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  1. #11
    Originally Posted by Shango_Agi Go to original post
    I use a skill build. My chem launcher ticks for around 40k on non elites and around 60k on elites once i get all my buffs running. I does that over a 30 foot radius. It really is getting obnoxious that people keep coming here to ***** about something they don't understand. It is also obnoxious that you people really think you should be able to build out a full dps gun oriented build AND have boosted skills too. You couldn't really do that in D1, why would you be able to here?

    Having skill power just boost the strength of skills takes so much out of the ability to build skills the way you want them to perform. I don't want my turret to hit harder. I want the 3 + duration skill mods I have in it. My turret lasts for like 8 minutes. That CC capability is so much more important than it hitting a bit harder for a minute.

    I do totally agree that some of the skills are broken or worthless at the moment. They will fix them. They are working hard it seems.

    Bottom line, actually take the time to build out a skill power build and use it before you come in here whinging. It is clear you have not.
    Dude I run a skill build as well and no skills mostly suck and are hardly viable. Just because the Chem Launcher is decent when your running a +160% or higher radius mod and a +7 Ammo mod with the Talents Tech Support and Terminate (what I'm using) and have either a turret or drone with +100% or higher duration doesn't mean skills as a whole are good.

    The way Skill Power literally has no impact on your skills = is bad design, so your either forced to A: Ignore skill power rolls entirely, focusing only on Red and Blue rolls.

    B: Go nearly 100% Skill Power for some arguable mediocre bonuses and have super long cool downs to boot. Or

    C: Ignore Skill Power and instead stack Cool Down Reduction

    Skill Power needs to impact all skills in one way or another like reducing cool downs, improving ammo, charges, targets, radius, damage, and healing of abilities.

    The way Skill Mods work is also terrible, as they require too much investment and in many cases don't offer a bonus that's worth that investment(most decent rolls require 7K or more Skill power) and some rolls are low as hell, Seeker Mines are a perfect example, you need 6975 Skill Power just for a pitiful +21% Damage)

    Pulse = sucks, its range is trash, being that it only has 2 mod slots your pretty limited in how much extra effect you can gain. Not to mention Pulse does absolutely nothing anymore except the Jammer which takes 2 WHOLE SECONDS to get off and only has a 10m radius ON TOP of its over 100 second cooldown

    HIVE = basically only the revive is good and it glitches out half the time, the booster is pretty much only good at rushing in Conflict, and you can get better damage and healing elsewhere that aren't nearly as limited or with as long cool downs

    Firefly = lol this skill is a complete joke as it destroys itself what feels like 90% of the time you try to use it and has a ridiculously long cooldown

    Chem Launcher = hands down the strongest skill with zero investment, and one of the only skills worth using if you actually build for skill power, all versions except the riot foam launcher are very strong with the right mods (which are basically only + Ammo and Radius everything else is crap)

    Seeker Mine = a slightly more reliable Firefly, but arguable still has a ludicrously long cooldown (if your going to run seekers screw skill power and just roll Skill Haste and Cool Down reduction on everything as most of its mods are not only limited but extremely weak.

    Drone = basically only use the Defender or Fixer, otherwise this ability is trash, and the turret does everything else better.

    Turret = Just like the drone except the only worth while versions are the default as it can hold agro and help keep enemies from pushing and the Incinerator which is pretty good at holding choke points. Artillery and Sniper are both complete trash, as their both heavily limited in ammo supply even with high Skill Power mods and the damage and set up times are not worth running them.

    Shield = lol this thing is absolute garbage and relies entirely on RNG of you getting a +100% or higher shield health mod for it to be useful for more than half a second against NPC's and players alike, I've heard the Reflect shield with a skill build can be really strong but I haven't gotten a Shield Health mod that's high end yet to see how strong it could be, but I'm not holding my breath.
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  2. #12
    Yea agreed even after all the nerfs in TD1 skills were still decent if you fully spec into them......TD2 skills are just woeful
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  3. #13
    TG24915193's Avatar Banned
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    Originally Posted by BloodRedRage Go to original post

    Turret can be a useful distraction if you place it right. The flame turret is nice because of the CC it provides with the flames, too bad the cone is limited. Heavy enemies will also run up to turrets and destroy them in a second. The cooldown is once again too long. The sniper turret is pure garbage.
    .
    Learn to place turrets properly and heavies won't be able to touch them. Always look to through your turret up high. It gives it a better field of fire, especially against enemies in cover and heavies cant do anything about them.

    The sniper turret is garbage as we have to waste to much time using it.
    The artillery turret is more useful but again, to much time wasted aiming it.
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  4. #14
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