Tom klein division where good weapons. The Division: Guide to Finding the Best Weapons and Armor

the beauty 04.08.2019
the beauty

We thought that list of tips and tricks help you advance in the game The Division . The purpose of these tips is to help you find general and advanced answers to questions about equipment, weapons, the Dark Zone, hidden boxes and keys, combat, and more.

  • Once you get to Manhattan, go to Camp Hudson and check out the bulletin board, as the incidents there are different from the incidents you get at the Base of Operations.
  • At the Base of Operations, you can choose which wing you want to upgrade first, or upgrade them all the same. The base map updates your incident map.
  • You can quickly travel to safe places by opening the map, selecting a destination, and pressing the Go to Waypoint button.
  • You can even fast travel to any of your teammates if they are not in combat.
  • When setting a destination on the map, keep in mind that the route will not include shortcuts such as subways, lanes, stairs, etc. You must find them yourself.
  • Gain extra XP by shooting (rabid) dogs and helping civilians, who can also give equipment, weapons, and clothing items.
  • You can quickly heal yourself by double-clicking the First Aid skill. This principle works with all other skills as well.
  • If you press the start button as soon as you start going up the stairs, you will go up faster. While holding it, slide down the stairs.
  • The same gear level can have different stats, so review them carefully.
  • Destroy your unwanted equipment at any time to make room for your inventory and get the resources that are used for . You can also mark them as junk and sell them to merchants. They have a "sell all junk" button that will save you time.
  • Collectibles give you experience when you collect them.

Advanced

  • When aiming below the target, you can switch sides of the camera by pressing the left stick down on the remote or the SHIFT key on the PC.
  • Tag enemies into a whole group by pressing Up on the D-pad or Z on PC. You will activate a 5-second countdown to the attack.
  • During the beta version of the game, the number of items you could extract from the Dark Zone was 30. This meant that if you had, for example, 27 items in your stash, you would no longer be able to extract the 4 items that you received in the Dark Zone.
  • There is fast way take objects from the cache at the base and return to the Dark Zone. The idea is that part of your group quickly moves to the base, grabs items and quickly moves back to the rest. After they have all returned, the remaining players do the same.
  • Although it is very difficult, you can determine what skills an agent has by carefully inspecting his backpack.

Weapon

Note that damage per second (DPS) is not the most important thing in a weapon. It is actually created by combining various weapon stats: single bullet damage, critical damage, magazine size, etc. For this reason, it's better to focus on the individual qualities of the weapon rather than just DPS.

  • Weapon mods are upgrades that can be attached to a weapon and upgrade it.
  • assault riflesuniversal weapon, which works best in the mid-range. They can be pretty useful in close combat, but there's a lot of recoil so be sure to keep that in mind when shooting.
  • LMGs are great for suppressive fire and have little recoil, which sets them apart from assault rifles. Continuous fire actually makes them more accurate.
  • Submachine guns are best for close range, strong against unarmored enemies and small groups. They add a big bonus to critical hit chance, so you can try to combine them with other weapons. Also, this is a great weapon to shoot on the run.
  • Shotguns are most useful for very close encounters. Shotguns are very strong, but you need both rounds to shoot the enemy.
  • Pistols - These weapons are used as a last resort, but they can be useful, especially in PvP combat. If you run out of ammo during a fight, it's better to switch to a pistol right away than start reloading. In addition, when deployed ballistic shields, only handguns are allowed.
  • Sniper rifles - weapons long range usually with a huge headshot bonus.
  • Some applications allow multiple zoom levels.

Drawers and keys

  • There are three types of crates - some of them can be opened by anyone, some require special Dark Zone ranks and for some, you will need Access Keys.
  • Different boxes supply different items: armor, equipment, weapons, consumables, credits, and more.
  • You will most likely find Dark Zone Keys by killing AI enemies guarding Elite Marks.

Problems and bugs of the game

If you are having trouble starting his copy of the game through Uplay - writes that the key is already activated with us (this cd key or activation code is already active on this account) or some other error like that - go to the folder with the game and demolish these two files.

Voila. I found it myself when I tried to delete and reinstall the game or Uplay.

If you are suffering from a black screen- press alt + enter and select the resolution.
Another alternative to Shazu.
Step 1: Open the game folder (C:\Users\???\Documents\My Games\Tom Clancy's The Division)
Step 2: Find the GFXSettings.Rogue_x64.xml file
Step 3: Right Click and Edit
Step 4: Find the Resolution Section
Step 5: Set the desired height and width in pixels.
Step 6: Save and Launch the Game

The game freezes, slows down, sags fps.
Sometimes alt + tab saves. Nothing saves from friezes (even turning on low settings, they still happen), we are waiting for a patch, or a folk method.

The sound from mobile phones disappears\records are not reproduced.
We restart the game, and everything becomes ok.

Incorrect numbers are indicated in the crafting blueprints.
This is due to the delay in updating the UI in the game. It is recommended to restart the game (100%) or go to another location and return (50%).

How not to stand in line.
HAS BEEN FIXED ARRAY IN HOT
Yes, yes, yes, you can smoke guides on how to behave politely in queues, do relogs, try to grab the terminal.
I say - fuck it all. This is not for me, and if you are my subscriber you know it. You can show everyone the fact and go to turn on VIPSUBSCRIBERTOYORKAENONLYPREMIUM access to the terminal.
1. We leave this damned place for 150-200 meters until we are allowed to join groups.
2. We turn on the search for a group on that base with queues.
3. As soon as they offer us to join the group, we join (hold TAB).
4. We return and see an empty place, or with a couple of afkashers inside.
5. Like this guide. (the most important point).
More details will be in the video that I will upload tonight. (in general, about the scheme, and not how to like the guide. You probably saw this button at the very top)

How not to go through people.
We run through it and after three seconds it passes us through.
You can also push and move him if he moved and suddenly stood up.
If you stand in a crowd near the entrance, then there will be less chance of passing through.

How to report cheaters in the game.
Unfortunately, there are cheaters in the game.
Unfortunately, it is impossible to report them immediately in the game.

I saw a cheater - click on and fill out the report. The only working option at the moment.

Constantly shows a sign about new skills (although I learned them all).
Try to equip and use every skill, including ults (bottom 3). At the same time, you will learn a little new about skills) But the method is not 100% working, we are waiting for the patch.

Where is the Reward Keeper located, and how do I get items from him?
The Reward Keeper is located at our Base of Operations. At the time of writing the guide, all rewards are already received.

If there are still difficulties with finding him, we use the map and there we poke at the base of operations and look for the Custodian of the awards and lay GPS to him.
All nishtyaki from pre-orders (or codes received through VPN) to receive from him. And yes, promo codes through vpn can also be obtained, contrary to statements that they will not be available. Even though they look the same.
Also, all the unlocks that we do in the store are also received from him.

Where are the sellers for Phoenix Credits sitting?
In the dark zones, they sit in any shelter.
Gear requirements:
Level 30 and DZ rank 50 (30 for worse items).
Craft Requirements:
Yellow crafting materials + DZ materials (from the appropriate zone).
Changes clothes every Saturday at 3 am Moscow time.
Also, with the upgraded Base of Operations, he sits near the Recalibration apparatus, on the second floor. (more details in video number 2, at the end of the guide)

Increasing FPS

If you want to increase FPS, then there are several parameters in the game that eat a lot of FPS:
Eat a lot
vsync- turn off. In my entire life, the benefit of this parameter was noticeable only once.
Volumetric fog- turn off, eats a lot of fps.
Particle Details- turn off or reduce to high. Eats a lot of fps on ultra.
Post FX AA, Temporary AA- depends on the card, but can be reduced.
Eating medium
Reflection Quality, Local Reflection Quality- we want to admire ourselves in the reflection of a puddle, before we catch an olive tree - we don’t touch it. We want to squeeze out a few fps - we reduce it.
Shadow quality, Shadow resolution, Shadow speck count, Shadow speck resolution, Contact shadows- usually in games, shadows do not affect fps as much as in this one. I don’t know what this is connected with, but if we reduce the parameters, then the increase will be noticeable.
Depth of field- put the average value.
Additional streaming distance- render distance. Why do we need to know what color trash bags are on the other side of the block? We set the minimum.
Object details- In fact, visually the difference is noticeable only between 100% and 0%, in the intervals it is very weak. But in terms of FPS, the difference is much more noticeable (but again it depends on the vidyuhi). Surely cool textures are blocked, as they usually are, but so far there is no way to enable them.

The remaining parameters do not affect so much (snow fall from the wind and other visual ones - in my opinion they do not affect at all, except perhaps in the aggregate and by 1 fps).
I saw the game on the minimum settings and on the maximum - there is a difference, and quite noticeable. But if our computer does not pull the maximum speed, then it will be easier to set the minimum and run with 30 or 60 fps. Then cut small chips, and look at the fps.

How to crawl through textures outside the map

How to make it easier for yourself to play the game

1. We save equipment until we are given access to the Base of Operations. Then we break the equipment, we get a bunch of low-level materials. We copy materials, then we convert them into materials of a higher level. By the 30th lvl, we have a large supply of top materials. (Maybe you can break the gear from the beginning of the game). The easiest way is to select several clothes V (we put them in the trash) and then break them with the X key (we break all the trash at once).
2. We go around the enemies from the flank. Did they notice us? Okay, stealthily under cover or out of their line of sight, we can get around them. They will shoot and look at the place where they last saw us. The same applies to grenades.
3. We eat first-aid kits and supplies. Yes, yes, you can give nishtyaki to suffering people (and get their clothes for it, and sometimes all sorts of rubbish), or you can eat them yourself and get temporary bonuses. We need first-aid kits exactly until the moment we get a healing skill. Then we will use them only if we completely screwed up.
4. We collect clothes for +% to exp. Only within reasonable limits. If we have super cool boots that give a bonus to damage, then it is better to equip them. Remember that the faster we kill the enemy, the faster our progress. By the way, the bonus to exp also applies to exp in DZ.
5. We look at the radar. It shows the location of the opponents, and from where they will attack us.
6. Improvements for our base. First of all, we pump the guard wing. The first upgrade gives us a bonus to exp. Then we swing the medwing until the heal is opened. The second upgrade of the guard wing (canine service) highlights trophies on the map (only if all missions are completed).
7. Quickly go down the stairs - hold N + Shift.
8. Parkour mode - automatically jump over all obstacles. Enabled in the game settings. For an amateur. You will climb over everything that comes to hand. It's easier to press Shift, and then jump over by pressing (or holding) CTRL.
9. If we found a locked door, but there are no master keys, we pull the handle and the door will be marked on our map. Lockpicks drop from mobs. Maximum master keys - 3.
10. The game has fast travel through open safe zones or operations. Think of it as a free teleport. You can also teleport to comrades in the group.
11. Collect intelligence (phones, agents, etc.). For the opening of the entire category will give a jacket. And yes, it's very atmospheric. You can save this item until the end of the game, then many characters will appear in a different way (the story of Ferro, or agents of the first wave).
12. Listen to the radio. It won't help you, but they convey some very interesting things.
13. Shift while aiming changes the position of the player (left, right).
14. Z marks opponents in the scope (for the whole group).

What do you do at lvl 30?

Here we are lvl 30. What to do next now?
1. Complete the storyline. It's simple.
2. Open the plot. That is, collect all the intelligence. Given that the Ubiki have been given the ability to see where they all are on the map, it shouldn't be difficult, but it will take us some time.
3. Completely upgrade our Base. We will open all the skills and perks, it will come in handy for us.
4. Get super cool guns. We can craft (if you listened to me). If we upgrade the base, then it will be possible to buy for over 400,000 bucks. The first cannon that we will be allowed to craft is the yellow Damascus pistol, the drawings of which are given for completing the General Assembly.
5. Dailies. Regular operations, only for performing we are given a bonus reward in the form of Phoenix credits (15 pieces). They call it hardmode, but it doesn't smell like hardmode. Hardmode can be played solo.
6. SUPERDUPERCHALLENGEMOD. Gives us a lot of phoenix credits. Pass strictly in a group (sniper - one shot, shotgun - one shot). You can go through several times to get permanent Phoenix credits, money and yellow clothes. There is also a Challenge mode Daily. In order not to be one-shotted, you need to have a completely purple gear (minimum), + > 50000 hp (less is possible, but more hp is better for the first times, and then with experience the understanding of the balance between hp and damage will come).
6. Phoenix Credits. The currency for which the coolest guns are bought. More precisely, drawings are bought with the help of which the coolest guns are crafted. Drawings can be bought in the Dark Zone (Dark Zone) or directly from our base. In addition to dailies and challenges, you can earn by killing named NPCs. That is, an NPC with a unique name. These NPCs are found in the Dark Zone, and in all other zones, as soon as you have lvl 30.
7. Become the coolest fashionista and build your perfect outfit. Or open a boutique. I already have so many coats.... BECAUSE THIS TIGER SHOKES ARE FALLING INTO THE DARKZONE INSTEAD OF VIOLETUMME ALWAYS PATIED IN PURPLEZATUME A PIECE OF PANTIESHATS
8. Taking rank 50 99 in TK.

Pharm. Pictures, schemes, routes.

Rare mob spawn map at level 30.


Unfortunately, these mobs are disposable. BUT! If we leave the retinue of a rare mob alive (by killing it before that and taking the gear), and run away / die, then the mob will respawn in half an hour. (unverified info, I can’t check, because I already killed all of them). You can also meet them if you join a group with a player who has not yet killed them.

How to get the BEST gear

So, we are interested in yellow clothes lvl 31. The difference between Yellow gear and Purple gear is that various talents are attached to the yellow gear. Well, the stats are quite a significant difference. As for the stats, there is a range of stats on yellow and purple gear (for example, 400-500 for electronics), and when we have an item, we select certain number from this range (eg 432). Naturally, the yellow item has a higher stat range, but it may happen that the purple item is better than the yellow item in all respects, except for talent. So you're out of luck.

Recalibration.

Each item can change one characteristic (but an infinite number of times). To do this, we stomp to the recalibration machine on the second floor. We select one characteristic that we will change, and then we select a new characteristic from the range.
Attention - Phoenix Credits are spent for the yellow gear!

Violet 30 lvl

Dropped by Named mobs, also from Operations on hard difficulty.
Can be bought from vendors. As a rule, every day for each merchant (at level 30) in the hideout, 1 purple item is changed.
Drops heavily from TK mobs.
And in general, at level 30 it drops with a small chance from all level 30+ mobs.

Yellow 30 lvl

Reward for Operations in Challenge Mode.
It drops very rarely in Operations of high complexity (gloves from the power plant and cadeus from the assembly fell), it also very rarely drops from named mobs of TK.

Violet 31 lvl

Dropped from named mobs lvl 31+ from TK. Falls profusely from lvl 32+ TK. Well, from the players in the TK, if you're lucky) Most often, people run to take clothes to the lower points of sale, because. in the case of the arrival of mobs, it is easier to fight back there. And on high points, most often walking nerve groups that can shoot first, for the sake of lulz loot.

Yellow 31 lvl

Kraft. We buy crafting recipes either at the base or in the Dark Zone in shelters.
All recipes require Phoenix Credits. For TK, you need another 50 rank.
You can buy ready-made clothes at the Base of Operations, or in the TK.
It is better to buy recipes for lvl 31, because. You can craft the same item multiple times to get the best combination effects.

Our path for the clothes should be as follows:
1) Got level 30.
2) Passed operations on high complexity.
3) We ran to the TK. Clothes were evacuated.
Repeat steps 2 and 3 until we get a complete set of purple clothes. To speed up progress, you can stock up on items from merchants, because. they have a purple gear that is better in terms of parameters and 30 yellow and 31 purple. That is, with a good combination of skills.
4) We begin to climb into the distant regions of the TK. It is desirable to have a group. If we can still kill lvl 31, then groups of lvl 32 opponents will give us bream if we are alone.
5) If you play in a group and can already take out a group of opponents of 32 lvl, then we can proceed to the Trials.
6) After receiving rank 30 in TK (it is taken in a couple of days slowly, for a couple of hours in the evening), we will have access to buying a cool purple gear for TK currency. We should already have enough money (if we did not abuse renegade) to upgrade the weakest gear.

If we do NOT have a group and we are a solo player, then we go through Operations on Hard difficulty, and run in starting zones TK by farming phoenix credits and upgrading your purple gear. We need >40k hp minimum. For a couple of days in the TK and going through Operations, you can accumulate credits for a gun scheme. I recommend AK74 (splits everything). If you are a technician, then take the scheme of the Liberator (also a good gun). You can not craft a gun, but it will be easier and faster with it.
7) Go to the Trial at the Lexington Center. This is the simplest test. I'm serious. You haven't been to the Power Plant yet. For the passage we will be given a yellow gear 30 lvl. If you ran in TK lvl 32, then some items may be worse in terms of characteristics than purple gear lvl 31, leave the item that you think is the most useful and suitable for you. Sometimes the gods of randomness will only slip us gloves, but do not despair, because Our goal is in another gear.
8) Farm the Trial until we accumulate a lot of phoenix credits. Along the way, you can run to the base and buy drawings of yellow clothes of level 31. You can buy blue or purple clothes from sellers, with the aim of further parsing into blue materials, in order to then melt them into yellow ones.
9) Craft yourself yellow clothes of level 31. To get started, crafting 1-3 variations of items is enough (depending on the availability of free materials) so that there is a choice from different characteristics and bonuses. Each part of the costume has its own set of talents (for example, knee pads have a 25% bonus to collection, or a threefold increase in exp for special kills, or some credits for a headshot), and when crafting, we can get one of these talents.
10) We continue to farm Trials until we have the maximum change of gear to yellow level 31. You can perform this item in conjunction with 11.
Don't forget to buy yellow mod blueprints ( after that how they changed the equipment to yellow 31), both for weapons and for items.
11) Go to TK and farm rank 50. It will take some time.
12) We buy crafts from TK merchants for the missing slots (most likely it will be gloves, armor, and a holster, because the gear from sellers for the phoenix does not change during the weekly reset).
13) We craft clothes for ourselves until we find the perfect set for ourselves. If one of the parameters does not fit, it can be replaced by recalibration. More details in the Crafting section.

How to craft 31ilvl HE

So, we got to the crafting of Yellow items (High End\First-class) level 31 (31ItemLvl).
Every time we craft an item, we see what range our stats will be in and how many random bonuses they will give us. There are already lists of available talents and which can drop for each item.
We are going to craft an item that is as close to ideal as possible in terms of characteristics. That's just, there can be quite a lot of builds and playstyles, so we will try to consider the most useful characteristics, and their alternatives.

Characteristics.

Exotic Damage Resistance - Resistance to non-physical damage. That is, grenades, arson, etc. Very blurry characteristic, has a soft cap of 34.5%. In principle, it is only suitable for pvp, because. only in pvp sticky blasts are dangerous.
Armor is an extremely useful stat. at ~4649 armor we reach a cap of 65% damage reduction. How useful is it? This is when you get 100k shots planted in you, you either take 35k damage per shot, or much more.
Extra mod slot - also very useful characteristic, because it gives us the opportunity to boost our damage\hp\electronics even further, or tighten up weak spots. There can be 7 slots for mods in total, this is ~1000 bonus to the main stats and about ~11% crit chance.
+ DMG for Elite \ + protection from Elite - while mathematicians are arguing whether to choose this stat or an additional mod slot, but so far everyone agrees on one thing - if + DMG is less than 5%, then an additional mod will be better. Although if you are a sneaky horn, then you might be better off picking up an extra mod slot. Sneaky horns.
Armor Damage - Ignores part of the target's armor. A wildly cool thing, especially since it is a small stat, which does not prevent it from being together with other stats.
Fire/Stun/Stun/Bleed Protection are useless stats, especially in PvE.
Extra Skill Power - found on the mask and backpack. +10k skill power is really strong. Especially if all our main gear gives us damage and hp. The strength of the skill is responsible for such important things as% damage in cover, the amount of hp that is regenerated from healing, cd on skills. This opens up a lot of space for a hybrid build.
Crit chance - the game has a cap on the crit chance of 60%. It makes no sense for us to take more, but we should strive for this cap. Impulse can increase crit, see skill description for more details.
In general, all the stats are good, but, unfortunately, the number of places is very limited.

Now let's talk about the best stats on items.

Bulletproof vests

3 major bonuses and 1 minor bonus, 1 of 5 talents.
Armor+Mod.
You can also take damage to the elites (dps), hp on kill (survival) or protection from the elites (survival). At your discretion.
A small bonus - I would recommend + xp, because. we can grow faster in TK. I have never experienced problems with cartridges, especially at several medical stations. In TK, it's always possible to run to the nearest hideout, it's just a matter of proper planning.
Talent - 45% more armor while we are in cover. Pretty damn useful talent as long as we don't have the 4600 armor cap. Or if you decide to take other bonuses instead of accumulating armor. Then everywhere instead of taking armor as an additional bonus, we take something else.
Alternative - we deal 12% more damage, but in return we get 10% more damage (if we are careful and do not climb on the rampage).

1 bonus
Bonus to critical hit chance. On clothes, such a bonus is only on masks and gloves. Or, the choice between damage to the elite and an additional mod. Skill Power closes the list of useful bonuses.
Talent - removing the state (blinding, arson, stunning) when using a first-aid kit. Level 32 mobs do a lot of ignite damage, it would be nice to be able to completely remove it. In pvp, blindness from a stickybomb or grenade can cost you your life, it will not be superfluous to be able to completely remove it. The main thing is to squeeze the first-aid kit in time)
The alternative is 30% more healing if we are low on HP (last segment).

knee pads

2 bonuses
Armor + Crit Damage. Instead of armor, you can choose a mod or damage to elites.
Talent - 25% more likely to find something worthwhile. MF type. There is an opinion that the accomplishment talent (3x rewards for special kills, such as headshots or survival) will help you level up faster in TK, and MF is not needed, because. the top gear is crafted manually, and then the Korean randomly decides for the stats. 1 bonus.
It's either armor or crit damage. I would recommend taking a crit anyway. There is also a bonus to skill power if you suddenly want to pump into a vehicle or hybrid.
Talent - Ingenuity - + 13% to the power of skills at full HP. The bonus will be much more from the alternative. Alternative - Specialization 13% of weapon and stamina is added to skill power. It turns out a very small bonus, even if we pumped only in dps. Also for tank builds, you can take a talent to heal your gadgets (shield and cover).

Gloves

3 bonuses.
Crit Chance + Crit Damage. The third is to take damage to the elite (pve), or, if we are a vile horn, damage to weapons.
The talent is definitely a +13% bonus to the chance to crit on targets without cover. The alternative is berserk (see armor).

Either armor or mod. If you decide to take armor with a 45% bonus in cover, then definitely a mod.
Talent - it all depends on your play style, because. all talents are equally terrible. I would go for doubling the HP regen while in cover, or the armor bonus while in cover.

Weapons and Mods

The Internet is full of all sorts of different builds, which are crammed full of all sorts of skills or talents taken for no reason. It's up to you which builds to choose, I'll just explain what is responsible for what. I'll start with weapons, skills and talents a little further.

by the most top weapons now it is considered a sniper rifle that can carry 300k headshots (for me, with the new yellow gear lvl 31, the new sniper M44 lvl 30 with new mods gave out 500k from a headshot), and PP (high stability and convenience). But no one bothers you to run even with a machine gun or an assault rifle. Or even a shotgun. But despite my boundless love for Saiga, I personally do not like shotguns yet.
M1A, M44 (craftable), SRS are great examples of high damage sniper rifles.
M1A has a higher rate of fire and less recoil (+ the Balance perk can drop, which eliminates recoil, all bullets will go to one point).
SRS, on the contrary, is slow, but it hits very hard, and with its help, crits of 200k-300k appear. You can get confused, and with the right gear.
Among SMGs, I can recommend AUG - the weapon has very high damage for SMGs, and relatively high stability.

Scatter.
Stability - affects the vertical movement of the weapon. The lower the stability, the faster the barrel will go up. For PC players, it's not that big of a deal. a big problem, but still.
Horizontal Stability - Affects... the horizontal movement of the weapon. The more horizontal stability, the less the trunk moves to the left, to the right. To be honest, I’ve only seen this with AK and Vector, and that’s not at all critical.
Accuracy - dispersion of bullets around the crosshairs of the sight. That is, when we shoot, the bullets do not fall exactly at the point where we aim, but a little around. And the crosshair grows the longer we pull the trigger. High accuracy corrects this. With the "Balance" talent and stability mods, snipers simply put all the bullets in one spot.
Initial stability - affects the growth of dispersion in the first shots of the weapon.
Hip Accuracy - How accurately a weapon fires without aiming. Useless.

Damage.
Critical damage - when we crit, we hit harder. The amount of crit power depends on this parameter.
Crit Chance - The higher the crit chance... the more likely we are to crit. Headshots greatly increase the chance of a critical hit.
Headshot damage - available on snipers, but also found on other weapons. Extra damage to the head.
Additional damage - available on stores, increases bullet damage.

Optimal range - how far we can shoot our weapons (beyond this range, the damage drops). For example, we shoot point-blank at 10000, outside the optimal range at 9000, and with each meter the damage becomes less and less (I fell a maximum of two times, on targets within sight).

Threat - (more\less) - less attention is paid to us, high - more attention is paid to us. Do you want to be a tank? Collect mods to increase threat.


Every skill in this game is important (maybe except mobile cover). But in order to successfully use them, we need a high Skill Power. This parameter increases the amount of hp, the size of bonuses, skill damage, and reduces cd. If you don't have high Skill Power, you can still use skills that inflict certain conditions (blind, ignite, ammo recovery, revive, highlight).
Due to the limitation of signs in the article - more about skills in the 3rd video at the end of the guide.

Healing skills.

First aid. Our burst skill for healing. The main benefit of this skill is its ranged use. With the master mod, where we shoot - a field is formed that will slowly heal everyone.
Defibrillator. Remote revival of allies? Cool.
Increased dose. Very good HP burst. But little benefit to the group.
Field medical station. Most OP skill in the game. Stationary heal, periodically heals all allies in the radius. Works well with the perk to increase the duration of our gadgets when killing mobs. Do not forget about the master modification - when the gadget is deactivated, it will heal all allies in the radius (and even make an overheal). BUT! Can be destroyed by enemy or grenade. Can also be used to give bream a bag (lol). After discovering this skill, I strongly recommend changing our healing to this skill. Also, if we were dropped, then we can crawl to the first-aid post, and holding F will respawn. Our allies can do it too. True, this reduces the duration of the station, but a station with animation can do this all the time, without having to approach the station.
Ammunition depot. ENDLESS AMMUNITION FOR EVERYONE! Extremely useful thing in the Dark Zone, and in Trials. As long as you are within the area of ​​effect of the infirmary, ammo will not be wasted when reloading. Also, when going through the High difficulty solo, it is very useful. Do I need to say HOW it is useful when passing tests? Do you still doubt that this is an op skill? And how do you like the fact that during the operation of the ammunition station you increase the acceleration parameter by 50%? And after that, it speeds up the receipt of the ult (signature skill) by 30%.
Revive Station - Slightly smaller healing radius. But on the other hand, it massively heals the fallen (not the dead). Remember that the station can be thrown a short distance, we throw it into the group and revive everyone.
Smart shelter.OP skill. Improves all cover nearby (or where we shoot). You take less damage and deal more. The advantage of this skill is that bonus effects are added from several (different modifications) skills in one area. If we are playing as a sniper, then it makes sense to take this skill. Or we like to sit in hiding (Trials instill a love of hiding very quickly). On Trials, I recommend that at least one party member take this skill. The damage increase mod has a maximum of 50% (I don’t know why the base is 95%, and the maximum damage is almost always indicated, there may be a bug) damage reduction and 75% damage reduction. The mod master allows the skill to be active for another 5 seconds after we left the shelter. Also, the damage mod allows you to deal much more damage to enemies in the same cover.
Modification for healing in cover. Slowly heals us and reduces the cooldown on other skills.

Damage increase skills (boosts, buffs).

Pulse. Highlights enemies and increases crit on them. If you are playing in a group, then at least one player must have this skill. If you play alone in a pvp zone, having this skill helps a lot in detecting other players. Important - There is a cap of 60% crit. BUT! You can bypass it with momentum. Momentum places a debuff on each exposed enemy, which increases the chance of a critical hit. If we have a master mod, then as soon as we are scanned by a hostile agent, we will be highlighted in red. Also, while the master pulse is on, the icon will blink if there are enemies nearby (the closer, the more often). If the impulse does not find opponents, then the cooldown of the skill will be much faster.
Tactical Scanner further increases damage against enemies (+10%).
Jamming will be extremely useful in pvp. If you want to sneak up on other players. This is where the usefulness of the skill ends.
Smart shelter.OP skill. The description of the skill is a little higher. But the most important thing is the ability to apply 2 different shelters in the same place, and get two bonuses at once. It is possible and three at once, but there is little sense from the third. Yes, for a dead sniper or in pvp, but there are better options.
First aid.
Stimulant. Increased damage (+15%) and damage resistance to healing bonus. When all the boosts are collected (smart cover x2, momentum), this skill accelerates the damage even further.

Condition-imposing skills.

Stickybomb. Sticks to opponent or surfaces. If the enemy is not elite, then he will spend time peeling off the Velcro. The mod master makes it invisible after launch (except when we launch it directly at the enemy).
Flash bomb. Becomes opponents. Stunning and blinding opponents is an extremely useful skill in a group. Enemies that have been stopped are no longer special (grenade launchers stop throwing grenades, engineers stop placing turrets, etc.), and in pvp it also deactivates most active skills and removes the aim from the enemy.
Turret. Stationary turret. Not enough hp, diverts enemy fire. Useful at early levels. A turret with a master modification can be undermined (we use it again) to cause additional damage. It has a weakness against heavy opponents - they seek to destroy it as quickly as possible. And they successfully break it with one blow.
Dragon breath. The only useful modification (shock turret hits one target and very slowly). With the perk we can set fire to the enemies around the turret and they won't be able to attack. Useful in the Dark Zone as igniting is useful against other players. The only negative is a very very small radius.
Gas mine.OP skill. Lets off gas, and continues to let go, moving from enemy to enemy. At the end it is undermined and disorientates everyone in large radius. Prevents enemies from attacking and lures them out of cover and stuns them for a while. The biggest plus of this skill is the movement between several opponents (a significant difference from the fire mine). There is also a bug due to which, after using a gas mine, enemies can be disoriented if they are near the "gas starter", that is, a player with a gas mine equipped skill. It also has the same drawback as turrets against heavy opponents - it is crushed with one hit.

Damage skills.

Velcro bomb mod BFB. Small radius and big BIG damage. Together with perks to increase explosion damage and a VERY large bias in Skill Power, we can disperse the damage to .... the level of one headshot from a sniper! Seems useless, but...
1) Damage is dealt to a group.
2) You can damage targets behind obstacles.
3) The damage is done in an area, while the headshot still needs to be placed correctly.
4) When high strength skills, the cd of the skill also decreases.
Self-guided mine. Mina, which pursues the enemy. It can be destroyed by a well-aimed shot of the enemy or crushed. Can be split into multiple pieces or used to set targets on fire.

Skills... skills.

Ballistic shield. For tanks only. See 3rd video at the end of the guide.
Portable shelter. Still in search of the pluses of the skill.


Skills that are not at all effective are selected in red. If there is any benefit from them, then only in highly specialized builds. Highlighted in yellow are useful skills that we will use to improve our build. Green highlights skills that have maximum effectiveness (and popularity).

Medical branch.

Adrenalin. Skills give us an overheal. There are items that give us an overkill. We will use the first-aid kit when we have little hp. Wasting a precious slot for a small HP bar that decreases, and which we can only use a few times per operation?
Urgent care. The skill description is incorrect. When we heal a partner with a skill, all skills are reset by 15%, if we have a healing station in our skills, the skill is simply necessary.
Shock and Awe. Remember how many times you dreamed of speeding up for 10 seconds when suppressing an enemy? Nirazu.
The Brotherhood of War. Useful skill if we play doctor. Almost always when someone is falling, picking them up will be EXTREMELY helpful in reducing incoming damage by 50%. Especially in trials. Also triggered by gadgets. If there is a medic in the group, it can be extremely useful.
Rescue in trouble. Likewise. If we use a first aid kit, then we are in a difficult position and we will not be hindered by extra damage resistance. But the trouble is, we don't have a lot of first-aid kits. On the other hand, damage reduction can be used, for example, to break through opponents with shotguns. This happens just a few times during the operation.
Shards. The only skill that uses bleeding is BFB (Velcro Mod). Yes, it will be possible to hang bleeding on a group of opponents. Yes, it combines well with other explosion damage talents (for BFB). Yes, you can still hang it from grenades and with procs on weapons. But all this is so rare that it makes no sense to occupy a cell. However, if you're the lucky owner of a weapon with two procs on bleeding, and also a technologist, then why not.
Military doctor. Increases healing from first aid kit by 40%. Both solo (!!), and in the group. I don’t know if this is a bug or not, but so far the talent is quite OP.
Counter attack. An interesting talent, but it only works when we are low on HP. It seems to instantly reset skill cooldowns by 20% if HP drops to 1 bar. Need to check. If yes, then in the challenges it becomes quite interesting.

Tech branch.

Tactical offensive. Increases damage by 2% when running from cover to cover. Take cover, run to another, get bonus damage for 10 seconds (great with Steady Hand). There are places where damage can be dispersed, there are places where it is not. Yes, and most of the time we will sit in a shelter.
Demolition Expert. Good, I would even say, excellent talent. You can burst damage against a group of enemies if you take the Chain Reaction talent. Don't expect topdps, because snipers do headshots with more damage than our gadgets, but if we pump up in skill power, we can deal high damage with snipers and high damage with stickies. Extremely useful in pvp. For the horn is extremely useful. For killing the horn is extremely useful. Extremely useful. See skill description.
Collection of evidence. A very useful talent for electricians. We wait until the target is weakened and finish it off.
Intimidation tactics. In combo with electric turret. But the fire turret is much better. If only because it hits the area.
evasive maneuver. Similar to the previous point. There are places where it is applied well, but more often we will sit in cover.
Technical support. Extends the duration of our gadgets after killing an enemy. Pairs VERY well with skills like Med Station or Turret. But it depends on your ability to kill mobs faster than the gadget ends.
Fire. For a fire turret, that's it. They threw a turret next to the crowd, a couple of volleys, and the whole crowd is already performing gangnam style. Also useful in PvP.
Indirect hit. I even don't know. Maybe in pvp. And that is rare. The usefulness of other talents will be much greater.

Security branch.

Firm hand. Recoil reduction by 25%. And all you need to do is press the spacebar next to the cover. You can re-enter the shelter to re-get the bonus. Or go in and out, the bonus will remain.
On the run. A great talent for hard mission solo runs or starting TL. In groups, it does not work as effectively, since it ONLY works if YOU inflict death blow. This significantly prevents this talent from being called OP. However, in the played groups with communication, this disadvantage is smoothed out.
Accuracy. A very controversial talent. Headshots apply a basic impulse to the enemy. If you have momentum in your group, then the utility of this talent will be lower. Or if you don't have momentum, then an extra crit won't hurt.
Chain reaction. See Expert Demoman.
Desperate position. See Strike Back.
Stop action. Seems like a good talent. The head may or may not be sticking out from behind cover, so...better take another talent.
Get yours back. Only useful when opponents can die from a pistol. Well, or we can bother with weakening the enemy and finishing him off with a pistol. If our comrades do not finish him off. There are others more effective ways save ammo.
Was there a shot? The most OP talent. When hit in the head saves us a cartridge. Shotguns and snipers are the main triggers for this talent. With other weapons, constant headshots are somewhat more difficult, but ammo consumption is still reduced! The skill does not save, but restores one cartridge to us. And very often the last cartridge remains in the clip. Sometimes it’s terribly uncomfortable in the heat of a fight to realize that you ran out of a clip, reloading began, but another cartridge appeared, and reloading was canceled.

Builds. Sniper.

Although this is not a sniper at all, but rather an emphasis on weapons. In this build, we will focus only on dealing damage, but you must understand that in order to give out really huge damage, we need people in the group who have pumped into the technique, because. Their damage boosts will be much better than ours.

Weapons are the main stat. Due to the fact that every point in this stat increases our damage, we will be able to deal our Divine DPS. 6 stitches.
Health is second in importance. If we are dead - we will not be able to in the Divine DPS. 2 stitches.
Electronics is a useful stat, but not in this build. But we need comrades who are pumped into electronics and will distribute damage bonuses so that we can in our Divine DPS. If it's on a holster, then it's ok.

I described crafting in detail in the previous paragraph, I will only briefly note - critical damage, critical chance (no more than 60%), damage to elites (our main goals), damage to armor (a large increase in damage).

PP or assault rifle. We need to have a high crit, so doing a lot of damage at close to medium range shouldn't be a problem. Vector is mined quickly (namely, the crafted version), for Aug you will have to work hard.
Sniper rifle. The current weapon to destroy the enemy in minutes. The most popular M1A with balance and brutality talents. High speed, large magazine, high damage, many slots for modification.

Scope - increased headshot damage and crit chance.
Shop - clip increase, crit damage, bullet damage.
Emphasis - accuracy and stability.
Silencer - stability, crit damage. It is useful to have a reduced threat so as not to be distracted by enemies shooting at us.

So, if we run solo, then ... we take a healer and a scanner. Poof, in fact.
In the group, we need a sticky grenade with blinding \ gas grenade \ fire turret. These skills do not deal damage, but they can pull the enemy out of cover, and then BOOM! HEADSHOT! Or let's get the targets to stand up so we can BOOM! HEADSHOT!

Was there a shot- 50% ammo recovery after a headshot. We aim at the head, save ammo in the clip.
firm hand- 25% increase in stability. Extra stability? Give me two!
Then we take a combo for survival - a combat medic and a critical rescue.
Or a combo to run from cover to cover.
You can take accuracy on permacrete.

Alternative.

As an alternative, we can take instead of items for HP - items for electronics. Or even add another one. Then we get the Glass Cannon. That is, we hit painfully, but if they hit us, then we are in trouble. It's important to get as much Threat Reduction on the Silencer as possible. We collect crit from the pulse on the clothes, and we can already twist the pulse and other skills.

Builds. Tank.

In this build we will focus on surviving and protecting our comrades. We will NOT hide behind cover, let our teammates do it. We will take all the fire of the enemy on ourselves.

Weapons are an unnecessary stat. Let it be on the holster.
Health is the main stat. More health, longer we live, longer take the damage of the enemy on ourselves.
Electronics is, however, an important stat. Our heal depends on it, and the HP of our shield. We take a holster and all the mods for electronics, we take the power of skills on the mask and backpack.

We need stats for defense against elites, damage from a pistol, hp, armor. Everything else as usual in crits.

SMGs, assault rifles, shotguns, whatever. You can take it with a talent for restoring hp after a crit to heal during breaks.
Pistol. Our main weapon. We take mods to increase the threat.

We take Megaheal to heal in case of emergency.
Ballistic shield - take a mod for the thickness of the shield. The longer the shield, the longer we can hold aggro.

Healing Combo - More healing and damage resistance after using a medkit.
You can take the On the Move talent to increase damage resistance, but you need to a) land the final hit while moving, b) land the final hit. Since we will be closer to the target than anyone else, and we will be able to cover the enemy from our comrades (lol), we will be able to deal him the final blow.

Tests. How to pass.

Answers to basic questions about the Test Operation.

1. Choice of mission. Unlike normal (and difficult) operations, Trials differ slightly in the variety and number of opponents. But they will all be level 32 elite. That is, the difficulty of the Trials depends a little on other factors. The current Challenge difficulty is as follows:
Lexington Convention Center. The easiest and fastest passage. Used for fast farming Phoenix Credits.
Checkpoint at the Lincoln Tunnel. A little more difficult, but mostly only because of the need to protect targets.
Warrengate Power Station. The only difficulty is to meet the time, but after the wipe, the timer resets and we get more time.
Russian consulate. Shotgunners. Shotgunners are everywhere. More burglars and turrets. And the ability to bug the mission at the very end, without the possibility of a restart.
2. Invite players. Press Esc, go to the group management, and invite friends from the list. Or click on the desired operation, then G and turn on the search for randoms. Or we approach the operation, press F and also make a selection of players. Cases have become more frequent when they can kick immediately before final boss(never happened to me). To avoid this, be the leader of the party. Start the mission and enable open access to the group. It's also not uncommon for a party leader to simply go into afk in the middle of a mission and it's impossible to kick him. The developers are aware of the problem.
3. Loot. The loot you see is yours. And only yours. More precisely, everyone has his own, until they introduced the possibility of exchanging loot. The Trial reward is given EVERY time after the completion of the Trial. During the passage, purple gear or even yellow will fall. And if we need violet by this moment only for analysis, then the yellow gear can come across quite well. Even if it's lvl 30. But until you get TK rank 50, you don’t have to choose.
4. Items that you should have - at least all violets of level 30. You also need about 50k hp so as not to be that bottom that constantly falls when a grenade hits, or a tank exits, or a shotgunner runs up, or a flamethrower. We need at least 60k HP to survive a sniper shot.
A good lvl 31 golden gun - significantly speeds up the passage of the Trial.
5. Skills for Trials. We need 1 smart shelter to heal (better 1 more to increase damage), 1 heal station (with ammo, and preferably one more with respawn), 1 (you can also have 2 so that the crits are constant) scanner. If there is good doctor, who is not a semi-afk, but looks after the situation, then you can entrust him with the Defibrillator to respawn the fallen at a distance. Periodically, you can change skills, depending on the encounter. For example, gas or blinds on tanks so that you can bypass them and hit a weak spot. Or fire turrets in place, from where a crowd of enemies will come out right now.
6. Grenades. Enemy grenades have a damage radius. And, of course, the radius has a center. So, if there is a shelter between the center and us, then the grenade will not work on us. Also don't be afraid to use your grenades in difficult situations or against the crowds.
7. Use F2 F3 F4 to switch the camera to squad members. Helps to see where someone died)
8. Die within reach of your comrades. If you die in the middle of the hall, the chances of you being revived until the fight is over are extremely small. By the way, after 3 falls, we will die immediately.

Weak spots of opponents.

Our enemies have their weak points. If suddenly during the shooting the sight froze yellow, then you hit the target. weakness enemy.
1) Grenadiers - The homeless have a backpack - we shoot at it and it is blown up, taking away all the allies that are nearby. Prisoners and Cleaners keep grenades in bags on their legs.
2) Purifier Firestarters - obvious balloon on the back. We shoot at it and it lights up and explodes, dealing a lot of damage to the Pyro. Fat arsonists lvl 31+ can still survive.
3) Heavy Flamethrower - this comrade already has 3 cylinders - 1 on his back, and two on the sides. They are highlighted in red. They don't kill, but they do a lot of damage.
4) Heavy Machine Gunner - ala Tank - a red bag (box?) Over the ass on the back. Deals high damage when detonated.
5) And headshots, of course.

Afterword

The guide will not be supplemented, because. the game went down the drain.
Well, PR [(LINK REMOVED)
] of my channel. I do not make "guides" from one video, but I threw a PR on the channel, where I periodically post guides for all kinds of games. Well, passages, reviews, everything there.

10.03 Release
UPD.13.03 Any corrections and additions.
UPD.15.03 Added Sections with weapons, mods, and talents.
UPD.17.03 Numerous small changes in the guide. Sections with farm. Sections with Talents and Skills.
UPD.18.03 Gear mining section. I redid the entire guide (transferred information from different sections to one), thereby reducing a couple of sections. Added more information on various points. The talent section is frozen for now.
UPD.19.03 Added a large crafting section.
UPD.21.03 Updated the Tests section. Preparation for Passing Tests.
UPD.22.03 Updated the section with talents and skills. Hidden characteristics of skills.
UPD.25.03 Updated skills and talents. added interactive map TK (and route). Added the third video (very voluminous).
UPD.03.04 Added a video from the upcoming update.

Whatever style of play you choose in The Division - co-op with random players or friends or a solo game, there are a large number of weapons and builds that will allow you to clean up the streets of New York from various opponents without any problems.

Weapons and builds in multiplayer game:

Although an integral part of the game is the use of cover and shooting from them, it is directly intertwined with the RPG system, which is filled with skills, upgrades, gun modding and items.

  • Always carry two different types weapons in the secondary and primary slot. Thanks to this, you can effectively deal damage at different distances. One of the most optimal combinations is a shotgun with a rifle.
  • Don't forget about armor and weapon modifications. Due to these bonuses, your characteristics will significantly increase.
  • Since you can change the character's abilities at any time, in cooperative mode it is necessary to agree on the skills used - the more of them, the more effective.
  • Be sure to use Momentum, both in co-op and solo.
  • In difficult missions, a separate medic is a must.
  • You will receive even more opportunities when pumping and improving the Base.

Sniper build The Division

This build is great for players who prefer to take out opponents at a great distance. Sniper is a great solo build because no one can steal your kills. In a team game, the sniper acts as support, covering the entire battlefield and protecting his teammates.

main gun - Sniper rifle with 12x zoom. Due to some options, you can get additional experience for hitting the head.

secondary cannon - assault rifle with mods for stability and accuracy. It will protect you at close and medium distances, while the style of play will not change. Also good against enemies with melee cannons and in situations where you need to save ammo.

Skills:

  • Momentum - to highlight opponents and make a headshot at the right moment.
  • Turret - when playing in a team or if you can stay without a first-aid kit. With its help, you can distract opponents, the main thing is to position it correctly.
  • Modification of the Tactical Scanner - headshots will be even more deadly.

Talents:

  • Tactical Superiority and Evasive Maneuver - to take the necessary position.
  • One shot - additional experience from shots.
  • Strong arms for powerful rifles.

Equipment modifications:

  • Capabilities;
  • Health;
  • Damage increase.

The Division Tank Build

This build is great for players who prefer to fight in the forefront, rather than sit in ambush. You will act as a shield for your teammates and absorb damage. In solo where this build is the most tenacious.

main gun – as you might have guessed, tank damage is not a priority. So you can take light machine gun. With it, you will put pressure on opponents and focus on yourself. As modifications, take the extended store and stability.

secondary cannon - machine gun or rifle, but the best solution would be a rifle that deals incredible damage at close range.

Skill #1:

  • Smart cover is most effective in co-op mode, because your teammates can hide behind it and quickly eliminate the enemy.
  • Disguise.
  • Reload - if the team does not have a medic or first-aid kits.
  • Extension and Portable Shelter - for solo play.

Skill #2:

  • Impulse - to detect the enemy.
  • First Aid is for solo play.
  • Turret - to crush the enemy.

Talents:

  • Stopping power.
  • Desperate times.
  • evasive maneuver.
  • tactical superiority.

Equipment modifications :

  • For maximum health - Stamina / Stamina.

Support / Support Build The Division

This build is a pure support that focuses on the turret. In a solo game, the turret can be used as a tank to distract the enemy while you deal the main damage.

For this build, the Wildfire talent and the Drakov's Breath mod are taken, or Scare Tactics with the Shocker mod - the choice is yours.

Skills:

  • First Aid and Momentum for solo survival.
  • Turret.
  • Sticky bomb with explosive talents - for increased and AoE damage.

Talents:

  • Chain reaction.
  • Explosives expert.
  • Recalibration - the turret will stand longer.

Modifications:

  • Silencer - all attention should be focused on the turret.
  • Electronics - to use the turret as often as possible.

And here you are in Tom Clancy: The Division, and have already acquired the initial loot, and maybe already “blue” - but the best weapons and equipment can only be obtained in one place - the “Dark Zone”.

But you can’t get this weapon either, you can only buy it from a seller who lives in “ dark zone"in a place called" safe house". In order to purchase this weapon, you will need a currency that can be obtained in the “Dark Zone” for killing “mobs” or other players.

Mining currency in the Dark Zone

The simplest, but longest, is an endless grind, over and over again running around several spawn locations. Faster, but many times more difficult, this is the killing of players. But here there are two ways:

First: kill players who have a bounty on their heads (red skulls on the map). These are players who have already entered into battle with other players, and did it first, which means they should not be pitied.

Second: to become a “killer” yourself, but then you will need a detachment - gather friends, and set up “ambushes” in the “extraction zones”. The method is “fun”, but not safe.

Once you have a decent Dark Zone Rank (DZ Rank) of 12, head to the location shown on the map.

Dealer in the finest weapons The Division

This merchant lives in the zone, but you can only get to him if you are not a target and there is no reward for you, and in this moment don't shoot.

The following items can be purchased from him during the Closed Beta:

After the release of the game, the "range" will change every 24 hours, so visit often. Post-release The Division the procedure is the same. Grinding, PVP, buying weapons and so on, until you max out and find the best weapons and gear - that's the whole point of an MMO.

Ubisoft Massive recently released a massive 1.4 patch for The Division. The introduced changes greatly affected the gameplay balance of the game. Naturally, the equipment and weapons of the previous version have undergone significant changes.

Let's take a look at one of the most popular topics among players in The Division - what kind of weapon does largest number damage per second? On this occasion, the "Top 5 most powerful guns for PvE" was created.

No. 5 PP-19 SMG

Maybe the SMG type weapon is no longer the best choice for dealing the highest DPS (damage-per-second), however, PP-19 is the best representative of it. This weapon has a capacious magazine, which can be enlarged with a special clip modification.

The talents that come with it are also quite useful. One of them increases the reload speed after dealing critical damage.

№4 Shotgun SASG-12

The semi-automatic shotgun has a high rate of fire and good magazine capacity. The bonus in the form of an enemy stagger (introduced in patch 1.4) will perfectly help to cope with various attack aircraft. A high rate of fire just implies a high DPS.

#3 G36 Assault Rifle

Even after this massive nerf, the G36 is still one of the best assault rifles in The Division. The rate of fire isn't very high, but that means the weapon's recoil will be easy to deal with.

In addition, assault rifles now have a bonus to armor damage, which allows them to deal with tanks quite quickly.

№2 SCAR-H assault rifle

This Assault Rifle and its various variations currently give the highest DPS for PvE. The gun is incredibly accurate, so you don't have to shove crates of magazines into your opponents.

On top of all that, a good magazine mod will allow you to lay down a target without reloading your weapon.

#1 Hungry Hog / M60

These two M60 rifles take the top spot. The Hungry Hog is a bit ahead, but you can easily replace it with the M60. It has the biggest store. It also has a bonus damage when attacking from cover.

The Hungry Hog, however, is a very high damage weapon. Very high, frankly. This weapon drops from Dark Zone bosses.

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