Post by TRUE EB0LA on Apr 4, 2016 23:01:37 GMT -5
ALL CREDIT FOR THIS GUIDE GOES TO CarpeBedlam
The concept of min/max on all your gear, gear mods, weapons, and weapon mods can be overwhelming. That’s why I’ve started a series of discussions where we go through these items one at a time. Hopefully we can all help each other reach our individual goals, get better builds, and (most importantly) have more fun!
Please note that I will lean a bit to the PvP side of things with my opinions because that is my personal playstyle, but I will never fail to point out if something makes sense from a PvE perspective. Also note that I am talking about iLevel 31 items unless otherwise specified.
IMPORTANT NOTE: These guides are meant to help people better understand their gear pieces, what type of properties they can produce, and what properties make sense in different scenarios. The recommended gear rolls are a meant to be a starting point for players with little to no clue how to min/max. I don’t suggest that people follow everything exactly the way I’m showing it, but rather use them as a template and then tailor, tweak, and customize gear properties to fit your personal play style. On to the topic at hand:
Gloves: The iLevel 31 Gloves Bluprints can be purchased from the Safe House Vendor in Dark Zone 06, and requires you to be Rank 50 in the Dark Zone. It costs 5 High-end (Yellow) Fabric, 3 High-end (Yellow) Electronics, and 3 High-end (Yellow) Division Tech to craft a pair of Gloves.
Native Stats: Primary Stat range is 470-575 for whichever you’re rolling (Firearms/Stamina/Electronics). Gloves also come with Armor that will range from 353-431. Please note that Gloves are the one piece of gear that cannot have a Gear Mod Slot, and also comes with no Minor Attributes.
Possible Talents: every pair of Gloves will have one (no more, no less) of these Talents.
Possible Major Attributes: every pair of Gloves will have three (no more, no less) of these Major Attributes.
Possible Skills: every pair of Gloves will have one (no more, no less) of these Skills.
Recommended Gloves (DPS/PvP)
Final PvP Analysis: The Main Stat, Armor, Savage Talent, and Critical Hit Chance are properties worth re-crafting and recalibrating to get and max. Critical Hit Damage is worth chasing if you’ve got everything else in a good spot. SMG Damage is in the recommended piece because it is what most people are running, but you can change that to whatever weapon you use most. I find First Aid Self Heal to be as useful as Pulse Critical Hit Damage in PvP, but went with the latter because this is a DPS recommendation (my current Gloves came with +9% First Aid Self Heal and I couldn’t be happier).
Recommended Gloves (DPS/PvE)
Final PvE Analysis: The Main Stat, Armor, Savage Talent, and Critical Hit Chance are properties worth re-crafting and recalibrating to get and max. Damage vs. Elites is worth chasing if you’ve got everything else in a good spot. Health on Kill can be extremely useful, and is worth considering instead of Critical Hit Damage. First Aid Self Heal can be incredibly useful if you run things solo a lot, and is worth considering instead of Pulse Critical Hit Damage.
SOURCE
The concept of min/max on all your gear, gear mods, weapons, and weapon mods can be overwhelming. That’s why I’ve started a series of discussions where we go through these items one at a time. Hopefully we can all help each other reach our individual goals, get better builds, and (most importantly) have more fun!
Please note that I will lean a bit to the PvP side of things with my opinions because that is my personal playstyle, but I will never fail to point out if something makes sense from a PvE perspective. Also note that I am talking about iLevel 31 items unless otherwise specified.
IMPORTANT NOTE: These guides are meant to help people better understand their gear pieces, what type of properties they can produce, and what properties make sense in different scenarios. The recommended gear rolls are a meant to be a starting point for players with little to no clue how to min/max. I don’t suggest that people follow everything exactly the way I’m showing it, but rather use them as a template and then tailor, tweak, and customize gear properties to fit your personal play style. On to the topic at hand:
Gloves: The iLevel 31 Gloves Bluprints can be purchased from the Safe House Vendor in Dark Zone 06, and requires you to be Rank 50 in the Dark Zone. It costs 5 High-end (Yellow) Fabric, 3 High-end (Yellow) Electronics, and 3 High-end (Yellow) Division Tech to craft a pair of Gloves.
Native Stats: Primary Stat range is 470-575 for whichever you’re rolling (Firearms/Stamina/Electronics). Gloves also come with Armor that will range from 353-431. Please note that Gloves are the one piece of gear that cannot have a Gear Mod Slot, and also comes with no Minor Attributes.
Possible Talents: every pair of Gloves will have one (no more, no less) of these Talents.
Talent | Description | Analysis |
Savage | Your Critical hit chance is increased by 13% against targets out of cover | the vast majority of your damage is going to be done to enemies out of cover, this talent is amazing |
Cunning | After reloading, your next shot with this weapon has a 9.5% higher critical hit chance | reloading talents and buffs are low tier and should be avoided |
Decisive | Headshots with your side arm deal 25% more damage | just awful, this talent is only semi useful if you have a god tier shotgun sidearm and enjoy going to it often to finish off an enemy |
Astute | The first 3 bullets of your magazine have a 9.5% higher chance to do a Critical Hit | this is decent, but Savage is miles ahead of it |
Possible Major Attributes: every pair of Gloves will have three (no more, no less) of these Major Attributes.
Attribute | Value | Analysis |
Critical Hit Change | 5-6.5% | highly recommended for all builds |
Critical Hit Damage | 30-37% | highly recommended if you are running a high crit chance build (for SMG users this is a must have) |
SMG Damage | 353-431 | this is great if you primarily use an SMG, but I wouldn't go chasing it, the damage is added as a flat value to your per bullet damage and is not subject to the Firearms multiplier, meaning it isn't adding a ton of punch |
Assault Rifle Damage | 470-575 | good option if you're married to the corresponding weapon, but there are better options |
Shotgun Damage | 470-575 | good option if you're married to the corresponding weapon, but there are better options |
LMG Damage | 470-575 | good option if you're married to the corresponding weapon, but there are better options |
Pistol Damage | 470-575 | good option if you're married to the corresponding weapon, but there are better options |
Marksman Rifle Damage | 1651-2020 | good option if you're married to the corresponding weapon, but there are better options |
Damage vs. Elites | 9-11% | great option for PvE builds, won't help you at all in PvP |
Health on Kill | 9-11% | great option for PvE builds, won't help you much in PvP battles |
Possible Skills: every pair of Gloves will have one (no more, no less) of these Skills.
Skill | Value | Analysis |
Ballistic Shield Damage | 2.5-3% | decent option if you're married to the corresponding skill |
Smart Cover Damage | 2.5-3% | decent option if you're married to the corresponding skill |
First Aid Self Heal | 7.5-9% | great option for anyone who uses First Aid, which I think is most people |
Mobile Cover Health | 7.5-9% | decent option if you're married to the corresponding skill |
Pulse Critical Hit Damage | 7.5-9% | great option for people running a high crit chance build (especially SMG users) |
Seeker Mine Damage | 7.5-9% | decent option if you're married to the corresponding skill |
Sticky Bomb Damage | 7.5-9% | great option if you're running a high Skill Power build with the goal of 1-shotting people with your BFB Sticky Bomb |
Support Station Duration | 7.5-9% | great option if you're running a high Skill Power build as a healer |
Turret Damage | 7.5-9% | decent option if you're married to the corresponding skill |
Recommended Gloves (DPS/PvP)
Property | Amount | Type |
Firearms/Stamina/Electronics | 470-575 | Main Stat |
Armor | 431 | Native |
Savage | N/A | Talent |
Critical Hit Chance | 6.5% | Major Attribute |
Critical Hit Damage | 37% | Major Attribute |
SMG Damage | 431 | Major Attribute |
Pulse Critical Hit Damage | 9% | Skill Attribute |
Final PvP Analysis: The Main Stat, Armor, Savage Talent, and Critical Hit Chance are properties worth re-crafting and recalibrating to get and max. Critical Hit Damage is worth chasing if you’ve got everything else in a good spot. SMG Damage is in the recommended piece because it is what most people are running, but you can change that to whatever weapon you use most. I find First Aid Self Heal to be as useful as Pulse Critical Hit Damage in PvP, but went with the latter because this is a DPS recommendation (my current Gloves came with +9% First Aid Self Heal and I couldn’t be happier).
Recommended Gloves (DPS/PvE)
Property | Amount | Type |
Firearms/Stamina/Electronics | 470-575 | Main Stat |
Armor | 431 | Native |
Savage | N/A | Talent |
Critical Hit Chance | 6.5% | Major Attribute |
Critical Hit Damage | 37% | Major Attribute |
Damage vs. Elites | 11% | Major Attribute |
Pulse Critical Hit Damage | 9% | Skill Attribute |
Final PvE Analysis: The Main Stat, Armor, Savage Talent, and Critical Hit Chance are properties worth re-crafting and recalibrating to get and max. Damage vs. Elites is worth chasing if you’ve got everything else in a good spot. Health on Kill can be extremely useful, and is worth considering instead of Critical Hit Damage. First Aid Self Heal can be incredibly useful if you run things solo a lot, and is worth considering instead of Pulse Critical Hit Damage.
SOURCE