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Stepping back into Division 2 together with a friend now that Warlords had a neat sale going. I'm quite a bit out of the loop with the gear changes and whatever balance changes have been going on. Any new or old skills I should prioritize with the new "Skill Tier" system during leveling? I'll probably switch from Gunner and give Technician a fair shake, but I remember that pre-Warlords a lot of skills felt underwhelming.
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# ? Oct 7, 2020 06:03 |
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# ? Apr 23, 2024 10:52 |
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Lamquin posted:Stepping back into Division 2 together with a friend now that Warlords had a neat sale going. I'm quite a bit out of the loop with the gear changes and whatever balance changes have been going on. those are specializations and work much as you’d think, technician is good for skill builds. The skills you might remember being underwhelming - drones, turrets, chem launcher etc - have brands and gear sets tailored to that style of play and can be really strong albeit with drawbacks. The two - skills and specializations - aren’t really related outside of like obvious benefits.
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# ? Oct 7, 2020 06:19 |
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Skills are absolutely amazing right now. Run 3 piece hard wired, 1 piece wyvern, 2 piece hana u with a gun that has the in sync talent if you wanna sleepwalk through content with an assault drone and turret. CC just recently got the Eclipse Protocol set and Vile exotic mask which is an incredibly fun and powerful team build. Healers now have the amazing Future Initiative set which buffs team damage and heals anyone close by to you whenever you heal someone else. Shields scale with armor rolls as well as skill tier, so dedicated tank builds are basically unkillable with the right build. There's a ton of other various skill builds that are viable as well. tweet my meat fucked around with this message at 06:30 on Oct 7, 2020 |
# ? Oct 7, 2020 06:27 |
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tweet my meat posted:Skills are absolutely amazing right now. Just to add that Eclipse Protocol and Vile Mask is a really fun solo challenging/ heroic build using Shock Trap and either fire starter or fire sticky bomb. Not the best damage but more engaged than turret/drone without being all on you to be shooty.
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# ? Oct 7, 2020 06:33 |
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Skill Tier granted from gear/talents maxes at 6 but can go into "overcharge" as a buff by stuff like future perfect (a weapon talent) or the Acosta Go Bag (an exotic backpack) talent. It cannot be a thing where you're permanently overcharged by stacking +skill tier stuff iirc so once you're at 6 any more +skill level will be pointless but you absolutely want to hit 6 as a priority.
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# ? Oct 7, 2020 07:11 |
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tweet my meat posted:Skills are absolutely amazing right now. I recently got back into the game and am doing something similar-ish to that. 3 pc HW, 1 pc wyvern, 1 pc hana-u. Kinetic and tech support talents on the gear set chest/pack. But for my last piece, I went 1-pc Belstone for the armor bonus (blue item, running technician to get to skill tier 6) and +1% armor regen. The sustain and extra armor is really nice to keep rolling through content. I recal'd +10% skill dmg on every piece and have like +80% skill haste and one gear mod with skill duration. Some random guns with in-sync to top it off, they hardly matter (gun dmg wise). I can easily solo heroic stuff now, but, have not tried legendary with this kit.
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# ? Oct 7, 2020 13:18 |
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Psion posted:Not exactly the same - the SOCOM/CQB have different fire rates than the Classic, and I believe one more attachment slot. Of course, neither of those differences are relevant considering how huge the damage difference is. Depending on who you ask there's supposedly differences in the recoil pattern as well but I'd mostly chalk it up to placebo effect. If you tap fire the CQB or SOCOM at the same rate as the Classic's RPM they shoot the same. As soon as you try to take advantage of the extra RPM the guns go all squirrelly. That's a thing thats common among all rifles that have high RPM and balanced around a theoretically high DPS.
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# ? Oct 7, 2020 13:27 |
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Got the WON expansion and really enjoying it so far. Haven’t done any missions yet as I’m politely waiting for my buddies to catch up but I did make L40 and today I killed a named elite and he dropped a Lady Death SMG. It looks wicked - any thoughts from agents using it already?
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# ? Oct 7, 2020 15:03 |
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Hahah of course the apparel event is bugged.
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# ? Oct 7, 2020 15:25 |
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Jose Oquendo posted:Hahah of course the apparel event is bugged. How so? I haven’t gotten many boxes so far but nothing seemed broken. monkeytennis posted:Got the WON expansion and really enjoying it so far. Haven’t done any missions yet as I’m politely waiting for my buddies to catch up but I did make L40 and today I killed a named elite and he dropped a Lady Death SMG. It looks wicked - any thoughts from agents using it already? I think it’s a good alpha strike weapon (since the stacks build outside of combat) and useful in short fights but in protracted PVE fights I haven’t been able to keep enough of the movement stacks up to make good use of them. The idea is either you use cover moves (which count as sprinting) or a shield so you can move around outside of cover as there’s rarely enough high cover around to not have something to stop damage. With stacks you do as much damage as the biggest damage SMG but without them it’s a bit of a pea shooter and if you don’t have enough stacks you’re going to really feel the smaller magazine.
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# ? Oct 7, 2020 15:55 |
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Kibayasu posted:How so? I haven’t gotten many boxes so far but nothing seemed broken. I leveled up 6 times today and didn't get a single key. Reading on the official forums and Reddit, changing sessions resets your progression. So if I need 2 more levels to get a cache, matchmake and join a session, that progress resets back to needing 4 levels to get a cache. edit: SOTG says they're fixing it in the next maintenance tonight and any keys you missed out on will be retroactively awarded next week. Jose Oquendo fucked around with this message at 16:26 on Oct 7, 2020 |
# ? Oct 7, 2020 16:22 |
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Jose Oquendo posted:I leveled up 6 times today and didn't get a single key. Reading on the official forums and Reddit, changing sessions resets your progression. So if I need 2 more levels to get a cache, matchmake and join a session, that progress resets back to needing 4 levels to get a cache. <shrug> It turned on as I was playing, I guess, and I immediately had 4 keys. Speaking of playing... wandered through the Battery Park zone doublechecking that I'd caught all the SHD caches, stumbling into random patrols, attacks on supply convoys, turf controls and hostages (which meant bounties) and propaganda and goddamnit where's that last cache? Found it. Dropped the boss bounty, which was back at Rigatoni's 3rd hunt location and was the second bounty that night there, mauled the poo poo out of everyone and finally bailed to Haven for loot examination and looking at the 3d printer. After all that murderlooting, I had a Chameleon (mid-quality rolls), Mechanical Animal, Tip of the Spear mask and Ongoing Directive chest. Still debating just rolling my own two pieces of Hardwired, since I have enough components from the boost, but two pieces of that don't really do jack. And I still didn't progress any of the major hunting.
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# ? Oct 7, 2020 18:40 |
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Ygolonac posted:<shrug> It turned on as I was playing, I guess, and I immediately had 4 keys. Everyone gets 1 key. If you have the seasonal pass you get another 3 off the bat.
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# ? Oct 7, 2020 18:46 |
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What is considered “god roll” for a Chamelon?
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# ? Oct 7, 2020 18:50 |
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hatelull posted:What is considered “god roll” for a Chamelon? For ARs, it's weapon damage, damage to health (those are the two stats they'll always roll with ) and then ideally, you'd want Damage to Armor. A god roll would be the max number for those stats.
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# ? Oct 7, 2020 18:54 |
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hatelull posted:What is considered “god roll” for a Chamelon? Exotics have fixed attributes so just look for one with maxed rolls
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# ? Oct 7, 2020 19:05 |
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hatelull posted:What is considered “god roll” for a Chamelon? Remember though, Exotics never have a random stat - its always the same ones, so just aim for the fullest bars. My bext exotic guns are consistently 14% wep damage, max everything else.
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# ? Oct 7, 2020 19:10 |
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Jose Oquendo posted:For ARs, it's weapon damage, damage to health (those are the two stats they'll always roll with ) and then ideally, you'd want Damage to Armor. A god roll would be the max number for those stats. out of cover damage is superior to DTA for the third roll. DTA is second best. But also exotics, as several people mentioned, are fixed attributes so you just recalibrate until you run out of exotic components or pull a max set of rolls. squirrelzipper posted:Just to add that Eclipse Protocol and Vile Mask is a really fun solo challenging/ heroic build using Shock Trap and either fire starter or fire sticky bomb. Not the best damage but more engaged than turret/drone without being all on you to be shooty. I find foam chem significantly more reliable than any other skill for CC so I'd suggest foam + fire sticky over shock + fire, but if it works go for it. Reliably tagging enemies with a status is really how eclipse shines imo. About the only time I don't take foam/fire is against black tusk, where EMP disrupt is so useful. Conveniently, there's two easy ways to get foam/fire/EMP all in the same eclipse build: If you give up Vile, survivalist with acosta's go bag means fire grenades once a minute for free, and the overcharge means your EMP will lock down warhounds/minitanks for an incredibly long time - and that's important on legendary. Also, survivalist gives 10% amp damage to enemies with status effects to your teammates (not you) so just by doing your job your DPS guys are suddenly doing more damage. Or, go firewall and use that flamethrower, especially if you know the spawn doors and can camp them with it. flamethrower DOT + eclipse spreading is very powerful. And, if you're up close using your flamethrower (though this gets risky on legendary) your teammates get 10% amp damage against enemies near you. both of those options are easily legendary-ready. Psion fucked around with this message at 20:49 on Oct 7, 2020 |
# ? Oct 7, 2020 20:30 |
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I run technician for my Eclipse Protocol build so I can do some shooty stuff and have multiple status effects I can spread. With EMP Grenades, Riot Foam, and Fire Sticky I got a lot of options. EMP sticky lasts forever though and I switch off to it sometimes. I use (mostly due to availability): Eclipse Protocol- Chest, BP, Kneepads, Holster Vile (mask) Firm Handshake Pyromaniac The Grudge (When in groups, I swap if I think I can scam a kill with it) Maxim 5 (since it's free and has Perfect Spike if I feel like using it) -Sometimes: Mechanical Animal, an AR I forget the model of with Perpetuation There's almost certainly better combos but I enjoy this one since I can do what at least feels like reasonable damage with Pyromaniac to enemies I set on fire. Solo it lets me kill my fire sticky target super fast so all the debuffs spread. Vile feels pretty weak but eh, it could be worse. I imagine a Golan mask would be better.
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# ? Oct 7, 2020 20:47 |
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Fabricated posted:I run technician for my Eclipse Protocol only reason I didn't list this as an emp/foam/fire option in my post is that landing EMP on legendary minitanks is what saves runs - no exaggeration. Grenades just aren't reliable enough at clutch EMP shots. Losing the teammate link amp damage isn't as significant but you do lose it. obviously for anything below legendary that isn't critical, so yeah good catch this is also a way to get triple status on one eclipse setup.
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# ? Oct 7, 2020 21:14 |
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I haven't played in a while. What are people running in PVP right now?
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# ? Oct 7, 2020 21:21 |
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For my Technician Drone+Turret build I'm running 5 yellows including a Spotter chest ( +15% weapon/skill damage on pulsed targets ), I'm running the Technician pulsing laser sight on a RPK with Spike ( +25% Skill damage on headshot kill ) and Tech Support on my Backpack ( +25% Skill damage on skill kill ) and Contractors gloves. I don't have a Vile Mask for my Ecplise build so I've been running the Imperial Dynasty which is more amusing when I'm running Creeping Death but still handy as a freebie set stuff on fire while my skills are on cooldown. ZombyDog fucked around with this message at 22:00 on Oct 7, 2020 |
# ? Oct 7, 2020 21:44 |
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I run Vile with Golan Knees (with status effect and recalibrated to skill tier) and 4 piece Eclipse all recalibrated to status effect. I use Fire Sticky as my starter fire skill. However once I get special ammo, I mostly rely on the flamethrower to set things on fire. The second skill is reliant on team comp/situation: assault turret for pubbing especially when you suspect directives are being used, foam for additional CC, or jammer pulse if your team can't handle robots.
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# ? Oct 7, 2020 22:28 |
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Jose Oquendo posted:Everyone gets 1 key. If you have the seasonal pass you get another 3 off the bat. I know I had four for the previous apparel cache thing last week, does it carry over to each one?
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# ? Oct 8, 2020 00:05 |
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Ygolonac posted:I know I had four for the previous apparel cache thing last week, does it carry over to each one? I don't think there was an apparel event last week. It just started this week. Either way, keys are for that specific event only.
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# ? Oct 8, 2020 05:28 |
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I might be the only one here excited about this but the upcoming 11.1 update seems pretty neat. Here are my highlights:quote:Directives quote:Directives increase Targeted Loot Drop Chance quote:Targeted Loot Selection quote:Weekly Project quote:Targeted Loot Change
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# ? Oct 8, 2020 06:00 |
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I'm sure I'll matchmake into a 9 directive game and then leave it immediately, but having that much control over my loot targeting makes summit significantly more interesting, I'm for it. I do hope they up enemy count though, it feels just a little too quiet most floors. Maybe in 4p it's reasonable, but 1-2 I always felt like I could stand to fight another couple elites per encounter.
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# ? Oct 8, 2020 06:12 |
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Psion posted:I'm sure I'll matchmake into a 9 directive game and then leave it immediately, but having that much control over my loot targeting makes summit significantly more interesting, I'm for it. In 4p the floor layout/encounter type really makes the difference, sometimes the path through the objectives is pretty linear and you're mostly facing the same general direction the whole time, and others you're having to hold a SHD toybox or put down one of those zapper things with 4 spawn doors facing it and little useful cover inside the cap area. It certainly feels like you're dealing with more assholes in the latter but I've never counted.
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# ? Oct 8, 2020 06:44 |
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Directives implementation in Div2 is terrible. They should have both a positive and negative effect, instead of all negative. More loot drops is not a proper incentive.
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# ? Oct 8, 2020 10:04 |
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I mean, in a looter shooter - more loot drops is kind of the biggest incentive. They also speed up XP gain too and it's not like it's forced upon you.
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# ? Oct 8, 2020 12:25 |
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vyst posted:I mean, in a looter shooter - more loot drops is kind of the biggest incentive. Not if it slows down clear times enough to be an issue. Same as the Div1 GE modifiers: the harder ones give more credits but they always slowed it down enough to never be worth it. Also keep in mind that it just adds more drops, doesn't improve the quality. Honestly the implementation of directives is completely hosed up and I'll keep playing with them all turned off. The only reason I can see to have them on if they go through with this is when you have a group of 4 cheesefarming a control point to potentially make every drop targetted loot. It'll be dogshit for regular play.
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# ? Oct 8, 2020 13:11 |
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I mean you're kind of describing how I see the execution of changing difficulty. After a point, everyone seems spongy enough to remove the 'tactical veneer' that's presented and it makes the gameplay a slog as you instead have to mag-dump with an optimal build. So hey, I'm just glad they're adding more avenues to getting loot, and making directives more useful.
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# ? Oct 8, 2020 14:21 |
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Has the player count gone down on the PS4? I've been having a hell of a time match making for missions.
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# ? Oct 8, 2020 15:43 |
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UnknownMercenary posted:Not if it slows down clear times enough to be an issue. Same as the Div1 GE modifiers: the harder ones give more credits but they always slowed it down enough to never be worth it. Also keep in mind that it just adds more drops, doesn't improve the quality.
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# ? Oct 8, 2020 15:47 |
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Hey is the 'TDI "Kard" Custom' pistol new? Got 2 yesterday, instead of a core attribute and an attribute, it has a core attribute and +1 Skill tier, essentially a yellow core with the usual pistol damage. Haven't seen that before.
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# ? Oct 8, 2020 17:06 |
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squirrelzipper posted:Hey is the 'TDI "Kard" Custom' pistol new? Got 2 yesterday, instead of a core attribute and an attribute, it has a core attribute and +1 Skill tier, essentially a yellow core with the usual pistol damage. Haven't seen that before. Yeah, it's one of the rewards for the new season.
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# ? Oct 8, 2020 17:22 |
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jabro posted:Yeah, it's one of the rewards for the new season. Oh neat, that's useful for pretty much all my builds.
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# ? Oct 8, 2020 17:30 |
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squirrelzipper posted:Oh neat, that's useful for pretty much all my builds. its bonus does not apply when holstered
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# ? Oct 8, 2020 17:33 |
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squirrelzipper posted:Hey is the 'TDI "Kard" Custom' pistol new? Got 2 yesterday, instead of a core attribute and an attribute, it has a core attribute and +1 Skill tier, essentially a yellow core with the usual pistol damage. Haven't seen that before. Yes, new item in TU11. Of note, that skill tier is not active when it's holstered.
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# ? Oct 8, 2020 17:35 |
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# ? Apr 23, 2024 10:52 |
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pmchem posted:its bonus does not apply when holstered Oh that makes sense, I thought so but when I looked I thought it was active but no it's not. Not useful then, oh well.
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# ? Oct 8, 2020 17:47 |