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Get a better handle on creating the best build through armour, mask and glove mods. Now you’re getting nearer The Division‘s end game tweaking your character build is vital. And one area that. Mar 12, 2019  The Division 2 weapon mod system is a lot easier than Division 1. Now, there are a bunch of standard weapon mods which you can swap between on all of your weapons. All you have to do is craft a weapon mod one time and you’ll have it forever. An Agent has a total of 6 available gear slots: Mask, Backpack, Vest, Gloves, Holster and Kneepads.

When it comes to gear, weapons, and mods, you'll pick up plenty of decent items or find them for sale from the vendors located across the map, but sometimes there's no substitute for that home-made feeling. To be clear, you won't be make any equipment that you can't also buy, but if you have high quality materials then crafting your own will result in better stats than the standard variety.

Where to get Blueprints

These can occasionally be be looted from fallen enemies, but for the most part they're given as rewards for completing side-missions.

Materials

Materials can be gained in several ways. Wing Perks can provide hourly drops, they can be collected from around the game world, or they can be produced by dismantling unwanted items.

The types available are:

  • Weapon Parts: weapons and weapon mods.
  • Tools: weapons and weapon mods.
  • Electronics: gear and gear mods.
  • Cloth/Fabric: gear and gear mods.
  • Division Tech: required for special DZ blueprints. Note that this material can only be found in the Dark Zone, or from dismantling Dark Zone. items. As a result, it can be tricky to come by.

Material quality varies from worn (grey) to high end (yellow). Better quality materials yield better results, but are harder to find. You can convert a batch of lower quality materials into higher quality material, so it pays to dismantle any unwanted gear you collect and stockpile as much raw material as you can.

An introduction to DivisionTech crafting

Blueprints located inside the Dark Zone need to be crafted at specific locations within the zone, rather than the crafting station at your Base, and they require hard-to-find DivisionTech materials to create. These items are much better than their vanilla counterparts though, so the raw materials and blueprints are worth tracking down.

Gear Bonuses

Higher quality materials will produce larger bonuses, but unfortunately you have no control over which ones you'll get when you craft an item. If your heart is set on +4 Gloves of SMG Damage, then you may have to make quite a few pairs before you get lucky.

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Base Stat Bonuses

  • Health: Masks and Knee Pads
  • Armour: Body Armour, Masks, Holsters, Backpacks and Knee Pads
  • Skill Power: Masks and Backpacks

Secondary Skills

  • Backpack Capacity: Backpacks
  • Bleed Resistance: Backpacks, Knee Pads
  • Burn Resistance: Backpacks
  • Burn Resistance: Masks, Knee Pads
  • Critical Hit Chance: Masks, Gloves
  • Critical Hit Damage: Masks, Gloves, Backpacks, Knee Pads
  • Damage to Elites: Knee Pads
  • Disorientation Resistance: Masks, Knee Pads
  • Disrupt Resistance: Backpacks, Knee Pads
  • Enemy Armour Damage: Masks, Kneepads
  • Exotic Damage Resistance: Body Armour, Knee Pads
  • Extra Weapon Mod Slot: Holsters
  • Flashbang Resistance: Masks, Knee Pads
  • Health Boost: Masks
  • Health Replenishment on Kill: Body Armour, Masks, Gloves
  • Increased Ammo Capacity: Body Armour, Backpacks
  • Increased Kill XP: Body Armour, Masks, Knee Pads
  • Pistol Damage: Holsters, Gloves
  • Scavenging: Masks, Knee Pads
  • Shock Resistance: Knee Pads
  • Skill Cooldown: Backpacks
  • SMG/LMG/Rifle/Shotgun Damage: Gloves

Weapon Talents

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There are a variety of passive modifiers available on weapons. Which types are available depend on weapon type and quality, and as with Gear Bonuses these Talents are handed out randomly during crafting. See the weapons page of the guide for more information on the effects of talents.

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The table below outlines weapon types, along with their available quality (2: Green; 3: Blue; 4: Purple; 5: Yellow)

TalentPistolsAssault RiflesLMGSMGRiflesShotguns
Accurate3
Adept3
Brutal4
Capable4
Commanding3 & 4
Competent53
Coolheaded5
Destructive35
Determined43
Dominant5
Expert2 & 3
Ferocious3 & 53
Fierce3
Harmful3
Intense3
Meticulous4
Predatory3
Proficient34
Responsive3
Restored5
Self-Preserved5
Skilled
Stable33 & 5
Steady
Sustained5
Swift4 & 5
Talented3 & 5

- The next part of our guide covers making more money in Tom Clancy's The Division.

- You can find the rest of our Tom Clancy's The Division guide from the first page of this article.

In Tom Clancy's The Division, choosing the right gun, vest, mask and knee pads for your character amounts to more than the consideration of basic impact, range and armour ratings. Your currently equipped weapons and armour decides such things as your critical damage, resilience to status effects and even the amount of XP you gain from activities. If you want to rule the streets, you need to understand this stuff, so let's start with weapon and gear classes.

How gear is classified

The better your gear, the better your agent's attributes are. As with many RPGs, you can get a sense of how good an item is based purely on its colour.

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  • Green items are Standard: no-frills stuff that low level agents rely on while learning the ropes.
  • Blue items are Specialised: items that start to affect performance percentages (e.g. critical hits) in some way.
  • Purple items are classified as Superior grade.
  • Gold items are High-End: these are the hardest to find and the priciest to buy but are also the most powerful.

Weapons

To understand the gains involved with these item rarities, it's easiest to look at weapons because they start to add Talents - performance boosting qualities that are unique to that weapon - from Specialised ranking and up. Specialised firearms provide one Talent, Superior firearms two, and High-End three.

To give an example, the Caduceus assault rifle sold at the Dark Zone Safe House vendor provides Coolheaded, Restored and Self-Preserved Talents. In list order, these reduce Skill cooldowns from headshots, remove all negative status effects from any kill, and heal the user with .8% of any damage dealt from critical hits.

It's important to note that gear obtained from vendors offers exactly the same performance stats to each agent that hands over their funds. Gear looted from chests and fallen enemies, on the other hand, will have unique 'rolls' - randomly-generated qualities that are unique to that item. Be warned: Talents are also locked behind level requirements, so a powerful weapon in the hands of a low-level player may not offer quite the same advantage as it would to a high-level player.

Weapon and Armour Mods

Primary and Secondary weapons - typically auto rifles, sniper rifles and shotguns - can be modified to improve performance. The mods are classed in the same way as all other gear. Rifles have the most slots to upgrade, adding Optic, Magazine, Underbarrel and Muzzle options to the stock weapon.

Unlike weapons themselves, vests, masks, knee-pads and weapon mods do not have Talents, but still bring benefits such as increased percentage chances or damage caused by critical hits, plus resistance to status ailments that include burn and disorientation.

Crafting

New items can be made from scratch using fabric, weapon parts, tools, electronics and Division Tech you've looted on patrol. They're constructed from blueprints to make weapons, masks, body armour, backpacks, gloves, holsters, knee-pads, and weapon/gear mods.

If you already own an item, this can be replicated, and higher level materials produce higher level gear. Materials of the same type can generate superior counterparts when combined under 'material conversion'.

The Character Attribute Rabbit-hole

Over time, agents are likely to become obsessed with tweaking Character Attributes in order to achieve small percentage gains in combat. In addition to more exotic weapons, there's the next XP level and Dark Zone rank to aspire to as well.

It's also about balancing gear to fit well-worn grooves such as assault, tank and support roles. It's not only about survivability and attacking strength, but also subtle statistics that steer the course of battle in useful ways. Even something as lowly as a holster can swing the balance in favour of firearms and stamina, meaning that experimentation with every last item of gear is a good investment of time.

- Our guide continues with a look at the XP and levelling systems in Tom Clancy's The Division.

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- You can find the rest of our Tom Clancy's Division guide from the first page of this article.