The Division – Skills, Talents & Perks List


With the beta dropping in a matter of days many players have already decided on what type of role they are looking to focus on and what weapons they hope to pick up. But when it comes to abilities, it’s been a little tougher to plan ahead and start that all-important theorycrafting for your special agent.


Skills are your active abilities. Each agent can have a total of THREE active abilities, with the third being your Signature. Default mapping have these set as RB, LB or RB+LB (Signature) to activate and will be the main difference is playstyles from player-to-player. Each skill, excluding the signature, has an additional three modifications to choose from and a final “Mastery” mod which will all be unlocked via leveling, mission completion and base expansion. As a note, this Mastery mod will be in addition to the customised mod. So before we even get beyond the abilities themselves there are 16 abilities, phew!


You can have a total of FOUR talents active at one time all of which directly effect a certain part of you play. These include boosts to healing abilities, buffs to damage mitigation or procs to boost damage when hitting or killing an enemy is a certain way. There are a ton of them and the combinations of these with active skills will cause a diverse sleeper community.


Although to be confirmed, there are finally perks and allow either 4 or 5 (TBC) passives that do not necessarily effect your combat ability. These range from additional carry load, experience boosts, regular delivery of certain resources to your main Police HQ etc. A great possibility here is that you may be able to gain resources while offline if you have one of the resource nodes activated so if you get a deadline that needs meeting or simply don’t get as much play time as you wanted during a week, you can still at least come back to a little gift waiting in whichever wing your perk is.

Below is a link to GearNuke with a list of all their abilities, skills and perks. HOWEVER, certainly not to put them down, some of their abilities and research requirements do not agree with some of the latest footage you can get hold of. For example, Arekkz who has made a whole load of awesome videos on The Division shows some of the latest gameplay and show that the Sticky Bomb AND Seeker Mine seem to be in the Security Tree while the Riot Shield is in Tech. It’s safe to say that the abilities may still get moved round even between the beta and release in March, but at least we should have an idea of WHAT is in the game, even if we can’t confirm the exact mean of gaining them all.


The Division Latest

Following the latest and first Live Twitch stream by Hamish Bode and company (community developer @hamishbode for The Division) there’s some great news, especially for those that critiqued the Alpha a fair bit. Here are the highlights of their first, Live Stream/Cast.

The Beta cometh!

Finally, we have some dates and some extra information on what to expect within the beta. Anyone on the Xbox can access the beta on the 28th January while other platform will have to wait an additional 24 hours. Preloading will be accessible another 48 hours before that, so what ever platform you’re playing, check your download ability from the 26th.

But what are we going to expect? Well, a popular announcement for all those streamers or Youtubers is that there will be NO NDA in place, so if you’re like me, you have complete freedom in streaming and recording everything you do. This is also great for those who are still on the fence about purchasing the game, being able to get the truest view of what the release will be like. Community Events is no surprise but for it to be confirmed suggests bosses that will be incredibly challenging either for closed squads or multiples of. I expect lots of death with these and hope that they scale with members included ensuring the fights are truly epic. Similarly, there are Landmarks which seem to be the expected farming locations for loot, resources and xp, but don’t expect it to be a walk in the park – unless it is in a park of course.

Dedicated Servers

One of the biggest criticisms of those that got hands on with the Alpha in early December was the stability of the servers. For any MMO-style game, this can be the most frustrating thing to happen and if you’re particularly unlucky, cause disconnects at times such as, for example, nearing a boss kill or as an exotic drops before you in the Dead Zone. Part of this was explained in that additional alpha players were being invited to stress the servers, but they ended up inviting a few too many causing connection problems for all.

The news of dedicated servers should mean that connection problems were merely an alpha issue and had the chat going nuts!

Weapon & Skill balancing

Hamish asked the pro question about the different playstyles people have and that the current community either preferred pistols OR AR/Snipers. This prompted the question about how shotguns would fit in and how well they would work considering damage mitigation for players revolve around cover; and getting up-close and personal would leave a minimal amount between Mr Angry Cleaner’s flamethrower and your face. This meant that, during the alpha, there weren’t many people using the shotgun. I for one am a shotty lover – just as long as it’s balanced! *looks at Destiny* – and mentioned by Hamish at 22:50 on the podcast link below. Happy Days.

Community feedback

We’ve had games in the past say that “they’re listening” but it seems like the speed at which the team have responded on two of the most requested changes have been made in a pretty quick turnaround, even if they are minor. The first of these is proximity chat, turning on the ability to openly talk to other players within a certain proximity to yourself. Communication in social hubs is big part of any mmo game (it is, so let’s just call it that from now) and this will enable role-playing, squad building and general tomfoolery between clans or harassing strangers in these hubs.

The second of these was the weapon switching making it quicker to switch (single or double-tapping Y on Xbox) to keep the fluidity of combat at its’ best.


Just a little reach out to all those playing, really looking at getting some videos and streaming on the go both during beta and beyond. So if you are an experienced streamer/youtube person and fancy some pro dialogue and critical thinking around the game – as well as some Dark Zone owning – I’d be happy and grateful for anyone able to assist.

There’s a lot more coming out over the next week and I’ll be back with the latest.

Game on.


New The Division gameplay leak

My planned following post can wait and I’m gonna jump on this wagon of new features seen in the latest leak. If you haven’t seen it yet, check out the following link but how long it will stay there who knows:

So what’s so amazing about it? Haven’t we seen enough footage to actually play the game by now? Yes…and no. The VT shows some new backdrops, new enemies, new abilities and more weapon mods. So we see some new abilities and from a few views of the video an additional ability for each classic role – Tank, Dps, Support (another blog to come to help explain those for newer players).

Firstly we have deployable cover, allowing the player to drop this cover anywhere on the battlefield. Probably best suited for a tank role, it will allow threat generation from any angle of the fight, while also acting as a cooldown ability to mitigate the damage your friendly meatshield will take. It can be used for any role though with a support character able to res and heal other teammates who have stretched into the fight a little too far or even as a drop ability for another player to use allowing an free skill slot for another player.

Secondly we have a damaging ability in the form of a napalm grenade/rocket not only giving an initial aoe damage spike but a ground-based damage-over-time effect for anyone standing in the inferno. It looks as though it could have a temporary CC ability on it too with enemies writhing in painful glory. Again, this could be great for a tank looking to grab aggro of a large group or a healer to cc and res/heal in a heavy battle.

Lastly we have a large-area heal/res. For any support this is going to probably be a long-cooldown ability and perfect for both PvE and PvP. It’s unclear if there is a cap on the numbers of revived teammates but the area is pretty huge allowing to really turn a fight back from almost certain doom. Expect this to be used on all types of specs in the DZ though – a tank popping a group res won’t be the most obvious thing to happen but will make for some great turnarounds.

UPDATE: I would speculate that the large area heal seen and mentioned above was a “Signature Skill”. On the weapon drop earlier in the video, the special perk is a resource generator for this skill on critical hit. After the support player uses the Sig, a cooldown bar appears behind the regen grenade icon either indicating a short cooldown OR a temporary buff to the grenades ability.

Just a little on the weapon mods as they’re kind of predictable in what the main stat bonuses will be. I did notice a headshot damage perk which would be great for some one-shotting sniper types.

So here’s my question to you guys. I’ve always played the support role and will probably do the same here. What role are you hoping to play (if any at all) and what loadout are you looking at from what we know so far?

More info soon. Game on all.


I used to love long Division

Yep, me too. Every day. More than once. I even try to start the game every few days (preordered on XB1).

Tom Clancy’s The Division has become the first game in a long time that I’ve become a little obsessed with its upcoming release. News, forums, I’ve probably seen all the footage currently accessible online and with the beta almost certain to drop this month – fingers crossed for this weekend – I thought I’d write a few of the more intriguing parts of the beta.

The release
There has been an unconfirmed beta date of January 29th. Some will be happy that it’s finally arrived, others frustrated it’s not sooner, but I wouldn’t be surprised if it drops earlier. The beta stage of any game is to highlight any major problems with the game, mechanics, bugged missions and, being online, server capabilities. Having just over a month to consolidate and fix high priority bugs is no mean feat and every week Massive have between close of beta and actual release (8th March) will make for a more finished product. Time will tell for this one.

Beta onwards
Beta characters will not carry across to release. No big news here and I for one find this a benefit in that the beta character is a way to try some skills or invest in different playstyles without the worry of fellow agents meticulously planning their spec or loadouts. Every online rpg/mmo has followed the same rules in the past but don’t think of it as a waste. There’s also mention of some small reward for beta players which, although maybe just a vanity item, is always a little bonus.

Open World
Not the first game to do this, but it will be interesting to see how open it really is, particularly with zoning and when in a group. Fallout has managed a ridiculously large area you can run around in without having to load up areas, but entering any secondary building or zone needs a loading of that area. Destiny on the other hand has complete freedom once loaded albeit on a smaller scale for the different planets. Areas are also still zoned and when grouped can be difficult know exactly where your fellow guardians are other than a general direction. From what we’ve seen of entering the Dark Zone, it seems pretty seamless. What I’m interested in is party tracking across larger areas, knowing where you squad are and if there are still zoned areas – loading to enter a particular mission etc.

Gear types
Being an RPG, of course there’s loot. It follows the standard tiering of gear rarity – blue, purple, orange for rare, legendary and exotic gear respectively) but what is interesting is the level at which these items drop. Footage shows plenty of legendaries in the DZ and even exotics dropping as low as level 12.
For those that haven’t listened to the podcasts exotics are not like the many previous mmo/rpg games out there where they are usually named and with fixed stats. Instead, base damage and aesthetics will be the only similarities with any additional starts and perks being rolled rng style. As an example, you could get two of the same named exotic pistol but one may have hp stealing and extra crit while the other has increased range and chance to stun. The list of perks and set bonuses (which have been mentioned) are being kept under wraps but expect reload speed, ammo/clip size, range, crit damage, resistance buffing and additional threat as the baseline bonuses.

That’s it for this post, another on the way looking at the triage and group setup.