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  1. #1
    Sircowdog1's Avatar Senior Member
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    Weird build idea(Mortar + Ongoing Directive)

    I have no idea if this woulf even work, but since we're not getting and new conten for a year and I'm bored at work, I came up with this VERY strange idea for a build:

    DEMOLITIONIST

    Mortar Turret
    Striker Drone

    Vile Mask
    4pc Ongoing Directive recalibrated to Skill Tier, with backpack talent
    China Light Chest talent of Glass Canon or Kinetic Momentum.

    Capacitor AR


    The theory here is that the Mortar will do good explosive damage and apply a powerful bleed augmented by Vile. Capacitor will buff the skills and do respectable damage via skill tier + Hollow Point.

    Regular enemies will be devastated by the mortar + Bleed + Vile.
    Robotics are susceptible to explosive damage from the mortar.
    Heavies will be worn down by the full combined assault.
    Striker Drone cleans up anything that's still alive.

    Maybe this just doesn't work in practical applications. But it looks good on paper.
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  2. #2
    As1r0nimo's Avatar Senior Member
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    Instead of Glass cannon or Kinetic, i'd suggest you a Skilled talent on the Chest piece with clusters as second skill.
    Using Mortar turret will reset their cooldown very often, plus you will be able to deal damage to those who have already spread.
    As for gun, Capacitor as main gun and something with Future perfect as secondary to proc Overcharge every 90 seconds.
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  3. #3
    Licher.Rus's Avatar Senior Member
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    I'm not sure, that "powerful bleed" will be powerful enough without status effect bonuses at gear

    But this build is similar to mine with Eclipse protocol)

    Vile mask
    4p Eclipse
    1 minor part of set with explosive damage
    Negative effects everywhere, 2nd bonus is cooldown reduce

    Mortar turret + Flame chem (could be foam also)
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  4. #4
    As1r0nimo's Avatar Senior Member
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    Originally Posted by Licher.Rus Go to original post
    I'm not sure, that "powerful bleed" will be powerful enough without status effect bonuses at gear

    But this build is similar to mine with Eclipse protocol)

    Vile mask
    4p Eclipse
    1 minor part of set with explosive damage
    Negative effects everywhere, 2nd bonus is cooldown reduce

    Mortar turret + Flame chem (could be foam also)
    OD has the same +20% Status effect on it. You simply need SE as secondary and recal ST on every piece.
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  5. #5
    Originally Posted by Sircowdog1 Go to original post
    I have no idea if this woulf even work, but since we're not getting and new conten for a year and I'm bored at work, I came up with this VERY strange idea for a build:

    DEMOLITIONIST

    Mortar Turret
    Striker Drone

    Vile Mask
    4pc Ongoing Directive recalibrated to Skill Tier, with backpack talent
    China Light Chest talent of Glass Canon or Kinetic Momentum.

    Capacitor AR


    The theory here is that the Mortar will do good explosive damage and apply a powerful bleed augmented by Vile. Capacitor will buff the skills and do respectable damage via skill tier + Hollow Point.

    Regular enemies will be devastated by the mortar + Bleed + Vile.
    Robotics are susceptible to explosive damage from the mortar.
    Heavies will be worn down by the full combined assault.
    Striker Drone cleans up anything that's still alive.

    Maybe this just doesn't work in practical applications. But it looks good on paper.

    I like it. Vile should tick fairly hard with all that explosive damage, don't necessarily need long status effect duration if it is applied often. Between hollow points and mortar should be able to keep up bleeds, thus keeping up vile. Only down side to most explosive and status effect builds is killing named or heavy enemies. Hopefully between the drone and gun it can make up for it.
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  6. #6
    Came across a blind build using vile that can be fun.

    Demo

    4 hard wired
    1 china light
    vile

    Few choices for weapon here. SMG with vindictive on it. Or AR with eyeless. Scorpio as secondary or even primary.

    Firefly for the blind
    shield


    Not going to win at speed kills but the CC can be fun. The shield will reset the firefly on use due to hard wired plus adding survivability.
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  7. #7
    xcel30's Avatar Senior Member
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    The bleed part still won't be that meaningful so it's better to swtich the OD pieces for other skills focused gear to buff the raw damage of the mortar and let vile do the rest
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  8. #8
    Sircowdog1's Avatar Senior Member
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    Originally Posted by Licher.Rus Go to original post
    I'm not sure, that "powerful bleed" will be powerful enough without status effect bonuses at gear
    Keep in mind that anything that's bleeding will have already been hit by a tier 6 mortar round first. So between the bleed and vile, it's not like it will really need to do the same damage as a dedicated status build.

    I only meant "powerful bleed" in relative terms. Both because of the above conditions, and because it will be much stronger than a normal bleed due to Ongoing Directive.



    But like I said, this is just on paper. I haven't been able to farm all the right pieces to test it yet. But it's on the list.
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  9. #9
    Sircowdog1's Avatar Senior Member
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    Originally Posted by xcel30 Go to original post
    The bleed part still won't be that meaningful so it's better to swtich the OD pieces for other skills focused gear to buff the raw damage of the mortar and let vile do the rest
    I considered that. But there really isn't a hell of a lot that actually adds to the mortar. Very few pieces have bonuses to explosive damage. And the lion's share of the mortar damage comes from skill tier rather than skill damage.

    Like I said though, it will take some real world testing to see if the theory holds up in real situations.
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  10. #10
    xcel30's Avatar Senior Member
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    Originally Posted by Sircowdog1 Go to original post
    I considered that. But there really isn't a hell of a lot that actually adds to the mortar. Very few pieces have bonuses to explosive damage. And the lion's share of the mortar damage comes from skill tier rather than skill damage.

    Like I said though, it will take some real world testing to see if the theory holds up in real situations.
    finding ways to buff explosive damage also buffs vile since it scale with the granade damage, definetly a weird one but i see this interaction working more due vile base damage already being higher than bleed (and well also buffs the turret that is hte main source of damage)
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