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  1. #1
    Wolf2K4Ever's Avatar Junior Member
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    Can someone explain which skill mods go with which Hive variant.

    As the title says. I've been a little confuse on which skill mods go with which version of the hive. Like the repair mod should go with the artificer hive, right? Can someone breakdown which the best and exact mods to use which each hive version, so I can use them to their full potential. I feel like I been putting wrong mods on. Other than the obvious skill haste, damage, duration. Thanks.
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  2. #2
    Sircowdog1's Avatar Senior Member
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    Originally Posted by Wolf2K4Ever Go to original post
    As the title says. I've been a little confuse on which skill mods go with which version of the hive. Like the repair mod should go with the artificer hive, right? Can someone breakdown which the best and exact mods to use which each hive version, so I can use them to their full potential. I feel like I been putting wrong mods on. Other than the obvious skill haste, damage, duration. Thanks.

    Status effects for Stinger hive increases the bleed.

    Skill damage for Stinger hive increases the initial damage of each stinger hit.

    Skill Haste determines how quickly charges refresh on all hives.

    Skill Repair obviously would be used for the healing hive.

    Any time you see Skill duration it actually means how long the hive itself stays deployed, not how long its effects last.

    For Artificer Hive I would wait for an expert opinion. IIRC Skill repair is what you want if using with a shield. But otherwise I honestly have no idea how Artificer interacts with other attributes.

    For the skill specific mods, Stinger charges do damage, stim charges are for the booster. Repair charges are for Restorer.. I don't think the artificer has its own charges.
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  3. #3
    Noxious81's Avatar Senior Member
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    Wow, that's a pretty large topic you are opening up here – because there are quite a few possible combinations.

    For example Hives:

    For the Reviver Hive you'd want to have the Revived Armor mod. That's the most important one. For all other Hives the picks for the Drones Slot are pretty obvious: Healing is the one and only choice for the Restorer. Damage for the Stinger, Stim Efficiency for the Booster. The Artificer Hive unfortunately does not have a useful mod for this specific slot.

    For the Launcher slot you'd want to go with the type of charges that fit the equipped Hive – or use Radius if there is no appropriate charges mod.

    For the System Slot you can have either Duration or Health. Here you have to decide for yourself whether you expect your Hive to be shot at and thus want to boost its health. Or if you would benefit more from a longer uptime. For example for a Restorer or Reviver Hive I usually go for the Duration mod – while a Stinger Hive usually has so little charges and empties so fast that investing in its uptime doesn't appear beneficial.

    The same is true for other Skills, for example the Chem Launcher. You have to decide for yourself whether you'd rather use the Ammo mod for +1 ammunition or the Skill Haste mod for +7.5% Skill Haste (although you can pretty much say that in every case the Ammo mod would be the better solution...). Or whether you want to increase the damage (e. g. for the Oxidizer) or the healing output (for the Reinforcer).

    Generally it's always a good idea to look at the Skill's stats when playing around with Skill Mods. The stats will always directly tell you how they would change with equipping the selected mod. This should help a bit to figure out whether a Skill Mod has an effect on your Skill's power level or not.
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  4. #4
    Wolf2K4Ever's Avatar Junior Member
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    Originally Posted by Sircowdog1 Go to original post
    Status effects for Stinger hive increases the bleed.

    Skill damage for Stinger hive increases the initial damage of each stinger hit.

    Skill Haste determines how quickly charges refresh on all hives.

    Skill Repair obviously would be used for the healing hive.

    Any time you see Skill duration it actually means how long the hive itself stays deployed, not how long its effects last.

    For Artificer Hive I would wait for an expert opinion. IIRC Skill repair is what you want if using with a shield. But otherwise I honestly have no idea how Artificer interacts with other attributes.

    For the skill specific mods, Stinger charges do damage, stim charges are for the booster. Repair charges are for Restorer.. I don't think the artificer has its own charges.
    ^ This right here especially that last part is exactly what I was looking for. Thank you!
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  5. #5
    Wolf2K4Ever's Avatar Junior Member
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    Ive notice that when looking at the stats when changing mods it sometimes fluctuates, anyone else notice this?
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