The Division Wiki
The Division Wiki
(Added the basics for the new Gear Sets)
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[[File:GearSets_1.3_Update.jpg|thumb|400px|Various Gear Sets added in Update 1.3 - Underground.]]
 
[[File:GearSets_1.3_Update.jpg|thumb|400px|Various Gear Sets added in Update 1.3 - Underground.]]
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Unlike {{High-end|Rarity|High-Ends}}, each piece of a {{Gearset|Gear Sets|Gear Set}} does not have a specific [[High End Gear Talents|Talent]] associated with them. Instead, once a certain number of pieces of one {{Gearset|Gear Sets|Gear Set}} is equipped, you obtain various Set Bonuses; a standard {{Gearset|Gear Sets|Gear Set}} provides all its bonuses when four pieces are equipped. Currently, there are fourteen {{Gearset|Gear Sets}} in-game. 
 
Unlike {{High-end|Rarity|High-Ends}}, each piece of a {{Gearset|Gear Sets|Gear Set}} does not have a specific [[High End Gear Talents|Talent]] associated with them. Instead, once a certain number of pieces of one {{Gearset|Gear Sets|Gear Set}} is equipped, you obtain various Set Bonuses; a standard {{Gearset|Gear Sets|Gear Set}} provides all its bonuses when four pieces are equipped. Currently, there are fourteen {{Gearset|Gear Sets}} in-game. 
   
[[Update 1.7]] introduced '''{{Gearset|Gear Sets|Classified Gear Sets}}''' to the game. These improved versions of the standard {{Gearset|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 {{Gearset|Classified Gear Set|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 {{Gearset|Classified Gear Set|Classified Gear Set}} to use the unique bonuses; they cannot mix-and-match between standard pieces and Classified pieces. 
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[[Patches and Updates/Update 1.7|Update 1.7]] introduced '''{{Gearset|Gear Sets|Classified Gear Sets}}''' to the game. These improved versions of the standard {{Gearset|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 {{Gearset|Classified Gear Set|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 {{Gearset|Classified Gear Set|Classified Gear Set}} to use the unique bonuses; they cannot mix-and-match between standard pieces and Classified pieces. 
   
There are also '''{{Gearset|Gear Sets|Weapon Gear Sets}}''' in the game: a pair of {{Exotic|Exotic Items|Exotic}} [[weapons]] that work in tandem as part of a set. As of [[Update 1.8: Resistance|Update 1.8]], there are currently three Weapon Gear Sets in the game. 
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There are also '''{{Gearset|Gear Sets|Weapon Gear Sets}}''' in the game: a pair of {{Exotic|Exotic Items|Exotic}} [[weapons]] that work in tandem as part of a set. As of [[Patches and Updates/Update 1.8: Resistance|Update 1.8]], there are currently three Weapon Gear Sets in the game. 
   
 
==<span style="font-size:18px;">List of Gear Sets</span>==
 
==<span style="font-size:18px;">List of Gear Sets</span>==
 
{{Nav/Gearsets}}
 
{{Nav/Gearsets}}
   
== The Division 1 ==
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== Tom Clancy's The Division ==
There are a total of 14 gear sets in Tom Clancy's The Division. They can be found in their regular and classified forms throughout the map via loot drops, and sometimes in caches.
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There are a total of 14 gear sets in ''Tom Clancy's The Division''. They can be found in their regular and classified forms throughout the map via loot drops, and sometimes in caches.
   
=== '''<u>Gear Set Bonuses</u>''' ===
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=== Gear Set Bonuses ===
 
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=== '''<u>Gear Set Talents</u>''' ===
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=== Gear Set Talents ===
==== <u>AlphaBridge Set</u> ====
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==== AlphaBridge Set ====
 
AlphaBridge<br />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.
<span id="AlphaBridge"><b>AlphaBridge</b></span><br />
 
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.
 
   
 
Improved AlphaBridge<br />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.
<span id="ImprovedAlphaBridge"><b>Improved AlphaBridge</b></span><br />
 
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.
 
   
==== <u>Banshee Set</u> ====
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==== Banshee Set ====
<span id="Banshee"><b>Banshee</b></span><br />
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Banshee<br />
* While Rogue, all ammo is completely refilled every 30 seconds. Damage taken from non-rogue players reduced by 10%.
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* 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.
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* 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.
   
<span id="ImprovedBanshee"><b>Improved Banshee</b></span><br />
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Improved Banshee<br />
* 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.
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* 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.
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* 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.
   
==== <u>D3-FNC Set</u> ====
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==== D3-FNC Set ====
 
FrontLine<br />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 3,000 Stamina.
<span id="FrontLine"><b>FrontLine</b></span><br />
 
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.
 
   
 
Improved FrontLine<br />When Ballistic Shield is deployed, melee damage is increased by 2,000% 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 3,000 Stamina the player has. Physical Damage: Armor is increased by 30%. Exotic Damage: Weapon Damage is increased by 30% When at 9,000 Stamina, Ballistic Shield Health is increased by 200%.
<span id="ImprovedFrontLine"><b>Improved FrontLine</b></span><br />
 
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%.
 
   
==== <u>DeadEYE Set</u> ====
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==== DeadEYE Set ====
 
DeadEYE<br />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.
<span id="DeadEYE"><b>DeadEYE</b></span><br />
 
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.
 
   
 
Improved DeadEYE<br />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.
<span id="ImprovedDeadEYE"><b>Improved DeadEYE</b></span><br />
 
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.
 
   
==== <u>Final Measure Set</u> ====
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==== Final Measure Set ====
 
Final Measure<br />When in range of hostile grenades or mortars, defuses them and adds grenades to your inventory. Can only happen once every 8 seconds.
<span id="FinalMeasure"><b>Final Measure</b></span><br />
 
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<br />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.
<span id="ImprovedFinalMeasure"><b>Improved Final Measure</b></span><br />
 
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.
 
   
==== <u>FireCrest Set</u> ====
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==== FireCrest Set ====
 
FireCrest<br />Your Weapon Damage is increased by 15% against burning targets.
<span id="FireCrest"><b>FireCrest</b></span><br />
 
Your Weapon Damage is increased by 15% against burning targets.
 
   
 
Improved FireCrest<br />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 2,000 Electronics.
<span id="ImprovedFireCrest"><b>Improved FireCrest</b></span><br />
 
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.
 
   
==== <u>Hunter's Faith Set</u> ====
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==== Hunter's Faith Set ====
 
Hunter's Faith<br />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 3,000 Firearms. The bonus damage is removed once a shot misses a target, upon weapon swap or reload, or after 10 seconds.
<span id="HuntersFaith"><b>Hunter's Faith</b></span><br />
 
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<br />Headshots double the gained increased damage bonus. 2 consecutive missed shots are needed to lose the bonus damage.
<span id="ImprovedHuntersPrecision"><b>Improved Hunter's Precision</b></span><br />
 
Headshots double the gained increased damage bonus. 2 consecutive missed shots are needed to lose the bonus damage.
 
   
==== <u>Lone Star Set</u> ====
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==== Lone Star Set ====
 
Lone Star<br />When the weapon is holstered, it is instantly reloaded.
<span id="LoneStar"><b>Lone Star</b></span><br />
 
When the weapon is holstered, it is instantly reloaded.
 
   
 
Berserker<br />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.
<span id="Berserker"><b>Berserker</b></span><br />
 
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.
 
   
==== <u>Path of the Nomad Set</u> ====
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==== Path of the Nomad Set ====
 
Nomad's Resolve<br />Grants a constant small amount of healing, allowing the user to regenerate all segments of the health bar during combat.
<span id="NomadsResolve"><b>Nomad's Resolve</b></span><br />
 
Grants a constant small amount of healing, allowing the user to regenerate all segments of the health bar during combat.
 
   
 
Path of the Nomad<br />When receiving fatal damage, you are instantly healed to full health. Can occur once every 4 minutes.
<span id="PathOfTheNomad"><b>Path of the Nomad</b></span><br />
 
When receiving fatal damage, you are instantly healed to full health. Can occur once every 4 minutes.
 
   
 
Improved Nomad's Resolve<br />Increases the amount of healing from Nomad's Resolve. Nomad's Resolve will now overheal.
<span id="ImprovedNomadsResolve"><b>Improved Nomad's Resolve</b></span><br />
 
Increases the amount of healing from Nomad's Resolve. Nomad's Resolve will now overheal.
 
   
 
Nomad's Luck<br />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.
<span id="NomadsLuck"><b>Nomad's Luck</b></span><br />
 
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.
 
   
==== <u>Predator's Mark Set</u> ====
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==== Predator's Mark Set ====
 
Predator's Mark<br />Hit 10 shots without switching targets to make the target bleed for 50% of damage already done by those bullets.
<span id="PredatorsMark"><b>Predator's Mark</b></span><br />
 
Hit 10 shots without switching targets to make the target bleed for 50% of damage already done by those bullets.
 
   
 
Improved Predator's Mark<br />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 3,000 Stamina and can critically hit the target. When at 9,000 Stamina, the damage-over-time bonus is increased by an additional 120%.
<span id="ImprovedPredatorsMark"><b>Improved Predator's Mark</b></span><br />
 
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%.
 
   
==== <u>Reclaimer Set</u> ====
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==== Reclaimer Set ====
 
Reclaimer<br />When wearing four pieces, the set will activate all the Support Station mods (Life Support, Immunizer, Ammo Cache) simultaneously.
<span id="Reclaimer"><b>Reclaimer</b></span><br />
 
When wearing four pieces, the set will activate all the Support Station mods (Life Support, Immunizer, Ammo Cache) simultaneously.
 
   
 
Improved Reclaimer<br />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 3,000 Electronics.
<span id="ImprovedReclaimer"><b>Improved Reclaimer</b></span><br />
 
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.
 
   
==== <u>Sentry's Call Set</u> ====
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==== Sentry's Call Set ====
 
Sentry's Call<br />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.
<span id="SentrysCall"><b>Sentry's Call</b></span><br />
 
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<br />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%.
<span id="ImprovedSentrysCall"><b>Improved Sentry's Call</b></span><br />
 
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%.
 
   
==== <u>Striker's Battlegear Set</u> ====
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==== Striker's Battlegear Set ====
 
Striker's Battlegear<br />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.
<span id="StrikersBattlegear"><b>Striker's Battlegear</b></span><br />
 
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.
 
   
 
Striker's Persistence<br />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 3,000 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.
<span id="StrikersPersistence"><b>Striker's Persistence</b></span><br />
 
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<br />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.
<span id="ImprovedStrikersBattlegear"><b>Improved Striker's Battlegear</b></span><br />
 
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.
 
   
==== <u>Tactician's Authority Set</u> ====
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==== Tactician's Authority Set ====
 
Tactician's Authority<br />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.
<span id="TacticiansAuthority"><b>Tactician's Authority</b></span><br />
 
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<br />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 3,000 Electronics.
<span id="ImprovedTacticiansAuthority"><b>Improved Tactician's Authority</b></span><br />
 
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.
 
   
=== '''<u>Weapon Gear Sets</u>''' ===
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=== Weapon Gear Sets ===
 
Weapon Gear Sets operate on the same principle as armor {{Gearset|Gear Sets|Gear Sets}}, only that they apply to specific pairs of {{Exotic|Exotic Items|Exotic}} weapons. The weapons that are part of these sets function the same as {{High-end|Rarity|High-End}} weapons (with the exception of {{Exotic|The Devil's Heel|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.
 
Weapon Gear Sets operate on the same principle as armor {{Gearset|Gear Sets|Gear Sets}}, only that they apply to specific pairs of {{Exotic|Exotic Items|Exotic}} weapons. The weapons that are part of these sets function the same as {{High-end|Rarity|High-End}} weapons (with the exception of {{Exotic|The Devil's Heel|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: Resistance|Update 1.8]], there are three Weapon Gear Sets in the game:
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As of Update 1.8, there are three Weapon Gear Sets in the game:
* {{Exotic|Valkyria (Weapon Gear Set)|Valkyria}} - Twin sister [[Submachine Guns|submachine guns]] with Norse blood in their veins; one sister provides boosted critical hit damage that can only be used by the other sister
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* {{Exotic|Valkyria (Weapon Gear Set)|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.
 
** {{Exotic|Hildr|Hildr}}
 
** {{Exotic|Hildr|Hildr}}
 
** {{Exotic|Eir|Eir}}
 
** {{Exotic|Eir|Eir}}
   
* {{Exotic|Free Republic|Free Republic}} - An [[Assault Rifles|assault rifle]] & [[Pistols|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
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* {{Exotic|Free Republic|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.
 
** {{Exotic|Centurion|Centurion}}
 
** {{Exotic|Centurion|Centurion}}
 
** {{Exotic|Liberator|Liberator}}
 
** {{Exotic|Liberator|Liberator}}
   
* {{Exotic|The Devil's Heel|The Devil's Heel}} - A pair of semi-automatic [[Marksman Rifles|marksman rifles]] that unleash hellish fury; each rifle shares and empowers their respective {{Exotic|Exotic Items|Exotic}} [[Talents (Weapons)|talent]] (Fire and Fury, respectively) with each other, along with improved weapon swap speed
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* {{Exotic|The Devil's Heel|The Devil's Heel}} - A pair of semi-automatic marksman rifles that unleash hellish fury; each rifle shares and empowers their respective {{Exotic|Exotic Items|Exotic}} talent (Fire and Fury, respectively) with each other, along with improved weapon swap speed.
 
** {{Exotic|Devil|Devil}}
 
** {{Exotic|Devil|Devil}}
 
** {{Exotic|Heel|Heel}}
 
** {{Exotic|Heel|Heel}}
 
== The Division 2 ==
 
There are no gear sets currently in Tom Clancy's The Division 2, but there are plans to add some in the near future. Any gear sets shown below are unreleased and subject to change.
 
 
=== '''<u>Gear Set Bonuses</u>''' ===
 
{| class="article-table"
 
|'''Gear Set'''
 
|'''Icon'''
 
|'''Set Bonus (2)'''
 
|'''Set Bonus (3)'''
 
|'''Set Bonus (4)'''
 
|-
 
|{{Gearset|Ongoing Directive}}
 
|[[File:Ongoing Directive Gear Set.png|centre|thumb|51x51px]]
 
|
 
|
 
|
 
|-
 
|{{Gearset|Hard Wired}}
 
|[[File:Hard Wired Gear Set.png|centre|thumb|50x50px]]
 
|
 
|
 
|
 
|-
 
|{{Gearset|True Patriot}}
 
|[[File:True Patriot Gear Set.png|centre|thumb|51x51px]]
 
|
 
|
 
|
 
|}
 
 
=== '''<u>Gear Set Talents</u>''' ===
 
 
==== <u>Ongoing Directive</u> ====
 
Information will be added when the gear set is released
 
 
==== <u>Hard Wired</u> ====
 
Information will be added when the gear set is released
 
 
==== <u>True Patriot</u> ====
 
Information will be added when the gear set is released
 
   
 
==Gallery==
 
==Gallery==
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tc-the-division-gear-sets-update-1-3-underground-678x320.jpg|Gear Sets in Update 1.3
 
tc-the-division-gear-sets-update-1-3-underground-678x320.jpg|Gear Sets in Update 1.3
 
</gallery>
 
</gallery>
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  +
==Appearances==
  +
*''[[Tom Clancy's The Division]]''
 
[[Category:Gear]]
 
[[Category:Gear]]
 
[[Category:Gear Sets]]
 
[[Category:Gear Sets]]
  +
[[Category:Equipment]]

Revision as of 22:14, 3 October 2020

Tom Clancy's The Division Tom Clancy's The Division 2


GearSets 1

Various Gear Sets added in Update 1.3 - Underground.

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. 

There are also Weapon Gear Sets in the game: a pair of Exotic weapons that work in tandem as part of a set. As of Update 1.8, there are currently three Weapon Gear Sets in the game. 

List of Gear Sets

Tom Clancy's The Division

There are a total of 14 gear sets in Tom Clancy's The Division. They can be found in their regular and classified forms throughout the map via loot drops, and sometimes in caches.

Gear Set Bonuses

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 Talents

AlphaBridge Set

AlphaBridge
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.

Improved AlphaBridge
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.

Banshee Set

Banshee

  • 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.

Improved Banshee

  • 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.

D3-FNC Set

FrontLine
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 3,000 Stamina.

Improved FrontLine
When Ballistic Shield is deployed, melee damage is increased by 2,000% 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 3,000 Stamina the player has. Physical Damage: Armor is increased by 30%. Exotic Damage: Weapon Damage is increased by 30% When at 9,000 Stamina, Ballistic Shield Health is increased by 200%.

DeadEYE Set

DeadEYE
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.

Improved DeadEYE
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 Set

Final Measure
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.

FireCrest Set

FireCrest
Your Weapon Damage is increased by 15% against burning targets.

Improved FireCrest
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 2,000 Electronics.

Hunter's Faith Set

Hunter's Faith
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 3,000 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 Set

Lone Star
When the weapon is holstered, it is instantly reloaded.

Berserker
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 Set

Nomad's Resolve
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.

Nomad's Luck
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 Set

Predator's Mark
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 3,000 Stamina and can critically hit the target. When at 9,000 Stamina, the damage-over-time bonus is increased by an additional 120%.

Reclaimer Set

Reclaimer
When wearing four pieces, the set will activate all the Support Station mods (Life Support, Immunizer, Ammo Cache) simultaneously.

Improved Reclaimer
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 3,000 Electronics.

Sentry's Call Set

Sentry'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 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 Set

Striker's Battlegear
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.

Striker's Persistence
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 3,000 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 Set

Tactician's Authority
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 3,000 Electronics.

Weapon Gear Sets

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.

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Appearances