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  1. #1

    Gear Set Suggestion: Sword of Ares



    Sword of Ares:
    • Core Attribute: Weapon Damage
    • 2+ Pieces: 20% Bleed Damage
    • 3+ Pieces: 10% Damage to Health
    • 4+ Pieces: God of War
      • For each enemy on the field currently Bleeding, gain 10% damage amplification. Stacks up to 3 times. While at full stacks, gain the Wrath buff.
      • Damaging a target for 20% of their overall healthpool applies Bleed.
      • Wrath: Apply Bleed to all enemies you shoot. Amplify the damage of your Bleed status effect by 100%.

    • Chestpiece Talent: Mars Ultor
      • God of War damage amplification increased to 15%.

    • Backpack Talent: Lord of Blood
      • Increases the damage and duration of your Bleed status effects by 50%.
      • Wrath Bleed amplification increased to 150%.
      • Your Bleed ignores 100% of your target's Bleed Resistance.
      • REQUIRES God of War



    Greeks? Romans? Chaos? All of them Gods of War? You've come to the right place!

    I figured Ongoing Directive has gotten enough of a kicking recently, so I decided to create a new gear set, but one that makes the Bleed aspect of Ongoing Directive actually worthwhile (while making it distinctly different from Predator's Mark in Division 1). As you can no doubt tell, it is inspired by Ongoing Directive, but with some changes that I feel make the set more usable.

    The 2-piece and 3-piece bonus emphasize the combined status effect and DPS aspects of Sword of Ares - both should be equally worthwhile to any player using this set.

    The 4-piece talent, God of War, grants a stacking damage amplification bonus for each Bleeding enemy on the field. Reaching max stacks grants the Wrath talent, which makes you apply Bleed to all enemies you hit as well as improving your Bleed damage dramatically.

    The chestpiece talent improves the damage amplification bonus from God of War, nice and simple.

    The backpack talent improves the damage your Bleed will do - more damage and duration, improving the Wrath bleed amplification bonus, and making your Bleed ignore your target's Bleed Resistance.

    ~~~

    So, the idea behind this gear set was to take Ongoing Directive and correct some of the longstanding flaws. The first, and biggest, is Hollow-Point Ammo: Ongoing Directive absolutely crutches on it, and is nearly worthless without it. If you waste all that ammo, not only do you lose the 35% damage amplification, you also lose the 20% damage amplification from Sadist, which puts you way behind the curve.

    This set corrects that problem, with the bonus coming from the number of Bleeding enemies rather than killing enemies. It also keeps the same team synergy as Ongoing Directive - if some other Agent is out there making enemies Bleed, you'll be all the more powerful.

    It also includes a bit of the snowball effect that Negotiator's Dilemma has. The more enemies on the field, the more powerful the set will be, which is especially useful in late-game activities where enemies are both tough and numerous. However, do not mistake this to be a Negotiator's Dilemma clone - Sword of Ares comes nowhere close to the overall damage potential that ND wields, but this set does have the upper hand in single-target DPS.

    For anyone wondering, I've run some numbers on the Bleed damage using current numbers (the base damage per tick for Bleed is 29,863) , and with a full status effect build using Sword of Ares, you would deal roughly 220,000 damage per tick, or twice that per second. Less than an Eclipse Protocol burn build (and using a burn build also keeps enemies from shooting you, which Bleed does not prevent), but then again, you do have your gun to use.

    Even though this thread will probably go nowhere, at least I enjoyed making the icon.
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  2. #2
    Marriorqq's Avatar Member
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    The design is good, and the pictures are pretty.
    I would like this personal preference change:
    Sword of God of War:
    Core attributes: half is weapon damage, half is armor value.
    2 or more: 50% bleeding damage
    More than 3 pieces: Melee attack (CD: 5s) or shooting footsteps (CD: 10s), causing bleeding damage effect. Lasts 5 seconds. (Bonus by status effect), is a new independent trauma BUFF.
    4 or more: God of War
    For each enemy currently bleeding in special (generated by independent trauma BUFF), gain 10% of all damage bonus. Stack up to 3 times. When the pile is full, gain an anger buff.

    Anger: Bleeding effect is applied to all shooting enemies. Increases the damage done by your bleeding status effect by 50%.
    Each bleeding enemy will restore 1% of the armor value, up to 5 layers. Lasts five seconds.

    Breastplate Talent: Mars Ulto
    The damage bonus of God of War is increased to 12%, and the armor recovery of Wrath is increased to 2%.

    Backpack talent: Bloodlord
    The duration of bleeding status effects (including special trauma BUFF) is increased by 50%.
    Your bleeding ignores 50% of the target's bleeding resistance.
    Need god of war
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  3. #3
    Man, you must have been bored to dig this up from last week, heh.

    I'd like to avoid the Classified Striker dilemma from Division 1, however - being able to get health / armor back while doing DPS is incredibly powerful (when it's not slapped behind some god-awful requirements like Clutch is, anyhow). That was part of why Striker was so good in Division 1, and why it's so crap in Division 2 (alongside losing stupid amounts of stacks for missing). Being to regain 10% Armor / sec for 5 Bleeding enemies would be...well, safe to say you probably would never die as long as there's enemies that leak the red stuff.
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  4. #4
    A set still far too powerful for pvp. What's the point of playing ongoing if this set offers all the better?

    "Your Bleed ignores 100% of your target's Bleed Resistance" It's a joke? What will it do to mount Hazard protection if another player can debuff without any constraint.

    It would already be necessary that massive balances the existing equipment before adding more.
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  5. #5
    Marriorqq's Avatar Member
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    Originally Posted by I_TheSoldier_I Go to original post
    Man, you must have been bored to dig this up from last week, heh.

    I'd like to avoid the Classified Striker dilemma from Division 1, however - being able to get health / armor back while doing DPS is incredibly powerful (when it's not slapped behind some god-awful requirements like Clutch is, anyhow). That was part of why Striker was so good in Division 1, and why it's so crap in Division 2 (alongside losing stupid amounts of stacks for missing). Being to regain 10% Armor / sec for 5 Bleeding enemies would be...well, safe to say you probably would never die as long as there's enemies that leak the red stuff.
    It's really boring.

    But my trigger conditions are very difficult.

    The special bleeding lasts only 5 seconds to 7.5 seconds, and you have to trigger three layers. It must be a melee attack.

    It means that your semi-tank style must survive for about 10 seconds, and then there is no substantial bonus to the equipment attributes, including the brand.

    Seeing the pattern of your sword, I feel that this suit can hack a bunch of enemies XD
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  6. #6
    xcel30's Avatar Senior Member
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    I do wonder if tye current predicament of ongoing directive and bleed are just because od they also being afraid of classified predators mark 2.0
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  7. #7
    Screw pvp they ruin anything good in this game
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  8. #8
    Originally Posted by sheep_ssheep Go to original post
    A set still far too powerful for pvp. What's the point of playing ongoing if this set offers all the better?

    "Your Bleed ignores 100% of your target's Bleed Resistance" It's a joke? What will it do to mount Hazard protection if another player can debuff without any constraint.

    It would already be necessary that massive balances the existing equipment before adding more.
    I should mention that this was balanced for PvE, but I specifically worded it so you could tweak it for PvP (which already occurs for other gear sets anyway). So your concerns could be handled quite easily, like changing that specific talent to only ignore 33% or 50% of a target's Bleed Resistance rather than 100% for PvP purposes.

    The point of this is to be better than Ongoing Directive. I got tired of posting ideas to make Ongoing Directive better, so I made my own gear set with blackjack and ******s.

    Originally Posted by Marriorqq Go to original post
    It's really boring.

    But my trigger conditions are very difficult.

    The special bleeding lasts only 5 seconds to 7.5 seconds, and you have to trigger three layers. It must be a melee attack.

    It means that your semi-tank style must survive for about 10 seconds, and then there is no substantial bonus to the equipment attributes, including the brand.

    Seeing the pattern of your sword, I feel that this suit can hack a bunch of enemies XD
    I don't blame you for things being boring.

    5 seconds is an incredibly short amount of time - I don't think you could use the melee and the Trauma to along with something else in time to get Wrath up for Bleed procs. Why not just ignore one of those and use something like a Hive or Seeker to get the Bleed up?
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  9. #9
    Marriorqq's Avatar Member
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    Because the bonus I gave is the full attribute damage, and the recovery armor, it should be unprecedentedly strong. It needs to be close to the enemy and use two blows and shoot the feet to trigger the new buff. It cannot be replaced by other bleeding states.
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  10. #10
    Ah, I see the difference now. Though, wouldn't that mean it's impossible to make 3 enemies Bleed at the same time without the backpack? If you use both your procs (melee - 5s cooldown, and shooting chest - 10s cooldown), the bleed only lasts 5s and only gets you 2 stacks, and the shortest cooldown is 5s. Without the backpack, you'll never reach 3 stacks of the special bleed, and even with the backpack, you've got 2.5s to take advantage of Wrath before it goes away, which is a mighty short time. The Status Effects attribute, unfortunately, does not affect the duration of Bleed applied in this manner, only damage.
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