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Opinions, Sentry's Call or Nomad gear?

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GodsPerfctIdiot

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Right now I have 4 pieces of the Nomad gear set, and 3 of the Sentry's Call.  I've been running with the Nomad since I get all the bonuses, but am wondering what people think of the Sentry set, providing they have at least 4 pieces?  Looks like the Sentry set would drop my health a significant amount (30K-40Kish), but raise my DPS a lot (50K+).  Any thoughts from people who may have used both sets?  Honestly I'm not even sure if the Nomads bonus of reviving you even works.....

 
I have both sets of four.  Unless they upgrade the Nomads talents, then I'd for sure go with Sentry.   The revive is random, which in my opinion makes it useless.  In addition, you have to wait ten minutes if it works to use again.  I'm using the Sentry gear now and is my best build with some crafting and calibration.

 
Right now I have 4 pieces of the Nomad gear set, and 3 of the Sentry's Call.  I've been running with the Nomad since I get all the bonuses, but am wondering what people think of the Sentry set, providing they have at least 4 pieces?  Looks like the Sentry set would drop my health a significant amount (30K-40Kish), but raise my DPS a lot (50K+).  Any thoughts from people who may have used both sets?  Honestly I'm not even sure if the Nomads bonus of reviving you even works.....
I only have the Sentry's Call set and the Tacticians Authority so far. But as far as I can tell the Nomad Set is the worst set right now until the Juggernaut set comes out. If it costs you too much stamina you could reroll some pieces from firearms to stamina unless you have not rerolled another thing on them before. That way you could roughly keep your attributes as they were.

To the Setrys Call set itself as a 4-piece-bonus user for a little while now, I can safely say it is one of the best sets they made. You get the 45% marked damage bonus after 3 headshots. Which can be done fast with full-auto rifles and slower with sniper-rifles and semi-auto weapons like DMR's. The 2nd best thing about the marks you leave on your target is that their damage bonus benefits the whole group, IF they shoot at the marked target of course.

So for me personally it is the best set, as I tend to use a custom M44 on mid to long range engagements and my AUG up close and a First Wave M1A as soon as I find a good one.

You can get a higher base damage bonus with the Strikers set, but you'd have to hit your enemy 42 consecutive, additional times for the same 45% damage bonus. You don't have to hit the head though a hit is enough for each 1% bonus. Every missed bullet will decrease your damage bonus again and the bonus is "only" for you. So it all depends on your group composition respectively the sets your group uses. A Striker set will bring you even greater damage numbers when you shoot at an already from the Sentrys Call marked target and even more when a Tacticians user buffs the damage of the whole group.

The Nomad set does not fit well into a group since it was made for lone wolfs aka solo players.

 
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I have got 4 piece sentry and I think it is the best set available. The talent of the gear set is excellent. Especially for incursion. The mark does work for PvE and PvP I believe meaning if you head shot a rogue 3 times with an SMG he won't be alive very long. (Even when the rogue has popped survivor link the +45% damage from 3 headshots still allows them to take enough damage to drop them)

 
I personally think the Nomad set bonuses suck.

I can easily match or surpass all of them with regular HE gear other than the revive thing. That only works once every 10 minutes though.

At first, I kind of ignored the Sentry gear set and was all about the Stryker's. Then I switched one day and never went back. The mark bonus, especially when playing in a group is awesome. Play with 4 people and have 2 of you running full Sentry gear.... You will be dropping groups like they are nothing.

Even solo it is awesome. I run mostly SMG/Assault Rifle and it is easy to mark guys with full auto weapons. I actually ditched my Vector and went to an Aug for the increased accuracy and stability on the gun. Headshots are a piece of cake, and then it is basically like having the +50% crit hit damage bonus of the Stryker set except that it is on every shot, not just critical hits.

 
I personally think the Nomad set bonuses suck.

I can easily match or surpass all of them with regular HE gear other than the revive thing. That only works once every 10 minutes though.

At first, I kind of ignored the Sentry gear set and was all about the Stryker's. Then I switched one day and never went back. The mark bonus, especially when playing in a group is awesome. Play with 4 people and have 2 of you running full Sentry gear.... You will be dropping groups like they are nothing.

Even solo it is awesome. I run mostly SMG/Assault Rifle and it is easy to mark guys with full auto weapons. I actually ditched my Vector and went to an Aug for the increased accuracy and stability on the gun. Headshots are a piece of cake, and then it is basically like having the +50% crit hit damage bonus of the Stryker set except that it is on every shot, not just critical hits.
I would add that having a player in the much ignored Tacticians Authority gear in group with those sentry players makes things even more monstrous.

 
I would add that having a player in the much ignored Tacticians Authority gear in group with those sentry players makes things even more monstrous.
Yes. A decently build supporter with the Tacticians Set can (If he uses Smart Cover and Pulse on his full set bonus) boost your base damage for 50% and grant you additional 40% crit chance and 100% crit damage on top. That's just incredible. He will have cooldowns to run Smart Cover all the time and his pulse will also be used every 20 seconds while lasting 25 seconds. So you can pretty much calculate those boosts in all the time if you manage to stay inside the Smart Cover range. But with 75% damage reduction you may not need to dodge grenades that much anymore so you should be able to stay in cover all time.

Ah the gear sets working together...isn't it great.


 
Yes. A decently build supporter with the Tacticians Set can (If he uses Smart Cover and Pulse on his full set bonus) boost your base damage for 50% and grant you additional 40% crit chance and 100% crit damage on top. That's just incredible. He will have cooldowns to run Smart Cover all the time and his pulse will also be used every 20 seconds while lasting 25 seconds. So you can pretty much calculate those boosts in all the time if you manage to stay inside the Smart Cover range. But with 75% damage reduction you may not need to dodge grenades that much anymore so you should be able to stay in cover all time.

Ah the gear sets working together...isn't it great.
I'm currently running a tacticians build, and Booster Shot, while a slightly weaker boost than Smart cover, still provides a 33% boost to base damage....AND gives a FULL heal... while not being tethered to an immobile point. Just gotta work on my aim for moving squadmates, or get them to all funnel into the heal when I fling it somewhere.

 
I'm currently running a tacticians build, and Booster Shot, while a slightly weaker boost than Smart cover, still provides a 33% boost to base damage....AND gives a FULL heal... while not being tethered to an immobile point. Just gotta work on my aim for moving squadmates, or get them to all funnel into the heal when I fling it somewhere.
True the bonus is lower and yes the heal is great BUT the duration of the boost can barely be compared to that of Smart Cover AND you lose 75% additional damage reduction which can be very important. I don't remember for how long booster shot lastet but it was only a few seconds iirc. So the question is do you wanna be pure support or hybrid?

I'd rather have one dedicated healer and one dedicated supporter instead of one Tacticians for both roles. That takes too much away from both sides to be effectiv. You can still have two damage dealers in a good squad, which I think is more then enough when boosted by a dedicated supporter. Not to mention that the DPS from both supporting agents do also add up on top of that. It is not that a 204 GS weapon is harmless when used by an eletronics build.

And after all The Division is a Cover-Shooter, so why not use the cover system? Sure PVP is another thing but when I talk about things I mainly focus on the PVE side of the game because at least for me the game is defiened by PVE more then PVP. In PVE it is not so bad to use cover and beeing immobile while doing so.

 
True the bonus is lower and yes the heal is great BUT the duration of the boost can barely be compared to that of Smart Cover AND you lose 75% additional damage reduction which can be very important. I don't remember for how long booster shot lastet but it was only a few seconds iirc. So the question is do you wanna be pure support or hybrid?

I'd rather have one dedicated healer and one dedicated supporter instead of one Tacticians for both roles. That takes too much away from both sides to be effectiv. You can still have two damage dealers in a good squad, which I think is more then enough when boosted by a dedicated supporter. Not to mention that the DPS from both supporting agents do also add up on top of that. It is not that a 204 GS weapon is harmless when used by an eletronics build.

And after all The Division is a Cover-Shooter, so why not use the cover system? Sure PVP is another thing but when I talk about things I mainly focus on the PVE side of the game because at least for me the game is defiened by PVE more then PVP. In PVE it is not so bad to use cover and beeing immobile while doing so.
The boost lasts for ten seconds (and includes a damage reduction I haven't done the math on yet). When the 4 piece bonus gets rolling in my group, I can fire it off every 15 seconds. As soon as I get another weapon with Coolheaded, I'll be firing it off without a cooldown, just like my pulse.

 
The boost lasts for ten seconds (and includes a damage reduction I haven't done the math on yet). When the 4 piece bonus gets rolling in my group, I can fire it off every 15 seconds. As soon as I get another weapon with Coolheaded, I'll be firing it off without a cooldown, just like my pulse.
Ok then with alot of lets say micro managing you can have a smaller boost and a great heal but sacrifice a 75% DR plus a 17% bigger base damge boost that you just have to put up every 20 seconds or when a cover change is needed, only to stay mobile?

And why do you think it gives also a damage reduction? Nothing on the skill calculator or the skill descriptions mention that. Is there actually a hidden DR included in Booster shot?

I know you like the build philosophy that each agent should be able to fight on his own. But for me it takes away too many nice synergies you get out of more specialised agents that work together.

 
Ok then with alot of lets say micro managing you can have a smaller boost and a great heal but sacrifice a 75% DR plus a 17% bigger base damge boost that you just have to put up every 20 seconds or when a cover change is needed, only to stay mobile?

And why do you think it gives also a damage reduction? Nothing on the skill calculator or the skill descriptions mention that. Is there actually a hidden DR included in Booster shot?

I know you like the build philosophy that each agent should be able to fight on his own. But for me it takes away too many nice synergies you get out of more specialised agents that work together.
Mobility wins fights. Cover just keeps you safer. If I can heal your damage, why do you need to be safer? If you stack everyone up on the same cover area, who's going to flank the enemy?

The booster shot DOES give a damage reduction, according to the boosts activation. Again though, I have yet to work out how much it is. I'll post a shot in a second of it when I get the game up.

If you can't be left alone for any amount of time, you're more of an accessory than a combatant.

 
If you can't be left alone for any amount of time, you're more of an accessory than a combatant.
Since we both have different tastes how a group can/should be made up, we won't agree on that point.

I don't think that a full healer is just an accessory only because he can't deal out the same damage as a "jack-of-all-trades master of none" - build for the whole group just so that everybody can do the same things and survive the same things. I like the dependancy on the specialists in the group and that each agent brings something special to the table so to speak. If you specialise right you are no burden for the group IF your group plays together. By the way the group I talk off could do the same thing with the booster shot on top of everything else.

If the need arises to keep moving we could do so at the same healing/booster shot frequency you could with our dedicated healer. Ok we would lose the Smart Cover Bonus for the time we move but could activate it the moment we reach the new Position.

Flanking can be done by the Sentrys Call and Strikers set users who will be more build towards damage but not without a decent amount of stamina to survive a flanking move whilst beeing supported by the healer and damage buffer.

I think both our philosophy's work and of course we both think our way is the best what seem only natural. So we can agree to disagree which is best but aknowledge that both can work well when executed correctly by the corresponding groups. Or not?

 
I think both our philosophy's work and of course we both think our way is the best what seem only natural. So we can agree to disagree which is best but aknowledge that both can work well when executed correctly by the corresponding groups. Or not?
I don't disagree entirely, but there is only one that can be the "best idea", we're just working out which one that is right now lol.

I don't agree at all that a full time medic is necessary. That player can cover both heals and major boosts easily, without losing damage production, and not necessitating another player to bend their build for the group. The others can carry a recovery station if they wish for revives and slower HoTs, or any other skill they choose.

As to the Booster Shot damage reduction, it's 15%. Not huge by any means, but significant none the less. What it lacks I make up for with a Security Link sig skill that cools down in 6 minutes max, and far more often 1/2 that or less.

 
I don't disagree entirely, but there is only one that can be the "best idea", we're just working out which one that is right now lol.

I don't agree at all that a full time medic is necessary. That player can cover both heals and major boosts easily, without losing damage production, and not necessitating another player to bend their build for the group. The others can carry a recovery station if they wish for revives and slower HoTs, or any other skill they choose.

As to the Booster Shot damage reduction, it's 15%. Not huge by any means, but significant none the less. What it lacks I make up for with a Security Link sig skill that cools down in 6 minutes max, and far more often 1/2 that or less.
I think to discuss which group/build composition really is "the best" we have to open another thread dedicated to that task and invite more people to gather more ideas and more builds. Because I think neither deserves to be called "the best" just because of the multiple things you can do in The Division. There may be best builds for completing missions on challenge difficuilty as fast as possible, there may be builds for incursion runs that work best there...another build works best in PVP and so on. I don't think that there is one universal "best" build to all of this. By build I mean the individual builds aswell as the group composition.

So yes you may not always need a full healer but it helps alot since a support station with enough skillpower can keep the healing up when the "medic" is needed elswhere for example to support a flanking player. That way the supporter and one of the main damage dealers still get a decent healing without the need to use their own skill slots for a way lower heal. That frees up more options skillwise for the rest of the team.

As I said we have different views and we won't agree which playstyle is better because they both work and you can't dictate someone what's best for him. Trust me I am German I know that it does not work. :22_stuck_out_tongue_winking_eye:

 
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