoped for the extra boost in power/skillpower to give you even more HP for your turret, more heal, more damage and so on.

I kinda saw it more as a Strikers set just for electronics build. Or do you see the Strikers gear as a possibility to lower you firearms?
As rough as you're finding Hard mode incursion, you're going to find Challenge mode 10x worse. A shotgunner in challenge mode STILL has the ability to one shot any one of us if he gets to point blank range, even with security link active. Static skills like turrets don't stand a chance, regardless of their health. Aside from that, the "hacker" npcs can just steal them...you wouldn't want to tangle with your own skills with the power you're seeking. Heals on the other hand see their effective limit at whatever players health is running at, and we can heal that now...no need for more.

You certainly COULD use strikers that way (or even sentry), but your weapons would have to be lasers and your aim/fire discipline would have to be immaculate.

 
I can see where you going with this. As I said...still far away from challenge mode incursion runs. I just hoped to use the Tacticians as a way of raising skillpower to dimension it can't reach without the set. I just saw/see it that way. But as I am currently not building around an electronic build but rather firearms/stamina kinda leaving electronics far behind, I can't say much how good I could play with it. Maybe I give it a go in the near future just for fun and to keep me busy...because at the moment I kinda have a small  deficit in motivation to play.

I rarely get my Incursion team together in the last few days so I can't do much. Since I can't even spend my PXC on good BPs or weapons atm so it doesn't make sense to grind challenge missions. Wish I could stack more then 1.000 PXC then I could at least do that. Sure I could buy the 204 sidearm but that would be just to get the GS higher and I ask myself if that alone should be the goal when the stats on the gun are worse then on the one I currently use.

Maybe I buy the MG just to see if it is better as my Pakhan when fully moded. Or just to have a MG with around 200 shot/mag to have something to maximise the CC on the special ammo.

 
Sure I could buy the 204 sidearm but that would be just to get the GS higher and I ask myself if that alone should be the goal when the stats on the gun are worse then on the one I currently use.
Next incursion is slated to REQUIRE 220 GS to enter...it says nothing about keeping that score once you're inside it. It's likely worth it to hang on to something with currently maxed gear score even if it isn't something you would use.

 
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