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Dark Zones, Equipment and Money in
The Division Game Guide Survive in the ruins of New York!
by Jakub Bugielski
Published by GRY-OnLine S.A. Copyright © GRYOnline.pl for gamepressure.com
[email protected] ISBN 978-83-8060-679-1
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Copyright © GRYOnline.pl for Gamepressure.com
All Rights Reserved. No part of this book may be reproduced or transmitted in any form or by any means, electronic or mechanical, including photocopying, recording, or by any information storage and retrieval system, without permission in writing from the copyright owner. All trademarks, brands, logos and images are copyrighted by their respective owners. This guide is licensed for your personal use only. It may not be sold, re-sold or given away to other people. Thank you for respecting tens, hundreds or even thousands of hours we spend on this game guide. Cover Photo © Copyright Shutterstock Images LLC. All rights reserved - Used with permission. Signed model release filed with Shutterstock, Inc.
Html version of this guide can be found at: http://guides.gamepressure.com/tomclancysdivision/ More game guides can be found at: http://guides.gamepressure.com Friday, April 01, 2016
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Table of Contents Introduction ___________________________________________________________ 4 Hints _________________________________________________________________ 5
General hints _________________________________________________________________ 5 How to quickly earn credits? _____________________________________________________ 7 How to quickly earn experience points? ____________________________________________ 9 While in the Dark Zone ________________________________________________________ 11 How to acquire crafting materials? _______________________________________________ 12 How to unlock additiional content (DLC)? __________________________________________ 15 What is Division Tech? _________________________________________________________ 20 How to quickly acquire Phoenix Credits? ___________________________________________ 22
Key aspects of the gameplay ______________________________________________ 25 In-game currencies ___________________________________________________________ 25
Base of Operations _____________________________________________________ 28 General information ___________________________________________________________ 28 Medical Wing ________________________________________________________________ 30 Tech Wing __________________________________________________________________ 35 Security Wing ________________________________________________________________ 40
Character development __________________________________________________ 45 General information ___________________________________________________________ 45 Route to the 30th level ________________________________________________________ 47
Equipment ____________________________________________________________ 49 Weapon parameters ___________________________________________________________ 49 Gear parameters _____________________________________________________________ 54 Weapon talents ______________________________________________________________ 58 Gear talents _________________________________________________________________ 68
Dark Zone ____________________________________________________________ 76 General information ___________________________________________________________ 76 Key places __________________________________________________________________ 77 How to quickly get DZ Ranks? ___________________________________________________ 79
Dark Zone - chests, containers and enemies __________________________________ 81 Dark Dark Dark Dark Dark Dark
Zone Zone Zone Zone Zone Zone
-
01 _______________________________________________________________ 81 02 _______________________________________________________________ 86 03 _______________________________________________________________ 89 04 _______________________________________________________________ 92 05 _______________________________________________________________ 95 06 _______________________________________________________________ 98
Roles and character builds ______________________________________________ 101
General information __________________________________________________________ 101 Tank ______________________________________________________________________ 102 Healer ____________________________________________________________________ 106 Support ___________________________________________________________________ 110 DPS - a class focused on dealing damage _________________________________________ 114
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Introduction
Tom Clancy's The Division game guide contain a wide range of tips and descriptions of the most essential elements of the game. You will learn how to survive in a fallen American metropolis. A great amount of details was devoted to the Dark Zones, full of chests containing various items. Each of the big chests is marked on the appropriate map of a given zone. The guide contain information how to quickly gain a lot of cash, where to look for the best items or what to do in order to evade death from another player's hand. One of chapters focus mostly on items and their stats and perks. All perks are fully described and rated based on their usefulness. Tom Clancy's The Division is a tactical action game with RPG elements which focuses on multiplayer entertainment. The action takes place in the near future and presents a vision of the United States in the face of a pandemic. Players assume the role of a member of a secret government unit, known as The Division, which needs to stop the chaos spreading in New York. The game guide for Tom Clancy's The Division includes: •
Various tips concerning the gameplay
•
Localization of Dark Zone Chests
•
Description of the most important elements of the game
•
Ways to earn money quickly and find the best items
•
Information on the Base of Operation development
•
Full description of items properties and perks.
Jakub Bugielski (www.gry-online.pl)
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Hints General hints 1. Always use cover: The Division is a cover shooter and using every possible form of cover is crucial to win a shoot-out. During missions, we often encounter waves of enemies, so even after defeating the last opponent it is wise to stay in cover just in case another wave appears. 2. Remember to use your abilities. Pulse is the most useful skill available in beta and you should use it whenever you can. It will protect you from a sudden attack and will improve your combat skills. Remember that other players can hide from your Pulse by using a special modification to the skill. 3. Pay attention to your surroundings. Aside from the Dark Zone, you will always have access to the mini-map, which will show (with a red field) the side from which the enemy is approaching. 4. Watch your steps! Enemies will constantly throw grenades at you (and mortal-like weapons will appear farther in the game), which will by marked by a red field appearing in the specified area. To avoid taking damage, or getting negative effects caused by those attacks, leave the indicated area of effect. 5. Fully automatic fire is almost always pointless (unless you are an expert on keeping your crosshair on the target), as most of the bullets will miss your intended target. However, firing this way will allow you to pin down the enemy - he will stay behind cover for a few seconds, not able to do anything. 6. Each story-related mission ends with a boss-like fight - an encounter with an enemy with a unique name, huge amount of health and armor. Additionally, those enemies are able to dish out enormous damage, so try not to get caught in the open when dealing with them. Moreover, they always have a flaw that can be used against them - some of them will use a sniper rifle (and they can be damaged in between each shot), some will wield a light machine gun (leaving them vulnerable for several seconds while reloading) and so on. 7. Use your grenades with moderation - during some of the longer missions you will have a hard time replenishing them, and a single, well-aimed grenade can turn the tides of every encounter. 8. Your skills should be constantly used. They have no cost, and the cooldown times of most of them are short enough not to hinder you in any way. However, the Signature skills need enormous amount of time before they can be used again, which means that you should think twice before using them.
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9. While playing in a team, all of you should try to pick your skills in order to supplement each other. This goes especially for the Signature skills, which a single player can only have one it's a good idea to have all three different Signature skills in the team's repertoire. Some of them, like the Pulse, can be doubled - if more than one player has access to this skill, it will allow you to pinpoint the location of your enemies more often. 10. If you are playing with a team of players, pay attention to what happens to them. Whenever a companion is knocked down to the ground, rush to their position to revive them. 11. Always focus your attention on the enemy snipers (a crosshair-like icon will appear next to their health bar). Those foes can take out your whole health bar with a single shot. 12. Don't shoot at the first encountered enemy as soon as you enter a new room, or a location. Look around, pinpoint the location of the most dangerous foes, find a good position. The enemies will be unaware of your presence until you make a ruckus. 13. Complete some of the upgrades as early as possible. The ones you should be especially interested are the Counseling from the Medical Wing and the Situation Room from the Security Wing. The former gives a 10% increase in Credit gain, whereas the latter one increases your experience gain by 10%.
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How to quickly earn credits? As with any MMO game, in Tom Clancy's The Division the currency is extremely important, and, as you've probably already guessed, gaining it will require a lot of hard work, and even then you won't have enough of it.
Completing missions The main source of Credit income are missions. Whether it is a main, story-related mission, or one of the many side activities, each one of them will reward you with a certain amount of money for their completion. Additionally, main missions can be repeated multiple times, and even though they won't give you the previous experience points, they will still offer a hefty sum of Credits (coupled with useful items). Side missions differ slightly from the main ones, as they cannot be repeated. However, their sheer numbers make up for that. Remember, that completing side missions and encounters associated with a given wing of your base, you will be given precious wing-related supplies, allowing you to further upgrade your base (and gain addition abilities, talents and perks).
Acquiring and selling equipment Acquiring and selling equipment to a vendor is an equally important (and for some probably the main one) source of income in the game. This way you can earl many times more Credits than with regular missions, not to mention that most of the stuff you stumble upon will be useless to you and can be sold without giving it a second thought. Keep in mind, that even though the space in your inventory is severely limited, it's worth to pick up all the junk that the enemies drop. It's even more important during the first hours of the game, where you lack the money the most. If you aren't in dire need of money, or you don't really care about purchasing anything from vendors, the items you acquire can be dismantled for crafting components. Remember that components of the lower grade (like the "white" ones) can be used to create higher-quality components. Remember to visit Dark Zones regularly as you make progress in the game. Those aren't the safest and most predictable sources of income, and you will sometimes come out of them emptyhanded, but on the other hand they will allow you to acquire powerful gear. Despite the fact that some of the gear from the Dark Zone will still be useless to you, it can still be sold to a vendor for a huge amount of Credits.
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Earning by saving You should always remember about the underestimated and omitted way of earning - by saving. If you aren't careful, you can spend astronomical amount of money on things that will increase the effectiveness of your character by a tiny little bit (like a single point of armor, or a few points of damage). Vendors will always have a lot of gear that will be better than the one you are using at the moment, but the gain will be marginal, and the amount of Credits you have will diminish extremely quickly. Furthermore, note the following: •
Vendors are responsible for creating the artificial need to acquire money. By visiting their shops and seeing (most useless) pieces of equipment (giving you 1% increase of a given stat while costing a fortune), you will be tempted to use your hard-earned money on that. You should refrain from doing so - the items you need can be acquired by completing missions, dropped from enemies, or simply crafted by you at the crafting station.
•
You should always consider dismantling items for crafting ingredients, instead of selling them to a vendor. You will have less money, that is a fact, but you will quickly accumulate huge amount of crafting materials, which will allow you to create your own items, which are often more powerful than the most expensive gear sold by the merchant. Stick to the simple rule - if you want to craft, focus on dismantling, otherwise just sell the equipment to a vendor.
•
Search through the visited areas, especially those you venture through during story-related missions. By doing this, you will stumble upon many containers, with valuable loot hidden inside.
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How to quickly earn experience points? Acquiring experience points and advancing your character to higher levels is the most important aspect of every MMO game. Tom Clancy's The Division is no different - the higher level you have, the higher your stats will be, and the character will be able to use more powerful items, and fighting with enemies will become easier.
Completing missions The main source of experience points are missions - by completing them you will be given immense amount of that valuable "resource". The exact amount of experience points gained for completing mission can be checked on the mission selection screen. Interestingly enough, the amount of XP points does not change with the difficulty level of a main, story-related mission, although it does not mean that it will not affect the experience acquisition rate. The level of difficulty increases the effectiveness, the health points and the damage dealt by enemies, which in turn cause them to give you more experience when you eliminate them. Remember, that even though you can repeat storyrelated missions, the experience will be given only once, upon the first completion. Side missions and encounters are one-time only, but there will always be at least a dozen of them available for you, while new ones unlock all the time, giving you plenty of opportunities to complete them. Completing them will not give you the same amount of experience like then you do a storyrelated one, but they require only a fraction of time to complete them - some of them can be done in less than a minute. Remember, that completing side missions and encounters associated with a given wing of your base, you will be given precious wing-related supplies, allowing you to further upgrade your base (and gain addition abilities, talents and perks).
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Killing enemies Killing enemies is an additional (and probably the most satisfying) way of earning experience points. Each kill, regardless of the strength of the enemy, will reward you a specific amount of experience points. The difference between the power of your character and the enemy influences the exact amount - the bigger it is (or to be more specific - the more punishment the enemy can take, and the more he / she can deal to you), the more XP points will be given. Eliminating weak enemies is exactly the opposite - you won't gain much experience that way. Remember, that you can increase the difficulty level of a main, story-related mission, increasing the effectiveness of enemies met there. This, in turn, causes them to give more experience upon death (not to mention the better items they drop). Note that the way in which you kill the enemy also affects how much XP will be given. As long as it doesn't matter in most cases, killing your foe with a headshot will reward you with an experience points (aside from dealing additional damage). Furthermore, note the following: •
Experience points aren't lost upon death - once you get them there's no way of losing them.
•
Elements of your equipment can have an additional attribute, which give a percentage bonus to the experience gained by killing enemies. You can equip those items, provided that they won't decrease the effectiveness of your character.
•
The Experienced Agent and Veteran perks give a percentage bonus to gained experience.
•
While playing in a party (with a higher difficulty level selected) during a storyrelated mission, enemies will be a lot tougher and more effective, giving you (and your companions) more experience once killed.
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While in the Dark Zone 1. Before you head to the Dark Zone, try to gain some items and experience. You should finish at least few side quests and encounters marked blue on the map. A good way to gain good equipment is to repeat the main quest called Madison Field Hospital on a more difficult level. Try to finish it with friends or by using the automatic player selection. 2. While in the Dark Zone, try to send your items as often as possible. In order to do so, head to the Extraction arena (marked orange), call the helicopter and use the rope given by the pilot. Sending items as often as possible is extremely important because once you die, you are likely to lose all the items from your backpack. 3. The safest thing to do, is to move around the Dark Zone in a group. It is way easier to defeat enemies controlled by artificial intelligence or avoid being attacked by other players. Your companions can also resurrect you and guard your body, to make the process of retrieving your gear safer. 4. Remember that other players will be able to hide from your Pulse ability by selecting a specific mod to their own skill. Even if your Pulse didn't pinpoint the location of an enemy, be on guard, as they could still be nearby. 5. When you order the helicopter to come pick up the equipment you scavenged in the Dark Zone, you will lure all the players in the Dark Zone to your location (as they will be given an information on the map). Prepare for a tough encounter, as some of them will surely come for your stuff. 6. First hours in the Dark Zone should be spent on eliminating the computer-controlled units (NPCs), not on fighting with other players. It is especially important when you are in the Dark Zone on your own, without a trustworthy team. 7. Dark Zone Ranks are more important than items early on. Without them you won't be able to open most valuable containers, and fighting with other players, especially when you are on your won, will quickly be a cause of your death. To quickly level up, focus on fighting the NPCs and help other players deal with rogue players. 8. Never, ever carry a huge amount of Dark Zone Funds with you. Each time you die from the hands of a player you will lose a percentage of that value - it is increased several times when you die as a Rogue player, which is given to someone upon attacking an innocent player.
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How to acquire crafting materials?
The amount of crafting materials can be checked in your inventory. Crafting is one of the key aspects of most MMO games, and Tom Clancy's The Division is no different. Thanks to that you will be able to create your own powerful items, giving you a lot more flexibility in acquiring and selecting your equipment - you won't have to rely on the randomness of the mission rewards, as well as the horrendous prices of vendors. There are 5 types of crafting materials in the game - Fabrics, Weapon Parts, Tools, Electronics and Division Tech. The first four are gained during the "normal" playthrough, the last one can be acquired only during your venture into the Dark Zone. There are several sources of crafting materials, such as: •
Chests located inside of the Base of Operation.
•
Chests scattered around the city.
•
Materials gained from dismantling equipment.
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Chests located inside of the Base of Operation During your first hours with the game you won't have access to them, but as you upgrade your wings in the Base of Operation you will be given additional crafting materials. The numbers given to you through those means are quite insignificant, but every piece counts - not to mention that the same upgrades that give you crafting materials will also give a lot of new abilities, talents and perks. Items can be collected from specific, fixed containers, which appear after you purchase the required upgrade. The upgrades that give you crafting materials are as follows: •
Gunsmith in the Security Wing) - gives you one piece of Weapon Parts of the "specialized" rank each hour.
•
Pharmacy in the Medical Wing - gives you one piece of Fabric of the "specialized" rank each hour.
•
Field Engineering in the Tech Wing - gives you one piece of Tools of the "specialized" rank each hour.
•
Division Tech in the Tech Wing - gives you one piece of Electronics of the "specialized" rank each hour.
Chests scattered around the city There are numerous chests containing crafting materials scattered around the whole city. Those chests, depending on their type, contain various crafting materials - Weapon Parts, Fabrics, Tools and Electronics. Places in which you can stumble upon them are fixed - they always appear at the same places. The chests are "regenerated" each two hours - you should pay attention to the time and visit them as often as you can. Their locations will be marked on the map, in one of the chapters of this guide.
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Dismantling equipment The quickest way to acquire crafting materials is without a doubt by dismantling items. Each dismantled item will give you at least one piece of a crafting material. The type of material is determined by the item you dismantle (a weapon will give Weapon Parts, an armor will give a Fabric, and so on), and their rank depends on the quality of the item you dismantle - the better the quality, the better (and more numerous) the material. You should remember that the crafting materials of the "lower" rank (like the "green" ones) can be transformed into a better one. In order to do so, you will need 5 pieces of the lower-quality material, which will give you 1 piece of the higher-quality crafting material in return. This means that it's worth to pick up all the items, even those potentially worthless. Furthermore, note the following: •
Crafting materials cannot be sold or purchased.
•
There are only three ranks of crafting materials in the game (green, blue and orange ones), and they are used to craft everything ranging from the weakest to the strongest pieces of equipment. The type of crafting material depends on the rank of the item - the higher the rank, the higher (and more numerous) the crafting material needed.
•
There is no limit to the crafting materials a character can carry - you can have an unlimited amount of them in your inventory.
•
Crafting materials do not take space in your inventory.
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How to unlock additiional content (DLC)?
By purchasing a specific version of the game you will be granted access to unique items. The game allows the player to unlock some additional content at the very beginning of the game this will make the first hours of your journey more enjoyable. The amount of items you will be able to unlock differs slightly according to some conditions, such as: •
Whether or not you took part in the beta version of the game.
•
Whether or not you've purchased the Season Pass.
•
From the amount of Units points that you can spend.
Note that most of the items unlocked this way are purely cosmetic, influencing the appearance of your character, instead of giving you any real combat-related advantages. The following table shows all the items that can be unlocked at the beginning of the game, coupled with their requirements.
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Items to unlock Name
What does it unlock
Requirements
JFT P416
- JFT P416 Assault Rifle
Purchasing the Season Pass.
Defiler
- Defiler sidearm
Purchasing the Season Pass.
Natonial Guard Backpack National Guard Backpack -
National National National National
Motorcycle police set
-
Motorcycle Motorcycle Motorcycle Motorcycle Motorcycle Motorcycle
NY trooper set
-
Trooper Trooper Trooper Trooper Trooper
Sherrif set
-
Sherrif Sherrif Sherrif Sherrif Sherrif
SWAT set
-
SWAT SWAT SWAT SWAT SWAT SWAT
Shortbows Sport Cap
Shortbows Sport Cap
Taking part in the beta.
Shortbows Sports Jacket
Shortbows Sports Jacket
Taking part in the beta.
National Guard Outfit
Guard Guard Guard Guard
cap Jacket pants boots
Purchasing the Season Pass.
police police police police police police
Purchasing the Season Pass.
helmet jacket pants Purchasing the Season scarf Pass. shirt boots
hat jacket pants shirt shoes
Purchasing the Season Pass.
hat jacket pants shirt shoes
Purchasing the Season Pass.
helmet jacket pants scarf shirt boots
Purchasing the Season Pass.
Note - all of those items can be collected from the Reward Claim Vendor.
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Units points can be used to purchase some interesting items as well. Additionally, you can unlock some new items with the Ubisoft Club - by completing various activating in the games that are associated with the Uplay, you will be given a specific amount of Units points. Those can be used to purchase additional, in-game content. The following table shows the items that can be acquired from the Ubisoft Club.
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Items from the Ubisoft Club Name
What does it unlock
The Division Mobile Wallpaper
Tom Clancy's The Division wallpapers for mobile 0 devices.
The Division Desktop Wallpaper
Tom Clancy's The Division 0 wallpapers for Desktops.
Ubisoft Club 'Go Bag'
Costs
A pack of various items, that are useful at the beginning of the game. The pack includes 500 Credits, 3 Medikits and a 0 number of crafting materials. Those can be collected from the Reward Claim Vendor.
Stray Stripes - Urban Snow Weapon Skin
Master Crafting Kit
Iconic Division Jacket
Dark Zone Keys
Gives access to additional weapon skins. Those can be collected from the Reward Claim Vendor. Gives you two units of each rare crafting ingredients. Those can be collected from the Reward Claim Vendor. Gives you the Iconic Division Jacket item. Those can be collected from the Reward Claim Vendor.
20 Units points
30 Units points
30 Units points
Gives you 3 Dark Zones Keys, which can be used to open chests in the Dark 30 Units points Zone. Those can be collected from the Reward Claim Vendor.
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Gives you appearance items. Centurions Basketball Fan Pack Those can be collected from the Reward Claim 30 Units points Vendor.
Phoenix Credit Pack
Broker Outfit
Gives you 30 Phoenix Credits, which can be used to purchase end-game items. Those can be collected from the Reward Claim Vendor.
30 Units points
Gives you appearance items. Those can be collected from the Reward Claim 40 Units points Vendor.
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What is Division Tech? What is it?
Division Tech can be used, above all else, to acquire "regular" crafting materials. Division Tech is, in general, the most exquisite crafting material available in the game - it is used mainly to crate weapons and pieces of gear from the blueprints acquired in the Dark Zone. Those items require regular crafting materials (like 5 Weapon Parts and 2 pieces of Electronics), but you will need a third component, which is the Division Tech itself (most of the times you need 2 "yellow-grade" ones for a blueprint). Division Tech has three ranks like any other crafting materials, but you should be mainly focused about the best one, the "yellow" one, as it is used to craft level 30 items. A thing worth noting is the fact, that Division Tech can also be used to acquire any "regular" crafting material (of "blue" and "yellow" grade). For two pieces of this valuable material you will be given a single piece of a specific "regular" one: Weapon Part, Fabric, Electronics, Tools. However, you should not be using it for this purpose, as Division Tech will be required to craft items from the blueprints acquired in the Dark Zone, whereas "regular" crafting materials can be acquired from a variety of ways (more on the topic can be found in the "How to acquire crafting materials" chapter).
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How to acquire Division Tech? There are two main ways of acquiring Division Tech at the moment - killing enemies in the Dark Zone and opening special containers, also found in the Dark Zone. In the former case every enemy, regardless of the "rank" (whether it's a regular foe, or a unique named one) has a small chance to drop a single piece of Division Tech. You shouldn't focus on acquiring this crafting material using this method, rather treat it as a secondary, additional source of Division Tech acquisition - killing enemies will also grant you Dark Zone experience, DZ Funds and numerous items. The second method is a lot faster when it comes to the amount of Division Tech crafting materials you can acquire - each opened container will always give you two pieces of this valuable resource. There are dozens of those containers in the Dark Zone, scattered literally around the whole area. The exact locations of each one of those containers can be found in the "Dark Zone chests, containers and enemies" chapter - 6 maps can be found there, representing the whole area of the Dark Zone, and each one contains places in which you will be able to find the desired containers. During your hunt for the Division Tech containers you should remember about one thing you are not alone, and other players will try to do the exact same thing. No one will kill you for that (as Division Tech materials aren't dropped upon death from the hands of other players), but there's a big chance that the container you are looking for is already looted. When it happens you should just head to the next one and pray that this time you will have more luck.
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How to quickly acquire Phoenix Credits? There are numerous ways of acquiring Phoenix Credits (as it was described in the "In-game currencies" chapter). You can, however, use a small exploit in the game, allowing you quickly accumulate large amount of Phoenix Credits. Each time (which takes from 3 to 5 minutes, depending on your gear and your own abilities) you can gain from 1 to 2 Phoenix Credits, from 2 to 4 Superior-ranked items, with a small chance to acquire a High-End item as well. To sum up, in just one hour you will be able to accumulate: •
From 20 to 60 Phoenix Credits (completing all the Daily Quests will net you 80 credits, but completing the mission on Challenge Difficulty, which gives 50, is practically impossible when playing solo).
•
From 40 to 80 Superior-ranked items, which can then be sold, or broken down in order to acquire crafting materials - given the fact that each "purple" item gives 2 crafting materials, you will be able to gain from 80 to 160 materials during a single hour.
•
A chance for a High-End item - typically, the chance to acquire the said item by killing a boss is about 0.5% (increased by your Scavenger attribute - 100% will turn it into 1%, 200% into 1,5% and so on).
How does it work? In order to gain all of the above, you have to complete the Police Academy mission, on the Hard difficulty level. You can also invite up to 3 people for the task.
Mobile Cover should be set up like that. The whole purpose of this method is to skip about 90% of the mission by using a glitch in the game. In order to do so, you will need the Mobile Cover ability, coupled with the Extension mod. When the mission starts, head along the buildings on the left side until you reach a double door, with a police sign above it. The door is locked, which is why you must now use your Mobile Cover ability and aim it in such a way, that the left side of the wall goes through the door (which can be seen on the above screenshot). Drop the cover in the specified way, wait for it to set up and stick to the cover. All you have to do now is to simply "walk" to the left side of the wall (while sticking to it all the time), which should cause you to phase through the door and enter the police station.
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Now to take out the boss and his underlings... With the help of this little glitch you just skipped most of the mission, entering the room just before the final boss. To push the quest further, go through the broken window located in front of the door you've just phased through, turn left and reach the gym. Wait for a short while and activate the ECHO located in the middle of the room. Afterwards, turn back, enter the corridor, turn to the left and reach the computer at the end of the hallway. After a while you will be able to interact with the console, which will begin the last stage of the mission.
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...after which you just have to collect the drops and repeat the whole process! Now you must get back to the room you've entered after phasing through the door, wait for the enemies and kill all of them, until the boss arrives. Eliminate the boss and any remaining enemies, and when the mission is over collect all the items they've dropped. Now you can open up the map, select the Police Academy mission and repeat the whole process as many times as you wish. Note: This is certainly not the quickest way to obtain Phoenix Credits, as with some luck (if the location wasn't already cleared by other players) and with a good team you can acquire a lot more of this precious currency in the Dark Zone. But everything comes down to luck - the above described method is a dependable and constant source of Phoenix Credits, as well as crafting materials. Note - this method is simply an exploit, which requires you to use a loophole in the game. This won't get you banned or punished in any way, but there's a high chance that it will be fixed in one of the upcoming patches and will simply stop working. When this chapter was written (version 1.02) the method was still working.
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Key aspects of the gameplay In-game currencies
The amount of currencies can be checked, for instance, in your inventory. There are three types of currencies used in the Tom Clancy's The Division game: •
Credits
•
DZ Funds
•
Phoenix Credits
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Credits Credits are the most basic currency used in the game. During most of the time (until you reach the 30th level with your character) they will be used to purchase weapons, armors and upgrades. Your main source of Credits will be selling items. During your journey through the game world the enemies you encounter will drop enormous amount of items, most of which will be completely useless. And here you have two choices - you can either dismantle such an item for rafting materials, or sell it to one of the vendors. If you aren't planning on focusing on crafting, you should sell them to a merchant - you will always be short on Credits, but later on in the game one of the shopkeepers will have items of Superior rank. They are extremely expensive, but almost always worth their price. Another, almost equality important source of Credits are missions. Every single one of them, even the smallest and easiest ones will reward you with a specific amount of credits once you complete them, and the amount of money gained can be increased by playing on a higher difficulty level. Not only that the enemies will drop better loot, you will be given a bigger reward at the end of the mission.
DZ Funds Dark Zone Funds (DZ Funds) is the "middle" currency - more valuable than the Credits, but not as elite as the Phoenix ones. DZ Funds are also one of the most unique elements of the game - they can be gained only when inside of the Dark Zone, and are the only Currency that can be lost upon dying from the hands of another player. This currency can be gained by eliminating the NPC enemies scattered around the Dark Zone, as well as by killing other players. It can be used only inside of the Dark Zone (aside from a single vendor in the Base of Operations) - special vendors can be found in safe zones. Those will offer powerful elements of equipment, as well as various crafting blueprints, which can be purchased by using your DZ Funds. You must be careful, as the Dark Zone funds can easily be lost. Each time you die from the hands of another player, the amount of DZ currency you have will decrease by several percent. Additionally, while you are marked as a Rogue, which will happen when you attack an innocent player, the penalty for a death will be even more severe - you will lose couple times more DZ Funds than normally. This is precisely the reason why you shouldn't run around the Dark Zone with a huge amount of DZ Funds in your pocket - the more you have it in your inventory, the more you will lose upon death.
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Phoenix Credits Phoenix Credits is the most valuable currency in the game, which can be used to purchase the most powerful armors and weapons, elements of attire or even the Dark Zone Keys. It is also an alternative to those who are unwilling to cope with the toxic players in the Dark Zone - acquiring them is a difficult and time-consuming process, but you won't get shot in the back by a now-former ally. There are two sources of Phoenix Credits - Daily Missions and completing story-related missions on the Challenge difficulty. Daily Missions appear once a day, stay for 24 hours and there are 3 of them each time. When you complete them, you have to wait for them to get replaced by a set of new ones. The Challenge difficulty level can be set on some of the story-related missions, but only after you've reached the 30th level. Those are extremely difficult to complete, but they are the best source of Phoenix Credits. Phoenix Credits can be spent at two different locations - at the special vendor in the Base of Operation (located in the Tech Wing), as well as in one of the safe houses located in the Dark Zone. You shouldn't hurry, as you will need to get the 30th level of experience, as well as a high Dark Zone rank in order to purchase anything in the Dark Zone (the vendor in the BoO has items that have only experience level restrictions).
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Base of Operations General information
A fully upgraded Base of Operations is a thing to be proud of. Your Base of Operations is one of the most important places, which must be established right after you complete the tutorial and arrive on Manhattan. This location is filled with vendors selling various equipment, a crafting table (which is the only place you can find it at), a notice board, as well as an NPC which, after interacting with, will give you dozens of side missions and activities on the map. The most important elements of the Base of Operations are the wings - the Medical, Tech and Security Wing. Each one of those will grant you access to additional, story-related missions, as well as the possibility to further develop the character you are playing with. Contrary to other MMO titles, in Tom Clancy's The Division you won't unlock additional skills and abilities simply by leveling up your character - you must complete various upgrades for specific wings, which, in return, unlock new abilities, talents and perks.
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What is more, there's a Stash here, used to store the items you don't need at the moment, and the ones that you managed to recover from the Dark Zone. Additionally, there's the Reward Claim Vendor, used to get all of the unique items you receive from, for instance, purchasing them by using the Units currency in the Uplay store. Additionally, you should note the following: •
The Base of Operations is one of the safe houses, which means, that no one will be able to attack you as soon as you enter it. You can take care of your own affairs here without being disrupted.
•
The Base of Operations, as well as all the regular safe houses automatically regenerate your health and allow you to replenish your supply of ammunition, grenades and medkits - the last two should be of upmost interest to you, as they can't be replenished by most chests in the game (when you resupply during a mission, you will only regain ammo).
•
You can get to the base immediately with the help of the quick travel option. All you have to do is to simply select the base while on the world map, and then press the appropriate key / button. After a short while you will be standing at the entrance to the base.
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Medical Wing
The entrance to the Medical Wing. How to gain access: by completing the story-related mission, Madison Field Hospital. The Medical Wing gives access to upgrades that increase the vitality of your character (with which, for instance, you will be able to enter highly contaminated areas). Furthermore, it unlocks abilities that are focused on healing, increasing the effectiveness of healing-oriented skills and items, or abilities that are used to support both you and the rest of your team. The Medical Wing and the missions and events are associated with the green color, whereas the supplies needed to upgrade the wing (Medical Wing Supplies) are marked with a special, green icon. The following table represents all the upgrades available in the Medical Wing, coupled with their costs and the abilities, talents and perks that each one of them unlock.
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Medical Wing upgrades Name
Cost
Unlocks
Requirements
Ability: Clinic
500x Medical Supplies
Wing - First Aid
None
Perk: - Medkits Ability:
Virus Lab
500x Medical Supplies
Wing
- Support Station Perk:
None
Protective Measures Ability: - Recovery Link
Disaster Aid
1000x Medical Wing Perk: Supplies - Canned Food
Wing upgrade: - Clinic - Virus Lab
- Supplier Ability modifications: - Recon Pack (Pulse Mod) Quarantine
400x Medical Supplies
- Tactical Scanner Wing (Pulse Mod) None - Scrambler Mod)
(Pulse
Perk: Contamination Intel
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Ability modifications: - Defibrillator (First Aid Mod) Intensive Care
400x Medical Supplies
Wing
- Overdose (First Aid Mod) - Booster Mod)
Shot
(First
Aid
Wing upgrade: - Clinic
Perk: - Medkits Ability modifications: - Life Support Station Mod) Hazmat Unit
400x Medical Supplies
(Support
- Immunizer (Support Station Wing Wing Mod) upgrade: - Ammo Cache (Support - Virus Lab Station Mod) Perk: - Protective Measures Talent:
Decontamination unit
200x Medical Supplies
Wing
- Adrenaline - Triage
None
Perk: - Hazardous Materials Talent: - Shock and Awe
Pharmacy
200x Medical Supplies
Wing - Battle Buddy Perk:
None
- Rigger - Protective Measures
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Talent: - Critical Save Counseling
200x Medical Wing Supplies
- Shrapnel
None
Perk: - Credit Talent: - Combat Medic Pediatric Care
200x Medical Wing Supplies
- Strike Back
None
Perk: - Medkits
A fully upgraded Medical Wing.
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What should you focus on? You should complete all the available upgrades, as they unlock new abilities, talents and perks, but there are some of them that should definitely be completed earlier. Those are: •
Counseling - an extremely useful perk called Credit, which increases your Credit gain by 10%.
•
Quarantine - gives you the ability mods to the Pulse skill. Pulse should always be used by you (if you are playing solo), or by someone on your team.
•
Virus Lab - unlocks an extremely powerful ability called Support Station, which can be used to heal your entire team. Additionally, it comes with a perk, Protective Measures, increasing your Virus Protection filter by 1, allowing you to access more contaminated areas.
•
Pharmacy and Hazmat Unit - both increase your Virus Protection filter by 1.
•
Pediatric Care and Intensive Care - both increase the amount of medkits your character can carry by 1.
The upgrades listed above should be completed as quickly as possible - the rest can be done later. Note - if you are planning on using the signature ability of the Medical Wing, the Recovery Link, collect enough supplies and complete the Disaster Aid upgrade. It will cost you 1,000 Medical Wing Supplies, but the Recovery Link ability is the strongest healing skill in the game, so it's well worth the price.
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Tech Wing
The entrance to the Tech Wing. How to gain access: by completing the story-related mission, Subway Morgue. The Tech Wing focuses on upgrades that are essential for any character willing to player as a damage dealer, be it with the use of their own weapon, or numerous offensive abilities. The Tech Wing and the missions and events are associated with the yellow color, whereas the supplies needed to upgrade the wing (Tech Wing Supplies) are marked with a special, yellow icon. The following table represents all the upgrades available in the Tech Wing, coupled with their costs and the abilities, talents and perks that each one of them unlock.
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Tech Wing Upgrades Name
Cost
Unlocks
Requirements
Ability: Control Room
500x Tech Supplies
Wing - Turret
None
Perk: - Inventory Ability:
Communications
500x Tech Supplies
Wing
- Seeker Mine
None
Perk: Hazardous Materials Ability: - Tactical Link
Division Tech
1000x Tech Supplies
Wing Perk: Division Materials
Wing upgrade: - Control Room Tech - Communications
- Engineer Ability modifications: - BFB (Sticky Bomb Mod) Generators
400x Tech Supplies
Wing - Flashbang (Sticky None Bomb Mod) - Proximity Fuse (Sticky Bomb Mod) Perk: - Soda
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Ability modifications: - Active Mod) Water Purification
400x Tech Supplies
Sensor
Dragonbreath Wing Mod)
(Turret (Turret Wing upgrade:
- Zapper (Turret Mod)
- Control Room
Perk: - Water Ability modifications: - Cluster (Seeker Mine Mod) Field Engineering
400x Tech Supplies
- Gas Charge (Seeker Mine Wing upgrade: Wing Mod) - Airbust (Seeker Mine Mod) Communications Perk: - Craftsman Talent:
Tech Central Heating 200x Supplies
Wing
- Tactical Advance - Demolition Expert
None
Perk: - Energy Bar Talent: - Police Up
SatComms
200x Tech Supplies
Wing
- Fear Tactics
None
Perk: - Resource Assessment
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Talent: - Evasive Action Recalibration
200x Tech Wing Supplies
None
- Tech Support Perk: - Stat Switch Talent: - Wildfire
Recharge Center
200x Tech Wing Supplies
- Death by Proxy
None
Perk: - Dark Zone Funds
A fully upgraded Tech Wing.
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What should you focus on? You should complete all the available upgrades, as they unlock new abilities, talents and perks, but there are some of them that should definitely be completed earlier. Those are: •
Water Purification - even if you won't make any use of the perk increasing the duration of water, you will surely love the mods to the Turret ability this upgrade comes with. This upgrade is a must-have for those willing to use turrets.
•
Generators - if you, however, are not interested in turrets, and you want to stick to the Sticky Bomb ability, this upgrade will be necessary. The mods that come with this purchase significantly increase the effectiveness of the ability - the one mod that you should remember about is the Flashbang, which stuns all the enemies hit.
•
Recalibration - a very cheat, yet one of the most important upgrades in the entire game. Thanks to that, a new activity will appear in the Tech Wing, a Recalibration Table. It will allow you to recalibrate your equipment, swapping one of its stats with another. More on that will be covered in a separate chapter.
•
Recharge Station - an upgrade for those that are planning to spend a lot of time in the Dark Zone. The perk that comes with it increases the DZ Funds gain by 10%.
The upgrades listed above should be completed as quickly as possible - the rest can be done later. Note - if you are planning on using the signature ability of the Tech Wing, the Tactical Link, collect enough supplies and complete the Division Tech upgrade. It will cost you 1,000 Tech Wing Supplies, but the Tactical Link ability gives a huge boost to the damage dealt by your character, as well as by any ally standing in the area of effect. What is more, it gives a perk that allows you to transform crafting materials to their higher, more valuable counterparts.
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Security Wing
The entrance to the Security Wing. How to gain access: by completing the story-related mission, Lincoln Tunnel Checkpoint. The Security Wing offers upgrades that are reserved for those wanting a more defensive approach to the game - those that are planning to build their character as a tank. It offers various abilities, talents and perks which will allow you to increase the durability of your character by decreasing the amount of damage you take. The Tech Wing and the missions and events are associated with the blue color, whereas the supplies needed to upgrade the wing (Security Wing Supplies) are marked with a special, blue icon. The following table represents all the upgrades available in the Security Wing, coupled with their costs and the abilities, talents and perks that each one of them unlock.
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Security Wing upgrades Name
Cost
Unlocks
Requirements
Ability: Situation Room
- Smart Cover 500x Security Wing Perk: Supplies Agent
None
Experienced
Ability: - Mobile Cover Armory
500x Security Wing Perk: Supplies - Grenades
None
Advanced Weaponry Ability: Barracks
1000x Security Wing - Survivor Link Supplies Perk: - Combat Veteran
Wing upgrade: - Situation Room - Armory
Ability modifications: Reactive Targeting (Ballistic Shield Mod)
Dark Zone Ops
Assault Shield (Ballistic Shield Mod)
400x Security Wing None - Kinetic Breaker Supplies (Ballistic Shield Mod) Perk: Hazardous Materials Black Vendor
Market
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Ability modifications: - Trapper (Smart Cover Mod) Supply Line
- Recharger (Smart Cover Mod)
Wing upgrade:
400x Security Wing - Concealment (Smart Cover Supplies Situation Mod) Room Perk: - Clothes Vendor Ability modifications: - Blast Shield (Mobile Cover Mod)
Gunsmith
- Countermeasures (Mobile Wing 400x Security Wing Cover Mod) upgrade: Supplies - Extension (Mobile Cover Mod) - Armory Perk: - Explosive Bullets - Gunsmith Talent:
Procurement Team
- Steady Hands 200x Security Wing - On the Move Supplies Perk:
None
- Scavenger Talent: - Precision Guard Posts
200x Security Wing - Chain Reaction Supplies Perk:
None
- Incendiary Bullets - Special Ammo
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Talent: - Desperate Times Shooting Range
200x Security Wing Supplies
- Stopping Power
None
Perk: - Shooting Range Talent: - Repo Reaper Canine Unit
200x Security Wing Supplies
- One is None
None
Perk: - Intel Discovery
A fully upgraded Security Wing.
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What should you focus on? You should complete all the available upgrades, as they unlock new abilities, talents and perks, but there are some of them that should definitely be completed earlier. Those are: •
Guard Posts - extending the duration of the incendiary ammo, as well as the possibility to replenish your supply of incendiary and explosive ammo at the Base of Operations. Additionally, this unlocks the Chain Reaction talent, which goes especially well with abilities causing explosions, as well as increasing the damage various explosive objects on the map do (not to mention the gas canisters on the back of the enemies equipped with flamethrowers).
•
Gunsmith - unlocks mods for the Mobile Cover ability, as well as a perk that increases the duration of explosive ammo.
•
Canine Unit - an upgrade reserved for those who are planning on getting every collectible hidden in the game. After completing all the side missions and activities in a given district, all of the possible collectibles located within that district will appear on the map. Collectibles, aside from their lore-related value, give you enormous amount of experience. This upgrade also unlocks one of the best talents in the game - One is None. Each time you hit enemy, there's a 50% chance that the shot will not cost you a bullet. It goes especially well with sniper rifles and shotguns, weapons that have small magazines.
•
Armory - one of the most important upgrades in the Security Wing. It gives you a perk that increases the amount of grenades your character can carry by 1 (4 instead of 3 fragmentation grenades, and two pieces of every special grenade). Additionally, it will unlock a special vendor in the Base of Operations, whose equipment is a lot better (although many times more expensive) than that of normal merchants.
Note - if you are planning on using the signature ability of the Security Wing, the Survivor Link, collect enough supplies and complete the Barracks upgrade. It will cost you 1,000 Security Wing Supplies, but the Survivor Link gives a huge boost to defenses and movement speed to you and your entire party. This ability is perfect for characters built as a tank.
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Character development General information
Reaching 30th level gives you a huge leap in your main attributes. As the main part of the game starts as soon as you reach the maximum, 30th level of experience, you should know how to reach it as quickly as possible, so you won't lose any of those precious end game rewards. Additionally, it will allow you to negate the disproportions between your characters, and the ones used by the quickest players. Unfortunately, MMO titles that rely heavily on the PvP (Player versus Player), you won't really be able to avoid taking part in "the rat race" - if you aren't fast enough, some of the players will quickly gain a substantial advantage over you. This means that you will have a tough time fighting them in the Dark Zone. Killing enemies is a good source of experience for the first couple of levels, but this quickly becomes an ineffective way of leveling up - the amount of experience needed for higher levels grow to astronomical values and killing enemies will hardly fill the progress bar. This way of gaining experience should be treated as a supplement, not the main source of your progress. If you want to get to the maximum level as quickly as possible, you have to complete missions.
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Completing each story-related mission will, in most cases, give you enough experience points to fill up the entire progress bar. Unfortunately, main quests reward the player with experience points only for the first completion - you can repeat them as many times as you want, but they will only give you Credits and items for doing so. This leads to a conclusion, that you should be completing side missions and encounters in between story-related quests - aside from money, items and experience, they will give you blueprints that can be used to create your own equipment During your journey towards the 30th level you should stick to the following rules (which are explained thoroughly in the next chapters): •
Don't force yourself! This method is designed for those that are looking for a way to get to the maximum level as quickly as possible. If you want to indulge yourself in the story and the secrets of the world, you shouldn't be rushing - a few days of delay won't necessarily mean that you won't be able to compete with other players, even though they will have an advantage over you.
•
Don't waste your time leveling up by killing enemies. You will kill hundreds, if not thousands of them during your playthrough.
•
Play with friends, or find someone to join your party with the help of the in-game matchmaking mechanic. You won't be getting more experience for doing so, but some of the side missions can be done a lot quicker with two, three, or especially four people.
•
If you care about the time above all else, avoid missions that require you to find a missing person by exploring "Echoes" scattered around the world - some of them will run you through the whole city, making them last longer than some of the story-related missions!
•
You can complete story-related missions that are one, two levels above your character especially if you are playing in a team. If you lack more levels, don't even think about starting those missions - killing enemies will take ages due to your low damage output.
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Route to the 30th level
Getting to the 30th level will take a few days. Now that you've learned the basics, it's time for the real deal. This guide will focus on two methods of gaining experience - completing main, story-related missions and side activities, completely ignoring the grind (farming experience by killing enemies). Your task will be to: •
Achieve the level which will allow you to take part in the "nearest" story-related mission. You will do so by completing side missions and encounters.
•
Completing the aforementioned story-related missions (which will probably end in filling the entire progress bar of your character), as soon as you are a level or two below the recommended level of the mission. For instance, if you want to complete the mission with a recommended level being 16, do so when you are either 14 or 15.
•
Repeat the whole process.
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Side quests and encounters Your first task on your route to complete side quests is to find a safe house in a given district - a safe house is always visible on the world map. After entering the safe house, interact with the JTF Officer and the Situation Board you can find inside - both of those points will be marked on your mini-map. As soon as you do that, a large amount of side quests and encounters will appear on the world map, specifically in the district you are currently in. You can, of course, complete those missions without revealing them with the said NPC and board, but you will have to find them on your own, as they are normally hidden. Afterwards, complete all the side missions and events in a given district - you might think that it will be time-consuming, but each one of those lasts up to a few minutes, which allows you to complete them smoothly. When completing those missions, you should plan your route beforehand - check the distances to each point by clicking on them, and then choose them in a way that will reduce the amount of backtracking you have to do. The more efficiently you move between the points, the less time it will take to complete all of them. By completing all of the side missions and events in a given district, you should be prepared for the next story-related mission (by having 1 or 2 levels below the recommended level of the mission itself). Additionally, doing all of them will reward you with decent items, blueprints and Credits. Story-related missions will be described in separate chapters.
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Equipment Weapon parameters The first thing that sticks out to most of the players when it comes to weapons is the "DPS" parameter - damage per second. This is the theoretical amount of damage that you are able to inflict on an enemy in a single second of continuous fire, by using a given weapon - theoretical, because the amount of damage is influenced by many other things, and the DPS stat simply does not match. This happens because the DPS value is influenced by a large amount of factors that, in reality, have no impact on the damage you deal. Those are, above all else: accuracy, reload speed, the amount of bullets in a magazine, or the weapon stability. On the other hand, things that should give a huge boost to damage (such as, for instance, the chance to critically hit an enemy) will only give a slight increase of the DPS value. The effectiveness of the weapon depends on a lot more factors than the "damage per second" value. Each weapon is described with a number of parameters, which, for the purpose of this guide, were divided into primary and secondary parameters.
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Primary parameters
Primary parameters are only a tip of the iceberg when it comes to weapons. Each one of your weapons is characterized by the following primary parameters: •
Rounds Per Minute (RPM). The amount of bullets you are able to shoot during a minute of continuous fire. This parameter is important for Light Machine Guns and Shotguns. The only flaw is the fact that the faster you shoot, the quicker you will empty your ammo reservoir.
•
MAG, the amount of bullets in a magazine. One of the most important stats, as it allows you to perform more attacks before you are forced to reload your weapon.
•
Accuracy. A stat that decides whether your bullet will reach the target or not. A low accuracy value on a weapon may result in a miss, even though your crosshair was directly at the target - as soon as you fire, the reticle will be blown to the sides, and the bullet will fly elsewhere.
•
Reload Speed. The amount of time needed to change a magazine - the bigger the value, the quicker the weapon will be reloaded. This is a very important attribute, as each second wasted on reloading your weapon may result in your sudden death at the hands of your enemy.
•
Range. The range at which the weapons retains its effectiveness (or to be more specific - the damage). If the range is low (in the case of, for instance, light machine guns, or shotguns), the enemies staying outside of it will receive reduced damage. There's no point in forcefully increasing this attribute at the cost of others - you won't turn a shotgun into a sniper rifle.
•
Stability. An attribute that influences the crosshair, the way it behaves during a continuous fire. The higher the value, the easier it will be for you to keep the crosshair at the enemy the lower it is, the harder it will pull your aim upwards during continuous fire.
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Secondary parameters
There are also secondary parameters, given to your weapons by installing various modifications. Aside from the parameters described above, there are also the ones that can be called "secondary". Those come from various weapon modifications - barrels, magazines, handles, or sights. Those can give the following: •
Optimal Range - increases the range attribute of a weapon by a percentage value.
•
Headshot Damage - increases the amount of damage dealt to an enemy while shooting him at the head.
•
Critical Chance - a chance that the hit will deal increased damage (150% by default).
•
Critical Damage - increases the bonus damage dealt when a critical hit occurs. By increasing the critical damage value by, for instance, 20%, your critical hits will deal 170% of base damage (150% default + 20% bonus).
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•
Reload Time - a percentage bonus to the "Reload Speed" primary attribute, decreasing the process of reloading a weapon.
•
Increased Threat - it influences the way the enemies see you. The bigger the threat you are to them, the higher the chance that they will focus their fire on your character. This is an ideal stat for a character that is built as a tank, someone who wants to attract all the enemy attention.
•
Reduced Threat - this is the opposite of the one described above. The bigger the value of reduced threat, the lower the chance that the enemy will even think about attacking you. This is a perfect parameter for those characters that are built as a sniper, or a support character.
•
Hip Fire Accuracy - a percentage increase to the accuracy when firing from hip, or to be more specific, without aiming. Additionally, this comes in handy during blind fire.
•
Rate of Fire - the parameter that increases the amount of rounds per minute.
•
Magazine Size - a percentage increase in the amount of bullets in the magazine (it increases the MAG primary parameter).
•
Stability - increases the "Stability" primary parameter by a percentage value, allowing for easier continuous fire.
•
Horizontal Stability - a percentage value that decreases the weapon spread to the left and right. This comes in handy during continuous fire with the light machine guns and assault rifles.
•
Initial Bullet Stability - decreases the recoil of your first bullet, allowing for easier continuous fire.
•
Headshot Kill XP - increases the amount of experience points your character will be given for each kill performed by shooting the enemy in the head. This is useful only during the first few levels, later on it becomes one of the most useless attributes in the game.
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What should you focus on? At the beginning of this chapter it is mentioned that the "DPS" parameter isn't the perfect reflection of the amount of damage you will be able to deal with a given weapon, but, in theory, you can rely on it to some extent - a higher value of this parameter will increase the damage of your character. However, you should also pay attention to the other parameters describing a weapon. When you find an extremely powerful shotgun, which has only two bullets in a magazine and a very long reload time, the weapon will be completely useless, as you will spent more time reloading it than actually firing it. This is similar when it comes to light machine guns - even if you are able to fire 300 rounds per minute at the enemy, but when most of them will miss thanks to low accuracy and stability, the weapon will be of no use to you. Selecting your weapon is entirely up to you, of course, but you should keep a number of rules and tips in mind when it comes to choosing them, such as: •
Shotgun - the attribute you are mostly interested here is the amount of damage a single shot is capable of doing (which is the DMG value, not the DPS), magazine size, reload speed and the rate of fire. You can completely ignore the accuracy, range and stability - you won't be using this weapon on a distance other than extremely short.
•
Light Machine Guns - the main purpose of this weapon is not to deal the most damage available, but to pin down your enemy with surpassing fire, which will allow your teammates to flank a trapped enemy. However, this does not meant that you shouldn't pay attention to the damage. The most important attributes are the amount of damage, stability, magazine size, and the reload speed (which is extremely long in the case of this weapon type). The amount of bullets shot per minute (RPM) can be ignored.
•
Sniper Rifles - this weapon is all about damage and accuracy, and those are the two attributes that you have to look for. As weapon mods to this weapon come, take those which offer boosts to damage, critical chance and critical damage. Don't forget about installing a x12 / x15 optics on your weapon, so you are able to fire from a long distance.
•
Assault Rifles and SMGs - the role of this weapons is to deal damage on a short and medium range. You should be interested in the damage, aim and stability attributes - the amount of bullets shot per minute (RPM), as well as the reload speed can be ignored.
•
Pistols - the only available sidearm (aside from a two-shot shotgun). This weapon won't be utilized by you very often, which means that you should only pay attention to the damage and accuracy of it.
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Gear parameters Similar to weapons, pieces of gear are also described by a number of various parameters, although they differ from the ones found on firearms. Gear parameters, in most cases, have a direct impact on the your character - they increase the survivability (total health points, armor, resistances), as well as the effectiveness of weapons and abilities. Gear parameters are divided into three groups: main, minor and ability affecting ones. Each piece of gear you are able to equip to your character offers a bonus to one of the three main stats, Firearms, Stamina, or Electronics, as well as an increase to its total armor. The Holster is the only item that can offer a bonus to all three stats at the same time.
Main parameters Main parameters are the ones that directly increase the effectiveness of your character in combat, affecting the amount of dealt, as well as taken damage. Because of the fact, that some of the attributes will be unavailable to certain pieces of gear, the following table represents all of the main attributes you can find on those items, their descriptions, as well as pieces on which they can appear. Parameter
Description
Piece of gear
Crit Chance
A percentage bonus to the chance to inflict a critical hit. A critical hit Mask increases the amount of damage Gloves your attack deals by the amount of "Crit Damage" you have.
Crit Damage
A percentage bonus to the Backpack amount of damage your attack Gloves does when a critical hit happens. Knee Pads Increases the amount of damage (DMG, not DPS) your weapon has.
Additional weapon damage
It can give bonus to the following weapons: Assault Rifles, Gloves Marksman Rifles, Light Machine Holster - only for the pistol Guns, SMGs, Shotguns and Pistols. A single piece of equipment can give bonus to more than a single weapon.
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Damage vs Elites
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This parameter gives a percentage bonus to the Mask amount of damage you deal against elite enemies - Body Armor those with unique names, as well as all of the Gloves enemies you stumble upon during Challenge-mode Knee Pads missions and during your stay in Dark Zone 06.
This parameter gives additional armor, aside from the Body Armor Backpack Bonus armor one that is normally found on every piece of gear. An extremely important parameter, especially during Knee Pads Holster Challenge-mode missions.
Health
Additional health points, which are not a direct result Mask of your Stamina stat. Not that useful and can easily Body Armor be replaced with another parameter if you feel the Knee Pads need to, as Stamina will give you a lot more health.
Health on kill
A percentage value of maximum health points your Mask character will replenish each time you kill an enemy. Body Armor An extremely powerful attribute, which will be useful Gloves on any character.
Exotic Damage Resilience
Quite a weird parameter at first glance, but in reality it's quite simple - it decreases, by a percentage Mask value, the amount of damage received by your Body Armor character from everything besides bullets. It allows Knee Pads you to decrease the damage from explosions, fire, electricity, as well as falling damage and the one you receive from melee combat.
Protection vs Elites
Decreases the amount of damage your character receives from elite enemies - - those with unique names, as well as all of the enemies you stumble Body Armor upon during Challenge-mode missions and during Knee Pads your stay in Dark Zone 06. An absolute priority for all Holster those characters build as tanks, as well as for those players that are focusing on fighting elite enemies.
Skill Haste
This is basically a parameter that decreases the cooldown of your abilities. A 5% Skill Haste will decrease their cooldown time by 5%. This does not Backpack affect Signature Skills. Holster A decent parameter, that should be on your character whenever you have the chance to do so.
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Skill Power
This parameter increases the skill power of your character (which can be checked at the top of character screen, just above the Electronics). This attribute increases the power of your abilities (the Mask amount of damage they deal, the amount of health Backpack they restore, and so on), as well decreases their cooldown times significantly. One of the most important attributes on characters that are focusing on fighting with their abilities, as well as for all the support players.
Signature Resource Gain
The equivalent of "Skill Haste" - decreases the time Backpack needed for a Signature Skill to be available again.
Mod Slot
Mask A slot allowing you to install a mod into it. With that, Body Armor you will be able to increase the bonuses offered by a Knee Pads Backpack piece of gear. Holster
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Minor parameters The following table represents all of the minor attributes you can find on those items, their descriptions, as well as pieces on which they can appear. Parameter
Description
Piece of gear
Enemy Armor Damage
In general, this attribute is simply responsible for enemy armor penetration, increasing the amount of damage your attacks Mask do to armored enemies by a Knee Pads percentage value. Each 1% of enemy armor damage equals to 1% more damage.
Resistance to X
The X is to be replaced by Shock, Bleed, Blind, Disorientation, Burn, Disrupt. Decreases by a percentage value the character Mask susceptibility to a given effect - Backpack the higher the value, the less Knee Pads damage the character will receive, and shorter time the effect will last for.
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An attribute increasing the chance to find a better gear Mask - the equivalent of "Magic Find" stat from, for instance, Scavenging the Diablo franchise. In theory a very desirable Knee Pads - a huge, several times attribute, in practice it gives almost absolutely nothing. higher bonus. You can replace it with another one if you want to.
Kill XP
A percentage bonus to the amount of experience Mask earned by killing enemies. During your route to level Body Armor 30 it's one of the most useless attributes in the game, but it comes in handy later on, when you want to Knee Pads - a advance through the Dark Zone ranks. Each 1% of Kill huge, several times XP equals 1% less time needed to advance to a higher higher bonus. level there.
Ammo Capacity
A percentage bonus to the amount of ammunition your character is able to carry. An extremely useful Backpack attribute, especially during expeditions to the Dark Body Armor Zone. Don't confuse it with weapon magazine capacity - those two are completely different.
Backpack Capacity
The attribute is always present on a This parameter increases the available space in your Backpack. inventory. The higher the value, the better. Exclusive to Backpacks.
Ability affecting parameters Ability affecting parameters are percentage bonuses to given abilities - increasing the amount of damage they deal, the protection they offer, or the amount of health points they restore. You should remember about one thing when it comes to them - use only those ability bonuses, that you have currently equipped. There's no point to equip, for instance, a backpack increasing the effectiveness of your Pulse, when you're not even using the ability.
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Weapon talents
Weapon talents are one of the most important things on a weapon. Each weapon, aside from its standard parameters described in the previous chapter, has several talents - unique characteristics, which increase the weapon's effectiveness significantly. Talents appear on weapons of Superior and High-End rank - in the former case there will be two talents, in the latter three (pistols are an exception to this rule - Superior pistols have one talent, whereas High-End have two). Most talents in the game have their own requirements - a character wielding a weapon with specific talent will need to have a high enough amount of a given stat: Stamina, Firearms and / or Electronics. Each talents requires up to two stats, with varying amounts of them. If the character does not meet the requirements, the talent will remain inactive. The only exception to this is the third talent of the High-End weapon (as well as every talent on a piece of gear - more on that topic can be found in the next chapter) - it does not require anything to work. The following table represents all the talents that can roll out on a weapon, coupled with their descriptions. Some of the talents have varying values (as well as duration times) - those were replaced with "X" and "Y" respectively. The game is still in the early stage (as it was released only a few weeks ago), which is why some of the numbers are still unknown, and some will certainly change over the next weeks.
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A couple of hints that will help you with weapon, as well as talents selection: •
Most talents (located in the 1st and 2nd "talent slot" of a weapon) will have their own requirements of Stamina, Firearms and / or Electronics, which is why you most certainly won't be able to use all of them at the same time. You shouldn't rewrite your whole character in order to, for instance, activate a talent increasing the chance for a critical hit.
•
Weapon talents are often more valuable than pure weapon damage (the best example is the "Self-Preserved" or "Balanced" talent). It's worth to sacrifice a small portion of damage in order to activate extremely powerful talents. Use moderation - decreasing the DPS of a weapon by half is never worth it!
•
Creating weapons by crafting them on your own will cause the talents on a weapon to reroll each time - if a weapon you've created doesn't satisfy you, repeat the process as many times as you want until you reach the best combination.
•
Talents must go in harmony with the weapon. A talent that gives increased damage on a distance higher than 40 meters rolled on a shotgun is useless.
•
Talents must go in harmony with your character as well. There's no point in using weapons that have talents focused around killing enemies, when your character is a support / tank one, and your damage output is too low to kill enemies constantly.
Weapon talents Name
Description and rating
Description: Accuracy is increased by x% Accurate
Adept
Note: Weapon accuracy is always needed - even if it does not increase your overall damage output by any significant amount. This talent is most important for marksmen rifles, where you always want to aim for the headshot.
Description: Skill increases your critical hits chance by 3% for y seconds. Note: On paper this talent is quite good, but in practice it's completely useless and only takes up a precious talent spot - a 3% increase to critical hit chance is a rather small bonus (single weapon mods can give up to three times us much).
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Description: Weapon acquires maximum accuracy faster when shouldered.
Balanced
Note: Probably the most powerful weapon talent in the game. "Shoulder fire" is basically when you shoot after aiming - the "acquires maximum accuracy faster" causes the reticle to "calm down" quicker. Basically in means, that you can take your shot almost immediately after aiming your weapon - without the talent your crosshair would be scattered around the whole screen. Without a doubt the most valuable talent on a weapon.
Description: Headshot damage is increased by x% when using this weapon. Brutal
Capable
Note: A talent that is a must-have when using a marksman rifle they have their own headshot damage bonus, but every additional percent of damage counts. In case of weapons other than a marksman rifle, the talent is not that useful, as most of the times you won't have enough time to carefully aim for the head.
Description: Using a skill improves the handling of your weapon for x seconds. Note: A good talent for those classes, that are focused around supporting the rest of the team (which have a lot of cooldown reduction), as well as for the tanks, that use Light Machine Guns to suppress enemies.
Description: Every kill performed while the signature skill is active Commanding extends its duration by x%. Note: A powerful talent that can almost double the duration time of the signature skill, provided that you activated the ability at the right moment.
Description: Weapon damage is increased by x% for y seconds after using a skill. Competent
Note: A talent that is effective on characters that are focused on dealing damage with their weapons, and abilities are used only as a support, not as a source of damage. With that talent, every time you activate any of your abilities, your damage will increase for a few seconds. This talent is also good for support characters, as well as tanks, as those classes tend to have low damage output.
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Description: Performing a headshot reduces all skill cooldowns by x%. Coolheaded
Note: An extremely effective and must-have talent for all characters built as a tank, who uses a Ballistic Shield and a pistol. With this, each headshot you perform will decrease the cooldown times of your abilities (which should be low already thanks to your Skill Power). Aside from that, the talent is effective on almost any character, provided that you can aim your shots properly.
Deadly
Description: Critical hit damage is increased by x%. Note: A talent that increases your damage output significantly. Every weapon should have that.
Destructive
Description: Armor destruction value is increased by x% when using this weapon. Note: A talent that comes in handy when doing Challenge missions, as well as when you are in Dark Zone (zones 04, 05 and 06), where enemies tend to have heavy armors, decreasing the amount of damage you deal to them by a fair amount.
Description: Killing a target reduces skill cooldowns by x%.
Determined
Note: A weaker version of the "Coolheaded" talent, which will come in handy for those who are not focusing on shooting at the enemy head. Missions of the Challenger difficulty, as well as ventures into Dark Zones render this talent completely useless - killing enemies there will take a lot of time and you won't even notice any difference. The biggest problem of this talent is the fact, that you must KILL THE ENEMY for the talent to work - when playing in a team, especially with three other people, chances for that are a lot lower.
Dominant
Description: Every kill while your signature skill is active reduces the cooldown of your other skills by x%. Note: Another talent that looks good in theory, but in practice is completely useless. The duration time of signature skills is way too low for you to get something off that talent - you should look for something else on a weapon.
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Description: This weapon deals x% more damage when the target is below y% health. Expert
Note: An extremely effective talent when dealing with enemies who have immense amount of health - all of the ones with unique names, as well as regular enemies you stumble upon during Challenge missions, as well as in higher zones in the Dark Zone. In the case of enemies on 30-31 levels, you won't even notice the difference - they will die too fast for you to even feel the damage increase.
Description: Damage against elite and named enemies is increased by x%. Ferocious
Note: One of the best talents that can roll on a weapon. Every enemy you stumble upon during the Challenge missions, a large portion of those in the Dark Zone (DZ 05 and 06), as well as all of the uniquely named enemies are treated as elites. Together with the "Damage vs Elites" attribute from gear, this talent will turn even the most powerful enemies into regular cannon fodder.
Fierce
Description: Critical hit chance is increased by x% when using this weapon. Note: Another powerful talent. A lot of things in the game are activated when you perform a critical hit (not to mention a portion of talents as well) - ignoring the obvious damage increase that it offers, you want your shots to critically hit as often as possible.
Description: Kills by active skills prolong their duration by x%. Fordern
Harmful
Note: A fairly situational talent, and, in general, completely useless your abilities will be able to kill enemies only when playing missions on normal and hard difficulty, elsewhere they are used mainly for supporting your team.
Description: Each hit has a x% chance to apply the 'bleed' status effect. Note: In theory a decent talent, in practice you should look for something else. Bleeding is simply a portion of damage caused by the bullet dealt over a few seconds - on higher difficulty levels you won't even notice any difference.
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Description: The first bullet of a magazine has a x% chance to apply the 'on fire' status effect. Intense
Note: A talent similar to the one described above, the only difference being that it causes the enemy to be set on fire, rendering him useless for a few seconds. The only problem of this talent is the chance to cause the effect - a small chance, and especially only with the first bullet of a magazine causes this talent to be completely not worth the precious slot.
Description: Killing a target has a x% chance to instantly refill the magazine. Meticulous Note: A talent that is especially useful when using Light Machine Guns. Those weapons take ages to reload, and a free magazine is a blessing, as it allows you to fire at your enemy continuously. There's only one problem with this talent - you must be the one to kill the enemy for it to work. You can't really count on that when playing in a team.
Prepared
Description: Damage is increased by x% when more than 40 meters from the target. Note: An extremely powerful talent for characters that use marksman rifles - in most cases you will be further than 40 meters from your enemies either way. If the talent is rolled on a weapon that is incompatible with it (like an SMG or a Shotgun), you can ignore it.
Description: The last bullet in your magazine deals x% bonus damage. Note: A talent that might be useful only using a risky tactic. It will require you to use a marksman rifle with extremely high damage from a single shot, and the character talent "One is None". Provident The talent gives you a 50% chance to regain the bullet when performing a headshot. With enough luck you can perform your shot, regain the bullet thanks to the talent (and with a damage increase from the "Provident" weapon talent, as it is the last bullet in the magazine) and repeat the process. This works even better when using a shotgun - it shoots numerous pellets, and each one of them has a 50% chance to give you the ammo back. As it is quite an unreal situation, this talent is pretty much useless.
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Description: The first bullet shot when out of combat has a x% chance to result in a critical hit. Proficient
Note: A useful talent, which will activate each time there's no enemy nearby, with whom you are fighting. This goes extremely well with marksman rifles with huge damage from a single bullet - by shooting at the enemy head you have a chance to cause absurd damage. Aside from that the talent is completely useless.
Description: Killing a target regenerates x% health over y seconds. Note: Each additional healing you are able to gain is extremely Predatory valuable. This is even more important when fighting with higherleveled enemies (31 and 32), as it will take some time between killing them, allowing the talent to "work" for a few seconds, regenerating your health. There's only one problem with this talent you must be the one to kill the enemy for it to work. You can't really count on that when playing in a team.
Description: Killing a target with this weapon removes all negative status effects. Restored
Responsive
Note: A powerful talent that comes in handy in numerous situations. Killing an enemy will remove bleeding, burning, shock and stun effects from your character. On the other hand, it is quite situational - you shouldn't really be in the range of those effects in the first place.
Description: Damage is increased by 5% when closer than 10 meters to the target. Note: The equivalent of the "Prepared" talent, this time giving boost to damage when fighting on a short distance. Perfectly suited for characters fighting on a short distance, using Shotguns and SMGs. Useless when you tend to fight on a medium / long distance.
Description: Stability is improved by x%. Stable
Note: Similar to the talent increasing the Accuracy, Stability is always important. It will allow you to perform continuous fire without the risk that your bullets will scatter around the whole screen. Useful especially when using Light Machine Guns and Assault Rifles.
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Description: Killing a target increases your health by x%. Note: The description of this talent is quite weird, but the working Sustained method is simple - each kill restores a specific amount of your maximum health. Together with the "health for kill" attribute from gear, killing enemies might restore a whole segment of your health! There's only one problem with this talent - you must be the one to kill the enemy for it to work. You can't really count on that when playing in a team.
Description: Headshot kills with this weapon increase signature skill resources by x%. Skilled
Note: Extremely overpowered talent, especially for those that are able to constantly kill enemies with headshots. Each time you kill an enemy with a headshot, your signature skill's cooldown will decrease - in extreme scenarios, you might be able to use it again after a minute it wore off (which is enormously powerful, given the ~10 minutes cooldown of those skills).
Description: Reloading is x% faster. Swift
Note: Increasing the reload speed of your weapons is extremely valuable - especially for those using Light Machine Guns. Each fraction of a second of reload time can decide whether you will live or die.
Description: Critical hits with this weapon heal the user for x% of damage dealt. Note: A talent similar to the one described above ("Sustained"), but Selfa lot more powerful. Each critical hit will heal your character, which is Preserved absurdly effective when using SMGs. SMGs have an increased chance for a critical chance - coupled with the rest of your equipment, you should be way over the 50% chance for a critical hit, healing your character with every second shot. One of the most valuable talents on a weapon.
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Description: Killing a target with this weapon increases skill power by x% for y seconds. Note: This talent would be good on support and healing-oriented characters, if not for one thing - it requires you to kill the enemy to gain Talented the boost. Characters that will benefit the most from it (support and healing ones) won't be able to benefit from it, as they won't be able to secure a kill on their own. On the other hand, those classes that are focused on dealing damage and gain the benefits of this talent won't gain must, as their Skill Power won't be high enough to matter. To sum up: the talent is completely useless.
Description: Headshots with this weapon have a x% chance to apply the 'blind' status effect. Toxic
Note: A talent useful for those using marksman rifles - as those weapons require you to go for the enemy head the most. Blinding the enemy causes him to be disoriented for a few seconds, preventing him from doing anything. This talent is very situational and a lot of other talents are simply better than it.
Description: Critical hits increase signature skill resources by x%. Trained Note: Having a large critical chance will allow you to make the signature skill ready before the previous use even ended - which will in turn allow you to continuously use this powerful ability. The talent is disabled (as of version 1.02), as it was simply overpowered.
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Description: Missing health segments increases your damage by x%. Unforgiving Note: In theory this is a powerful talent, as it gives you one of the highest damage boosts in the game, but it is also extremely dangerous to use. Playing with a single segment of health in order to get the full benefits of this you risk way too much - a single bullet from the enemy sniper, or a grenade blast will kill you. You shouldn't use this talent at all.
Description: Critical hit chance is increased by x% while at full health. Vicious
Note: A powerful talent, provided that you can keep your health at the maximum all the time. To increase your chances, install a silencer (that gives Reduced Threat) on your weapon, so that the enemies won't attack you that often. This is most effective on a character built as a tank, which uses a Ballistic Shield with a pistol - in most cases the enemies won't be able to take any of your health, as the shield will block any attack.
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Gear talents
Gear talents might compensate for average stats on a piece of gear. Gear talents differ from the ones available for weapons. The biggest difference is the fact, that each piece of gear can have only a single talent on it. Additionally, they are only available for High-End gear, but at the same time have no stats requirements. Another thing is the fact, that each talent is unique to a specific type of gear - they are not universal. It makes looking for that best piece of gear a lot more difficult, but on the other hand, some of the talents can compensate for average stats rolled on an item. Additionally, effects that are given by the talents on gear are mostly unavailable from other sources. The following table represents all the talents that can roll out on a piece of gear, coupled with their descriptions. Some of the talents have varying values (as well as duration times) - those were replaced with "X" and "Y" respectively. The game is still in the early stage (as it was released only a few weeks ago), which is why some of the numbers are still unknown, and some will certainly change over the next weeks.
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A couple of hints that will help you with gear, as well as talents selection: •
Often a talent compensates average or low stats that were rolled on the piece of gear. Sometimes it's better to sacrifice some of the damage, or a portion of health gained from another item to gain a powerful, unique talent.
•
On the other hand, you should do that with moderation - there's no point in hunting for that one, specific talent, when the rest of the stats won't really be good on your character.
•
Remember, that talents can't be changed with the help of Recalibration Station - a stat on an item, however, can be. If you acquire an item with a powerful talent, but with a single stat that you don't really need, remember that you can swap it easily to look for that perfect one.
•
Talents should be chosen in accordance to your role in the team. There's no point in focusing on those increasing damage, when your main task is to heal your teammates, or divert the attention of enemies.
Body Armor Name
Description and rating
Description: Your armor is increased by x% while your Signature Skill is active. Forceful
Note: Additional armor value is always needed, but this talent is useful only for those characters that are constantly fighting when out of cover, or they are the tank of the team. If you tend to sit behind cover all the time, or constantly use healing abilities, you should look for an item with different talent.
Description: The cooldown of your healing skills is decreased by 13%. Rapid
Note: A talent which is a must-have for characters built as a medic. Together with the high Electronics and Skill Power, as well as Skill Haste (which is basically the cooldown reduction stat in the game), you will be able to use your heals a lot more often. As far as other classes go, you should look for some other talent.
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Description: You deal 13% more damage and receive 10% more damage. Note: A talent useful only to those characters, that fight from a long, Reckless safe distance, while hidden behind a solid cover - basically for snipers. A boost to damage is significant, but it comes at a price - you will receive a lot more damage. Incompetent usage of this talent (like, for instance, on a tank, or when fighting from a close distance) will cause your character to die often.
Description: You have 45% more armor while in cover. Robust
Note: As Tom Clancy's The Division is a cover shooter, you will spend most of your time behind a cover, which will activate the talent and increase your armor significantly. Remember, that 45% increase of armor is not equal to 45% reduction of damage - armor suffers from the "diminishing effects", which means that every next point of armor gives you less protection than the previous one did.
Description: All your healing skills have Over Heal enabled. Note: Probably the best talent in the game for a medic-class Vigorous character. Thanks to huge Skill Power your abilities will often heal more than your teammates are capable of taking, causing some of the healing from the skill will go to waste. Thanks to that talent, however, that extra amount can be used, as it will overheal the target, increasing the health bar above the maximum for a short while
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Mask Name
Description and rating
Enduring
Description: While in your last segment, continuously regenerates to fill up the segment.
your
health
Note: A useless talent, as it is extremely dangerous and risk to use - you don't want to sit on your last health bar and fight with enemies, as it is easy to die from a single bullet.
Refreshed
Description: When your health is in the last segment, all your healing is improved by 30%. Note: Similarly to the above described talent, this one is also too risky to use.
Description: Consuming a medkit also removes all negative status effects from you. Rejuvenated
Note: A powerful and invaluable talent when you are fighting with enemies spamming grenades, and those, that attack you with flamethrowers. During status effects your character won't be able to use all of the abilities (aside from blinding / deafening effect, which "only" decrease your visibility and hearing). Additionally, it's useful when fighting with other players (PvP), to negate the effects of some of the abilities.
Description: When you are affected by a status effect you are healed for 2% every second. Rehabilitated Note: Another very useful talent, especially when the enemies try to lure you out of the cover with incendiary, flashbang, or gas grenades. In those cases, there's a high chance that your character will regain more health than those effects can take out from you.
Tenacious
Description: Using a Medkit increases your damage by x% for y seconds. Note: A useless talent - you can only carry up to 5 medkits, and using them to increase your damage is a very bad idea.
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Backpack Name
Description and rating
Description: Your Skill Power is increased by 13% while you are at full health. Inventive
Note: A very useful talent, provided that you are able to keep your health at the maximum. Extremely effective on a character that is built as a tank and uses a Ballistic Shield with a pistol - in most cases the enemies won't be able to take out any of your health points, as the shield will block most of the attacks directed at you.
Relentless
Description: 3% of the damage dealt by your skills is returned to you as healing. Note: In theory quite a useful talent, but the abilities in the game are mainly used for their effects, not for the damage. Even if you manage to deal 200,000 points of damage, you will only be healed by 6,000 - it's definitely not worth this precious slot for a talent.
Description: All healing applied to you is also applied to your skill objects. Resourceful
Specialized
Technical
Note: A talent that is sought out by players using characters built as a tank, who use a Ballistic Shield with a pistol. Each healing done by your character (as well as any used medkits) will also regenerate the health on your shield. Because of the fact, that a tank in this game must have a huge amount of Skill Power, the enemies won't be able to break through your shield.
Description: x% of your Firearms and Stamina are added to your Skill Power. Note: A talent perfectly suited for those, that focus on dealing damage with their weapons, and treat abilities as a back-up only. Thanks to that, they will be given a significant boost to the Skill Power, slightly increasing the effectiveness of their abilities.
Description: While your signature skill is active, your Skill Power is increased by 13%. Note: Looking at all the talents available to the Backpack, this one is completely useless - other ones are simply better.
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Gloves Name
Description and rating
Description: The first 3 bullets of your magazine have a 9.5% higher chance to do a Critical Hit. Astute
Note: A talent that is useful for characters that use powerful marksman rifles and shotguns, that deal huge damage with a single shot. In other cases this talent is quite ineffective, as the rest of the weapons are focused on dealing constant damage, not single, powerful hits.
Cunning
Description: After reloading, your next shot with this weapon has a 9.5% higher critical hit chance. Note: A weaker version of the talent described above.
Decisive
Description: Headshots with your side arm deal 25% more damage. Note: A talent useful for characters built as a tank, fighting with the Ballistic Shield, as they are forced to use a sidearm.
Description: Your Critical hit chance is increased by 13% against targets out of cover. Savage
Note: Probably the best talent from this group of items - it will allow you to deal significantly increased damage to targets that are staying out of cover (some of the tougher enemies won't use cover at all), as well as against those that are running from one cover to another.
Description: You deal 13% more damage and receive 10% more damage. Reckless
Note: A talent useful only to those characters, that fight from a long, safe distance, while hidden behind a solid cover - basically for snipers. A boost to damage is significant, but it comes at a price - you will receive a lot more damage. Incompetent usage of this talent (like, for instance, on a tank, or when fighting from a close distance) will cause your character to die often.
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Knee Pads Name
Description and rating
Description: Rewards from Accolades are tripled. Note: Accolades, to put it simply, are the all the actions that you are given extra experience points for - such as headshots, Accomplished killing numerous enemies in a short time, and so on. This is one of the most useless talents in the game - it would be good to have it when leveling up your character, but it's not available then, as only the High-End items can have a talent, and those items require you to have 30th level. Note - those bonuses don't give anything in the Dark Zone..
Perceptive
Prosperous
Description: Your Item find and Gold find bonuses are increased by 25%. Note: Probably the best (as it's not completely useless) talent from this group of items. At the moment, the chance to find better gear in the game is quite confusing, but from the three talents available to Knee Pads this one is definitely the best.
Description: Critical headshots grant you credits. Note: Another useless talent, because of the fact, that after reaching the 30th level you won't really have any use for normal Credits.
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Holster Name
Description and rating
Description: While doing a cover to cover move in combat, you heal 2% of your max Health for every y meter run. Nimble
Note: A talent useful for mobile characters, fighting on the run, who change cover constantly and try to flank the enemies. Thanks to that, you will be able to regenerate enormous amount of health, and you won't really have to depend on the automatic health recovery
Description: Damage taken while doing a cover to cover maneuver is regenerated over 5 seconds upon reaching your destination. Recovered
Note: A talent similar to the one described above, but useful when you change cover (when, for instance, the enemy flushed you out of it). This way any damage you receive while doing a cover to cover move will be regenerated. Remember to stay behind cover for at least 5 seconds otherwise the regeneration effect will be interrupted.
Steadfast
Description: While in cover, health regeneration kicks in twice as fast. Note: Quite an ineffective talent, as it only decreases the time needed for the automatic health recovery to start. There are better talents for this item.
Sturdy
Description: Your armor is increased by 12.5% when you stay more than y seconds in the same cover. Note: A talent useful for snipers, who tend to stay behind the same cover. Otherwise, you should look for something else.
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Dark Zone General information
A Dark Zone can sometimes turn to an all-out battlefield. The Dark Zone is the endgame of Tom Clancy's The Division - a place in which players who reached the maximum level will spend most of their time. This separated area differs greatly in several aspects from the rest of the city. The main differences are: •
The neutral enemies you stumble upon here are a lot more powerful than their counterparts in the "normal" parts of the city (the only exception are the enemies met during the Challenge difficulty missions).
•
This is the only place in the game that a player can fight another player.
•
Your progress in the Dark Zone is represented by a separate experience bar - DZ Ranks.
•
Items that you are able to collect here must first be extracted by a helicopter before you can use them. More on this can be found in the next chapters.
•
While in the Dark Zone you won't be able to use the fast travel option - you must walk on your own while inside of it.
However, the Dark Zone can be (and should be) entered before you even reach the maximum level of experience. The whole area is divided into 6 sections, which differ in the recommended level - the higher it is, the more powerful enemies you will stumble upon there. As soon as you reach level 30, most of the Dark Zone is leveled to it as well - only the last two areas (DZ 05 and DZ 06) are filled with enemies on 31 and 32 levels.
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Key places
The Dark Zone area has its own unique places and points. You can find a number of unique places in the Dark Zone. What is more, those are the key points of the entire area, without which the adventure here would be pointless. Those are: •
Checkpoints
•
Safe Rooms
•
Extraction areas
•
Landmarks
Checkpoints Checkpoints are basically places through which you can enter and leave a Dark Zone - they connect the Dark Zone with the "normal" part of the map. Aside from the entrance, each checkpoint has a single vendor inside of it, who will offer you various goods (which can be purchased with the DZ Funds, of course), as well as a chest that can be used to replenish your ammo, grenades and medkits. Note - you can get through a checkpoint and enter the regular part of the city even if you have contaminated (collected in the Dark Zone) items in your inventory. Those, however, will simply lie in your dark zone inventory until you perform an extraction in the Dark Zone. Afterwards, the items will appear in your Stash in any given safe house, under the "Extracted" tab.
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Safe Rooms Safe Rooms are small places scattered around the Dark Zone, inside of which you are perfectly safe - you can't be attacked, killed or robbed by anyone. Additionally, there's a special vendor inside who will sell you high-level equipment - most of which is of the "High-End" quality. To purchase them you will need to be at 30th level of experience and at 30th or 50th DZ Rank - this is definitely not the place to be interested in during your first hours in the game. There are 5 Safe Rooms in the Dark Zone, and aside from the functions described above they will allow you to replenish your ammo, as well as respawn when your character is killed.
Extraction Areas Extraction Areas are places in which you are able to call in a helicopter, which will then take all of your contaminated equipment (the one collected in the Dark Zone). Afterwards, go to your Stash (available in any safe house, as well as in the Base of Operation on the "regular" map) and collect them from the "Extracted" tab. The whole extraction process is divided into two phases - calling in the helicopter and attaching your loot to it. During the first phase you must wait for 90 seconds, until a helicopter appears in the middle of the flashing area. As soon as it happens, you will have 30 seconds to attach your items to the special rope that was dropped from the helicopter. Afterwards, your items will be collected and transported to your Stash. To make the whole process a lot more difficult: •
As soon as someone calls in an extraction, every single player inside of the Dark Zone will be given an information that the extraction is happening (a flashing icon will appear on their map). This means, that the extraction area will soon be flooded with normal players (those trying to extract their loot as well), as well as with Rogue ones, which are only looking for a way to kill you and take your loot.
•
Remember that the map is filled with NPC characters - the ones located the nearest to the extraction point will rush towards it as well.
After shooting the signal flare, hide behind a solid cover and wait for the helicopter. Approach it only when you are certain that there are no neutral enemies, as well as rogues nearby - this is important, as you will be defenseless while attaching your gear to the rope. You should save your Pulse ability for the last 10-15 seconds before the helicopter arrives - use it then and check if there are enemies nearby. No foe should be able to reach the extraction area during those 15 seconds and you should be safe.
Landmarks Landmarks are the characteristic places in the Dark Zone, which differ greatly from the other parts of the contaminated city. The looks aren't the most important, but the fact that you can fight the most powerful neutral enemies near them - named enemies (some form of a mini-boss in the game). Those foes are many times more powerful than their regular counterparts, and killing them is a guaranteed drop of a Superior (purple) item, as well as a few units of Phoenix Credits. You shouldn't go to the those places on your own - the named enemies are guarded by a large group of regular enemies and the area is often filled with other players (also those hunting other players). Head there only when you are a part of a trustworthy, well-organized party.
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How to quickly get DZ Ranks?
Your DZ Rank is important when purchasing items from vendors inside of the Dark Zone. DZ Ranks are equally as important as the normal levels of experience of your character. They won't increase the effectiveness of your character on their own, but reaching a specific rank (30th or 50th) is a requirement to purchase items from the Dark Zone vendors, or to be able to open some of the chests hidden in this area. This is why you should level up as quickly as possible. There are three ways of acquiring the experience needed to advance DZ Ranks. Those are: •
Eliminating computer-controlled enemies (NPCs).
•
Eliminating other players that become Rogue.
•
Become a Rogue and eliminating other players.
Eliminating computer-controlled enemies (NPCs) The Dark Zone is literally filled with those enemies, as they travel in large groups, patrolling the streets. Killing them will reward you with a fixed amount of Dark Zone experience. This is the most arduous and time-consuming method of acquiring higher DZ Ranks, but at the same time the safest - getting killed by neutral enemies won't cause you to lose your experience points and precious items, such as the DZ Funds and DZ Keys.
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Eliminating other players that become Rogue. A lot more effective option when it comes to acquiring experience points for your DZ Ranks (ranging from several to over a dozen times more experience points than after a regular kill of an NPC). However, this is also the least dependable method as well. First things first - players that decided to become Rogue and hunt other people are a bigger threat to you than you are to them. They will be prepared that someone is coming for them, and you can be sure that they have more experience fighting other players than you have - both of those will give them a huge advantage over you. Note that they can have friends beside them, who will attack you as soon as you focus your attention on the enemy. Second problem is the fact that you can't really depend on this method. There aren't a lot of players that decide to go Rogue, and even when someone appears on the map, all the players in the entire Dark Zone will hunt him / her. This means that most of the times you won't be able to even reach the place before the Rogue is either dead, or their time as a Rogue has come to an end and they reverted to a "normal" player.
Become a Rogue and eliminating other players A situation completely opposite to the one described above - this time it will be you who will become a Rogue and will hunt other players. You can become a Rogue the moment you attack a non-hostile player - you must deal a specific amount of damage and single stray bullet won't be able to cause it. As soon as you become a Rogue, all other players will be able to attack you freely (they won't turn Rogue when they attack you). Additionally, your current location will be visible to other players - your icon will flash on their maps. The higher your Rogue rank (which increases as you kill more players), the more often you will pulse on other players' maps and you will be easier to hunt. Simply killing other players won't give you points towards your DZ Ranks - you must escape their pursuit as well. As soon as you become Rogue, a timer will appear on your character - it will be replenished whenever you enter gunfight with another player. If you manage to run from other players and the timer ends, you will be given a huge amount of experience points for your DZ Rank - sometimes enough to get a few ranks in one go! However, to complicate things, dying as a Rogue comes with some nasty consequences. First things first, you will lose some DZ experience points - sometimes enough to even drop to a lower rank. Additionally, you will lose DZ Funds, DZ Keys and all the items you had in your DZ inventory. As soon as the pursuit timer reaches zero, or when you die from the hands of another player, your Rogue status will be removed and you will again become a normal player.
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Dark Zone - chests, containers and enemies Dark Zone - 01 Tom Clancy's The Division - Dark Zone Map - DZ 01
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Description of Tom Clancy's The Division - Dark Zone Map - DZ 01 Named enemy #1 - This enemy can be found next to the #1 chest.
Named enemy #2 - This enemy is patrolling the street near the #2 chest.
Named enemy #3 - The enemy can be found underground, near chest #4.
Dark Zone Chest #1 - The chest can be found in a narrow passage between two buildings.
Dark Zone Chest #2 - The chest can be found right next to the main street, surrounded by sandbags.
Dark Zone Chest #3 - The chest can be found underground.
Dark Zone Chest #4 - The chest can be found underground.
Key points of Tom Clancy's The Division - Dark Zone Map - DZ 01 This icon was used to mark locations in which you can find Dark Zone Chests - those that require a Dark Zone Key to open. This icon was used to mark locations in which you can find chests containing Division Tech crafting materials.
This icon was used to mark unique, named enemies - The Division's equivalent of bosses.
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The above map indicates the locations of all key places in the Dark Zone 01. There you will find chests requiring a Dark Zone key to open, containers with the extremely valuable Division Tech components hidden inside, as well as dwelling places of unique, named enemies, killing which will give you both Phoenix Credits, as well as a chance for a High-End drop. Dark Zone 01 is the first "district" inside of this dangerous and unfamiliar area. You can find the following things here: •
4 Dark Zone chests - two of them hidden underground, in the subway tunnels.
•
3 unique, named enemies - each one of them patrolling the area surrounding one of the Dark Zone chests. In the case of #3 enemy, he can be found near the #4 chest.
•
2 suitcases with Division Tech crafting materials, located on the outskirts, far away from any place of action.
Given the fact, that this is the first zone you will probably visit, it will be extremely hard to collect any items, or to kill any unique enemies, as this area will be flooded with other players, traveling around fixed farming routes. However, you can meet fairly large group of weak enemies (30 level max) here, who are a good source of Dark Zone experience points.
Dark Zone chest #1
The first Dark Zone chest can be found at the end of a narrow passage between buildings. The first Dark Zone chest inside of the Dark Zone 01 can be found on the southern edge of the district, at the end of a narrow passage between buildings - there will be a unique enemy here as well.
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Dark Zone chest #2
Dark Zone chest #2. The second Dark Zone chest can be found in the northern section of the Dark Zone 01 - it's surrounded by sandbags.
Dark Zone chest #3
Dark Zone chest #3. The third chest can be found underground, in the subway tunnels - you can find it inside of a small room, adjacent to a collapsed tunnel.
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Dark Zone chest #4
Dark Zone chest #4. The last chest in this district can also be found inside the subway tunnels - in the area patrolled by a unique enemy equipped with a flamethrower. It's lying next to one of the walls.
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Dark Zone - 02 Tom Clancy's The Division - Dark Zone Map - DZ 02
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Description of Tom Clancy's The Division - Dark Zone Map - DZ 02 Dark Zone Chest #1 - The chest can be found on the ground floor of the building, right next to a wall. Dark Zone Chest #2 - The chest can be found right next to the library, by the main entrance. Dark Zone Chest #3 - The chest can be found right in the middle of the sports store, on the upper floor. Dark Zone Chest #4 - The chest can be found inside of a contaminated area - surrounded by multiple boxes. Named enemy #1 - The enemy can be found on the upper floor of the building with the #1 chest.
Named enemy #2 - The enemy can be found at the main entrace to the library.
Named enemy #4 - The enemy can be found right in the middle of the contaminated area.
Named enemy #3 - The enemy is patrolling the building in which you can find #3 chest.
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Key points of Tom Clancy's The Division - Dark Zone Map - DZ 02 This icon was used to mark locations in which you can find Dark Zone Chests - those that require a Dark Zone Key to open. This icon was used to mark locations in which you can find chests containing Division Tech crafting materials.
This icon was used to mark unique, named enemies - The Division's equivalent of bosses. The above map indicates the locations of all key places in the Dark Zone 02. There you will find chests requiring a Dark Zone key to open, containers with the extremely valuable Division Tech components hidden inside, as well as dwelling places of unique, named enemies, killing which will give you both Phoenix Credits, as well as a chance for a High-End drop. Dark Zone 02 is the second in order, and at the same time a lot less populated area. You can find the following things here: •
4 Dark Zone chests - all of them located above the ground this time.
•
4 unique, named enemies - each one of them patrolling the area surrounding one of the Dark Zone chests.
•
11 suitcases with Division Tech crafting materials, scattered around the whole map, mainly in the vicinity of Dark Zone chests / unique enemies.
Finding chests, unique enemies and suitcases with Division Tech crafting materials is a lot easier this time, given the fact that none of this things is hidden underground, and most of them (aside from a single container with Division Tech) are lying in one of the five zones in the district. Unfortunately, this comes with a serious problem - easy access to the above mentioned things, even with lesser player density makes it extremely difficult to stumble upon unique enemies that are still alive, or unopened chests and / or containers. If you arrived at a place that is already looted, head towards the next one and get back here later (enemies require several minutes to respawn, chests few hours).
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Dark Zone - 03 Tom Clancy's The Division - Dark Zone Map - DZ 03
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Description of Tom Clancy's The Division - Dark Zone Map - DZ 03 Dark Zone chest #1 - Te chest can be found underground - you must venture two levels below ground. The chest can be found behind the staircase.
Dark Zone chest #2 - The chest can be found right in the middle of the extraction zone.
Dark Zone chest #3 - The chest can be found underground -it's located under a staircase. Dark Zone chest #4 - This chest is located underground, near chest #3. In order to reach it, turn around after collecting chest #3, run upstairs, head along the corridor and turn to the left, through a narrow passage. Now you just have to go to the lowest level, where a chest will await you. Named enemy #1 - The enemy can be found underground, near #1 chest.
Named enemy #2 - He is patrolling the area of the extraction zone.
Named enemy #3 - The enemy can be found underground, near #3 chest.
Named enemy #4 -
Key points of Tom Clancy's The Division - Dark Zone Map - DZ 03 This icon was used to mark locations in which you can find Dark Zone Chests - those that require a Dark Zone Key to open. This icon was used to mark locations in which you can find chests containing Division Tech crafting materials.
This icon was used to mark unique, named enemies - The Division's equivalent of bosses.
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The above map indicates the locations of all key places in the Dark Zone 03. There you will find chests requiring a Dark Zone key to open, containers with the extremely valuable Division Tech components hidden inside, as well as dwelling places of unique, named enemies, killing which will give you both Phoenix Credits, as well as a chance for a High-End drop. The third Dark Zone district differs slightly from the others, as the action in the district is focused mainly in one place. You can find the following things here: •
4 Dark Zone chests - three of them, unfortunately, underground. The advantage of the situation is the fact, that they are easy to spot - they can be found at the end of tunnels, at the lowest levels. None of them is hidden in a difficult to find place. Additionally, one of the chest is located right in the middle of the extraction zone, at the center of the map.
•
4 unique, named enemies - each one of them patrolling the area surrounding one of the Dark Zone chests. Two of them are underground, one is inside of a building, the last one is patrolling the extraction area.
•
4 suitcases with Division Tech crafting materials, scattered around the map, making Dark Zone 03 an ineffective source of them.
Because of the fact, that the action of the entire district is focused around a single extraction zone, located right in the middle of the district, this zone is heavily populated with other players. The advantage is the fact that you can simply "hook" to someone, or a group of players - to receive drop, or experience points from an enemy you just have to deal any amount of damage to him. Regardless of the player who kills the enemy, every player that wounded him will get both drop and experience points - on top of Phoenix Credits if it was a unique enemy. If the extraction zone is already cleared, wait for a short while and they will respawn. If you are looking for a place to farm Division Tech crafting materials, better look for another area there are only 4 suitcases with them in the Dark Zone 03, and they are scattered around the whole district. This makes farming them here extremely ineffective.
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Dark Zone - 04 Tom Clancy's The Division - Dark Zone Map - DZ 04
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Description of Tom Clancy's The Division - Dark Zone Map - DZ 04 Dark Zone chest #1 - The chest can be found in an area with multiple car wreckages - it's standing right next to a white truck. Dark Zone chest #2 - The chest can be found in a contaminated area, at the eastern edge of it. It's standing right next to a quarantine tent.
Dark Zone chest #3 - The chest is located on the roof of a building.
Named enemy #1 - The enemy can be found near the #1 chest.
#2 - He is located in the contaminated area.
Named enemy #3 -
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Key points of Tom Clancy's The Division - Dark Zone Map - DZ 04 This icon was used to mark locations in which you can find Dark Zone Chests - those that require a Dark Zone Key to open. This icon was used to mark locations in which you can find chests containing Division Tech crafting materials.
This icon was used to mark unique, named enemies - The Division's equivalent of bosses. The above map indicates the locations of all key places in the Dark Zone 04. There you will find chests requiring a Dark Zone key to open, containers with the extremely valuable Division Tech components hidden inside, as well as dwelling places of unique, named enemies, killing which will give you both Phoenix Credits, as well as a chance for a High-End drop. This zone, as well as the 03, is filled with more powerful enemies, as they will be on the 31th level. Additionally, this is also the zone that more Rogue players will appear in. You can find the following things here: •
3 Dark Zone chests - all of them located above the ground this time.
•
3 unique, named enemies - each one of them patrolling the area surrounding one of the Dark Zone chests.
•
9 suitcases with Division Tech crafting materials, grouped in several areas.
Dark Zone 04 is quite a nice district to farm in, as, despite long distances between various key locations, you can easily set up a farming route and run from one place to another, without wasting any time. Another good thing about is the fact that all of the things here are located above the ground - no more running through subway tunnels. If you arrive at a place that is already looted, head towards the next one - there's a chance that someone (or a group of players) is travelling along the same route, and you will catch up to them eventually. Most of players won't be hostile towards you and will allow you to travel with them - farming in a group is a lot quicker than doing it solo.
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Dark Zone - 05 Tom Clancy's The Division - Dark Zone Map - DZ 05
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Description of Tom Clancy's The Division - Dark Zone Map - DZ 05 Dark Zone chest #1 - The chest is located in the contaminated area, at the western edge of it. It's lying on the back of a small truck. Dark Zone chest #2 - The chest is located on the lowest level of the underground - you can find it at the end of the railroad tracks, inside of a small room.
Dark Zone chest #3 - The chest can be found in the landmark called The Pit.
Named enemy #2 - The enemy can be found underground, near the #2 chest.
Named enemy #1 - The enemy can be found in the contaminated area, near the #1 chest.
Named enemy #3 - The enemy can be found in the landmark called The Pit, near #3 chest.
Named enemy #4 - The enemy can be found near the landmark called Scaffolding Collapse.
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Key points of Tom Clancy's The Division - Dark Zone Map - DZ 05 This icon was used to mark locations in which you can find Dark Zone Chests - those that require a Dark Zone Key to open. This icon was used to mark locations in which you can find chests containing Division Tech crafting materials.
This icon was used to mark unique, named enemies - The Division's equivalent of bosses. The above map indicates the locations of all key places in the Dark Zone 05. There you will find chests requiring a Dark Zone key to open, containers with the extremely valuable Division Tech components hidden inside, as well as dwelling places of unique, named enemies, killing which will give you both Phoenix Credits, as well as a chance for a High-End drop. The penultimate district in the Dark Zone is also the place where things start to get difficult. First things first, enemies you stumble upon here will have 32th level - they are equal to the ones you can find during the Challenge-mode missions. The next problem is the presence of high-level players, who are looking both for unique enemies, as well as for lone players to kill. To sum up don't venture into the Dark Zone 05 on your own, as even when you avoid the attention of other players, killing enemies will take ages. The small difference in experience points is not worth it at all. You can find the following things here: •
3 Dark Zone chests - all of them located above the ground.
•
4 unique, named enemies - each one of them patrolling the area surrounding one of the Dark Zone chests. One of the enemies is located in a place without a Dark Zone chest.
•
11 suitcases with Division Tech crafting materials, scattered around the map, making them hard to farm efficiently.
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Dark Zone - 06 Tom Clancy's The Division - Dark Zone Map - DZ 06
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Description of Tom Clancy's The Division - Dark Zone Map - DZ 06 Dark Zone chest #1 - The chest can be found under a balcony of a building, standing right next to the street.
Dark Zone chest #2 - The chest can be found in the area of a landmark called Q Building
Named enemy #1 - The enemy can be found near the #1 chest.
Named enemy #2 - The enemy can be found in the area of a landmark called Q Building.
Dark Zone chest #3 - The chest can be found underground, in the subway tunnels.
Dark Zone chest #4 - The chest can be found underground, in the subway tunnels.
Dark Zone chest #5 - The chest can be found underground, in the subway tunnels.
#3 - Named enemy #3. The enemy can be found underground, in the subway tunnels.
Named enemy #4 - The enemy can be found inside of the contaminated area, in the southwestern section of zone 06.
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Key points of Tom Clancy's The Division - Dark Zone Map - DZ 06 This icon was used to mark locations in which you can find Dark Zone Chests - those that require a Dark Zone Key to open. This icon was used to mark locations in which you can find chests containing Division Tech crafting materials.
This icon was used to mark unique, named enemies - The Division's equivalent of bosses. The above map indicates the locations of all key places in the Dark Zone 06. There you will find chests requiring a Dark Zone key to open, containers with the extremely valuable Division Tech components hidden inside, as well as dwelling places of unique, named enemies, killing which will give you both Phoenix Credits, as well as a chance for a High-End drop. The last district of the Dark Zone, as well as a literal slaughterhouse when it comes to contact with other players. You will stumble upon groups of players that are hunting other players (as part of the Rogue Protocol) - this whole district is one, huge battleground for PvP. If you prefer to play on your own, without a party, don't even think about coming here. Even if you are able to acquire a good item, there's a high chance that you will be attacked by other players as soon as you try to extract it. Another difficulty comes from the fact, that most neutral enemies (with 32th level) travel in huge groups, which are extremely difficult to eliminate while soloing. You should find yourself a good group before coming here. You can find the following things here: •
5 Dark Zone chests - three of them hidden underground, in the subway tunnels.
•
4 unique, named enemies - each one located on the edge of the map. Killing them is almost impossible, given the amount of players hunting them, as well as those that are hunting other living players as well.
•
12 suitcases with Division Tech crafting materials, scattered around the map, making them hard to farm efficiently. Their total number is huge, but they will almost always be already looted.
While in the Dark Zone 06, you must remember about one thing - if you managed to collect a good item, never, ever extract it in the Dark Zone 06. Instead, get back to one of the lower districts and extract it right there. Thanks to that you will decrease the risks of getting killed by another player.
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Roles and character builds General information There's no class division in the Tom Clancy's The Division game - every character created by the player can serve any function in the game, depending on the carrying equipment and weapons, as well as abilities and talents. It does not mean, however, that you cannot create a character that will serve a very specific role in a team. Quite the contrary - numerous talents on pieces of gear and weapons, as well as the abilities and talents on your character are there to offer unlimited possibilities. In the next chapters you will learn about the most diverse character builds in the game, such as: •
The Tank - a character that is focused on attracting the attention of the enemies, as well as scattering the enemy ranks.
•
The Healer - a character whose main role is to keep the allies alive, and to reach quickly when something goes wrong.
•
The Support - a character focused around using abilities to deal immense amount of damage, to inflict numerous status effects on the enemies, or to simply restrict the movements of foes.
•
A DPS character - a character that focuses on dealing the highest possible damage with weapons and eliminating the enemies from a safe distance.
As far as solo game comes, you should use a balanced character, but during the more difficult missions (such as the ones on the Challenge difficulty), diversifying your team into specific roles will significantly increase the chances of success. Not to mention the fact, that playing a specific role (and doing it right) gives a lot of satisfaction! A few things to remember about: •
No half measures. If you want to play as a tank, most of your stats should be focused into the Electronics, as well as a small amount into Stamina. You're not there to deal damage and Firearms are useless to you.
•
Building a character that serves a very specific role will require a lot of work and devotion, as you will be required to collect items that have the desired stats and talents. Without that you still be able to play as a, for instance, tank, but your effectiveness will be reduced.
•
Playing a specific role in a team (especially in the case of the tank) requires good coordination with the rest of the team - the lack of it will quickly cause you to become the fifth wheel of your team.
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Tank General information Your main role as a tank in the Tom Clancy's The Division is to divert the attention of your enemies, so that they focus their fire on you, instead of your teammates, allowing them to do their jobs - deal damage. Building a tank in this game differs severely when compared to other games - you won't accumulate absurd amount of health to survive the attack of enemies. Instead, you must focus on increasing your Skill Power. This is because of the fact, that even while having 150,000 health points, enemies on the Challenge difficulty and some of them in the highest districts of the Dark Zone will be able to kill you in a few shots. This is even more evident when dealing with enemies equipped with shotguns - they can deal absurd amount of damage, able to kill a normal character in a single shot. Having huge Skill Power will allow you to negate that with the help of the Ballistic Shield, which will be your main tool. After activating it, the character generates a shield, that can withstand gigantic amounts of punishment. Proper amount of Skill Power is crucial, as it will allow your shield to soak up over 500,000 points of damage, multiple times more than when using normal health. Additionally, a shield that has been broken can easily be replaced by reactivating the ability.
Key attributes Things that are required for this build to work are as follows: •
High Skill Power - ranging 40,000 - 45,000. It will allow your shield to have over half a million health points. Additionally, all of your abilities will be more effective, and they will have significantly reduced cooldown times.
•
Skill Haste - which is basically the cooldown reduction in this game. The quicker your abilities take to reset, the more often you will be able to use them.
•
Armor. This will decrease the amount of damage you receive from enemy bullets. Remember that armor has no impact on the amount of damage received from other sources (you will need exotic resistance for that). An optimal value should be between 4,500 to 5,000 points of Armor. You shouldn't increase it further, as the amount of damage reduction quickly diminishes with when armor value exceeds 5,000 points.
•
Protection vs Elites. Most of high-leveled enemies are classified as "elite", which means that each 1% of this stat will reduce the damage they deal to you by 1% as well.
•
Bonus to a specific ability (as a minor attribute on gear): to Ballistic Shield and any other ability you are going to use (more on that can be found further in this chapter).
•
Health, ranging from 50,000 to 60,000. You won't be taking damage without the shield, but that amount will come in handy when the enemy flanks you from behind, or when you are forced to reactive the shield.
Naturally, you will be able to play having lower values than those recommended above, especially because reaching them will take some time, but the above ones should be your final goal - if you manage to do so, your character will be extremely effective as a tank.
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Abilities and talents Ability selection is rather optional - the only one that you must use is the Ballistic Shield. As far as the mod on that ability goes, you should use the Reactive Targeting one - the shield will have more health, and the enemies will be pulsed when they attack you (making them receive more damage from your allies). A good choice is the Assault Shield as well - enemies will be knocked back when you fire at them, which will be useful when you are constantly rushed by enemy shotgunners. As far as the second ability goes, you can choose: •
Pulse, to increase the damage dealt by your team (with your Skill Power the bonus will be enormous). The best mod for that is the Tactical Scanner, giving even more bonus damage.
•
First Aid, with the Overdose mod. It comes in handy when you have problems with keeping up your shield - you can simply "heal" it (you will need the "Resourceful" talent from the Backpack to do so).
•
Smart Cover, with the Recharger mod. Thanks to that you will be able to give your allies an absurd bonus to protection (almost 70%!) and to damage. Additionally, the cover will now heal them by a small amount each second, as well as give some cooldown reduction.
•
Mobile Cover, with the Extension mod. A cover made by this ability will be able to withstand up to a million points of damage, allowing the players hiding behind it to be safe. Additionally, it's perfectly suited to block narrow passages - the enemies won't be able to jump over it, they can only run around it.
Selecting the second ability should depend on the abilities the rest of your team will use. If there's someone responsible for healing, as well as someone who focuses on supporting (meaning that First Aid and Smart Cover won't be needed), take the Pulse to increase the damage of your team. When it comes to signature skills, you should take the Survivor Link. Skill Power has no impact on the effectiveness of signature skills, but it reduces the cooldown time significantly. Additionally, this ability is the best from the signature ones - 80% damage reduction will cause your teammates to be practically immortal for the duration. Talent which should be taken with this build are as follows: •
Critical Save - 40% damage reduction after using a medkit will allow you to take a lot more damage before your shield breaks.
•
One is None - 50% chance to give you the bullet back when you hit the enemy head. The less time you spend on reloading your weapon, the higher the chance that the enemies will lose interest in you and will go attack your teammates.
•
On the Move - killing an enemy while on the move will give you a 30% damage reduction for 10 seconds. As you won't be hiding behind cover, this is perfectly suited for a tank.
•
Precision - hitting the enemy in the head will pulse them. It will allow you to mark the enemies for your teammates to focus their attention on.
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Equipment When it comes to weapons, you will be limited to a sidearm only, as you will be using a Ballistic Shield. You should look for a pistol with good accuracy, large magazine and the "Coolheaded" talent. The talent will cause your headshots to reduce the cooldowns on your abilities. You can install only the silencer for the pistol, and you should look for one that increases your threat (Increased Threat). Thanks to that, the enemies will more likely attack you, instead of your teammates. The rest of your gear should have stats mentioned at the top of this chapter, and as far as their talents go, you should look for the following ones: •
Body Armor - you should take either Rapid or Vigorous.
•
Mask - Rehabilitated talent. You will be often between numerous enemies, who will cause various status effects. Thanks to that, you will be able to regenerate your health (and your shield, provided that you have the "Resourceful" talent on your backpack).
•
Backpack - without a doubt the Resourceful talent. Thanks to that, all the healings done by you will also regenerate the health of your Ballistic Shield.
•
Gloves - Decisive talent. You will be using a sidearm all the time, and increasing the damage you deal with it won't harm you.
•
Knee Pads - pretty much any talent for that item.
•
Holster - similarly to the above one. Talents from this group are focused around using covers, which you won't really need to do.
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How to play As it was mentioned at the beginning of this chapter, your main role will be to force the enemies to focus their attention on you, attack them from a close distance and prevent them from reaching your allies. In order to do so, you must: •
Always position yourself in such a way, that you are facing the enemy. The Ballistic Shield takes damage only from the enemies in the front, meaning that enemies standing behind you will deal damage to your character instead.
•
Don't rush into a huge group of enemies - they will quickly surround you and you won't be able to block with your shield properly.
•
If extremely annoying enemies (such as the ones wielding shotguns) are approaching the area, you can block the entrance to your allies by standing in it. Unfortunately, your allies won't be able to do much as well, as you will be blocking their bullets, but it can give you a little bit of time to think of your next move.
•
Don't split from your team. Your task is to protect them, and not to fight with an enemy standing 50 meters away from them, when your allies are stomped into the ground by a group of shotgunners. You shouldn't be further than several meters away from your team.
•
If you noticed that the shield won't hold out, hide behind a cover, discard it (by selecting a main weapon) and activate it again to gain a new, fresh shield.
•
If there's a medic in the team and he has a backpack with the "Resourceful" talent, ask him to heal you whenever he has the chance (when the heal is not needed elsewhere). This way your shield will be able to withstand a lot more damage before breaking.
•
If you can, try to use a pistol with the "Coolheaded" talent. Each time you hit the enemy in the head, the cooldown times of your abilities will be reduced, allowing you to constantly use your abilities.
•
The Pulse ability, thanks to your Skill Power, will significantly increase the amount of damage your teammates do. Remember to use it whenever it's possible, especially because of the fact, that it should now have similar cooldown time and duration time.
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Healer General information The main task of a healer class is to heal the rest of the team and try to keep them alive. Similarly to the tank build described in the previous chapter, the medic will focus on building the highest Skill Power available, which will increase the amount of health restored by his abilities, as well as reduce their cooldown times. Enemies on the higher difficulties deal insane amount of damage, and even the most durable Agents won't be able to hold out long without the proper source of healing - and the amount of medkits you can carry is limited. The medic is the solution to this problem, healing teammates in between series of bullets fired at the enemies, keeping the allies alive and resurrecting them when something went wrong. A very important characteristic of this build is the adaptability of it - given the huge Skill Power required for it to work, you can use it to deal immense damage with offensive abilities, and in extreme cases play as a tank of the team.
Key attributes Things that are required for this build to work are as follows: •
High Skill Power - ranging 40,000 - 45,000. It will allow you to use your abilities constantly, whereas your healings will restore the health of your allies to the maximum (and often way above that).
•
Skill Haste - which is basically the cooldown reduction in this game. The quicker your abilities take to reset, the more often you will be able to use them.
•
If possible - Firearms. You won't be focusing on dealing damage, but it's good to be able to dish out some of it between healings.
•
Armor. This will decrease the amount of damage you receive from enemy bullets. Remember that armor has no impact on the amount of damage received from other sources (you will need exotic resistance for that). An optimal value should be between 4,500 to 5,000 points of Armor. You shouldn't increase it further, as the amount of damage reduction quickly diminishes with when armor value exceeds 5,000 points.
•
Protection vs Elites. Most of high-leveled enemies are classified as "elite", which means that each 1% of this stat will reduce the damage they deal to you by 1% as well.
•
Bonus to a specific ability (as a minor attribute on gear): to First Aid and any other ability you are going to use (more on that can be found further in this chapter).
•
Health. A bare minimum ranges from 50,000 to 60,000. You shouldn't go below that, as some of the enemies will be able to take you out with a single bullet.
Naturally, you will be able to play having lower values than those recommended above, especially because reaching them will take some time, but the above ones should be your final goal - if you manage to do so, your character will be extremely effective as a healer.
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Abilities and talents Your bread and butter ability will be the First Aid. It allows you to heal enemies from a distance, decreasing the chances of getting killed yourself when trying to save someone. The best mod for this is the Defibrillator - it will allow you to save the ally that was incapacitated by the enemy. As far as the second ability goes, you can choose: •
Support Station, with the Ammo Cache mod. This ability will allow you to heal any ally in the range of it (and with your Skill Power they will be able to recover more than the enemy is dealing) and will allow them to reanimate themselves at it. The mod gives everyone in the zone a free magazine (reloading a weapon won't use ammo) and decreases the cooldown time of the abilities.
•
A Turret with the Dragonbreath mod. It can be taken when you don't need the Support Station, and additional damage and crowd control effect is always welcome.
•
Pulse, to increase the damage dealt by your team (with your Skill Power the bonus will be enormous). The best mod for that is the Tactical Scanner, giving even more bonus damage.
Selecting the second ability is optional, but in most cases you should take the Support Station allies standing in the range of it will be practically immortal, and when they are knocked down they will be able to reanimate themselves. When it comes to signature skills, you should take the Survivor Link. Skill Power has no impact on the effectiveness of signature skills, but it reduces the cooldown time significantly. Additionally, this ability is the best from the signature ones - 80% damage reduction will cause your teammates to be practically immortal for the duration. Talent which should be taken with this build are as follows: •
Critical Save - 40% damage reduction after using a medkit will allow you to take a lot more damage before your shield breaks.
•
Combat Medic - using a medkit will restore a portion of health of your nearby allies as well.
•
Triage - decreases the cooldown time of an ability when it was used on an ally.
•
Strike Back - when your health reaches the last segment, you will receive a 20% cooldown reduction.
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Equipment You should focus on using an Assault Rifle, or a Sniper Rifle. Both of them will allow you to fight on a medium / long range, on which you should be fighting all the time - it decreases the chances of getting attacked (and killed). When selecting mods for your weapons you have a total freedom, but you should take a silencer that decreases the threat (Reduced Threat), making the enemies less likely to attack you. The rest of your gear should have stats mentioned at the top of this chapter, and as far as their talents go, you should look for the following ones: •
Body Armor - without a doubt the Vigorous talent. All of your abilities will allow you to overheal, increasing the maximum health of the target for a few seconds.
•
Mask - Rejuvenated or Refreshed. The first one will cause the medkits to remove the status effects (which prevent you from using abilities), whereas the second one will increase your healings when in the last segment off health.
•
Backpack - without a doubt the Resourceful talent. Thanks to that, you will be able to heal objects that were created with abilities (such as turrets, covers, and the Ballistic Shield of the tank). Alternatively, you can select the Inventive, which will increase your Skill Power while at full health.
•
Gloves - Savage talent. It gives a bonus to damage against targets without cover. Stay away from the Reckless talent.
•
Knee Pads - pretty much any talent for that item.
•
Holster - similarly to the above one. It should be taken in accordance to your style of play. If you tend to move between covers all the time, you should take Nimble or Recovered. If you stay behind the same cover, take the Sturdy talent.
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How to play As it was mentioned at the beginning of this chapter, your task is to heal your team, prevent them from dying and attacking enemies when your abilities are either on cooldown, or not needed. In order to do so, you must: •
Monitor the health bar of your allies all the time. If anyone of them were injured, heal them with the First Aid to prevent them from dying.
•
Even if the ally wasn't incapacitated, and his health is still high, you can use your healings on him (especially if you have the Vigorous talent from the Body Armor). Thanks to that, your ally will be able to change the cover if he's surrounded by enemies, or it will simply be easier for him to fire at the enemy.
•
If you aren't playing with your friends who are familiar with your playstyle, tell your allies that you are using a character that is built around healing and let them know which abilities you are planning to use. Thanks to that they will be able to take other skills, support you, and prevent you from dying.
•
Don't' split from your team, as it will end up badly - in a quick death. You should stick to your team, who will be able to divert the attention of your enemies from your character, while you focus on healing.
•
If there's a tank using a Ballistic Shield in the team, you should heal him regularly (provided that you have the Resourceful talent from your Backpack). The tank will focus all of the enemy attention onto himself, which means, that he must be kept alive at all costs.
•
Standing in the range of the Support Station with the Ammo Cache mod you will have a reduced cooldown time, which is short even without it. Abuse your abilities as often as you can, because they will quickly be available again.
•
If there's another medic in the team, you can alter your build, so that you can play as a support character instead. In extreme cases, you can even play as a tank, as it requires a high amount of Skill Power, which you have.
•
The Pulse ability, thanks to your Skill Power, will significantly increase the amount of damage your teammates do. Remember to use it whenever it's possible, especially because of the fact, that it should now have similar cooldown time and duration time.
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Support General information A support character is quite similar to the medic - your main task is to support your team. The only difference is the fact, that while a medic focuses on healing teammates, your task is to deal damage to enemies and to prevent them from moving around the battlefield. Your main goal will be to accumulate the highest amount of Skill Power you can manage. Thanks to that, your abilities will deal huge amount of damage, their duration will increase, and the cooldown times will be decreased. Objects created by the abilities, such as the Turrets and covers, will be more durable. A very important characteristic of this build is the adaptability of it - given the huge Skill Power required for it to work, you can use it to deal immense damage with offensive abilities, and in extreme cases play as a tank of the team.
Key attributes Things that are required for this build to work are as follows: •
High Skill Power - ranging 40,000 - 45,000. It will allow you to use your abilities constantly, whereas your offensive abilities will deal immense damage. Skill Power also increases the effectiveness of the Turret.
•
Skill Haste - which is basically the cooldown reduction in this game. The quicker your abilities take to reset, the more often you will be able to use them.
•
If possible - Firearms. You won't be focusing on dealing damage, but it's good to be able to dish out some of it between using abilities.
•
Armor. This will decrease the amount of damage you receive from enemy bullets. Remember that armor has no impact on the amount of damage received from other sources (you will need exotic resistance for that). An optimal value should be between 4,500 to 5,000 points of Armor. You shouldn't increase it further, as the amount of damage reduction quickly diminishes with when armor value exceeds 5,000 points.
•
Protection vs Elites. Most of high-leveled enemies are classified as "elite", which means that each 1% of this stat will reduce the damage they deal to you by 1% as well.
•
Bonus to a specific ability (as a minor attribute on gear): to Turret and any other ability you are going to use (more on that can be found further in this chapter).
•
Health. A bare minimum ranges from 50,000 to 60,000. You shouldn't go below that, as some of the enemies will be able to take you out with a single bullet.
Naturally, you will be able to play having lower values than those recommended above, especially because reaching them will take some time, but the above ones should be your final goal - if you manage to do so, your character will be extremely effective as a support character.
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Abilities and talents Your main ability will be the Turret, with the Dragonbreath mod. It's not used to deal huge damage (but those will be nice as well), but to set the enemies on fire, preventing them from doing anything from a few seconds. As far as the second ability goes, you can choose: •
Sticky Bomb with the BFB mod. This ability, given your Skill Power, can deal huge damage - you can easily reach 250,000 points of damage. Additionally, it has a chance to cause bleeding, which means that every affected enemy will receive from 400,000 to 500,00 points of damage! Alternatively, if you don't need damage, you can use the Flashbang mod, which will stun enemies.
•
Seeker Mine with the Cluster mod. It deals less damage than the Sticky Bomb, but you don't have to worry about aiming it, as it will home on the target on its own. It's extremely effective to flush the enemy out of the cover. The mod can be changed to the Gas Charge, which will disorient enemies.
•
Smart Cover, with the Recharger mod. Thanks to that you will be able to give your allies an absurd bonus to protection (almost 70%!) and to damage. Additionally, the cover will now heal them by a small amount each second, as well as give some cooldown reduction.
•
Pulse, to increase the damage dealt by your team (with your Skill Power the bonus will be enormous). The best mod for that is the Tactical Scanner, giving even more bonus damage.
•
Mobile Cover, with the Extension mod. A cover made by this ability will be able to withstand up to a million points of damage, allowing the players hiding behind it to be safe. Additionally, it's perfectly suited to block narrow passages - the enemies won't be able to jump over it, they can only run around it.
When it comes to support role, selecting the second ability depends on your own preferences, as well as the abilities used by your allies. When it comes to signature skills, you should take the Survivor Link. Skill Power has no impact on the effectiveness of signature skills, but it reduces the cooldown time significantly. Additionally, this ability is the best from the signature ones - 80% damage reduction will cause your teammates to be practically immortal for the duration. If you want more damage for your allies, take the Tactical Link instead. Talent which should be taken with this build are as follows: •
Wildfire - 30% chance that an enemy that was set on fire will cause other nearby foes to be ignited as well. Perfectly suited to use with the Dragonbreath Turret.
•
Shrapnel - similarly to the above one, but this time it causes bleeding. Perfectly suited to use with the Sticky Bomb, with the BFB mod.
•
Death by Proxy - disrupting an enemy ability will increase the Skill Power of your character by 20% for 30 seconds. To disrupt an enemy, simply cause a critical hit shot to his head, or use a Sticky Bomb with the Flashbang mod.
•
Strike Back - when your health reaches the last segment, you will receive a 20% cooldown reduction.
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Equipment You should focus on using an Assault Rifle, or a Sniper Rifle. Both of them will allow you to fight on a medium / long range, on which you should be fighting all the time - it decreases the chances of getting attacked (and killed). When selecting mods for your weapons you have a total freedom, but you should take a silencer that decreases the threat (Reduced Threat), making the enemies less likely to attack you. The rest of your gear should have stats mentioned at the top of this chapter, and as far as their talents go, you should look for the following ones: •
Body Armor - Robust talent. All talents on the Body Armor are quite optional for the support class, but additional armor is always worth it.
•
Mask - Rejuvenated. The first one will cause the medkits to remove the status effects (which prevent you from using abilities).
•
Backpack - Inventive talent, which increases your Skill Power when you are at full health.
•
Gloves - Savage talent. It gives a bonus to damage against targets without cover. Stay away from the Reckless talent.
•
Knee Pads - pretty much any talent for that item.
•
Holster - similarly to the above one. It should be taken in accordance to your style of play. If you tend to move between covers all the time, you should take Nimble or Recovered. If you stay behind the same cover, take the Sturdy talent.
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How to play As it was mentioned at the beginning of this chapter, your main task is to support your team, hold enemies at bay, cause various status effects to your foes, and attack enemies when your abilities are either on cooldown, or not needed. In order to do so, you must: •
If you aren't playing with your friends who are familiar with your playstyle, tell your allies that you are using a character that is built around supporting the team and let them know which abilities you are planning to use. Thanks to that they will be able to take other skills, support you, and prevent you from dying.
•
Don't' split from your team, as it will end up badly - in a quick death. You should stick to your team, who will be able to divert the attention of your enemies from your character, while you focus on healing.
•
If there's another support character in the team, you can alter your build, so that you can play as a healer character instead. In extreme cases, you can even play as a tank, as it requires a high amount of Skill Power, which you have.
•
The Pulse ability, thanks to your Skill Power, will significantly increase the amount of damage your teammates do. Remember to use it whenever it's possible, especially because of the fact, that it should now have similar cooldown time and duration time.
•
Place your Turret with the Dragonbreath mod in narrow passages, so that enemies passing it will be asset on fire. Focus all of your attacks on an ignited enemy to quickly get rid of the threat.
•
If you are using the Sticky Bomb, try to hit as many enemies as you can - thanks to that you will increase the damage dealt by the ability, or cause more enemies to be stunned.
•
Use the Seeker Mine to flush enemies out of cover.
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DPS - a class focused on dealing damage General information A class oriented around dealing damage with a firearm is probably the most popular one in the game at the moment - you won't need a good team for it to work, it can be used while playing solo, and it's quite effective when venturing to the Dark Zone and fighting with other players (PvP). Your main goal will be to get the highest possible damage output (DPS), while still having a fairly decent amount of health in order to not die from a single bullet. Unfortunately, focusing on extremely high damage will require you to fight from a considerable, safe distance, while staying behind a solid cover, otherwise you will be dying all the time. This can be solved by playing in a team with a good tank, who will attract all the enemy attention to himself. What is important about this build is how customizable it is - you can sacrifice some of the damage in order to get more health, or do something completely opposite, focusing solely on damage output while risking getting killed from a single bullet.
Key attributes Things that are required for this build to work are as follows: •
High DPS value - depending on the weapon you will be using, as well as the amount of health you want to have, this value will reside between 120,000 to even 200,000 DPS. The higher the value, the better. Remember to not increase it by any means - more on that subject can be found in the "Weapon parameters" chapter.
•
Focusing on Firearms stat. Your absolute minimum will be to reach about 2,300-2,400 points in Firearms, but you should aim to reach, or even break the 3000 points barrier. Remember that each point of Firearms increases the damage of your weapon by 1%.
•
Armor. Everyone needs it, and a character focusing on getting the highest DPS possible is no different. This will decrease the amount of damage you receive from enemy bullets. Remember that armor has no impact on the amount of damage received from other sources (you will need exotic resistance for that). An optimal value should be between 4,500 to 5,000 points of Armor. You shouldn't increase it further, as the amount of damage reduction quickly diminishes with when armor value exceeds 5,000 points. You can also play while having a lot less armor that the recommended amount, but some of the enemies will be able to kill you with a single bullet as soon as you poke your head behind a cover.
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•
Damage vs Elites. Most of high-leveled enemies are classified as "elite", which means that you will be dealing more damage to them with this attribute. Each 1% of "Damage vs Elites" will increase the amount of damage you deal against those foes by 1% as well. The more bonus you can accumulate, the better.
•
Enemy armor damage. Practically any high-leveled enemy will have an armor, which will decrease the amount of damage your bullets deal. The bigger the bonus you can have, the easier it will be for you to break through their protection.
•
Health. A bare minimum ranges from 50,000 to 60,000. You shouldn't go below that, as some of the enemies will be able to take you out with a single bullet.
•
If possible, Skill Power ranging between 15,000 to 20,000. The higher the value, the bigger the benefits of skills (such as the Pulse) you will have.
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Naturally, you will be able to play having lower values than those recommended above, especially because reaching them will take some time, but the above ones should be your final goal - if you manage to do so, your character will be extremely effective as a class focused on dealing damage.
Abilities and talents Depending on whether you will be playing in a team, or solo, your abilities will differ slightly. However, the one you should always have on you is the Pulse, with the Tactical Scanner mod. It's one of the most powerful damage-enhancing abilities in the game - additionally, enemies marked by the pulse will be easier to spot. As far as the second ability goes, you can choose: •
A Turret with the Dragonbreath mod. This ability is extremely effective if enemies rush you constantly and attack you from a close distance. Enemies set on fire will be unable to do anything for a few seconds.
•
Smart Cover with the Recharger mod. This ability gives all the things that you might need, it reduces incoming damage, increases your own damage, and the Recharger mod decreases cooldown times of your abilities and will replenish some of your health.
•
Support Station with the Ammo Cache mod. In your case this ability is not about healing (but it surely comes in handy nonetheless), but about replenishing ammo (each time you reload your weapon while in the Support Station zone you will get a free magazine for your weapon) and reducing cooldown times of your abilities.
The selection of the second ability depends solely on whether you will be playing solo (Turret is the best for this scenario), or in a team - and if you're part of a team, check what abilities your allies use and pick those that are needed the most. When it comes to the Signature Skill, you should without a doubt take the Tactical Link. This will give you (and your allies) a tremendous boost to damage output, and this whole build is all about it.
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Talent which should be taken with this build are as follows: •
Tactical Advance - moving from cover to cover will give you a damage boost for every meter you run. Extremely useful when you are changing covers constantly.
•
Wildfire or Steady Hands. The former should be taken when you are using a Turret with the Dragonbreath mod (it gives a chance to set adjacent targets on fire), whereas the latter should be taken when you aren't using a turret (it gives a bonus to accuracy after taking cover).
•
Stopping Power - suppressing an enemy with fire will give you a boost to headshot damage.
•
One is None - each time you hit an enemy in the head has a 50% chance to not use a bullet.
Equipment You should focus on using a Marksman Rifle, coupled with an Assault Rifle (for medium-long range distance combat), or with a SMG (for short-ranged combat). Given your low health pool, you should keep your distance as much as you can - which means that an Assault Rifle will be a better choice here. Assault Rifles will deal less damage, as SMGs have a bonus critical chance stat on them, but you will be a lot safer fighting from a longer distance. As far as weapon mods go, if you are playing in a team, you should install a silencer on it, with the Reduced Threat stat - this will make the enemies less likely to attack you. If you are playing solo, install something that increases your damage (giving, for instance, a chance to critically hit). In general, you should focus on: increasing the chance to critically hit, increasing the size of your magazine (available only to the magazine extension) and increasing accuracy (as you will be fighting from a long range). The rest of your gear should have stats mentioned at the top of this chapter, and as far as their talents go, you should look for the following ones: •
Body Armor -Reckless talent. It's a double-edged sword, but it gives a huge boost to damage. Your character won't be the most durable either way, so you won't suffer much from the increased damage you will take.
•
Mask - Rejuvenated talent. This will cause the medikits (upon usage) to remove all crowd control effects (which prevent you from using abilities, and, in most cases, from attacking).
•
Backpack - Specialized talent. This will give a portion f your Firearms and Stamina as an additional Skill Power.
•
Gloves - Savage talent. This gives additional damage against targets that are out of cover. If you want to get pure damage, take the Reckless talent (see Body Armor).
•
Knee Pads - pretty much any talent you wish to use.
•
Holster - Sturdy talent. This will give you a bonus to armor after staying behind the same cover for a few seconds, which nullifies the negative effects from the Reckless talent(s).
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How to play Your main task is to deal the highest possible damage with your weapon, and to get rid of enemies before they reach your position - which will end in you dying in a split second. In order to do this: •
If you aren't playing with your friends who are familiar with your playstyle, tell your allies that you are using a character that is built around dealing the highest possible damage and let them know which abilities you are planning to use. Thanks to that they will be able to take other skills, support you, and prevent you from dying.
•
Don't' split from your team, as it will end up badly - in a quick death. You should stick to your team, who will be able to divert the attention of your enemies from your character, while you focus on dealing damage.
•
Use your Pulse ability whenever it is ready. Not only that it will increase your damage significantly, it will allow you to spot enemies behind cover easily. Thanks to that you will be able to avoid a situation in which an enemy suddenly appears next to you.
•
Place your Turret with the Dragonbreath in narrow passages, so that the enemy rushing your position will have to go near it. When the enemy is set on fire, focus all your attention on him to quickly get rid of the threat.
•
If the enemy is firing at your position and suppressing you, hide behind cover and wait for a few seconds - someone from your team should attack that enemy as well. Thanks to the attention of the enemy will be diverted from you, allowing you to resume fire after a short while.
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