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Hunter Gear Set

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KurtLancePants

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Hey guys, 

If you caught the latest State of The Game, the topic of the potential Hunter Gear set was discussed. I wanted to start a discussion about potential gear set bonuses assigned to this build since it is such a cool idea!

I haven't put a lot of thought into the 2 and 3 set bonuses, but I think it would be awesome if the 4 set bonus is as follows: All enemy NPCs do not attack (i.e. aggro) the agent wearing the set, but the agent does 0% damage to all NPCs. 

This would be so much fun in the dark zone. It would allow agents to be much more creative in their attacks against other agents, rogue or otherwise. For example, an agent with Hunter gear could camp out and hide at landmarks and wait for groups to come and farm the bosses. Then at the right moment ambush the group and essentially fight alongside the NPCs. It would open up a whole new world of possibilities for solo players considering they never have to worry about taking damage from NPCs, and can focus on PVP only. 

If anyone has any suggestions for the other bonuses of the set, or any input whatsoever please comment!

 
Maybe a 3 piece could be 25% protection from status effects, since from what I've heard Hunters are pretty rugged.  

Also, what about 3 or 4 piece bonus being the ability to hack opponent items - seeker mines, turrets, mobile cover, Smart Cover, support stations, sticky bombs.  

 
Maybe a 3 piece could be 25% protection from status effects, since from what I've heard Hunters are pretty rugged.  

Also, what about 3 or 4 piece bonus being the ability to hack opponent items - seeker mines, turrets, mobile cover, Smart Cover, support stations, sticky bombs.  
Like the Hack ability, maybe implemented similar to the defusing grenades method?

I'd say other options would be:

1) 50% decrease in cool down for medical kits

2) +1 Medical kit

3) Pulse ability "disables" enemy abilities/skills in range for 5 seconds (meaning you pulse, get to someone's turret etc then hack it by walking up to it as pressing the appropriate action key/button).

Option 1 & 2 replicates how the Hunters can heal so fast (but as a player having an extra med kit as you can't refresh like an NPC) and the pulse allows you to use that Hack ability you suggested without taking damage as well as the way they disrupt/disable skills in range. 

 
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What about a disruption ability, maybe a mod for the support station or something?
That's an idea. Seems a valid alternative to it being a mod on the Pulse ability. It would certainly be something someone would have to play test...having a Disruption ability on Pulse might prove a bit OP so having it on a support station - which you have to select, deploy and then takes a second or so to start off - might be a more balanced choice. 

I do like that Hack idea of yours though. It ought to be the main 4 pc Talent on such a gear set so moving the disruption down to the 3 pc talent and it either working on Pulse with a loooonnnnggg cool-down or as a Support Station option (perhaps replacing Ammunition support station?) would be good options maybe?

2 pc Talent could be the +25% CHANCE  to resist Disruption (could lump that with resistance to disruption from Fire, Grenade effects, thumper stations etc).

So Gear set talents might line up like this:

2pc:

+25% Chance to resist Disruption effects including fire, Stun, Stagger & ability disruptions from external items such as "thumpers" (or whatever they're actually called in-game). Stackable with other % buffs against negative disruption effects.

3pc:

Disruption Ability - Pulse effect  now also Disrupts/Disables enemy abilities within range for 10 seconds. Cool down on Pulse skill is increased by 25%.

4pc:

Hacker - Ability to Hack enemy equipment & effects - Turrets, Seeker mines, support stations etc when within range. Ability lasts for 5 seconds. 2 min cool down on skill. (similar to grenade skill we have in game now, 2 or 4 mins cool down?) 

So the tactic if you had a 4pc set would be to Pulse when enemy deploy mines/turrets/support stations etc - this disables them - run up to them, hack them, run to the next item, hack that. Then you can choose to destroy by ending support stations term same as if it was your own, mines would turn around and seek their own user, turrets would turn on their own user etc. 

Skills seem good for both PvE and perhaps more so on PvP. 

Minor talents could include an extra medi-kit, faster cooldown on medi-kit use etc

Opinions?

 
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