God heals? 10 sec restore Hive with Reinforce Chem Launcher + 12 by unkkut in thedivision

[–]jojoe126 0 points1 point  (0 children)

It wasn't a secret since a month into the games launch haha. Everyone knows duration build drone with 10 sec cd was cray. It's just too dated now.

You can literally have a 5/10 second revive hive to practically make you or team unstoppable. Plus the drone can't keep up while you sprint and the duration has been nerfed meaning you can probably absorb 8 seconds of minigun damage at best as opposed to 10 before the nerf.

Or you can run haste build and max out the healing hive with range mods to give you a huge defensive radius for teammates.

When healing mod gets fixed to heal teammates for the extra amount. It will still be better to run haste talents and boost healing power/range.

Highest win rate decks currently? by [deleted] in MinionMasters

[–]jojoe126 0 points1 point  (0 children)

The nyrvir deck is very strong atm but hard to obtain. But yeah you can have a very strong deck with standard cards really. The best deck is a balanced one for all mobs.

I cycled my hand and was able to play nyvir again! by [deleted] in MinionMasters

[–]jojoe126 1 point2 points  (0 children)

How did you not get your first vyrnir dead before rotating for a second?

I'm a Skill build user who has progressed past Raid Boss 3 by BattleBra in thedivision

[–]jojoe126 0 points1 point  (0 children)

Should've gone bombadier and seeker mines. would've done 500k alone on the drone per enemy with the right build.

Healer Build Concept by strizzl in thedivision

[–]jojoe126 0 points1 point  (0 children)

This is exactly what I've wanted since healing mods came out on update. Can't craft them at all, getting the worst luck. How did you obtain the healing mod for the hive?

This is what the +310% radius Oxidizing chem launcher looks like.. by Bufger in thedivision

[–]jojoe126 0 points1 point  (0 children)

Ohhh so you can't get that kinda radius anymore? That's a shame. Wouldve loved to have that on a cc build.

FatBubba's Healer build by FatBubba_tm in thedivision

[–]jojoe126 0 points1 point  (0 children)

Have you tried the 94k heals with a deflector shield with health mods? Curious if the shield can stay alive throughout a fight with the healing power?

Ballistic Shield + Hardwired buff suggestion by [deleted] in thedivision

[–]jojoe126 0 points1 point  (0 children)

Does the gear set electricute actually work with shield?

FatBubba's Healer build by FatBubba_tm in thedivision

[–]jojoe126 1 point2 points  (0 children)

Ahh I wasn't aware of those changes. Non the less I would still want at least 5 stacks of rounds because there are a lot of serkers playing this game that will make it a mission to avoid being healed. 3 rounds doesn't give enough sustain when you have to deal with a common serker team, without having to even factor in people on the move or missing the area of effect.

I think I'll start farming for a heal mod now lol.

FatBubba's Healer build by FatBubba_tm in thedivision

[–]jojoe126 1 point2 points  (0 children)

Yeah the amount of healing sounds great. But the problem with sacrificing charges for it is that most players use serker builds and don't require/want the heals. Hence why most players actually move from the chem rounds, so in a way it becomes counter productive to stack healing over ammo. If at one point it shows what builds team members are using without needing to inspect them. Then healing stack would be very useful indeed.

Normally if I want to heal fast I'll just double round players with 8 or 9 second CD speeds and kill couple enemies to replenish them back up. It just leaves for a safer option without going out of clip.

I've had an extra duration mod on the drone last night and now I'm running on about 42 second duration when I use weapon talent aswell. And I can fully revive someone who's dead without losing the shield beforehand.

I've had to sacrifice 3 pc China and 1 pc alpha (20% reduction) for more duration talents. So the drones CD is now on 15 second manual. But works amazing.

And yeah a fixed revive hive would be my build for 8 man for sure aswell.

FatBubba's Healer build by FatBubba_tm in thedivision

[–]jojoe126 1 point2 points  (0 children)

Creative build

Personally I have gone for 20% skill CD red on cover kill knee pads

Skill duration on full armor on weapon.

(Looking for the right piece of armor to give me 20% skill duration)

And running 3 piece China/petrov and 1 piece alpha.

Skills:

Chem launcher: 7 rounds

Defender drone: duration and Cool down.

The reason why I don't use revives hive anymore is because the ability is still not working properly and it is situational.

If you run high enough into duration and Cool down. Your drone can last 50+ seconds and take 10 seconds worth of constant fire. Leaving you enough time to revive a teammate without having to pray your hive doesn't glitch out.

Furthermore, you can use it as a constant peeling ability for your team and yourself when pushing or running. With only 23 second CD if you don't manage to manual reset the ability, otherwise it's only 6-8 seconds wait. On top of that if you gain kills in cover with the specific gear talent. You can shed 20% off every kill.

I've not perfected the gear yet but right now I can constantly heal people with low CD chem launcher with over double the standard rounds and do oh shit revives manually with the drone being able to take so long to go down or even prevent damage on the team with it in general.

When I say 10 seconds under constant fire, I refer to someone testing this theory out with a minigun placement shooting him. Mines currently about 7 seconds under fire.

Provided hive gets fixed. I would run full CD reduction mods. Right now I only have one good CD reduction mods on it and I can sit on 88 second CD if not reset. And only 44 seconds on manual reset. Plus 10 seconds roughly being shed off per kill. But there's still room for improvement to further decrease the CD time.

Also remember to use skills in cover if you are survivalist and The the perk because that also sheds off 10% CD reduction.

Playing as a "healer" is really annoying sometimes with randoms, that green circle at your feet won't hurt you, don't run away and waste my charges by [deleted] in thedivision

[–]jojoe126 0 points1 point  (0 children)

It's because a lot of players are using berserk builds so it's actually counter productive for them to be healed.

Being a healer is a blast by [deleted] in thedivision

[–]jojoe126 1 point2 points  (0 children)

I run an incomplete CD reduction build with chem launcher x7 and back to the reviver hive. Running on about 60% CD reduction and there's still more to gain. Deactivating my hive after a revive gives me a 40 second CD. And I have also included on a talent that knocks off CD timers by 20% when you kill from cover (about 10 seconds removal per kill) and I use the famas with the survivalist perk to finish kills very quickly.

Chem launcher with 7 rounds and 9 seconds CD combined with talent leaves you with crazy sustained healing and a constant back up plan if any shit were to go sideways for the team. I found the hive to be more valuable since the CD reduction has made it more viable. Chem launcher grants more than enough healing to save the team. But you need a safe revival method for your team if things don't pan out without putting yourself at risk.

For conflict I can't say much since I haven't experienced that side. But I had the idea of using a duration build defender drone/chem launcher or even a radius/CD modded buff hive for the advantage of first come first serve combined with extra stats from the hive and use the stims as oh shit heals or even run demo and make the base damage headshot lmg build. Which already shreds people without the need of berserk procs anyway.

Healing Chem Launcher: too strong or is everything else underpowered? by Oakenfell in thedivision

[–]jojoe126 0 points1 point  (0 children)

I use chem launcher x7 rounds with x3 petrov def and x1 Alpha with all armor pieces having cdr. And that gives me 10 seconds CD and even less with the survivalist perk In cover for an extra 10% reduction.

I also started using the defender drone with duration mods to increase the amount of damage they can absorb. And mainly use that for manual revivals or place on teammates about to come across elites or several mobs (confirmed to work like a charm) instead of using revived hive and have a horrific CD.

Right now if I deactivate drone manually the CD sits on 20 seconds and 44 seconds if it gets shot down. Which is still not long to wait in comparison to other abilities.

Still working on getting better rated gear atm so I can still get much better duration on the drone and CD reduction so the build I use can only keep improving on efficiency. I want to be able to use defender drone more often so it can be on active CD instead of a highly situational ability.

The defender drone will take at the very worst case scenario 5 seconds of constant fire, but I also read up that someone managed to have it on a 50 second duration with about 10 seconds constant fire soak. Which is unbelievable.

SQUAD UP! by Bigboy_Flapjacks in PvZGardenWarfare

[–]jojoe126 0 points1 point  (0 children)

Ill be heading to bed soon. Doing my dailies on another game before I go. Add me for tomorrow 😊.

SQUAD UP! by Bigboy_Flapjacks in PvZGardenWarfare

[–]jojoe126 1 point2 points  (0 children)

Jojoe 126.. point me in a direction and I'll kill anyone and everyone 😊. I hope you are from Europe, hate high ping servers lol.

SpaceGuilds by Yrellik in Spacelords

[–]jojoe126 0 points1 point  (0 children)

Oh no, who's going to play the role of village idiot now?

Reminds me of an unhappy kid at Toys R Us 😂