The Division 2 - WT5 PVE Skillpower+DPS Hybrid Build

Subscribers:
1,710
Published on ● Video Link: https://www.youtube.com/watch?v=POnAXX-WuJ8



The Division 2
Game:
Category:
Let's Play
Duration: 12:50
3,801 views
53


*Work In Progress build*
I've been a fan of skillpower builds in The Division 2, and I've ran uncommonly used talents like Compensated, On the Ropes, Ignited, or Wicked etc. before World Tier 5 came.
Last week, I posted a PVE skillpower build that had Cluster Seeker Mines & Oxidizer/Firestarter Chem launchers . That build focused on skill damage and crowd control, so I dropped things like Compensated & On the Ropes. When the Tidal Basin update launched, it came with changes to skillpower requirements of the skill mods, and this greatly affected my builds. Some skill mods also got nerfed/rebalanced (My old 160%ish radius chem launcher mod turned into something like 23%).
At first, I was highly disappointed, as I felt like my skillpower builds got wrecked. But with these changes also came possibilities for new/different/better builds. It made building a skillpower setup with offensive/dps stats possible. I also saw InigoMontoyaTV's AR dps build, and reminded me of Compensated & On the Ropes.
My main goal with this new skillpower/dps hybrid build, is still about crowd control in group play, as you can make any build work in solo PVE. Even with the radius mods nerf, chem launcher variants are still good, you just have to be more mindful of where you shoot.
BUILD DETAILS:
*Important Survivalist specialization perks
E.M.I. - Passive perk that gives +15% assault rifle damage
Survivalist Tactical Link - group members get 10% bonus damage to targets affected by status effects
Crunch Time - 10% skill cooldown reduction while in cover
Elite Defense - 20% increased protection from elites
Incendiary Grenade - for more crowd control
Group Signature Ammo Supply - group gets a chance to gain
Signature Weapon ammo when killing targets affected by
status effects.

*Weapons
Assault Rifle Primary - high weapon damage, high RPM
preferred. Talents recommended are Optimist for more damage
as you empty your mag; In Rhythm for the occasional skill
cooldown resets. This could be on any of your equipped
weapons, including your pistol.
-Wanted to use Ignited, but Optimist is more consistent - it's
always working and doesn't need status effects on enemies for it
to work
-Use damage to elite, +round and/or stability mods; avoid crit
chance/damage
Chatterbox Secondary - for the Blabbermouth talent. Any weapon works, really.

Pistol - I use Protected Deploy talent as I don't use healing
abilities, so anything that helps survivability is good.

*Armors
-Lots of +Damage to Elites attributes; if you don't like this stat,
replace it with +weapon/assault rifle damage. You can replace
Hard Hitting talents with Devastating, Capacitative, Empowered,
Surge, or even Spotter on your mask & use Pulse with it.
-I only need about 2.6k skillpower to be able to equip the mods I
have, but I'm using around 3k just as a buffer for when I get
better mods.
-Since my goal is crowd control and not skill kills/damage, I didn't
use talents that buff skill damage like Terminate or Tech
Support.
-Planning to use Calculated talent on kneepads, just haven't been
lucky getting one with good stats.
-Same thing with Unbreakable on chestpiece - haven't been lucky
to get one with good attributes.
-Compensated on gloves - this is why I avoid crit stats. +15%
weapon damage when crit chance is below 20%. Technically I
can go for like 19% crit chance or something, but I feel I don't crit
as much if I'm not at 50-60% crit chance so I dropped it and
opted for just more raw damage.
-On the Ropes on backpack. +25% weapon damage when all
skills are on cooldown. This is why I use Blinder Firefly (aside
from more crowd control) or Pulse. They both have relatively
short cooldowns. With chem launcher, you can predict/decide
when you will get the On the Ropes damage buff. You also need
just one charge of chem launcher for the buff to work.

*Skills
-Blinder Firefly for more crowd control; short cooldown which is a
plus. I don't have good mods for it yet.
-Oxidizer chem launcher for AoE/zone denial when soloing,
Firestarter for crowd control/area denial in group play. +Ammo
and +radius mods help greatly.
NOTE ON SKILLS:
You can use whatever skills you want, for whatever purpose, but deployables like hive, turrets, or even the Pulse effect, need to be destroyed/on cooldown first before you get the On The Ropes to proc

SOCIALS: facebook.com/electricdreamschannel
twitter.com/electricdreamzz

All music by TeknoAXE! https://www.youtube.com/user/teknoaxe/featured
TRACKLIST: Strange Dealings Afoot
Hit With A Vengeance
Opposition To It All
Waypoint H

#TheDivision2 #TheDivision #TheDivision2Builds







Tags:
The Division 2 - WT5 PVE Skillpower+DPS Hybrid Build
The Division 2 Skillpower Build
The Division 2 Skillpower Build World Tier 5
The Division 2 Skillpower DPS Build
The Division 2 DPS Build
The Division 2
The Division 2 Builds
The Division 2 World tier 5
The Division 2 WT5
The Division 2 Tidal Basin build
The Division 2 Skillpower
ElectricDreams Channel
ElectricDreams
Electric Dreams Channel
Electric Dreams



Other Statistics

The Division 2 Statistics For Electric Dreams

Currently, Electric Dreams has 53,418 views for The Division 2 across 19 videos. The game makes up 3 hours of published video on his channel, or 1.03% of the total watchable video for The Division 2 on Electric Dreams's YouTube channel.