Gear Sets are unique combinations of gear pieces that an Agent can obtain. Every Gear Set 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.
Unlike High-Ends, each piece of a Gear Set does not have a specific Talent associated with them. Instead, once a certain number of pieces of one Gear Set is equipped, you obtain various Set Bonuses; a standard Gear Set provides all its bonuses when four pieces are equipped. Currently, there are fourteen 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 small file icon on the item's banner) have greater minimum and maximum stat rolls than the standard sets and provide exclusive 5-piece and 6-piece set 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 Set to use the unique bonuses; they cannot mix-and-match between standard pieces and Classified pieces.
List of Gear SetsEdit
Gear Set BonusesEdit
|Gear Set||Set Bonus (2)||Set Bonus (3)||Set Bonus (4)||Set Bonus (5) (Classified Only)||Set Bonus (6) (Classified Only)|
|AlphaBridge||+100% Health Regen speed||+5% Weapon Damage||Talent: AlphaBridge||+25% Health Regen, +10% Weapon Damage||Talent: Improved AlphaBridge|
|Banshee's Shadow||+20% Dark Zone Currency Gained||+10% Damage to targets out of cover||Talent: Banshee||+20% Looted DZ Funds, +5% 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||+40% Initial Bullet Stability||+20% Marksman Rifle Critical Hit Damage||Talent: DeadEYE|| +40% Initial Bullet Stability
+20% Marksman Rifle Critical Hit Damage
|Talent: Improved DeadEYE|
|Final Measure||+25% Exotic Damage Resilience||+15% Protection From Elites||Talent: Final Measure|| +15% Exotic Damage Resilience
+15% Protection from Elites
|Talent: Improved Final Measure|
|FireCrest||+3 Incendiary Grenades||+30% Flame Turret Damage and +50% Flame Turret Range||Talent: FireCrest||+1 Incendiary Grenade, +5% Flame Turret Range, +20% Flame Turret damage||Talent: Improved FireCrest|
|Hunter's Faith||+20% Optimal Range||+10% Headshot Damage||Talent: Hunter's Faith||+20% Optimal Range, +10% Headshot Damage||Talent: Hunter's Precision|
|Lone Star||+100% Ammo Capacity||+8% LMG Damage and +8% Shotgun Damage||Talent: Lone Star||+50% Ammo Capacity, +12% LMG Damage, +12% Shotgun Damage||Talent: Berserker|
|Path of the Nomad||+15% Health on Kill||Talent: Nomad's Resolve||Talent: Path of the Nomad||+10% Health on kill + Talent: Improved Nomad's Resolve||Talent: Nomad's Luck|
|Predator's Mark||+10% Reload Speed||+8% Assault Rifle Damage and +8% SMG Damage||Talent: Predator's Mark||+8% Assault Rifle Damage , +8% SMG Damage and 10% Reload Speed||Talent: Improved Predator's Mark|
|Sentry's Call||+30% Accuracy||+10% Headshot Damage||Talent: Sentry's Call||+15% Accuracy +15% Headshot Damage||Talent: Improved Sentry's Call|
|Reclaimer||+30% Support Station Range||+50% Support 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's Persistence + Improved Striker's Battlegear|
|Tactician's Authority||+15% Skill Haste||+10% Skill Power||Talent: Tactician's Authority||+5% Skill Power & +5% Skill Haste||Talent: Improved Tactician's Authority|
Gear Set TalentsEdit
|This article, Gear Sets, has insufficient information and needs more content. You can assist The Division Wiki by expanding this article as much as you can.|
If your Primary and Secondary Weapon is of the same category, they share the free talent. All talent requirements are ignored for all weapon talents.
Inactive personal versions of all Signature Skills are rotating every 6 seconds and can be 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 primary Stats are balanced between each other. These times are shortened depending on the difference in the ranges of your Primary Attributes. You can no longer manually activate Signature Skills or be affected by Ally Signature skills.
- While Rogue, all ammo is completely refilled every 30 seconds. Damage taken from non-rogue players reduced by 10%.
- While not Rogue, damage to Rogue players is increased by 10%. This bonus is increased to 20% for 10 minutes after being killed by a Rogue.
- While Rogue, the time to clear Manhunt status is decreased by 5% for every group member within 15 meters. All Rogue status actions that result in a rank up are doubled. Rewards for clearing Manhunt status are improved.
- While Not Rogue, damage to Manhunt status agents is increased by 2% for each Manhunt level the agent has, Rewards for killing Manhunt players are improved.
Allows using an SMG if one is equipped when Ballistic Shield is deployed. Only Master Rank shield mod is active. Ballistic Shield health is increased by 57% for every 3000 Stamina.
When Ballistic Shield is deployed, melee damage is increased by 2000% and all overhealing the agent receives is applied to the Ballistic Shield as healing. After receiving a damage threshold from receiving Physical or Exotic damage, the Ballistic Shield grants a buff to the agent and all group members within 15 meters for 6 seconds. The duration of the buff is increased by 2 seconds for every 3000 Stamina the player has. Physical Damage: Armor is increased by 30%. Exotic Damage: Weapon Damage is increased by 30% When at 9000 Stamina, Ballistic Shield Health is increased by 200%.
When zoomed, Marksman rifles lose headshot bonus, but gain 50% Critical Hit Chance while out of cover and 100% Critical Hit Chance while in cover.
When zoomed, getting a headshot kill with Marksman rifles will increase Critical Hit Damage by 20% every second, to a maximum of 100%, and will increase stability by 100%. Lasts for 10 seconds, or until no longer zoomed.
Final Measure SetEdit
When in range of hostile grenades or mortars, defuses them and adds grenades to your inventory. Can only happen once every 8 seconds.
Improved Final Measure
When a grenade is defused, the player and all group members within 30 meters gain a buff based on the grenade type that was defused. EMP/Shock: Skill Power increased by 40% for 8 seconds. Fragmentation/Incendiary: Weapon Damage increased by 40% for 8 seconds. Flashbang/Tear Gas: Armor increased by 40% for 8 seconds.
Your Weapon Damage is increased by 15% against burning targets.
Bullets have 2% chance to cause an enemy to burn. Burning targets can cause a fiery explosion when killed, once every 10 seconds. The agent is immune to their own fiery explosions. NPCs set on fire by your Flame Turret will burn 25% longer for every 2000 Electronics.
Hunter's Faith SetEdit
Each consecutive shot with a bolt action marksman rifle that hits an enemy deals 3% more damage. The damage bonus is increased by 4% for every 3000 Firearms. The bonus damage is removed once a shot misses a target, upon weapon swap or reload, or after 10 seconds.
Improved Hunter's Precision
Headshots double the gained increased damage bonus. 2 consecutive missed shots are needed to lose the bonus damage.
Lone Star SetEdit
When the weapon is holstered, it is instantly reloaded.
When a weapon has 50% of its magazine remaining in combat, there is a 75% chance to receive a bonus that activates when the final bullet is fired from the current magazine. Once activated, the magazine is instantly refilled, weapon damage and fire rate is increased by 30%. The bonus is cancelled by reloading, swapping weapons or exiting combat.
Path of the Nomad SetEdit
Grants a constant small 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's Resolve. Nomad's Resolve will now overheal.
50% chance to have no cooldown for Path of the Nomad. Take 60% less damage for 10 seconds after Path of the Nomad is triggered.
Predator's Mark SetEdit
Hit 10 shots without switching targets to make the target bleed for 50% of damage already done by those bullets.
Improved Predator's Mark
Hitting 10 shots without switching targets now applies The Predator's Mark which makes the target bleed for 50% of the damage already done by those bullets. The Predator's Mark ignores the target's Bleed Resistance. The damage-over-time to the target is increased by 15% for every 3000 Stamina and can critically hit the target. When at 9000 Stamina, the damage-over-time bonus is increased by an additional 120%.
When wearing four pieces, the set will activate all the Support Station mods (Life Support, Immunizer, Ammo Cache) simultaneously.
Support Station gains a 40% chance to have no cooldown triggered when it is destroyed by an enemy. This chance is increased by 20% for every 3000 Electronics.
Sentry's Call SetEdit
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 can receive up to three marks.
Improved Sentry's Call
NPC Targets can now receive up to six marks. After one mark, every headshot on the target has a 50% chance to spread a single mark to additional targets within 25 meters. At six marks, your headshot damage on the target is increased by 100%.
Striker's Battlegear SetEdit
Every consecutive hit deals 1% more damage. Stacks up to 100%. Missing shots drops bonus by 2%. Bonus is reduced by 1% every second. It is not possible to gain stacks, and bonus damage is not applied, while under the effects of EMP. Bonus is lost when exiting combat.
Every hit adds 2 stacks of a self-healing bonus; each stack is worth 0.01% of max health per second. Stacks up to 100 hits. This bonus is increased by 0.05% per stack for every 3000 Stamina. Missing shots drops the bonus by 1 stack, and the bonus is reduced by 2 stacks every second. It is not possible to gain stacks, and the self-healing is not applied, while under the effects of EMP. Bonus is lost when exiting combat. While in the Dark Zone, Last Stand, or Skirmish, each hit only adds 1 stack instead of 2, and the healing rate is reduced.
Improved Striker's Battlegear
Every hit increases the bonus damage from Striker's Battlegear by an additional 1%. Missing shots drops the bonus damage from Striker's Battlegear by 1%, and the bonus is reduced by 2% every second. While in the Dark Zone, Last Stand, or Skirmish, the additional 1% bonus damage is not applied.
Tactician's Authority SetEdit
Every bullet you hit enemies with adds 1% bonus skill power. Every bullet your deployed skills hit enemies with adds 0.2% bonus skill power. Skill power bonus max is 30%. Bonus is consumed on skill use.
Improved Tactician's Authority
Using a skill while at the max bonus will reset the skill power buff, but will raise the cap to 60%. Using a different skill at 60% has a 40% chance to set the buff power back to 30% while keeping the cap at 60%. This chance is increased by 20% for every 3000 Electronics.
Weapon Gear Sets Edit
Weapon Gear Sets operate on the same principle as armor Gear Sets, only that they apply to specific pairs of Exotic weapons. The weapons that are part of these sets function the same as High-End weapons (with the exception of The Devil's Heel), except that they have an additional, unique two-piece set bonus that is only active when both weapons are equipped at the same time; these Weapon Gear Sets are typically named for these two-set bonuses.
As of Update 1.8, there are three Weapon Gear Sets in the game:
- Valkyria - Twin sister submachine guns with Norse blood in their veins; one sister provides boosted critical hit damage that can only be used by the other sister
- Free Republic - An assault rifle & pistol tag team that work together to protect the homefront; the assault rifle provides a rolling boost to the pistol's next headshot damage, and any kills with the pistol provides a temporary rate of fire boost to all equipped weapons
- The Devil's 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, along with improved weapon swap speed