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Help & Tips on Build - approaching 30

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quinch1199

Dwarven Lord Under The Mountain
As I'm approaching level 30 and I realise that until now I've tried to focus my build but have had to keep some general purpose parts. 

The build I'm aiming for is essentially a Paladin - Tank with group healing abilities - So I was thinking of a build aimed at Stamina, Threat Generation & top healing spec.

So tips on Mods and skills I should be aiming to craft/attain once I hit 30 please? I ask that I'm aware that if I don't generate enough DPM I won't generate the required threat to draw Mobs to me as intended. 

I'm not going to want to use a mobile shield but happy with turrets if that's a good way to generate/channel threat.

 
Not sure if you want to go threat generation without actually going shield. Most folks don't go group healer and tank as they are typically mutually exclusive. I'll explain why. Most healers are high skill power builds 30k+. They tend to stay in cover 90% of the time.. shrouded by a smart cover and/or a support station. They encourage people to stay near their heals. Those pure healers say in challenging mode incursions typically will only heal with a support station (ammo or revive) and an overheal or ballistic heal for dmg. Their HP typically are 70K+ and they dont get hit all that often or that hard from behind cover. If you're tanking, then you are 100% in the face of the enemy. If you're running overheal, then you will 99% of the time be running it on yourself. You will be running around tagging mobs for aggro.

Also, I 'think' (correct me if I'm wrong), but threat generation will trump all DPS being dished out. Could be wrong here. Meaning you could pistol hit a mob 3-4 times with 20% threat increase and it would stay on you while your teammate dumps clip after clip in to it without worry.

For a tank build it should be almost all stam and skill power. Shoot for 100k health+ but with a strong enough skill power where your shield can reach a couple 100k HP.. or powerful CC from turrets/stickies, etc. I can't comment on mods since I don't run a tank, but 'one is none' is worthless for any shield tank (though I know you said u dont want to run shield). Adrenaline I think pops an overheal if you use a medkit under full health. The on the move 30%-40% dmg mitigation is also a must.

 
Exactly the advise I was looking for, if you're familiar with Paladin builds you'll know where my idea came from but I'm guessing it won't work so well in this game as heal generation (stacked buffs plus stations etc) won't be sufficient to overcome incoming damage even if I'm centrally but nearer the rear of a group. 

Idea was to generate threat from a distance, drag mobs to me as I sit behind hard cover with healing station/healing buffs/revive ready or running...this gives the group mor opportunities to focus fire without drawing it in return. 

 
all you need is good aim, a high +threat gun mod on a large mag weapon, and a decently high stam dps build. Threat mods do more than people give them credit for in this game. Even using Pakhan, I can hold all 4 of the last group in warrengate over players built for pure dps WELL over me, and forget about it with my para or m60 cranking out 200 rounds per mag (400 when one is none wants to be nice...literally a minute of sustained fire on my para lmao)

 
Also, I 'think' (correct me if I'm wrong), but threat generation will trump all DPS being dished out. Could be wrong here. Meaning you could pistol hit a mob 3-4 times with 20% threat increase and it would stay on you while your teammate dumps clip after clip in to it without worry.
As far as I know, you are a little wrong here. I was told, that aggro is drawn by damage so a pistol won't do enough of that to gain or keep aggro. You have to dish out alot damage like xeromaus said with a muzzle mod that increases threat generation. LMG's are the weapon of choice for this.

@quinch1199: The youtuber "Skill up" made a small series of videos why tanking is atm not a valid option in The Divsion. He pretty much explained every pro and con of the current system. Far too much to mention here. Take a look at those if you still want to tank with your build. He gives you all the info you will need for tanking. But as already been said healing and tanking on the same build will not work well.

 
As far as I know, you are a little wrong here. I was told, that aggro is drawn by damage so a pistol won't do enough of that to gain or keep aggro. You have to dish out alot damage like xeromaus said with a muzzle mod that increases threat generation. LMG's are the weapon of choice for this.

@quinch1199: The youtuber "Skill up" made a small series of videos why tanking is atm not a valid option in The Divsion. He pretty much explained every pro and con of the current system. Far too much to mention here. Take a look at those if you still want to tank with your build. He gives you all the info you will need for tanking. But as already been said healing and tanking on the same build will not work well.
That's generally how half or more of threat is generated in other MMORPG's, usually by skills like a Taunt etc. I was assuming this would be the same. 

 
That's generally how half or more of threat is generated in other MMORPG's, usually by skills like a Taunt etc. I was assuming this would be the same. 
Don't mistake my earlier post though...my para is pimped out with destructive, ferocious, and brutal, and it's almost at max damage per shot. I'm built almost exactly 50/50 between stam and firearms, but with a +22% threat mod on it, it still holds aggro over glass cannons, mostly due to sustained fire. While the SMGs and ARs are reloading, that same 3 seconds of thier downtime gives me 20-30 more hits on target, and even groups of enemies rarely stay standing longer than it takes to dump my entire mag.

 
That's generally how half or more of threat is generated in other MMORPG's, usually by skills like a Taunt etc. I was assuming this would be the same. 
In other MMORPG's there are more often then not more then only a "taunt skill" to influence aggro. Since The Divsions only way (I know of) to influence aggro is damage your options are very limited. Basically only "loud vent breaks" or a similar muzzle mod can generate additional "threat" and silencers can lower it for when you do not wanna get aggro too fast for those stealthy weak point flanking manouvers.


As long as we don't get any new skills that directly influence aggro it will be hard to build a decent tank I think.

 
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In other MMORPG's there are more often then not more then only a "taunt skill" to influence aggro. Since The Divsions only way (I know of) to influence aggro is damage your options are very limited. Basically only "loud vent breaks" or a similar muzzle mod can generate additional "threat" and silencers can lower it for when you do not wanna get aggro too fast for those stealthy weak point flanking manouvers.


As long as we don't get any new skills that directly influence aggro it will be hard to build a decent tank I think.
There's a tank gear set coming called "juggernaut"....I'm sure it'll have threat mechanics.

Edit: at this time, it does not (W-o-W that's dumb...)

Juggernaut bonuses:

  • Set Bonus (2):
    +20%
     Armor
  • Set Bonus (3):
    +20% Exotic Damage Resilience
  • Set Bonus (4):
    Talent | Juggernaut
    When you kill an enemy you are healed by 5% of your max health.
 
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There's a tank gear set coming called "juggernaut"....I'm sure it'll have threat mechanics.

Edit: at this time, it does not (W-o-W that's dumb...)

Juggernaut bonuses:

  • Set Bonus (2):
    +20%
     Armor
  • Set Bonus (3):
    +20% Exotic Damage Resilience
  • Set Bonus (4):
    Talent | Juggernaut
    When you kill an enemy you are healed by 5% of your max health.
The 4th set piece really is a 5% heal? What the heck? If it were 5% of the damage you deal...ok but after kill?!?

You can get more health on kill on many other gear pieces. That is rediculous.

20% Armor? Sure can be nice if you have not stacked enough already but most builds have enough already...

It will be a hard decision if Nomad still is the worst set when this one comes out. :15_yum:

 
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The 4th set piece really is a 5% heal? What the heck? If it were 5% of the damage you deal...ok but after kill?!?

You can get more health on kill on many other gear pieces. That is rediculous.

20% Armor? Sure can be nice if you have not stacked enough already but most builds have enough already...

It will be a hard decision if Nomad still is the worst set when this one comes out. :15_yum:
I was expecting a +threat mechanic at 2 pieces, bonus stamina at 3,  and a better self healing mechanic at 4, like maybe 2-3% of damage dealt returns as healing.

 
Don't mistake my earlier post though...my para is pimped out with destructive, ferocious, and brutal, and it's almost at max damage per shot. I'm built almost exactly 50/50 between stam and firearms, but with a +22% threat mod on it, it still holds aggro over glass cannons, mostly due to sustained fire. While the SMGs and ARs are reloading, that same 3 seconds of thier downtime gives me 20-30 more hits on target, and even groups of enemies rarely stay standing longer than it takes to dump my entire mag.
Oh indeed...I'm heading the LMG route myself for the same reasons. If you're not firing you're not holding Aggro. 

 
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