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  1. #1

    Oxidizer skill build suggestions

    Hello everyone!

    I made a skill build using a stinger hive and an oxidizer as my 2 skills.

    Do you have any suggestions on the best way to build it?

    I made mine with 4 hardwired, one hanah u and one wyvern piece.

    I specked everything on skill damage and skill haste and not on status effects but i am not sure if it is the best way to do it.

    Any suggestion will be greatly appreciated!
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  2. #2
    I only play skill builds because of all the tools to handle problems.

    Firstly, I suggest you get into the mindset of building around a platform and not just one variant of the platform. So instead of an oxidizer build, you have a chem launcher build.

    I keep mods on hand that allow me to buff certain aspects of each variant as needed. For an oxidizer I would look at thinks like an extra round and increase duration because of how it works. Another example is I prefer duration over damage for fire starter launcher because then longer I can keep the bad guy under a negative status the longer he cant shoot at me and the longer I can more easily shoot at him since he will probably be standing there crying about how hot it is.

    In fact, for most of the launcher rounds I find increased duration gives better return than damage (you can check the right sad status panel as you switch mods to see the difference).

    I build my gear with haste being a priority as that affects any skill I use. I also like increased skill duration.

    A final suggestion. Don't hard lock yourself into particular skill platforms. I pretty much use all the different skills depending on the problem faced and switch skills on the fly several times as missions progress.
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  3. #3
    Andrewszed's Avatar Senior Member
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    Aug 2016
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    I focus on stinger hive and seekers with skill damage, haste, effect and with sadist on lmg. Use shock and awe and kinetic for gear talents. It's my all HE build.

    My hw, clic, wyvern is seekers and sticky focused in damage and haste. Ar with ranger as if i am too close i get dead fast. Toss seekers, shoot sticky throw seekers. Wait.

    Both with explosive perk.

    I use them for hard to level up cp and switch to striker all red build.

    Skills builds do not do well overall solo on higher levels.
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  4. #4
    when I used oxidizer I put a lot into radius and damage, mainly because as soon as they leave the cloud the damage stops..
    I wish the firestarter would hit like the oxidizer on impact, because i would have went with that for sure..
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  5. #5
    You are going the right way to build for an oxidizer build as you need to shoot it a lot due to enemies just running out of the cloud.
    Even with a full on skill haste build it's gonna take over a minute to fully reload.

    However I don't think hardwired is great for this set up as the feedback loop talent will only restore 1 charge from either skill, you lose 4 attribute slots and you can get more skill damage from other talents.

    The stinger hive is my top skill right now so you've got a great back up when you're waiting on your oxidizer to recharge.

    I just ran these skills through a challenging level mission and the only issues I came across were, being out of cover long enough to shoot 2-3 oxidizers off meant using more armour kits than usual and armoured heavies are a major pain with this combo of skills.

    Good luck, it's nice to see someone trying out different skills rather than just complainnig about them.
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  6. #6
    You need to decide what you want to use the oxidizer for.

    War Dogs / Heavies: Use duration & damage or ammo.

    Burst on Named: Radius and other

    Idealy, for a stationary target, you will always get more damage out of duration than damage. Iirc it ticks 3 per sec? Someone correct me if I'm wrong could have changed. So another 3 or 6 tics is worth more than x% damage. You can test this in the range.

    For example, i usually used it in pve with the gunner talent and foam grenades. So, i would stack duration, hit my target with a grenade and an oxidzer and they'd essentially be dead or easy to finish off.

    If i wasnt using gunner, i would use radius and ammo, because like another poster said npcs run out of the clouds. Same principle for pvp.

    This is all pre TU8 so i don't know how much value that is to you, or if anything im saying is even applicable now.
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  7. #7
    Combine it with the blinder firefly. You'll notice that if you just lob an oxidizer round at an enemy they will quickly roll out or run out of the are of effect, but if you blind them first and then dump an ox on them they will be exposed to the ticks for much longer. The new shock trap will also work well with the ox as will any skill that staggers or prevents free movement.
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  8. #8

    You are wrong and are passing on misinformation

    Skill duration will increase the time on Chem Launcher (Fire Starter)cloud duration, but does not increase the time on burn duration. Status effect will increase the damage, burn damage and burn duration. Duration is more for having your Turret, Drone and other time based skills to last longer. Example: Skill damage and skill duration will work together on the Chem Launcher (Oxidizer), to gain more damage and last longer.
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  9. #9
    Sircowdog1's Avatar Senior Member
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    Mar 2016
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    Mad Bomber on your chest. Gunner spec for riot foam grenades. The larger radius will help lock targets in place so you can drop the oxidizer on them more easily, and for longer.
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