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electronics DPS?

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PG Outlaw

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Off topic, this is my first post. Have browsed it's site more than I care to admit (when I should be paying attention to the teacher in my monthly apprenticeship classes), but never made an account. So you guys got me.

Anyway I was wondering if an electronics dps build can be viable? I have been (and primarily will continue) to play a DMR class. While it's fun and effective, it's bland. I like the idea of doing dps with a build that wasn't designed to be a primary dps, but do you think it would be viable?

My plan is to bump my health up a bit with it, push for 1700 Stam 2800-3000 electronics snd whatever is left in firearms.

Any tips?

 
I tried the infinite sticky bomb build. That was fun but limited unless everyone in the group was in on it. 

I would say that with any Electronics build you will struggle solo but it can be run in a group. Don't think you would be able to do as much damage without a big input into firearms though.

The biggest issue is cool downs. The Caduceus is a must (or a gun with the skill that the Caduceus has that reduces cool down time, not sure what it is called).

 
It works better in pvp, when a 350k hit from a stat boosted BFB one shots a group. In PvE, 350k is nothing for the time it takes to build up each shot, even with cd reductions on weps (coolheaded on an smg is just monstrous in this build though).

If I was going to run elec main in PvE, I think I would try to be a stun specialist with stun sticky and air burst seeker. Staggering both even without cd reductions can keep npcs well controlled. That or hybrid dps/healer.

 
I got a stickybomb class. 46k electronics, 100k dps, 65k health.

the main thing you want to focus is on decent health and enough electronics, because your sticky will regen faster. It is a fun class, i love it, but remember most of the time you need to be in a group. The hits you make are not that great but they are ok. I use SMG because of the many shots i can make in one clip and most of the shots are critical.

if you want a pve class, get a caduceus, get around 1900 firearms points, you'll have the coolheaded perk. 5.5% of your ability will regen after landing a headshot.

 
Hello.

I am currently running/building a halfway decent electronics based build. The one thing you are with those kind of builds is versatile but as already said by others you need a group. It is possible to create a solo build with this but you will shine in a group.

Right now I can fill two roles in a group. I can be a medic or a damage/crit/crit damage supporter.

I'm still missing certain peaces of gear and a decent Caduceus. Still a long way to got for the perfect build. I am currently at around 37k skillpower with about 45k HP and a rather low 1kish firearms value. This is by no means "the one and only perfect build" or something but it works well in groups and in the daily challenge missions. Hard missions (not the incursion) are a walk in the park so to speak.

My Medic build

Skills

Skill A=First aid with the "Defibrillator" mod. (Very good to revive downed agents from a distance) The next best choice would be the "Overdose"-mod to give your fellow agents a bit of a temporary HP buffer.

Skill B=Support Station either with the "Life Support" mod or the "Ammo Cache" mod. In normal missions you will seldom need the "Ammo Cache" as there are enough refill boxes after each big fight. But in the DZ or in the "Falcon Lost"-Incursion you may run out of ammo without it.

Talents

1. Triage (A must have for each medic imo because for each agent you heal with any of your skills your cooldowns get reduced which means more healing for everyone! Yay!)

2. Critical Save (Because when you get shot down to low health and use a medkit it is better that the medic stays alive so 40% damage reduction for 10seconds come in very handy to escape those tight situations.)

3. Evasive Action (For the times when you need to get to a downed agent or the best cover close to him in this case, to give you 30% damage reduction during your cover move.)

4. Battle Buddy (Because you may need to make your way back to the group together with the downed agent and then the 50% damage reduction comes in handy).

As for gear you should favor electronics and stamina. Skillpower is capped at around 45k so you should not get more then that. There are two gear slots that can give you +X skillpower (Best role is around +5k iirc). You should try to get both of them with the highest skillpower bonus you can get. This way you can free up more gear and or gear mod slots for stamina. I would not waste gear slots for firearms because as a medic your main role is to keep your group alive and of course yourself. A downed medic is a bad medic. ;-)

The next thing you should focus on is armor, protection from elites and exotic damage reduction. Armor afaik is capped at 65% damage reduction from bullets that your reach somewhere around 4.5k armor value. I won't go into defensive details here but staying alive is very important as a medic because your group relies on you to keep them alive. You should stay a bit back and avoid attention from enemys (like in use your best "threat reduction"-silencers on your weapons) anyways but sometimes you simply can't and then every % damage reduction counts to reach a downed agent or to get in range to heal your groups tank or damage dealer for example.

As has been said before the AR Caduceus is really helpful in reducing your cooldowns even more with some headshots. So getting one of those should also be on your list as a medic.

My Support Build

Skills

Skill A=Pulse with the "Tactical Scanner" mod. Gives yourself and your group a high bonus to critical hit chance and crititcal hit damage.

Skill B=Smart Cover with the "Recharger" mod. Adds a big damage reduction (I got something around 50% atm) for all those using your smart cover and buffs their damage greatly. With 37k skillpower (which is still considered as WIP for me) I buff the damage about 40%. So even with my low DPS from my Vector (which sits around 95k because of my low firearms score) gets buffed to 133K. Together with the high critical chance and critical damage boost from the pulse you melt enemys. And players in your group that have gone the firearms only or firearms & stamina route will do insane ammounts of damage when using your smart cover and your pulse.

Talents

1. Tech Support (10% longer uptime for all your active skills for each kill you make is good to avoid downtimes of your skills if you have any.)

2. Death by Proxy (Because for each turret/enemy seeker mine you destroy you gain 20% Skillpower for 30 seconds. Since I got not enough information about if and when the skills are capped this talent may be absolete or even better when you reach the current skillpower cap of 45k.)

3. Evasive Action (To stay close to your group and deploy your smart cover whenever possible, the 30% damage reduction during your cover moves help alot.)

4. One is None (Because for every more damage oriented build this gives you a big boost in your possible damage output as long as you always try to land headshots).

As for gear you should again focus on electronics and stamina but you may want to slot a few firearms mods here and there to buff your own damage a bit. At least you can do that if you got enough defensive stats to last a bit under enemy fire. Again the two gear slots the give you the +X Skillpower attribute should be high on the list of gear you want to aquire. It gives you more options and frees up a slot for other attributes.

As with the medic build the AR Caduceus can help you if you have problems keeping your smartcover and pulse up. As does any other weapon with the "Coolheaded" mod.

Have fun with those builds if you like to try them out that is.

ThePassionateGamer

 
Silly me...I forgot the ultimate skills for each build. I go with "Recovery Link" for the Medic build and with "Tactical Link" for the Support build. "Recovery Link" is the "Oh shit"-button when 2 or 3 agents in your group go down at the same time. It gets them all back to action and heals them for a time. Can be exchanged with "Survivor Link" if you manage to watch the group closely enough to activate it before the shit hits the fan so to speak. Then the 80% damage reduction can save the whole group.

One last thing for the medic build. There is a high end gear talent that gives each healing skill the ability to "overheal". With that your support station keeps anyone in range topped off with the additional health bar as long as it is running which is great.

By the way...I could not "edit" my post to put it in there. Is that normal for a new user?

 
I'd stick with a DPS / Stamina build and just try and roll a couple of pieces of gear / mods to get the extra skill power boost. My electronics is at less than 1100 but I have skill power close to 20k thanks to a large boost in skill power. 

 
Silly me...I forgot the ultimate skills for each build. I go with "Recovery Link" for the Medic build and with "Tactical Link" for the Support build. "Recovery Link" is the "Oh shit"-button when 2 or 3 agents in your group go down at the same time. It gets them all back to action and heals them for a time. Can be exchanged with "Survivor Link" if you manage to watch the group closely enough to activate it before the shit hits the fan so to speak. Then the 80% damage reduction can save the whole group.

One last thing for the medic build. There is a high end gear talent that gives each healing skill the ability to "overheal". With that your support station keeps anyone in range topped off with the additional health bar as long as it is running which is great.

By the way...I could not "edit" my post to put it in there. Is that normal for a new user?
Once you get to 75 posts you'll be moved into the community agent group where you can edit posts unlimitedly. Alternatively, if you make guides and what not I can move you into a members+ group which allows you to edit posts unlimitedly.

 
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Once you get to 75 posts you'll be moved into the community agent group where you can edit posts unlimitedly. Alternatively, if you make guides and what not I can move you into a members+ group which allows you to edit posts unlimitedly.
Ah ok thx for clearing that one up. I'll just stick with gathering more posts over time. Since I am no native English speaker I make more mistakes and edit my posts more then the usual user may do.

 
Been thinking about this for a while now:

1889/1417/1889 minimum stat build. Any extra stat available pushed 3/4 into electronics and 1/4 into stam, or as much into electronics as possible without destroying stam.

Maxed armor if possible, mid to high resistances (with an emphasis on Blind resist and exotic damage, in case of a danger close stun sticky).

Stun sticky, recharger cover, security link.

High RoF SMG and either LMG or AR, with mid to high mags. Coolheaded and Toxic, with a "perfect roll" adding Trained. Secondary weapon requires a +threat mod, primary gets a -threat mod (both as high as possible)... or vice versa, as long as you have more control over your own threat generation to push or pull mobs.

Not a healer, not a buffer, not damage... your entire job is to minimize incoming damage by keeping npc's staggered. Drilling an npc's head until blind activates, then onto the next target, cycling back and forth as much as possible to keep multiple enemies staggered. Stun sticky as soon as it cools down into the largest group or furthest target. Security link active as much as possible to further reduce incoming damage.

Missing a few necessary pieces and a better weapon roll to make it happen for testing, so if anyone has gear/weps laying around to approximate it, I'd love to hear/see how it goes.

 
... your entire job is to minimize incoming damage by keeping npc's staggered. Drilling an npc's head until blind activates, then onto the next target, cycling back and forth as much as possible to keep multiple enemies staggered. Stun sticky as soon as it cools down into the largest group or furthest target. Security link active as much as possible to further reduce incoming damage.
Did you take into account how fast the blindness effect fades away again? I think you would have to switch between two targets maybe three but not more before the first is free to act again.

Would it not be better to go the Sticky Bomb - Flashbang / Seeker Mine - Airburst or Gas mine mod? That combined with a Stamina / Electronics build should give you good cooldowns to use those CC-Skills often and with a "coolheaded" weapon you can even use them more often. Or you go firearms/stamina and rely on your weapon to land enough headshots to use your skills often. Also as far as I understood "aggro" in this game, the player with the biggest damage output will pull the enemies attention. So if you want to get and keep the enemys attention maybe the firearms/stamina route is best...

Just my thoughts on your build suggestion.

 
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Did you take into account how fast the blindness effect fades away again? I think you would have to switch between two targets maybe three but not more before the first is free to act again.

Would it not be better to go the Sticky Bomb - Flashbang / Seeker Mine - Airburst or Gas mine mod? That combined with a Stamina / Electronics build should give you good cooldowns to use those CC-Skills often and with a "coolheaded" weapon you can even use them more often. Or you go firearms/stamina and rely on your weapon to land enough headshots to use your skills often. Also as far as I understood "aggro" in this game, the player with the biggest damage output will pull the enemies attention. So if you want to get and keep the enemys attention maybe the firearms/stamina route is best...

Just my thoughts on your build suggestion.
Yup, I did. with a semi auto sniper with toxic, my best juggle was 3, but I only had 14 bullets and a relatively long reload, so that was short lived.

Pushing the sticky back even faster with recharger is the best I came up with to compensate for Blinds duration, as well as adding damage. Aggro IS damage done, but the modifiers over 20% is pretty noticeable, especially with sustained fire from an LMG or AR. I've already run the firearms route with toxic/sticky/seeker, and it's not terrible for crowd control, but there was a LOT of gaps.

 
Yup, I did. with a semi auto sniper with toxic, my best juggle was 3, but I only had 14 bullets and a relatively long reload, so that was short lived.

Pushing the sticky back even faster with recharger is the best I came up with to compensate for Blinds duration, as well as adding damage. Aggro IS damage done, but the modifiers over 20% is pretty noticeable, especially with sustained fire from an LMG or AR. I've already run the firearms route with toxic/sticky/seeker, and it's not terrible for crowd control, but there was a LOT of gaps.
Did you have a weapon with coolheaded & toxic already? That should normally close any gaps if you aim for "only headshots" anyway to proc the toxic talent. If you still have gaps even with coolheaded you definatly need more electronics. The question is what to lower for it? Stamina may make you to squishy and firearms may lower your damage to a degree where you can't pull aggro consistently anymore.

Do you trigger seeker mine and sticky at the same time or do you use them one after the other? Sticky first then after it worked its cc-magic you pop the seeker. Would be harder to play that way but could possibly close the gap.

 
Did you have a weapon with coolheaded & toxic already? That should normally close any gaps if you aim for "only headshots" anyway to proc the toxic talent. If you still have gaps even with coolheaded you definatly need more electronics. The question is what to lower for it? Stamina may make you to squishy and firearms may lower your damage to a degree where you can't pull aggro consistently anymore.

Do you trigger seeker mine and sticky at the same time or do you use them one after the other? Sticky first then after it worked its cc-magic you pop the seeker. Would be harder to play that way but could possibly close the gap.
The +/-threat mechanic on muzzles is more potent than you think it is. And no, my toxic wep is missing coolheaded, that's what I need the better roll for. I have coolheaded on others, but I have yet to get them both on one weapon.

I run sticky/seeker on my dps build, and no I never trigger them at the same time, except to stun two different groups at once.

 
I have a dps/solo build I run with that has 200k dps, 73k health and 22k skill power. It's a sick balanced build that beats out most rogue teams because of some simple damage reduction talents and health on kill mods.

 
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