|Tom Clancy's The Division||Tom Clancy's The Division 2|
After the agents reach Washington, D.C. and secure the White House as their Base of Operations. The agent will have the option to unlock any two skills. New Skills can also be unlocked in the future as the agent upgrades the Base of Operations. Skills can be unlocked at the Quartermaster who sits at the main entrance of The White House.
With the addition of Warlords of New York, several new skills were added. These skills are unique in the way they are acquired. In order for the agent to obtain the skill, they must defeat the enemy who uses it.
Base Game Skills
The base game of Tom Clancy's The Division 2 comes with several skills that agents may use.
The Pulse skill sends out a wave around the agent and can do a variety of things. It can spot enemies, disrupt them, or confuse them out of their cover.
The Turret is a deployable device that will fire at enemies with varying payloads. It can also be told to target one specific enemy over all others, or to fire at any enemy of its choice.
The Seeker Mine is a deployable sphere that will move towards its target in order to complete its task. Most of the options have it damage enemies in varying ways, but there is one where it will heal friendlies. The Seeker Mine can be assigned to any entity that is valid and it will roll over at top speed.
The Ballistic Shield is just that, a shield. It prevents an enemy's bullets from hitting the agent from a certain direction. The shield will take a certain amount of damage before it breaks, and in order for it to be deployed, the agent must be out of cover. The mods for this skill mainly affect the mobility of the agent while the shield is in use.
The Chem Launcher is a device that allows for various payloads to be launched over a large distance. These payloads vary in their ability, with most being harmful.
The Drone is a deployable device that flies above the agent. It acts similar to the Firefly in the way that it can have a target assigned to it. The Drone has a variety of mods for it, ranging from the standard damage-dealing ones, to healing/defensive ones.
The Firefly is a deployable device that flies to its designated target and deploys its cargo. The cargo can be any of a few things, all of which act similar to different grenade types.
The Hive is a deployable device that is thrown onto the ground. Once it hit the ground, it will deploy multiple small machines that can perform a multitude of tasks. These can be healing friendlies, damaging enemies, or giving fellow agents a buff.
The Core Attribute for skills is +1 Skill Tier. Each Skill Tier linearly increases the effectiveness of skills. The maximum Skill Tier a player can reach through equipment is +6. A higher level called "Overcharge" can be reached through status effects and talents. Overcharge effects are significantly stronger than +1 Tier, and may include buffs that the Skill Tiers do not.
For example, a Scanner Pulse has +15% Effect Duration for each +1 Skill Tier, stacking to +90%, and Overcharge gives an additional +110% for a total of 200%; and The Jammer Pulse gets +10% Radius and +10% Effect Duration with each Tier. Overdrive gives an additional 90% and 40% respectively, as well as +100% Charge Speed.
The regular Attributes for skills are:
- Skill Damage - increases damage from skills
- Skill Haste - increases skill cooldown speed (100% Skill Haste = 2x faster = half the time)
- Repair-skills - increases the effect of skills that repair armor
- Status Effect - increases the duration of status effects
Warlords of New York
The Sticky bomb makes a return from the first game. It is a remote-activated explosive that sticks to whatever surface it lands on, including enemies. There are (currently) three variants of the skill; one being a standard explosion, an incendiary explosion, and (via the Season 1 Manhunt Jupiter Bounty) an unlockable EMP explosion.
A thrown device which explodes mid-air to release several mines in a preset pattern along the ground, and activates whenever a target enters its area of effect. There are (currently) two variants of the skill; shock traps (deploys in a circular area), (unlockable via the Season 2 Hornet Bounty) healing traps (deploys in a straight line), and (unlockable via the Season 3 Bardon Bounty) sharpnel trap.
A thrown device that projects a stationary, holographic copy of the agent which is convincing enough to draw fire from surrounding enemies. It has a preset appearance, and does not change based on an individual agent's appearance. In the Dark Zone, a deployed Decoy retains the agent's nameplate, leaving the agent without it for the duration of the skill.
As you unlock a skill you will be asked to unlock any one of its mods (in future new mods can be unlocked using SHD Tech). These mods change the way the skill works. It won't change it fundamentally (Any drone will still fly) but it changes its utility (Striker Drones do damage, but Fixer Drones heals armor). This means agents have a vast array of skill combinations they can use.
Also, agents can optimize their skills by equipping specific mods. These mods will increase a stat of the ability, and tend to also decrease another stat to a smaller degree.