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Section 2: Skills and Benefits for Master Agents



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Skills and perks play an important role in The Division 2 . They make your life easier on the dangerous streets of post-apocalyptic Washington DC, and often they are the difference between life and death. Even if you have great equipment and lethal weapons, from time to time you will need support from the unique capabilities of the Division Agents. And probably more often than you want to admit. Our Division 2 Skills and Benefits Manual details all of the key skills and the systems around them.

For more information about The Division 2, read our beginner's guide for tips and tricks that you should know when starting.

The Division 2 abilities and variants

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There are eight skills in ] The Division 2 with three each up to four variants. While all skills are helpful, some are designed for offense, others for defense. However, only two abilities can be equipped at the same time. Once you've unlocked more than a few, you'll need to pick some options.

. 1 Pulse

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Pulse is a gadget that scans the environment and highlights enemies. This can be useful not only before firefighting, but also when enemies start to crawl. Pulse has two additional variants. Remote is an implementable gadget that looks for enemies in the loop. This is a worthwhile upgrade as it's not just a one-time scan. Meanwhile, Jammer sends an impulse that overrides the hostile electronics.

The impulse is a decent skill, but once you play The Division 2 and get acquainted with the movements of the enemy, it will happen to be one of the least desirable abilities.

. 2 Turret

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The Turret is exactly what it sounds like, a small-mounted weapon that automatically shoots at nearby enemies. Even in the default attack state, the turret can be used effectively throughout the campaign. We can not count how many times the use of a tower saved us in boss battles.

The Incinerator variant fires rather than bullets. It is helpful to be near a group of enemies and prevent your opponents from approaching your position. The Sniper variant has a long barrel and can be manually forced to shoot at specific enemies, resulting in unique abilities.

. 3 Hive

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A versatile skill whose primary purpose is to support allies. If you are a solo player or have not entered the Dark Zone, Hive is not practical. The first variant, Restorer, repairs the ally's armor. The Stinger variant uses micro drones that attack nearby enemies to create a distraction (see: not as powerful as turrets). The Reviver variant brings dejected allies back to life, and the Booster variant sends a stimulus to allies who increase their combat stats.

. 4 Chem Launcher

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Versatile defense / offensive capability. His first variant, Reinforcer, emits a gas cloud that strengthens the ally armor. The Firestarter variant blows a cloud of easily combustible gas. Shoot it and the area will explode. The Riot Foam variant builds a rough-looking foam that can sit with opponents so they can not move or fire their weapon.

The Oxidizer variant emits pretty-looking corrosive gas that confuses enemy armor and skills, slowing down the damage. Chem Launcher, especially the Firestarter and Oxidizer variants, can be very useful in tough boss battles.

. 5 Firefly

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The Firefly flies with its standard Blinder variant like a well-hovering bow, hiding close to opponents. Burster, one of its variants, is one of the more skillful abilities in the game. It binds small explosives to multiple targets. When these unsuspecting enemies are in the vicinity, the explosives begin to brake.

The Demolisher variant damages vulnerabilities, explodes surrounding objects such as gas canisters, and eliminates the enemy's skills. Firefly, and especially the Demolisher variant, is a great secondary skill that can be paired with a Revolver or Chem Launcher.

. 6 Seeker Mine

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The Seeker Mine is a small ball that pulls itself towards enemies and then explodes. Its Airburst variant sends the explosive charge upwards and not outwards, and the cluster variant breaks into several smaller mines to attack numerous opponents. Cluster is the way to Seeker Mine.

. 7 Drone

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Drones are by default like moving turrets. The Stunner Drone gets a line on targets and shoots fast for your position. The Defender variant deflects incident fire. The Bombardier differs in that you have to pick two points. After you have placed your targets, the drone drops small explosives midway between the spots. The Fixer drone recovers allied armor, so it's only useful in Squad.

. 8 Shield

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The Shield skill can save your life. The first variant, Bulwark Ballistic, forms a whole body sign to take away. The catch is that you can only use pistols while holding the shield. The Crusader variant does not cover your entire body, but you can use your primary weapons while holding them. With the Deflector variant, you can shoot back the enemy when bullets bounce off to a selected target.

How to Unlock Your Ability in The Division 2

After completing the intro mission, you will unlock your first skill point, which you can give the Quartermaster for one of the eight abilities mentioned above. Future skills will only be unlocked by completing the main missions, but all will be unlocked in the middle of the campaign. The Quartermaster is stationed in the White House.

Which skills need to be unlocked first?

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We suggest that you first unlock the Drone or Turret skills. You'll just get the best results while your build is still in progress. Unlocking the drone or the tower is even more important if you want to play solo. However, if you play with friends, you can probably get away with mixing, so your team has more sophisticated abilities.

We suggest activating the unlock and their default variants in this order: Turret, Drone, Seeker Mine, Shield, Firefly, Chem Launcher, Hive, Pulse.

How to Obtain and Use Mods

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Skills such as weapons have modding abilities. Skill mods can be picked up from loot items. At level ten, providers will experience random skill mods. You can also create skill mods by purchasing blueprints obtained by completing missions and found throughout DC.

Skill mods can increase the rate of fire or efficiency of skills and provide other benefits, such as the reduction in cooldown, which is important because all skills must cool off after use. Instead of the skill icon in your HUD, a countdown will be displayed, which can take up to two minutes to cool down.

Check regularly which mods are available. All mods are helpful, so it makes sense to equip what you need to improve your skills.

What is skill?

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Under your Armor and Health values ​​in the Character menu are values ​​called "Skill Power". Skill Power starts at zero and can go into the thousands. Basically, the higher your ability, the better your abilities. The base damage increases, the healing power increases and the cooldown decreases with increasing skill power.

It's important to know that the equipment you equip can actually affect your skill power, especially when it comes to brand sets. Brand sets come into play with higher equipment (specialized and higher). Each up to three equivalent branded equipment provides a percentage bonus for a given status. Skill Power is one of the most important statistics of brands. The cooldown on skills can also be reduced by brand sets. Therefore, skills and equipment intertwine more than it may seem at first glance.

The Best Perks

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Along with Skills, the Quartermaster distributes perks. With the first bonus you receive, you can carry two primary weapons. After that, it's up to you to decide which benefits your SHD technician will need to spend.

Perks in the upper part of the grid are of course more important. For example, the Restock perks will populate your armor and garnet sets when you're in safe areas. You will surely need these two benefits as soon as possible. You should also prioritize unlocking all three Armor Kit perks so you can carry a maximum of six kits, and if you do not want to mess with your inventory all the time, increasing the size of your backpack is a must.

We Also Recommend Gripping All five Accolades perks benefit as they increase your experience with a variety of achievements such as headshots and multi-kills. Once you've got the bare essentials, you can continue to purchase additional features such as advanced mags, scopes, and grips to improve accuracy. Weapon mods can turn a good weapon into a great weapon, so these benefits are important as you enter the back half of the campaign.

How to Obtain SHD Tech

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The SHD tech (pronounced hue-tech) is the currency for additional benefits and additional skill variations. You can earn SHD tech by completing certain SHD tech side missions, main missions, SHD tech cache drop, checkpoints, and level up. Every time you ascend, you deserve a SHD technician. The cache in each area is highlighted on your card after you interact with the computer in Safe House.

Although it's possible to build an excess of SHD tech, keep in mind that each skill variant costs five SHD tech, a full side mission is worth it. Higher-ranking benefits also cost several SHD technicians. Since you have to balance the technology of SHD between the advantages and the new skill variants, it is possible to run without a huge expenditure frenzy.

After you have unlocked the essential armor and replenishment supplements listed above, we suggest you purchase the skill types you want first before using more SHD technology for "frivolous" perks, such as more space in your backpack.

Remember that enemies also use skills.

They have more tools at their disposal than the competition. Armored opponents (Blue, Green, Yellow Level) can also use skills. We've seen them use towers, attach RC cars with bombs or circular saws, and use the Chem Launcher. Whenever you hit an enemy with technical abilities, we strongly recommend focusing your energy on eliminating them. It's not fun nor easy to be on the receiving side of the division's players' clubs.






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