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.

Pulse

The Pulse skill sends out a wave around the agent (or a deployable device in one case) and can do a variety of things. There are currently five variants to the Pulse skill:

  • Scanner Pulse - Pulses the surrounding area for hostiles and highlights them on the agent's HUD.
  • Remote Pulse - Deployed at a set location and continually pulses the nearby area for hostiles and highlights them on the agent's HUD.
  • Jammer Pulse - Pulses outwards, overloading and disabling hostile electronics. Applies Disrupt status effect on affected targets.
  • Banshee Pulse - Exclusive to the Gunner Specialization; Launches a forward arc of pulse energy that disorients targets caught in the wave, even behind cover. Applies Disorient status effect on affected targets.
  • Achilles Pulse - Reward for defeating Season 4 Prime Target: Rogue agent and new BTSU leader Faye Lau. Marks a single enemy and highlights their weakpoints, which take headshot damage instead of regular damage.
  • Hacker Pulse - Used by Aaron Keener and the Hunters, non-obtainable. Overrides the agent's skills and turns them against their original user.

Turret

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. There are (currently) four variants of the Turret:

  • Assault Turret - Armed with a submachine gun, automatically tracks and attacks hostile targets, but can be manually overridden to target a specific enemy.
  • Incinerator Turret - Armed with a flamethrower, manually controlled by the agent to dispense streams of flame in a forward-facing cone. Applies Burn status effect on affected targets.
  • Sniper Turret - Armed with a marksman rifle, fires high-caliber rounds at manually selected targets.
  • Artillery Turret - Exclusive to the Demolitionist Specialization; Launches ordinance at manually targeted locations.

Seeker Mine

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. There are currently four variants of the Seeker Mine:

  • Explosive Seeker Mine - Can be deployed to track down a manually targeted hostile and explode on reaching close proximity. Applies Bleed status effect on affected targets.
  • Airburst Seeker Mine - Rolls toward it's targeted area and launches an explosive burst into the air upon reaching close proximity. Applies Burn status effect on affected targets.
  • Cluster Seeker Mine - Splits into smaller seekers and track down enemies. No more than one seeker may target an individual enemy.
  • Mender Seeker Mine - Exclusive to the Survivalist Specialization; Follows allies and repairs their armor.
  • Lockdown Seeker Mine - Used by Major Williams, non-obtainable. Seekers loaded with riot foam payloads. Applies unblockable Ensnare status effect on affected targets.

Ballistic Shield

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. There are currently four variants of the shield:

  • Bulwark Ballistic Shield - Provides near full body coverage, but it's bulk means that only sidearms may be used while it's equipped.
  • Crusader Ballistic Shield - Allows primary weapons (excluding light machine guns and marksman rifles) to be used, but exposes the agent's head and legs.
  • Deflector Ballistic Shield - Causes incoming bullets to ricochet at nearby highlighted targets with clear line of sight to the agent. Though not a full body shield, the lack of a brace means that only a sidearm may be used alongside the shield.
  • Striker Ballistic Shield - Exclusive to the Firewall Specialization; Modified Crusader Shield, allows the K8 JetStream Flamethrower signature weapon to be used while equipped. In addition, the Striker Shield boosts the damage of the user and all allies behind them based on the number of enemies in front of the shield.

Chem Launcher

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. There are (currently) four variants of the Chem Launcher:

  • Reinforcer Chem Launcher - Reinforcer canister disperses a cloud of gas that repairs and reinforces the armor of anyone inside the cloud.
  • Firestarter Chem Launcher - Firestarter canister creates a cloud of explosive gas that can be ignited through explosives, gunfire, etc. Applies Burn status effect on affected targets.
  • Riot Foam Chem Launcher - Riot foam canister fires a payload of sticky foam that immobilizes targets. Applies Ensnare status effect on affected targets.
  • Oxidizer Chem Launcher - Oxidizer canister releases a cloud of corrosive gas that damages enemy armor, skills proxies and deals damage over time.
  • Chimera Chem Launcher - Used by Major Williams, non-obtainable. Modified Chem Launcher that can swap between Firestarter and Oxidizer canister at a fast rate.

Drone

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. There are (currently) five variants of the Drone:

  • Striker Drone - Armed with a submachine gun; Tracks targets and attempts to maintain line of sight while continuously firing.
  • Defender Drone - Deflects incoming bullets from a microwave emitter mounted beneath the drone.
  • Bombardier Drone - Requires that an agent sets two points, and then deploy a payload of miniature explosives between them.
  • Fixer Drone - Replenishes nearby allies' armor, or can be manually targeted on a specific ally.
  • Tactician Drone - Exclusive to the Sharpshooter Specialization; Scouts and marks hostile targets, feeding them to the agent and other allies' HUD.

Firefly

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. There are (currently) three variants of the Firefly:

  • Blinder Firefly - Blinds targeted enemies that it passes over, causing them to be unable to function at full combat effectiveness. Applies Blind status effect on affected targets.
  • Burster Firefly - Attaches explosive charges to targets that detonate if two are in close proximity.
  • Demolisher Firefly - Damages or destroys enemy weakpoints, skill proxies and environmental explosives.

Hive

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. There are currently five variants of the hive:

  • Restorer Hive - Sends out micro repair drones that expend themselves to repair allies' armor.
  • Stinger Hive - Sends out micro drones that attack and distract nearby enemy targets. Applies Bleed status effect on affected targets.
  • Reviver Hive - Deploys small drones that revive nearby downed allies.
  • Booster Hive - Delivers a stimulant to nearby allies that increases their weapon handling, hazard protection and melee damage.
  • Artificer Hive - Sends out micro electro-booster drones that expend themselves to increase allied skills efficiency and refresh their duration. Periodically releases a drone whilst holstered, this drone affects only your skills.


Warlords of New York Skills

Sticky Bomb

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:

  • Explosive Sticky Bomb - Reward for killing rogue agent James Dragov. Shoots an adhesive payload that causes panic in targets, and can be remote detonated to cause a large explosion.
  • Burn Sticky Bomb - Reward for killing rogue agent Vivian Conley. Shoots an adhesive payload that burns the target and creates a flame that can ignite nearby hostiles. It can be remote detonated to burn a large area. Applies Burn status effect on affected targets.
  • EMP Sticky Bomb - Reward for killing Season 1 Prime Target: Rogue agent Molly "Jupiter" Henderson. Shoots an adhesive payload that disrupts the target continuously. It can be remote detonated to create a large EMP Blast. Applies Disrupt status effect on affected targets.
  • Ironclad Dispenser - Used by Lieutenant Gray, non-obtainable. Modified sticky bomb, shoots adhesive payloads with SHD Hive nano-technology capable of repairing the target's armor.

Trap

A thrown device that explodes mid-air to release several mines in a preset pattern along the ground, which activate whenever a target enters its area of effect. There are (currently) three variants of the skill:

  • Shock Trap - Reward for killing rogue agent Javier Kajika. Scatters a minefield of small devices capable of shocking targets moving in their proximity. Applies Shock status effect on affected targets.
  • Repair Trap - Reward for killing Season 2 Prime Target: Rogue agent Carter "Hornet" Leroux. Scatters a minefield of small devices capable of healing friendlies in their proximity. Applies Status Effect Immunity for 10s when in Overcharge mode.
  • Shrapnel Trap - Reward for defeating Season 3 Prime Target: BTSU Leader Bardon Schaeffer. Scatters a minefield of small explosive device that can attach to any surface (including enemies) and then detonate based on enemy proximity. Applies Bleed status effect on affected targets.

Decoy

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. There's currently only one variant of the skill:

  • Holographic Distraction Decoy - Reward for killing rogue agent Theo Parnell. Creates a lifelike projection of a threat to hostiles, drawing their attention from the user.

Attributes

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

Unlocking Mods

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. 

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