Post by TRUE EB0LA on Apr 4, 2016 17:54:10 GMT -5
ALL CREDIT FOR THIS GUIDE GOES TO JokerUnique
Lets look at the Base of Operation progression and how the Skills Talents and Perks work.
Skills
The skills are next to the regular weapons your most important offensive and defensive tools you have. We have 12 Skills in total and each of these skills has 3 modifications. The modifications can change the behavior of a skill drastically or just give it a more tactical edge. For example, the Turret can be changed into a flame-thrower or just into a turret that marks enemies for the other squad members. The key is to find the right combination that fits not only your playstyle but also the role you have in the Squad and what skills the other players have. In total you can equip 2 Skills to be used in combat.
Unlocking Skills and Master Bonus
You can unlock the Skills as you level-up the Base of Operations and buy upgrades for the different wings (Medical / Technology / Security). When you level-up the Medical wing you will unlock the medical skills and the same goes for the other wings. Each wing supports a different role (medical=healer, Technology=damage dealer, Security=tank). But what ever you do, when the Base of Operation is maxed out, you will have unlocked every skill, every modification, every talent, and all perks. When you have bought all the extensions of a wing, you get the Master Skill Bonus. The Master Skill Bonus gives additional abilities for each Skill, for example, longer duration or additional features like a report that you have been scanned by another player.
Signature Skill
Also notable is the capstone Skill on each of the three Medical, Technology and Security columns. Each wing has a Signature Skill upgrade that costs 1000 resources and that will unlock the Signature Skill. This is the third Skill you can equip, it is very powerful and has per default a 15 Minute cooldown. But this can be shortened with stats and weapon-talents. It is a very tactical skill that used in the right moment, can save your life.
Talents
The Talents add another level to your gameplay. While the Skills need to be activated, the Talents are passive abilities that need to be activated with actions you do in combat. For example, when you hit a headshot there is a 50% chance that the bullet is not consumed. Talents like these help you tailor your agent to your gameplay to really max out your contribution to the squad.
But doing actions in combat is not the only way to trigger the Talents – for example one talent gives a cooldown bonus after successfully healing a person. So if you are successful in healing you will be rewarded with a faster cooldown. So each role has a different combination between skills / talents and actions and it will be important to find the right combination between 3 Skills and the 4 Talents we can equip.
To unlock the Talents you have to – like the Skills – just max out the different wings of the Base of Operations and then the talents will be available. Like the Skills, the Talents are categorized in the different roles and you can equip a total of 4 Talents that support your role or the different playstyles.
You can choose from 24 Talents and the Talent slots will be unlocked at level 1, 15, 25 , and when you have maxed out the Medical Wing. So in the end you can select 4 Talents.
Perks
The Perks are the third level of the Abilities that help you develop your character. In contrary to the Skills and Talents the Perks just have to be unlocked as you level-up your Base of Operations. After that, the Perks will always be active and give you fix Upgrade to your character. The Perks are passive buffs that give you more inventory-slots, more longer consumable duration or more grenade slots.
Medical Wing
Here we have the ability to take care of the wounded and the sick. In terms of skills, they are perfectly suited to players who wish to evolve as support and care for their teammates during combat.
Responsible for the medical wing:
Dr. Jessica Kandel – Virologist.
Comments
The different districts of Manhattan give you a clear path how you explore Manhattan and since each District has a player-level also an order when you can play specific missions. Based on that you will have a lot of Medical Wing resources early in your progression. Depending on your role (like the medic) it makes sense to buy the upgrades you need to fulfil your role – if you are more DPS / tank oriented, just unlock Clinic / Virus Lab and Disaster Aid to support your group with the Recovery Link Signature Skill until the healer is ready or you have unlocked your role specific Signature Skill. When you are using Pulse, you will also need the Quarantine Upgrade to use the Pulse mods.
Upgrade Options:
Clinic
Medical assistance for civilians and JTF with doctors and nurses on staff.
Virus Lab
Scientist working on the vaccine using data and equipment from the Division Agents fieldwork
Disaster Aid
Distribution of medical aid and disaster relief supplies to civilians
Quarantine
Palliative care for patients exposed to or infected with the virus
Intensive Care
Clinical space for surgical procedures. Limited to critical operations only.
Hazmat Unit
Decontamination Unit
Personal decontamination for field agents.
Pharmacy
Storage for restricted medications serviced by a pharmacist.
Counseling
Resources for the psychological counseling of JTF members and civilians in the base.
Pediatric Care
Care for children, infants and pregnant women
Lets look at the Base of Operation progression and how the Skills Talents and Perks work.
Skills
The skills are next to the regular weapons your most important offensive and defensive tools you have. We have 12 Skills in total and each of these skills has 3 modifications. The modifications can change the behavior of a skill drastically or just give it a more tactical edge. For example, the Turret can be changed into a flame-thrower or just into a turret that marks enemies for the other squad members. The key is to find the right combination that fits not only your playstyle but also the role you have in the Squad and what skills the other players have. In total you can equip 2 Skills to be used in combat.
Unlocking Skills and Master Bonus
You can unlock the Skills as you level-up the Base of Operations and buy upgrades for the different wings (Medical / Technology / Security). When you level-up the Medical wing you will unlock the medical skills and the same goes for the other wings. Each wing supports a different role (medical=healer, Technology=damage dealer, Security=tank). But what ever you do, when the Base of Operation is maxed out, you will have unlocked every skill, every modification, every talent, and all perks. When you have bought all the extensions of a wing, you get the Master Skill Bonus. The Master Skill Bonus gives additional abilities for each Skill, for example, longer duration or additional features like a report that you have been scanned by another player.
Signature Skill
Also notable is the capstone Skill on each of the three Medical, Technology and Security columns. Each wing has a Signature Skill upgrade that costs 1000 resources and that will unlock the Signature Skill. This is the third Skill you can equip, it is very powerful and has per default a 15 Minute cooldown. But this can be shortened with stats and weapon-talents. It is a very tactical skill that used in the right moment, can save your life.
Talents
The Talents add another level to your gameplay. While the Skills need to be activated, the Talents are passive abilities that need to be activated with actions you do in combat. For example, when you hit a headshot there is a 50% chance that the bullet is not consumed. Talents like these help you tailor your agent to your gameplay to really max out your contribution to the squad.
But doing actions in combat is not the only way to trigger the Talents – for example one talent gives a cooldown bonus after successfully healing a person. So if you are successful in healing you will be rewarded with a faster cooldown. So each role has a different combination between skills / talents and actions and it will be important to find the right combination between 3 Skills and the 4 Talents we can equip.
To unlock the Talents you have to – like the Skills – just max out the different wings of the Base of Operations and then the talents will be available. Like the Skills, the Talents are categorized in the different roles and you can equip a total of 4 Talents that support your role or the different playstyles.
You can choose from 24 Talents and the Talent slots will be unlocked at level 1, 15, 25 , and when you have maxed out the Medical Wing. So in the end you can select 4 Talents.
Perks
The Perks are the third level of the Abilities that help you develop your character. In contrary to the Skills and Talents the Perks just have to be unlocked as you level-up your Base of Operations. After that, the Perks will always be active and give you fix Upgrade to your character. The Perks are passive buffs that give you more inventory-slots, more longer consumable duration or more grenade slots.
Medical Wing
Here we have the ability to take care of the wounded and the sick. In terms of skills, they are perfectly suited to players who wish to evolve as support and care for their teammates during combat.
Responsible for the medical wing:
Dr. Jessica Kandel – Virologist.
Comments
The different districts of Manhattan give you a clear path how you explore Manhattan and since each District has a player-level also an order when you can play specific missions. Based on that you will have a lot of Medical Wing resources early in your progression. Depending on your role (like the medic) it makes sense to buy the upgrades you need to fulfil your role – if you are more DPS / tank oriented, just unlock Clinic / Virus Lab and Disaster Aid to support your group with the Recovery Link Signature Skill until the healer is ready or you have unlocked your role specific Signature Skill. When you are using Pulse, you will also need the Quarantine Upgrade to use the Pulse mods.
Upgrade Options:
Clinic
Medical assistance for civilians and JTF with doctors and nurses on staff.
- Cost: 500
- Skills:
First Aid
Heals all allies within a small radius. - Perk: Medkits - Increase Medkit inventory by 1 slot
- Comments: Essential to perform the role as healer
Virus Lab
Scientist working on the vaccine using data and equipment from the Division Agents fieldwork
- Cost: 500
- Skills:
Support Station
Drops a support station that heals allies and can be used to revive downed allies - Perk: Protective Measures – Increase Virus Protection by 1
- Comments: Very good for longer stationary fights, and also needed for Disaster Aid
Disaster Aid
Distribution of medical aid and disaster relief supplies to civilians
- Requirements: Clinic/Virus Lab
- Cost: 1000
- Skills:
Recovery Link
Heals and cures the user and the squad. Revives downed agents and can “overheal” beyond maximum health - Perk:
Canned Food – Increase Canned Food effect duration by 10 seconds
Supplier – Collect canned food, water, energy bar and soda in the Supply Line once per hour. - Comments: Signature Skill for the Medic, essential for his role
Quarantine
Palliative care for patients exposed to or infected with the virus
- Cost: 500
- Skill Mods:
Pulse Mod – Recon Pack
The pulse has an increased range and is capable of locating nearby loot containers
Pulse Mod – Tactial Scanner
Damage is increased when attacking any hostile targets identified by the pulse scan.
Pulse Mod – Scrambler
The pulse protects the user and all allies from hostile pulse scans - Perk: Contamination Intel – Reveal all contaminated areas on the map
- Comments: Essential when you are using the Pulse Skill
Intensive Care
Clinical space for surgical procedures. Limited to critical operations only.
- Requirement: Clinic
- Cost: 400
- Skill Mods:
First Aid – Defibrillator
The device can revive downed allies and grant them a portion of their normal health
First Aid – Overdose
The dives heals targets more efficiently and may even overheal target´s health beyond its normal rating.
Booster Shot
Temporary increases damage for the affected targets in addition to the normal healing effect - Perk: Medkits – Increase Medkit inventory by 1 slot
- Comments: Essential when you are using First Aid
Hazmat Unit
- Cost: 400
- Requirements: Virus Lab
- Skill Mods:
Support Station Mod – Life Support
Drops a revival station that automatically revives any allies who are downed within the affected area.
Support Station Mod – Immunizer
Drops a recovery station that removes Status Effects and makes allies immune while within the affected area.
Support Station Mod – Ammo Cache
While close to the device allies regain their ammo as they reload and skill cooldown recovery is faster. - Perk: Protective Measures – Increase Virus Protection by 1, gaining access to higher contamination areas
- Comments: Essential when you are using the Support station.
Decontamination Unit
Personal decontamination for field agents.
- Cost: 200
- Talents:
Adrenaline
Use a medkit when not at full health to receive an overheal.
Triage
Heal an ally with a skill to reduce skill cooldowns by 15% - Perk: Hazardous Materials – Increase Dark Zone Inventory by 1 slot
- Comments: Very helpful when you are using any Skill that heals an enemy. Very good in combination with Support Station or Smart Coverr
Pharmacy
Storage for restricted medications serviced by a pharmacist.
- Cost: 200
- Talents:
Shock and Awe
Suppress a hostile to increase movement speed by 25% for 10 Seconds.
Battle Buddy
Revive a downed agent to reduce incoming damage by 50% for 10 seconds for both players - Perk
Protective Measures
Increase Virus Protection by 1, gaining access to higher contamination areas
Rigger
Collect fabrics in the Medical Wing once per hour - Comments: Essential to perform the role as healer
Counseling
Resources for the psychological counseling of JTF members and civilians in the base.
- Cost: 200
- Talents:
Critical Save
Use a medkit during low health to increase damage resistance by 40% for 10 seconds
Shrapnel
Applying Bleed to any target triggers a 30% chance to apply the affect to all targets within 10m - Perk: Credit – Increase credit gains by 10%
- Comments: Critical Save is useful for close quarter combat players, but otherwise something to unlock later in the progression
Pediatric Care
Care for children, infants and pregnant women
- Cost: 200
- Talents:
Combat Medic
Use a medkit near allies to heal group members and proxies within 10m by 40%
Strike Back
Reach low health to reduce active skill cooldowns by 20% - Perk: Medkits - Increase Medkit inventory by 1 slot
- Comments: Useful for the Medkit-Slot