Tom Clancy's: The Division 2 - Official Thread

Even though I haven't hit WT 5 yet, I was really jonesing for a hunter mask so I rolled the dice and went in hard!

I took on the one mission with the hunter at the lightbulb that had to be done in the dark down a little ways from the Lincoln memorial. I had hit the switch and went to the spawn point. I saw the lightbulb and there were 5 True Sons ON THE PERCH! I shot the bulb and poof! A wild Hunter appears!

The True Sons went after the Hunter like wet hornets! I laid back in the cut and tagged him with my Paratrooper SVD (thanks to @PRIDEWASBETTER for the gift!), took him down and I wasted the True Sons. I grabbed the mask and called it a night!

Whew!
I haven't that one. Going to emulate the above and give a go tonight.

<LucyBless>
 
Bad news:

Scrapped Patriot III build. :( It's not combat-viable. The armour sacrifice hurt but without any Skill power to speak of, it's almost a stand-and-bang build without any point of return or Rocky comeback story – which isn't any fun.​

Good news:

I have half the parts needed to craft the exotic marksman – Nemesis. While not missable, components and schematic hinge on the rotation of world invasion. Patience, a grasshopper tells me.

tenor.gif
 


State of the game with the Division 2 devs.
 
Cheers, Strych. Watched in entirety and liked what I'd heard; excited to log on tomorrow and follow up on some of Rasmus' talking points. Ubi/Massive listening.
 
Cheers, Strych. Watched in entirety and liked what I'd heard; excited to log on tomorrow and follow up on some of Rasmus' talking points. Ubi/Massive listening.

Cliffs?
 
Ay, you're testing my memory now, ha, and I also haven't half of the changes he'd said were now rolled out. Perhaps he meant they're locked and loaded post-PTS, and coming our way via next invasion rotation.

Highlights I liked:
  • Took an apologetic stance on grinders of the hard-wired set, saying the roll for a GS 500 has now been boosted
  • Stations are to offer resources/materials for purchase (per JTF currency – my interpretation)
  • Inventory resource caps are to see increase, possibly to 600
  • Recal is being tweaked on carry-over values and resulting GS bump
  • Schematics for non-exotics are going to be more accessible to incl. WPN mods
  • Loadout window and weapons/gear submenus are to see some sort extra values by which to organise
  • Mentioned how much they appreciate their players and all the feedback they've been getting
 
Just got back into the game today after hitting World Tier 1 then stopping. Played Sekiro(didn't like it) and yakuza kiwami(loved it). Fell back in love with Div 2 today though. Just unlocked the first stronghold for WT1. I'm currently at 296 is that good to try the hyenia stronghold?
 
Just got back into the game today after hitting World Tier 1 then stopping. Played Sekiro(didn't like it) and yakuza kiwami(loved it). Fell back in love with Div 2 today though. Just unlocked the first stronghold for WT1. I'm currently at 296 is that good to try the hyenia stronghold?

Should be. Threshold for that is 275, I think. You'll be fine.
 
Been trying to get back into this. Endgame messed me up emotionally. Game is still fun, but that movie is sticking lol
 
Just got back into the game today after hitting World Tier 1 then stopping. Played Sekiro(didn't like it) and yakuza kiwami(loved it). Fell back in love with Div 2 today though. Just unlocked the first stronghold for WT1. I'm currently at 296 is that good to try the hyenia stronghold?
What PRIDE said; you'll be fine as long as you're orbiting the Stronghold's designate GS; if noticing you're weaker than on missions prior, just hang back and have a plan-B loadout for marksman/rez support that you can kit into during a non-combat transition between buildings or what have you.

It's not until Tier 5 in group-play where you see specialisations and skills really synergise via modding + head-to-toe builds and with that, players ultimately standing out more; comparably, Tiers 1-4 are let's-get-through-this, survival events where no-one has too good an idea how strong or weak any one agent is. The game gets deceivingly nuanced once you hit Tier 5 – opening up really, and feels like Division 2.5, IMO. I couldn't imagine restarting the journey as a result; the dynamics of Tier-5 freedom, replayability, and opportunity make redundant everything that came before. I'd like to see you reach that and see for yourself.

And if you ever want a sounding board for an optimised build, I'm here. While seeming counterintuitive, my best advice before Tier 5 is to let your inventory tell you how to fight – by centring around or exploiting your best finds; worry about what you are good at, truly enjoy, and 'want' once Tier 5 opens those roads up to you. Otherwise, you're swimming against a current that you needn't.
 
Today I'd obtained all masques and ivory keys, wrapping up the last of loose ends on my journey to take back DC.

As for the temptress that is the ivory case back at Base, was it worth it?

Yeah…sort of.

Without spoiling, would it have killed them to deliver us spoils truly effort-equivalent or better yet, singularly special? Even grabs as superficial as a standout weapon skin that has teammates doing double-takes or a unique reticule for agent himself – I could imagine if stylised right a graffitied, red x being pretty flavourful and in keeping of the spirit by which it was won…

What you get is not rubbish, FWIW, but something with wow-factor would have gone a long way. The real trophy is their very hunting-down – the Hunters, and then masques themselves. The Diamond and Spectre variants are boss, IMO.

Absolutely loved this game – hell of a ride, but the time has come to retire, at least until future content shakes things up and burnout steps off my door. I maybe hold the title to an unfair standard but I'm not sure how unfair that really is because it's a reflection, IMO, of how much I've enjoyed it.
 
Today I'd obtained all masques and ivory keys, wrapping up the last of loose ends on my journey to take back DC.

As for the temptress that is the ivory case back at Base, was it worth it?

Yeah…sort of.

Without spoiling, would it have killed them to deliver us spoils truly effort-equivalent or better yet, singularly special? Even grabs as superficial as a standout weapon skin that has teammates doing double-takes or a unique reticule for agent himself – I could imagine if stylised right a graffitied, red x being pretty flavourful and in keeping of the spirit by which it was won…

What you get is not rubbish, FWIW, but something with wow-factor would have gone a long way. The real trophy is their very hunting-down – the Hunters, and then masques themselves. The Diamond and Spectre variants are boss, IMO.

Absolutely loved this game – hell of a ride, but the time has come to retire, at least until future content shakes things up and burnout steps off my door. I maybe hold the title to an unfair standard but I'm not sure how unfair that really is because it's a reflection, IMO, of how much I've enjoyed it.

Great post!

I'm going to save the masks for last too. I've finally unlocked the Tidal Basin stronghold, then I'll raid the DZ for a bit, then go for the last of the masks.
 
PC players have discovered three new specialist-oriented armor sets on The Division 2’s Public Test Server. All three come with their own special set bonuses, and at least two of them are fairly bonkers. The new gear will likely be included in the May title update, but naturally they’re still subject to change between now and then.

Of the three new sets, the Survivalist’s is perhaps the most ho-hum. Called Tip of the Spear, it’s built around a Pulse build. Wearing two pieces of the armor gives you +20% to Pulse skill power, three give you a 20% cooldown reduction, and four grants a 20% protection buff from elite enemies. All standard fare. Once you have five pieces, you gain a bonus called Electromagnetic Trigger, which adds a proximity detonator to your crossbow bolts. When they’re set off, they trigger a 9-meter pulse.

Wearing all six pieces of Tip of the Spear armor activates Aggressive Recon. With this active, killing enemies triggers a pulse from their location, and members of your party or raid group all deal 20% extra damage to pulsed targets. Not bad, by any means, but hardly earth-shattering.

The Demolitionist’s gear, called Negotiators Dilemma, is where things start to get interesting. Having two pieces of this equipped gives you 10,000 additional armor on each kill, and three pieces gives you an extra 30% health. Four pieces adds 30% explosive resistance. Clearly, this set is designed for tanky builds.

Having five pieces of Negotiators Dilemma equipped adds the Blowback perk, and this one is nuts. When your armor is depleted, you’ll automatically launch a grenade at the target responsible, and this can happen once every three seconds.

Wearing the full set of Negotiators Dilemma activates a perk called Press Home the Advantage. With this running, explosions you cause will stack a ‘bombardier’ buff, and each stack adds +10% explosive damage to party or raid group members, while you’ll get 10% bonus armor for 10 seconds. Madness!

Sharpshooters are also in for a treat, with the Aces & Eights armor set. Two pieces give you +20% weapon handling, three gives you +20% to accuracy, and four grants an additional +10% marksman rifle damage.

Having five pieces of Aces & Eights activates Dead Man’s Hand, which is perhaps the coolest of the new perks. Shooting an enemy with your marksman rifle flips over a card, and depending on the hand you end up with, you’ll get a specific bonus. A full house refills your weapon and stops ammo depletion for 10 seconds. Four of a kind gives you 10 seconds of 30% bonus armor, and Aces and Eights grants 100% bonus damage on your next five bullets.

If you have all six pieces of Aces & Eights, you get Sheriff’s Favor, which means your whole party or raid group gets to share the effects of Dead Man’s Hand. It’s a potentially powerful, but wildly unpredictable bonus.

You can find the blueprints for these sets by completing projects on the PTS, but so far nobody has figured out how to earn the materials needed to craft them. So it’s still a bit of an open question as to how these will work in practice.

We’ll find out when the next big title update goes live next month.



@Valhoven

How many demolitionists will come out of the woodwork?

https://www.google.com/amp/s/www.pcgamesn.com/the-division-2/the-division-2-new-gear-sets?amp
 
Great post!

I'm going to save the masks for last too. I've finally unlocked the Tidal Basin stronghold, then I'll raid the DZ for a bit, then go for the last of the masks.
Thanks, brother. And sounds like a good plan to me. I'm excited for you to experience TB for the first time; it feels like a small country in there, ha.

For the Hunters, pay no mind to anyone saying how 'easy' they were for them, or how they stood there and 'melted' each with their SMG. Complete BS. They're hard for everyone I've ever played with to include myself; their engagements are more taxing than any PvP skirmish I personally experienced and can make you second-guess yourself upon defeat. Except for the four you can do under light of day, just reflect on what went wrong, make any necessary changes, and reengage the coming night. If you have problems with any one Hunter, let me know. The Internet is a mess on this topic; I'll talk to you straight.
 
Thanks, brother. And sounds like a good plan to me. I'm excited for you to experience TB for the first time; it feels like a small country in there, ha.

For the Hunters, pay no mind to anyone saying how 'easy' they were for them, or how they stood there and 'melted' each with their SMG. Complete BS. They're hard for everyone I've ever played with to include myself; their engagements are more taxing than any PvP skirmish I personally experienced and can make you second-guess yourself upon defeat. Except for the four you can do under light of day, just reflect on what went wrong, make any necessary changes, and reengage the coming night. If you have problems with any one Hunter, let me know. The Internet is a mess on this topic; I'll talk to you straight.

Thanks man!

I tried the Tidal Basin last night and Wyvern crushed me. :( It was late and I had to go to bed. I'll give it another go after lunch!
 

*jaw drops

giphy.gif

Now again fighting the itch to hit the pavement of DC – lol, my first reaction is the Pulse set (Tip of the Spear) is a post-launch reaction to the negativity surrounding the Skill itself. This was a TD1 favourite that really missed the mark in 2. I actually found it to be the most interesting of the three as it shares field qualities with one of my more successful builds revolving around Burn and fighting in terms of not targets but radii. I always wanted an excuse to play with the Jammer more; this would be that once it leaves the test server.

Negotiator's Dilemma (what a name!) has nerf written all over it, IMO. I would hate to fight anyone with that build. The hot thing right now is to put DZ under the boot of a SMG-Shield build with a heal counterskill but there are workarounds there; no idea how to open up anyone kitted in this. The (paltry) three-second CD for the grenade-launch-at-assailant is nuts, especially if the grenade is cooked first. F that. Wearers of ND will have a 30% Health buff, so think about the puzzle pieces here – it's almost an invincibility suit if you invest hard in HP because armour repletion will always be there for you once it's depleted, one way or another.

I could see my Oxidiser build giving wearer trouble but would need focus on flashbang-favoured rushing (Hive var. Booster would be a must-slot here too to close distance) and 900+ ROF on a buffed primary with a Status-affected DMG perk (for Blind)… Could be neat but likely frustrating. I think you make a good point on demolitionists, and I'd say their keeping of KOTH is looking pretty strong.

The Aces and Eights set would go perfect with the Spectre Hunter masque as it's also cards-based. When I return, I almost have my mind made up to go marksman elite. I have half of the components at writing for Nemesis so that would be a fun goal to return to.

So cool...

Having five pieces of Aces & Eights activates Dead Man’s Hand... Shooting an enemy with your marksman rifle flips over a card, and depending on the hand you end up with, you’ll get a specific bonus. A full house refills your weapon and stops ammo depletion for 10 seconds. Four of a kind gives you 10 seconds of 30% bonus armor, and Aces and Eights grants 100% bonus damage on your next five bullets.
Nerf God might be having trouble sleeping right now with so much on His plate, lol.

Thanks, dude; really appreciate the news.
 
*jaw drops

giphy.gif

Now again fighting the itch to hit the pavement of DC – lol, my first reaction is the Pulse set (Tip of the Spear) is a post-launch reaction to the negativity surrounding the Skill itself. This was a TD1 favourite that really missed the mark in 2. I actually found it to be the most interesting of the three as it shares field qualities with one of my more successful builds revolving around Burn and fighting in terms of not targets but radii. I always wanted an excuse to play with the Jammer more; this would be that once it leaves the test server.

Negotiator's Dilemma (what a name!) has nerf written all over it, IMO. I would hate to fight anyone with that build. The hot thing right now is to put DZ under the boot of a SMG-Shield build with a heal counterskill but there are workarounds there; no idea how to open up anyone kitted in this. The (paltry) three-second CD for the grenade-launch-at-assailant is nuts, especially if the grenade is cooked first. F that. Wearers of ND will have a 30% Health buff, so think about the puzzle pieces here – it's almost an invincibility suit if you invest hard in HP because armour repletion will always be there for you once it's depleted, one way or another.

I could see my Oxidiser build giving wearer trouble but would need focus on flashbang-favoured rushing (Hive var. Booster would be a must-slot here too to close distance) and 900+ ROF on a buffed primary with a Status-affected DMG perk (for Blind)… Could be neat but likely frustrating. I think you make a good point on demolitionists, and I'd say their keeping of KOTH is looking pretty strong.

The Aces and Eights set would go perfect with the Spectre Hunter masque as it's also cards-based. When I return, I almost have my mind made up to go marksman elite. I have half of the components at writing for Nemesis so that would be a fun goal to return to.

So cool...

Having five pieces of Aces & Eights activates Dead Man’s Hand... Shooting an enemy with your marksman rifle flips over a card, and depending on the hand you end up with, you’ll get a specific bonus. A full house refills your weapon and stops ammo depletion for 10 seconds. Four of a kind gives you 10 seconds of 30% bonus armor, and Aces and Eights grants 100% bonus damage on your next five bullets.
Nerf God might be having trouble sleeping right now with so much on His plate, lol.

Thanks, dude; really appreciate the news.

They also need to buff the other sets. It's not even worth using them because the brand sets give such great bonuses.
 
They also need to buff the other sets. It's not even worth using them because the brand sets give such great bonuses.
Agree. The brand perks and also rolled talents in no uncertain terms were why I was never able to build a viable six-piece exotic; I had some High Ends that were must or bust in every reapproach I'd found successful or then just fun – free armour kits? DPS buffs across the board? Crit? Regen? Skills 2.0? Uh, yes please, lol.

Crafting is moreover too costly and return-poor, IMO, so the gear system in general could benefit from some balancing; not to mention GS – while hitting the big 500 is very cool and virtually a rite of passage amongst players for 'making it' right now, it's by and large an arbitrary value and more a content-gater than any reflection of what's going to be to player benefit. I had 480-90s in my inventory that regularly outboosted my 500s. I reckon most players realise once on the other side of GS 500 that any difference between a 496 agent and 506 is perceptual or then situation-dependent. Before GS 500, if a new weapon drops your GS by 1P, everyone's like, hell no…can't use that; 490 is for the weak – 491 is where the killers play. Two days later... 491? All chumps. 492 is where kings reign. Lol
 
Whew!
Made it to tier 5! I teamed up with a random and we got it squared away! Now, on to get me the rest of the masks!
 
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