1.3 Gear Sets


B.L.I.N.D.

  • Set bonus (2): +20% Pulse Critical Hit Damage
  • Set bonus (3): +100% Blind/Deaf Resistance
  • Set bonus (4): Talent: B.L.I.N.D. System
    • Killing a target creates a flashbang effect at that position.

FireCrest

  • Set bonus (2): +3 Incendiary Bullets Capacity
  • Set bonus (3): +100% Reload Speed
  • Set bonus (4): Talent: FireCrest
    • Killing a burning target grants incendiary bullets for 10 seconds.

Reclaimer

  • Set bonus (2): +100% Support Stations healing speed
  • Set bonus (3): +50% Consumables duration
  • Set bonus (4): Talent: Reclaimer
    • Consumables and special ammo use applies to the whole group and no longer consumes inventory.

DeadEYE

  • Set bonus (2): +20% Marksman Rifle Critical Hit Damage
  • Set bonus (3): +40% Initial Bullet Stability
  • Set bonus (4): Talent:
    • While not scoped critical change on marksman rifles is increased to 100% but the headshot damage bonus is removed.

Alpha Bridge

  • Set bonus (2): +2 Medkit capacity
  • Set bonus (3): +100% Health regeneration
  • Set bonus (4): Talent: AlphaBridge
    • If your Primary and Secondary Weapon is of the same category, they both gain all of the unique active talents.

FrontLine

  • Set Bonus (2): +300% Ballistic Shield health
  • Set Bonus (3): +100% Ballistic Shield damage resilience
  • Set Bonus (4): Talent: FrontLine
    • Allows use of an equipped SMG while Ballistic Shield is deployed.


1.2 Gear Sets


Lone Star (High-Value Target)

  • Set bonus (2): +100% Ammo Capacity
  • Set bonus (3): +1000 LMG Damage & +1000 Shotgun Damage
  • Set bonus (4): Talent: Lone Star
    • When the weapon is holstered, it regains full ammo.

Final Measure (Dark Zone)

  • Set bonus (2): +50% Exotic Damage Resilience
  • Set bonus (3): +15% Protection From Elites
  • Set bonus (4): Talent: Final Measure
    • When damaging a hostile with a grenade, gain the defuse buff. When in range of a hostile grenade, the buff is consumed and defuses the grenade as well as gives you a grenade.

Predator's Mark (Clear Sky Incursion)

  • Set bonus (2): +20% Optimal Range
  • Set bonus (3): +800 Assault Rifle Damage & +700 Pistol Damage
  • Set bonus (4): Talent: Predator's Mark
    • Hit 10 shots without switching target to make the target bleed for 100% of damage already done by those bullets.

Hunter's Faith (Clear Sky Incursion)

  • Set bonus (2): +20% Marksman Rifle Critical Hit Damage
  • Set bonus (3): +20% Damage to Elites
  • Set bonus (4): Talent: Hunter's Faith
    • Hitting an enemy with a bullet grants you temporary armor. The further your shot, the more armor. The armor disappears after one bullet hits you.


1.1 Gear Sets


Striker's Battlegear (Falcon Lost)

  • Set bonus (2): +10% Enemy Armor Damage.
  • Set bonus (3): +20% Critical Hit Damage
  • Set bonus (4): Talent: Shooter
    • Every consecutive hit deals 1% more enemy damage. Stacks up to 100%. Missing shots drops bonus by 2% Bonus is reduced by 1% every second.
  • Set Bonus (5): +10% Enemy Armor Damage and +30% Critical Hit Damage

Sentry's Call (Falcon Lost)

  • Set bonus (2): +10% Headshot Damage
  • Set bonus (3): +10% Damage to Elites
  • Set bonus (4): Talent: Stalker
    • Headshots mark the enemy, increasing the damage inflicted on the target by 15% for duration of 10 seconds each. A target can receive up to three marks.
  • Set Bonus (5): +20% Headshot Damage and +10% Damage to Elites

Tactician's Authority (Falcon Lost)

  • Set bonus (2): +4000 skillpower
  • Set bonus (3): +20% skill haste
  • Set bonus (4): Talent: Tactician's Authority
    • Every 60k damage your group deals adds 1% skillpower to you for a max of 100% bonus. Bonus is reduced by 1% every second the group isn't dealing damage.

Path-of-the-Nomad (Dark Zone)

  • Set bonus (2): +100% scavenging
  • Set bonus (3): +20% health on kill
  • Set bonus (4): Talent: Nomad
    • When receiving fatal damage, you are instead healed to full health. Can occur once every 10 minutes.


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