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Best in Slot Gears & Weapons in The Division After Update 1.1 (Incursion)

So we think this previous Best in Slot guide is outdated as there are new things that has been added when the Incursion update has arrived. So, we think it's best to give you the current best in slot gears and weapons after Incursion update right now, which you can see below.


Savage gloves, with:
  • Crit chance (vital)
  • Crit damage (vital)
  • Weapon damage (recommended for PVP)
  • Elite damage/mitigation % (recommended for PVE)
Vigorous chest piece and run with Booster Shot First Aid skill. Will be the next BiS chest talent when Reckless gets fixed. Roll:
  • Armour (vital)
  • Elite damage/mitigation % (recommended for PVE)
  • Exotic resistance (recommended for PVP)
  • Mod slot (vital)
  • Ammo capacity (recommended)
Tenacious mask, this piece of gear is here if you are struggling to get high enough SP to utilise the Vigorous chest. This mask should be used instead of the chest piece.
  • Crit chance (vital)
  • Fire Resistance (recommend for PVP/PVE)
  • Armour destruction % (recommended for PVE)
  • Mod slot (vital)
After this you will need to get set gear to fill the other armour slots, in the current state with the changes to Sentries being unannounced I don't know what BiS will be - if Sentries gets nerfed hard go for Strikers.

Mask:
  • Crit chance (vital)
  • Fire Resistance (recommend for PVP/PVE)
  • Armour destruction % (recommended for PVE)
  • Mod slot (vital)
Kneepads:
  • Crit damage (vital)
  • Any resistances (recommended)
  • Mod slot (vital)
Backpack:
  • Crit damage (vital)
  • Ammo capacity (recommended)
  • Mod slot (vital)
Holster:
  • Armour (vital)
  • All 3 skill main stats (vital)
You can leave out skill attributes as they are down to whatever skills you like using the most. However I'd recommend stacking Pulse Critical Hit Chance % on every piece of gear. The backpack is unique in that it rolls 2x skill attributes, choose another skill which you like to use, Pulse Duration is recommended in this slot.

Other good skill attributes are Self-Heal, not to be confused with Group-Heal - if I'm not mistaken these skill attributes can only be applied to the mask and gloves.

In the mod slots you want to be using Stamina mods with armour to get you to the 65% mark, after that either go for firearms or skill power.

Try and tailor your gear main stats so that you have roughly 80K +/- 10K Stamina, and 250K+ firearms. 20K+ skill power is also possible if you manage to roll very high armour, thus making more mods available for skill power - this is if you are serious about min-maxing. Most of the time you should have 10K +/- 2K skill power.

Finally your weapon, again I'm unsure how the weapon balances are going to influence the meta, but as it stands and from what Massive had said about not nerfing current types of weapons, SMG's are a decent bet because of the built in Crit Chance %.

The type of SMG is totally up to you, but if you are really serious about min-maxing, the AUG/MP7 are the current BiS with best damage scaling. Not to mention MP7's crazy fire rate.

For talents you want:
  • Deadly (vital)
  • Brutal (vital)
  • Self-preserved (recommend if you like PVE)
  • Responsive (recommend if you like PVP)
  • For a secondary weapon you want to be looking for a decent semi-automatic Sniper Rifle (highly recommend M1A), or a shotgun (highly recommend SUPER 90).
Talents for sniper you want:
  • Brutal (vital)
  • Deadly (optional)
  • Accurate or Capable (vital)
  • Destructive (recommended for PVE)
  • Vicious (recommended for PVP)
Talents for shotgun you want:
  • Deadly (vital)
  • Brutal (vital)
  • Self-preserved (recommended for PVE)
  • Responsive (recommended for PVP)
For your side arm you want:
Any pistol that rolls Harmful on - great for utility and stopping people/rogues running away!


Weapon mods for SMGs:

  • Optic: headshot damage, crit chance.
  • Magazine: mag size, fire rate.
  • Grip: highly subjective, although I'd always recommend accuracy as one of them as decreasing bullet spread is essential.
  • Muzzle: crit damage, accuracy.
Weapon mods for semi-automatic snipers:
  • Scope: headshot damage, crit chance.
  • Magazine: weapon damage, mag size.
  • Grip: again very subjective, if you can handle recoil and want to utilise the full potential of the RPM go for accuracy, if you want to decrease recoil go with stability/horizontal recoil.
  • Muzzle: crit damage, accuracy/stability.
Weapon mods for bolt-action snipers:
  • Scope: headshot damage, crit chance.
  • Magazine: weapon damage, crit chance.
  • Grip: accuracy, stability.
  • Muzzle: crit damage, accuracy/stability.
Weapon mods for pump- action shot guns:
  • Scope: headshot damage, crit chance.
  • Magazine: weapon damage, mag size.
  • Grip: accuracy, stability.
  • Muzzle: crit damage, accuracy/stability.
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Credits: Special thanks to Dualyeti for this guide.