Division 2 has a lot to offer including some of the new features added to the game. In this TD2 Guide, we have detailed everything you need to know about what’s new in The Division 2 including skills, mechanics, activities, and more.
What’s Changed in The Division 2?
The Gear Sets from the previous game are making a return to the new game. They are untouched and work the same as before. The Gears Sets unlock bonus stats to the wearer, only when all of the pieces of the gear are being worn.
The “Gear Brands” are a new implementation to the game. Unlike Gear Sets, Gear Brands grant you a bonus for each set you equip.
Therefore, if you wear multiple Gear Pieces, each granting you a bonus, the overall bonus would stack and reward you much better stats.
Another good thing about this is that as the player adds more gear from the same brand, additional bonuses will be unlocked upto a max of three.
Similar to the ranks of Gears of War, all weapons in the game have also been assigned to tiers i.e. Worn, Standard, Specialized, Superior, High End as well as Exotics. Besides Assault Rifles and Marksman Rifles, another category called simply the “Rifles” is also available in the game.
Weapon Talent is another familiar feature for those who have tried the preceding game.
These are Passive Abilities and Perks that come along with certain weapons and are unlocked by completing various in-game activities or perhaps carrying a specific brand item.
Specialization and Signature Weapons
There will end-game content too to keep you amused after you have completed the game. There are quite a few things that you can do after finishing the game including unlocking Specializations.
Depending on which Specialization you pick, you will be rewarded with a Signature Weapon. For now, at launch, the only choices are the TAC–50 C Sniper, a Grenade Launcher, and a Crossbow with more Specializations promised.
Crafting and Mods
Crafting is also a part of the game. It allows you to build new gear and weapons for your character as well as some mods for them.
However, you first have to get Blueprints for the item you want to create as well as the corresponding Crafting Materials for it.
Blueprints and Crafting Materials both can be farmed from the open-world, dropped from enemies, and from caches. However, a more efficient way to get materials is to “Deconstruct” unwanted loot.
For Blueprints, along with getting them from the world, you can also acquire them from the vendors in different regions or by completing Projects. Besides these, when exploring you should also keep your eyes peeled for mods.
Mods augment the stats on your specific gear or weapon making it much better than before; so, obviously, these cannot be neglected.
You can acquire them from the world or craft them with a blueprint. Several mods can be attached to a piece of equipment depending on the empty slots available on that equipment.
Both the Weapon Mods and the Gear Mods grant bonus stats. However, unlike Gear Mods, the Weapon Mods also come with some drawbacks. This is done to balance things out.
You can also alter stats or talents in your favorite weapons by using a feature called Recalibration. Unfortunately, this feature is also only available during the end-game.
Keep in mind that, you will only be able to “Recalibrate” one stat or talent per item, so pick carefully.
Ubisoft has listened to the community and fulfilled their request of having clans in the game.
Now, you can join and create clans with players in your close circle or just some random players whom you can share the experience of Division with, essentially strengthening the social aspect of the game.
As a member of a Clan, along with the experience, you will be sharing Clan XP. Playing solo or co-op, both generate Clan XP.
Clan XP can be used to unlock more content that includes a range of collaborative objectives, perks, and exclusive vanity items.
Clans can host up to 50 player accounts. As a result, all of the characters you have created join a Clan when you do. This means Clans allow up to a total of 200 characters in their ranks.
In order to ensure that players can always group up, users will only be able to join Clans that are based on the same platform.
The Division 2 has a new perspective on skills. Now, mods can also be applied to the skills, depending on the number of slots available. Each skill will have a separate number of slots.
The slots are divided into two groups, one for the gameplay bonuses and the other for the changes in the visual effects. Both types of mods are available in different rarities and can be picked up from the world as a loot.
Listed some of the new skills along with the mods available for it.
The Blinder Firefly flashes targeted enemies, leaving them blind and unable to function at full combat effectiveness.
The Demolisher Firefly destroys enemy weak points, Skill proxies, and even environmental objects.
The Burster Firefly tags enemies with metallic shrapnel as it passes from one to another. If these hostiles get too close to one another, the Burster Firefly triggers a chain reaction, causing devastating explosions.
Killing a tagged hostile also sets off the explosion on the next closest enemy.
Similar to the Striker Drone, this Skill is designed with attacking players in mind. Equipped with a machine gun turret with 360-degree rotational capabilities, this Skill attacks the closest target while you are in combat.
Outside of direct combat, you can designate your turret’s targets.
If you prefer crowd control, this Skill is for you. Equipped with an incendiary tank, the Incinerator ignites fuel and fires it in a cone to deal area-of-effect damage. This turret can be toggled on and off when deployed.
The Artillery is a specialized deployable that launches exploding ordinances at locations of your choice. Firing once per press, shells are launched in an arc at a target position. This is the end game unlock Skill for the Demolitionist.
This long-range, semi-automatic turret targets the same enemy you are engaging. While there is a slight delay on target acquisition, the Sniper can adjust its aim to match your own aim on the target.
This classic seeker mine chases the target, designated by the owner, and detonates with a staggering explosion. However, because there is a slight delay before it explodes, enemies can evade it.
This mine rolls to your designated area and then launches an explosive burst into the air at the enemy’s eye level once reaching proximity.
Similar to the Reinforcer Chem Launcher, this friendly little seeker mine releases repair chemicals. These chemicals form a cloud that repairs your armor or that of an ally.
If you have not chosen a specific target for the Mender Seeker Mine, allies that lose all their armor are automatically targeted by the mine. This is the endgame unlock for the Survivalist Specialization.
The Cluster contains a number of smaller charges in one package, each capable of propelling itself. When deployed, each of the smaller mines picks a target and sets off towards it.
However, these smaller mines are easier to avoid as they do not have advanced tracking equipment and cannot adjust their destination if a target moves.
As suggested by the name, this is an offense-focused version of the Drone. Built for combat, the Striker possesses a turret that inflicts continuous damage upon its target.
This drone can receive remote orders from its controller to attack specific targets.
The Defender is a defensive drone that protects its owner by utilizing an experimental directed emitter. It deflects incoming bullets with microwave bursts, creating an invisible barrier.
However, each bullet deflected greatly drains the battery, and it is incapable of defending itself from enemy fire. It can, however, be ordered to guard friends or other friendly skill items.
Built for intel, this utility drone flies to the maximum elevation at a location of your choosing and spots all hostiles it can see, highlighting their location.
While deployed, it gives you and your party continuous information about the position of enemies within your area. Upon reaching end game, this is the Specialist skill for the Sharpshooter Specialization.
This drone can perform a bombing run across a long area. The drone flies to an area designated by the player and drops a barrage of explosives as it strafes from one end of the zone to the other.
This defensive drone repairs armor over time. You can choose whether you want it to fly next to you and passively repair your armor, or choose a friendly target whose armor needs repairing, including other damaging skills.
For solo players, this is one of the most useful skills to use.
This category of Pulse functions similarly to the basic Pulse in The Division—it scans the player’s surroundings for hostiles and marks enemies with a visual highlight.
The most notable difference here is that the Scanner Pulse is explicitly used for intel. There are also talents that trigger when shooting pulsed enemies.
This iteration of Pulse works exactly like the Scanner Pulse but offers more flexibility as a projectile that continuously scans a location. Players must stay vigilant about its deployed location, as this Pulse can be destroyed by enemies.
The Jammer Pulse acts as an EMP, disrupting hostile electronics as well as other player Skills in an area. Players can press and hold the skill to activate an EMP with a larger radius.
As seen in The Division, this Shield category provides full-body coverage for players. Due to its size, only side arms can be used while the Ballistic Shield is equipped.
In contrast to the Ballistic Shield, the lighter Crusader Shield exposes players’ legs and head but allows the use of primary weapons. Note that this does not include LMGs and sniper Marksman rifles.
The smallest of all the Shields, the Deflector has a coating of micro-actuators that causes incoming bullets to ricochet to a nearby highlighted target with a clear line of sight to the Agent.
Though not a full-body shield, the attention required to re-target means that only a sidearm may be used alongside the shield.
The Firestarter canister sends out flammable gas clouds. These vapors can be ignited with any spark—bullet impacts, enemies firing their weapons inside the cloud, explosions or even enemies running into them while on fire.
If you combine multiple clouds over a large area, you can create devastating chain reactions.
This skill fires a canister with sticky, heavy riot control foam that disperses on impact. This is the same riot foam you have likely seen the True Sons use in the E3 demo.
Anyone affected by it is stuck in place for a period of time, but the hardened foam can be destroyed to break them free.
The Oxidizer fires a canister that emits a cloud of corrosive chemicals. The chemical cloud lingers for a long time and efficiently eats away at enemy armor or any enemy mechanical items.
This is very useful in solo play and for managing heavies and bosses from a safe distance, but it can also eat away at your armor if you detonate it too close to yourself.
The Reinforcer fires a projectile that detonates and disperses an armor repairing cloud. If this powder hits you or your teammates, it restores an amount of your armor.
Powder that sticks on the ground grants armor restoration over time. You have the ability to heal your friends very fast, or even yourself over time.
Micro-drones swarm hostile targets that enter their range, inflicting damage and targeting weak spots, effectively destroying them.
When the Restorer detects missing armor on a friendly agent in its range, it deploys micro-repair drones towards the agent. On impact, an amount of armor is repaired.
The Booster sends out one micro-drone per friendly player that administers stimulants to increase combat efficiency—boosting weapon handling, movement and other physical capabilities of the agent.
If any of your downed allies are within the range of your Reviver Hive, you can manually order a set of micro-drones to revive them.
However, you can also press and hold the button to charge up the micro-drones. The longer you hold the button, the more health and armor your ally revives with. It can auto-revive you once if you are downed within its area of effect, as well.