Where Can You Get Classified Gear Set Pieces UPDATED
Where Can You Get Classified Gear Set Pieces
Tom Clancy's The Division | Tom Clancy's The Division 2 |
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Gear Sets are unique combinations of gear pieces that an Agent can obtain. Every Gear Fix revolves around a specific theme and can strongly influence a player's overall playstyle. Gear sets can be obtained with a gear score of 163, 182, 204, 229 or 256, depending on World Tier.
Different Loftier-Ends, each piece of a Gear Gear up does not accept a specific Talent associated with them. Instead, once a certain number of pieces of ane Gear Set is equipped, you lot obtain diverse Set Bonuses; a standard Gear Set provides all its bonuses when four pieces are equipped. Currently, at that place are xiv Gear Sets in-game.
Update 1.7 introduced Classified Gear Sets to the game. These improved versions of the standard Gear Sets (flagged with a minor file icon on the item'due south banner) have greater minimum and maximum stat rolls than the standard sets and provide exclusive five-slice and half dozen-piece set up bonuses for even more specialized builds; also, a Classified Gear Set piece can have two different stats recalibrated per piece, instead of just one with the standard sets. A player must collect the full Classified Gear Gear up to use the unique bonuses; they cannot mix-and-match between standard pieces and Classified pieces.
There are likewise Weapon Gear Sets in the game: a pair of Exotic weapons that work in tandem as part of a set. As of Update ane.8, there are currently three Weapon Gear Sets in the game.
Contents
- 1 Listing of Gear Sets
- 2 Tom Clancy'due south The Sectionalization
- 2.1 Gear Set Bonuses
- ii.two Gear Set Talents
- two.ii.1 AlphaBridge Set
- 2.two.2 Banshee Set
- two.two.three D3-FNC Set
- 2.2.four DeadEYE Set
- 2.ii.5 Final Measure Set
- 2.2.vi FireCrest Gear up
- ii.2.7 Hunter's Faith Fix
- 2.ii.eight Lone Star Gear up
- 2.ii.9 Path of the Nomad Set
- ii.two.10 Predator's Mark Gear up
- 2.two.11 Reclaimer Set
- 2.two.12 Sentry's Call Fix
- 2.2.thirteen Striker's Battlegear Set up
- 2.two.14 Tactician's Authority Set
- two.iii Weapon Gear Sets
- three Gallery
- iv Appearances
List of Gear Sets
Gearsets in Tom Clancy's The Sectionalization | |
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one.ane | Striker's Battlegear • Sentry's Phone call • Path of the Nomad • Tactician'south Say-so |
1.2 | Last Mensurate • Hunter'south Faith • Lone Star • Predator's Marker |
ane.3 | DeadEYE • Banshee's Shadow • FireCrest • AlphaBridge • Reclaimer |
one.5 | D3-FNC |
Unreleased | Southward.E.Eastward.K.R. |
Tom Clancy's The Division
At that place are a full of fourteen gear sets in Tom Clancy's The Partitioning. They can be found in their regular and classified forms throughout the map via loot drops, and sometimes in caches.
Gear Gear up Bonuses
Gear Set up | Set Bonus (2) | Gear up Bonus (3) | Prepare Bonus (iv) | Set Bonus (5) (Classified Just) | Set Bonus (vi) (Classified Merely) |
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AlphaBridge | +100% Health Regen speed | +5% Weapon Damage | Talent: AlphaBridge | +25% Wellness Regen, +ten% Weapon Damage | Talent: Improved AlphaBridge |
Banshee'southward Shadow | +20% Dark Zone Currency Gained | +10% Damage to targets out of embrace | Talent: Banshee | +20% Looted DZ Funds, +five% Damage to targets out of cover | Talent: Improved Banshee |
D3-FNC | +15% Protection From Elites | +10% Ballistic Shield damage resilience | Talent: FrontLine | +15% Protection from Elites, +5% Ballistic Shield damage resilience | Talent: Improved FrontLine |
DeadEYE | +twoscore% Initial Bullet Stability | +twenty% Marksman Rifle Critical Hit Harm | Talent: DeadEYE | +40% Initial Bullet Stability +twenty% Marksman Burglarize Critical Hit Harm | Talent: Improved DeadEYE |
Last Measure out | +25% Exotic Damage Resilience | +15% Protection From Elites | Talent: Final Measure out | +15% Exotic Damage Resilience +15% Protection from Elites | Talent: Improved Terminal Mensurate |
FireCrest | +3 Incendiary Grenades | +30% Flame Turret Impairment and +fifty% Flame Turret Range | Talent: FireCrest | +1 Incendiary Grenade, +5% Flame Turret Range, +20% Flame Turret harm | Talent: Improved FireCrest |
Hunter's Faith | +20% Optimal Range | +10% Headshot Damage | Talent: Hunter'south Faith | +twenty% Optimal Range, +10% Headshot Damage | Talent: Hunter's Precision |
Lone Star | +100% Ammo Capacity | +eight% LMG Impairment and +8% Shotgun Damage | Talent: Solitary Star | +50% Ammo Capacity, +12% LMG Harm, +12% Shotgun Damage | Talent: Berserker |
Path of the Nomad | +fifteen% Health on Kill | Talent: Nomad'south Resolve | Talent: Path of the Nomad | +10% Health on impale + Talent: Improved Nomad'southward Resolve | Talent: Nomad's Luck |
Predator's Mark | +10% Reload Speed | +8% Assault Rifle Impairment and +eight% SMG Damage | Talent: Predator's Mark | +viii% Assault Burglarize Damage , +8% SMG Damage and x% Reload Speed | Talent: Improved Predator's Mark |
Lookout man's Phone call | +xxx% Accuracy | +ten% Headshot Damage | Talent: Sentry'south Phone call | +15% Accurateness +xv% Headshot Damage | Talent: Improved Sentry's Telephone call |
Reclaimer | +30% Support Station Range | +50% Back up Station Duration | Talent: Reclaimer | +15% Support Station range, +25% Support Station duration | +50% Support Station health, +100% Support Station healing speed + Talent: Improved Reclaimer |
Striker's Battlegear | +20% Stability | +10% Armor Damage | Talent: Striker's Battlegear | +10% Stability, +5% armor damage | Talent: Striker'south Persistence + Improved Striker's Battlegear |
Tactician'due south Authority | +xv% Skill Haste | +10% Skill Power | Talent: Tactician's Authorization | +v% Skill Power & +5% Skill Haste | Talent: Improved Tactician's Authorization |
Gear Set Talents
AlphaBridge Set
AlphaBridge
If your Primary and Secondary Weapon is of the aforementioned category, they share the gratuitous talent. All talent requirements are ignored for all weapon talents.
Improved AlphaBridge
Inactive personal versions of all Signature Skills are rotating every vi seconds and can exist activated by killing enemy agents or Veteran/Elite NPCs. The Signature Skill that is up on rotation when an enemy is killed is activated for 10 seconds when all chief Stats are counterbalanced between each other. These times are shortened depending on the difference in the ranges of your Primary Attributes. Yous can no longer manually activate Signature Skills or be affected by Marry Signature skills.
Banshee Set
Banshee
- While rogue, all ammo is completely refilled every 30 seconds. Damage taken from non-rogue players reduced past x%.
- While not rogue, impairment to rogue players is increased by x%. This bonus is increased to 20% for ten minutes after being killed by a rogue.
Improved Banshee
- While rogue, the fourth dimension to clear Manhunt status is decreased by 5% for every group member within 15 meters. All rogue condition actions that outcome in a rank upward are doubled. Rewards for clearing Manhunt status are improved.
- While not rogue, damage to Manhunt status agents is increased by ii% for each Manhunt level the agent has, Rewards for killing Manhunt players are improved.
D3-FNC Ready
FrontLine
Allows using an SMG if one is equipped when Ballistic Shield is deployed. Only Primary Rank shield mod is active. Ballistic Shield wellness is increased by 57% for every 3,000 Stamina.
Improved FrontLine
When Ballistic Shield is deployed, melee damage is increased by ii,000% and all overhealing the agent receives is applied to the Ballistic Shield every bit healing. Afterward receiving a harm threshold from receiving Physical or Exotic harm, the Ballistic Shield grants a vitrify to the agent and all group members within 15 meters for half-dozen seconds. The duration of the buff is increased by 2 seconds for every 3,000 Stamina the player has. Concrete Impairment: Armor is increased by 30%. Exotic Damage: Weapon Harm is increased past 30% When at nine,000 Stamina, Ballistic Shield Wellness is increased by 200%.
DeadEYE Set
DeadEYE
When zoomed, Marksman rifles lose headshot bonus, just proceeds 50% Disquisitional Hit Gamble while out of embrace and 100% Critical Hitting Run a risk while in encompass.
Improved DeadEYE
When zoomed, getting a headshot kill with Marksman rifles will increase Critical Striking Damage by xx% every second, to a maximum of 100%, and volition increase stability by 100%. Lasts for 10 seconds, or until no longer zoomed.
Final Measure Fix
Final Measure
When in range of hostile grenades or mortars, defuses them and adds grenades to your inventory. Can just happen once every eight seconds.
Improved Final Measure
When a grenade is defused, the thespian and all grouping members within 30 meters proceeds a buff based on the grenade blazon that was defused. EMP/Shock: Skill Power increased past twoscore% for viii seconds. Fragmentation/Incendiary: Weapon Harm increased by forty% for 8 seconds. Flashbang/Tear Gas: Armor increased by xl% for eight seconds.
FireCrest Set
FireCrest
Your Weapon Damage is increased by xv% against burning targets.
Improved FireCrest
Bullets have 2% take a chance to crusade an enemy to fire. Burning targets can crusade a fiery explosion when killed, once every 10 seconds. The agent is immune to their own fiery explosions. NPCs assault fire by your Flame Turret volition fire 25% longer for every 2,000 Electronics.
Hunter's Faith Set
Hunter'southward Religion
Each consecutive shot with a bolt action marksman rifle that hits an enemy deals 3% more impairment. The damage bonus is increased by 4% for every 3,000 Firearms. The bonus impairment is removed once a shot misses a target, upon weapon swap or reload, or later on 10 seconds.
Improved Hunter'southward Precision
Headshots double the gained increased damage bonus. two sequent missed shots are needed to lose the bonus impairment.
Lone Star Set
Lone Star
When the weapon is holstered, it is instantly reloaded.
Berserker
When a weapon has fifty% of its mag remaining in combat, there is a 75% chance to receive a bonus that activates when the final bullet is fired from the current mag. In one case activated, the magazine is instantly refilled, weapon impairment and fire rate is increased past 30%. The bonus is cancelled by reloading, swapping weapons or exiting combat.
Path of the Nomad Gear up
Nomad's Resolve
Grants a constant minor amount of healing, allowing the user to regenerate all segments of the health bar during combat.
Path of the Nomad
When receiving fatal damage, you are instantly healed to full health. Can occur once every 4 minutes.
Improved Nomad's Resolve
Increases the amount of healing from Nomad'south Resolve. Nomad's Resolve will now overheal.
Nomad's Luck
50% chance to have no cooldown for Path of the Nomad. Accept 60% less damage for 10 seconds afterward Path of the Nomad is triggered.
Predator's Marker Fix
Predator'due south Marker
Hit 10 shots without switching targets to make the target bleed for 50% of damage already done by those bullets.
Improved Predator'southward Marking
Hitting 10 shots without switching targets now applies The Predator's Mark which makes the target bleed for 50% of the harm already washed by those bullets. The Predator's Mark ignores the target'south Bleed Resistance. The damage-over-time to the target is increased past 15% for every 3,000 Stamina and can critically striking the target. When at 9,000 Stamina, the damage-over-time bonus is increased past an additional 120%.
Reclaimer Prepare
Reclaimer
When wearing four pieces, the set will activate all the Back up Station mods (Life Support, Immunizer, Ammo Cache) simultaneously.
Improved Reclaimer
Back up Station gains a 40% risk to have no cooldown triggered when it is destroyed by an enemy. This chance is increased by 20% for every 3,000 Electronics.
Sentry'due south Call Set
Lookout's Call
Headshots using semi-automatic weapons mark the enemy, increasing the damage inflicted on the target by 5% for a duration of 30 seconds each. A target tin can receive up to three marks.
Improved Scout's Call
NPC Targets can now receive up to six marks. Subsequently one marking, every headshot on the target has a 50% adventure to spread a single mark to additional targets inside 25 meters. At vi marks, your headshot damage on the target is increased by 100%.
Striker's Battlegear Set
Striker's Battlegear
Every consecutive hit deals 1% more than damage. Stacks upward to 100%. Missing shots drops bonus by 2%. Bonus is reduced by 1% every second. It is not possible to proceeds stacks, and bonus harm is not applied, while under the effects of EMP. Bonus is lost when exiting combat.
Striker'southward Persistence
Every hit adds 2 stacks of a self-healing bonus; each stack is worth 0.01% of max health per second. Stacks upwards to 100 hits. This bonus is increased past 0.05% per stack for every 3,000 Stamina. Missing shots drops the bonus past 1 stack, and the bonus is reduced by 2 stacks every second. It is non possible to gain stacks, and the cocky-healing is not applied, while under the furnishings of EMP. Bonus is lost when exiting gainsay. While in the Nighttime Zone, Final Stand, or Skirmish, each striking only adds i stack instead of 2, and the healing rate is reduced.
Improved Striker's Battlegear
Every hitting increases the bonus impairment from Striker'due south Battlegear by an additional 1%. Missing shots drops the bonus impairment from Striker's Battlegear by ane%, and the bonus is reduced by two% every second. While in the Dark Zone, Last Stand, or Skirmish, the additional 1% bonus damage is not applied.
Tactician'due south Authority
Every bullet you hit enemies with adds 1% bonus skill power. Every bullet your deployed skills striking enemies with adds 0.2% bonus skill power. Skill power bonus max is thirty%. Bonus is consumed on skill use.
Improved Tactician's Authority
Using a skill while at the max bonus will reset the skill ability vitrify, just will raise the cap to 60%. Using a different skill at 60% has a 40% chance to fix the vitrify power dorsum to 30% while keeping the cap at 60%. This chance is increased by 20% for every 3,000 Electronics.
Weapon Gear Sets
Weapon Gear Sets operate on the same principle as armor Gear Sets , only that they utilise to specific pairs of Exotic weapons. The weapons that are part of these sets part the same as High-Stop weapons (with the exception of The Devil's Heel), except that they have an additional, unique 2-piece set bonus that is just active when both weapons are equipped at the aforementioned fourth dimension; these Weapon Gear Sets are typically named for these two-prepare bonuses.
As of Update 1.8, in that location are three Weapon Gear Sets in the game:
- Valkyria - Twin sister submachine guns with Norse blood in their veins; one sister provides additional critical hit harm that tin can only be used by the other sis.
- Hildr
- Eir
- Free Democracy - An assail rifle & pistol tag team that work together to protect the homefront; the assault burglarize provides a rolling heave to the pistol's next headshot impairment, and any kills with the pistol provides a temporary rate of burn boost to all equipped weapons.
- Centurion
- Liberator
- The Devil'due south Heel - A pair of semi-automatic marksman rifles that unleash hellish fury; each rifle shares and empowers their respective Exotic talent (Fire and Fury, respectively) with each other, forth with improved weapon swap speed.
- Devil
- Heel
Gallery
Appearances
- Tom Clancy's The Sectionalisation
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Where Can You Get Classified Gear Set Pieces UPDATED
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