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Edited by Vardnax: 3/17/2016 3:53:34 PM
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What are your favorite skills (+ mods) and talents in The Division?

Medical Skills: [spoiler]Pulse - Sends out a recon pulse that marks hostiles and allies through walls and covers. Mod: Recon Pack - The pulse has an increased range and is capable of locating nearby loot containers.   Mod: Scrambler - The pulse protects the user and all allies from hostile pulse scans.   Mod: Tactical Scanner - Damage is increased when attacking any hostile targets identified by the pulse scan. [b] [/b] [b] [/b] First Aid - Heals all allies within a small radius. The device can be used on location or launched to a distant target. Mod: Defibrillator - The device can revive downed allies and grant them a portion of their normal health.   Mod: Overdose - The device heals targets more efficiently, and may even extend the target's health beyond its normal rating.   Mod: Booster Shot - Temporarily increases damage for the affected targets in addition to the normal healing effect. [b] [/b] [b] [/b] Support Station - Drops a support station that heals allies and can be used to revive downed allies. Mod: Life Support - Drops a revival station that automatically revives any allies who are downed with the affected area.  Mod: Immunizer - Drops a recovery station that removes Status Effects and makes allies immune while within the affected area.  Mod: Ammo Cache - While close to the device, allies regain their ammo as they reload, and skill cooldown recovery is faster.[/spoiler] [b] [/b] Tech Skills: [spoiler]Sticky Bomb - Fires a bomb that sticks to most surfaces and explodes when detonated remotely. Mod: BFB - Increases the damage and radius of the explosion and may cause targets to bleed. Mod: Flashbang - The bomb explodes with a non-lethal effect that blinds and disrupts all targets in range. Mod: Proximity Fuse - The bomb explodes automatically when a hostile target is within range. [b] [/b] [b] [/b] Turret - Deploys a stationary turret that attacks nearby hostiles until it is destroyed or its battery runs out. Mod: Active Sensor - Increases the turret's damage and pulses attacked targets, making them visible to all allies. Mod: Dragonbreath - The turret has a reduced range but shoots a column of fire. Mod: Zapper - The turret shoots electrical darts that damage and shock multiple targets. [b] [/b] [b] [/b] Seeker Mine - Releases an automated mine that seeks out hostile targets before exploding on proximity. Mod: Airbrust - Upon impact, the mine is launched in the air and releases a cluster of small incendiary explosives. Mod: Gas Charge - Upon impact, the mine moves between multiple targets and releases a cloud of gas. Mod: Cluster - The mine seperates into smaller mines that seek out multiple targets simultaneously.[/spoiler] [b] [/b] Security Skills: [spoiler]Ballistic Shield - Equips a portable Ballistic Shield that absorbs damage. The user can only use their sidearm while the shield is active. Mod: Reactive Targeting - Equips a stronger and lighter shield that pulses hostiles who shoot at it. Mod: Assault Shield - Equips a shield that grants the user's sidearm increased damage, knockback, increased accuracy, and faster reload speed. Mod: Kinetic Breaker - Grants the user a small portion of incoming damage as healing. [b] [/b] [b] [/b] Smart Cover - Reinforces a cover, increasing the user's damage and decreasing the incoming damage for all allies behind it. Mod: Trapper - Hostile targets using a reinforced cover deal less damage, while taking increased damage. Mod: Recharger - Allies using a reinforced cover slowly recover their health and get their skill cooldowns decreased. Mod: Concealment - Allies using a reinforced cover are hidden from hostile pulses and have reduced threat. Hostiles shot by allies from behind the cover are pulsed. [b] [/b] [b] [/b] Mobile Cover - Creates a temporary cover for one person, which provides standard cover protection until destroyed. Mod: Extension - The cover provides more protection and extends to protect two persons. Mod: Blast Shield - The cover is fitted with remote explosives that damage hostiles in front of it when the shield is disabled. Mod: Countermeasures - While using the cover, the user deals increased damage and becomes immune to pulses.[/spoiler] [b] [/b] [b] [/b] [b] [/b] Signature Skills: [spoiler][Medical] Recovery Link - Heals and cures the user and nearby allies. Revives downed allies within range. Can "overheal" beyond maximum health. [Tech] Tactical Link - Increases damage and critical hit chance to the user and all nearby allies. [Security] Survivor Link - Increases damage resistance and speed for the user and nearby allies.[/spoiler] [b] [/b] [b] [/b] [b] [/b] Talents (Medical) [spoiler]Adrenaline -- Use a medkit with full health to recieve an overheal. Triage -- Heal an ally with a skill to reduce skill cooldowns by 15%. Battle Buddy -- Revive a downed agent to reduce incoming damage by 50% for 10 seconds. Critical Save -- Using a medkit during low health increases damage resistance by 40% for 10 seconds. Shock and Awe -- Supress a hostile to increase movement speed by 25% for 10 seconds. Shrapnel -- Applying bleed to any target triggers a 30% chance to apply the effect to all targets within 10m. Combat Medic --Use a medkit near allies to heal group members and proxies within 20m by 40%. Strike Back -- Reach low health to reduce active skill cooldowns by 20%.[/spoiler] [b] [/b] Talents (Tech) [spoiler]Tactical Advance -- When moving from cover to cover you recieve a damage boost for 2% every meter of travel to the next cover for 10 seconds. Demolition Expert -- Kill a hostile with an explosion to increase explosion damage by 40% for 15 seconds. Wildfire -- Applying burn to any target triggers 30% chance to apply the effect to all targets within 10m. Police Up -- Kill a hostile with any skill for a 25% chance of auto refilling all ammo types to capacity. Evasive Action -- During cover to cover moves incoming damage is reduced by 30%. Death by Proxy -- Destroy a hostiles deployed skill to increase skill power by 20% for 30 seconds. Tech support -- Kill a hostile while any skill is deployed to extend any active skill duration by 10%. Fear Tactics -- Applying Shock to any target triggers a 30% chance to apply the effect to all targets within 10m.[/spoiler] [b] [/b] Talents (Security) [spoiler]Steady Hands -- Enter any Cover to reduce recoil by 25% for 10 seconds. Chain Reaction -- Damage multiple hostiles with an explosion to apply 40% more damage from the blast. Stopping Power -- Suppress a hostile to increase headshot damage by 25% for 10 Seconds. Desperate Times -- Reach low health to increase blind fire accuracy by 20%. Repo Reaper -- Kill a hostile with a sidearm to recieve 1 magazine for your primary weapon. One is None -- Headshot a hostile to have a 50% chance of not consuming a bullet. Precision -- Headshot a hostile to pulse them for 10 seconds. On the Move -- Kill a hostile while moving to reduce incoming damage by 30% for 10 seconds.[/spoiler] Source: IGN [b] [/b] [b] [/b] [b] [/b] I'm not sure about the Master mod of each skill since I haven't unlocked one yet. Do you have to select it and can't use another mod or is it always active?

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