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I would add link to official info, but it auto remove my post.

YouTube will count views from the first frame across all formats starting on August 24, 2026.
I would add link to official info, but it auto remove my post.
Just did it with randoms (15k, 5k and 2x 1,5k SHD with BS builds)
Refactor whole time: https://buildstation.app/td2/builder/game/uRipjMZD
Me and 1 agent knew what to do, others either shoot immune boss or get angry it's hard and left so we had to get new guys.
CC affecting us so often is annoying
Didn't get the gun
6/10 not recommend
Finding competent agents in matchmaking is hard. Then you find good team but everything comes to an end. You add your new buddies to friendlist and even run more T10 with them for few days but then take a brake. Everyone plays different hours due to timezones etc.
Whispering every single person on your friend list to ask if they want to run T10 right now is pain in the ass. And most of the time they already have full team or doing something else or just afk.
We really should have all-friend chat.
Not whisper, not group.
Chat for all firends. Or maybe not chat as I write to my friend list, someone respond to their friend list etc.
Maybe something like friend announcement.
This would help with faster group making.
You can just announce:
LFG/LFM T10 lincoln farm
People form your friend list see that with different color, so it is not easy to miss.
They go: Hey! I know that buddy he is playing really good and I want competent teammates and run that escalation/retaliation/summit/countdown/whatever so I join.
What you guys think?
Question:
Anyone tried full dmg build like striker + yaahl etc but with all quantum augment?
Quantum blocks dmg if you don't remember.
My tank build (in video):
I just used 3x XP event to push my tank from 1 to 10 lvl on all augments and don't take any dmg on legendary even without shield. It activates all the time.
Tank build: Catharsis + Gila Guard back pack + 4x foundry bulwark
More details: Link to build if you are interested
About striker:
Still can farm new pieces fast and upgrade them 1-30 then proto and bring them to 10 lvl augment during event. Just don't know if it is worth it.
I thought going full dmg build that will get that kind of protection could be fun. Probably will not work so good as some dmg can slip and tank can just well... tank it before another quantum activate.
What I found so far:
I only found 1 build like that and it solo T10 in 12 min: https://www.reddit.com/r/thedivision/comments/1u4nqe7/quantum_is_the_best_augment/
"heartbreaker with full quantum, a damage mask and kneepads, and a carbine 7 with quantum and preservation on it."
But no more info in that post
Anyone tried striker like that? Or any other red build?
Can anyone help me with some info about new augments cost?
Can't find new upgrade costs only old posts about rerolls.
I have 2 builds ready for 3x XP event that I hope to upgrade from lvl 1 to lvl 10 and need to know how many cores I need to prepare as I sit only on 80 right now.
I'm talking about upgrading only, not rerolling.
I'm running skill build and want to clear some things up as not everything is clear.
| Augment | Effect | Upgrade |
|---|---|---|
| Amalgam | Every bullet hit has 0,5% chance to apply a random status effect. Cooldown: 5s | Increases 0,2% per level |
| Anomaly | Receive healing of 2% of the damage dealt by your skills. | Increases 0,3% per level |
| Atomize | Increases grenade radius and damage by 12,5% | Increases 1% per level |
| Echo | Every bullet fired has a 1,2% chance to deal its damage twice | Increases 0,2% per level |
| Entropy | Health in increased by 5% of your base total armor | Increases 1% per level |
| Paradox | Provides 1,5% chance of refilling your magazine by 2 for each bullet fired | Increases 0,5% per level |
| Quantum | Provides a 1% chance of becoming immune to damage for 2s. The bonus cannot refresh while active | Increases 0,2% per level |
| Synesthesia | Provides a 2,5% chance of reducing skill cooldowns by 0,2s for each bullet hit | Increases 0,2% per level |
| Trapper | Increases status effect duration by 5% | Increases 1% per level |
Does every augment work with skill damage?
I'm running refactor with turret and drone for healing my team on legendaries and escalation T5 (didn't try higher yet).
Augments not rerolled yet, so don't ask why I have 2x heal from skill while using refactor :)
I also save my maxed build just in case and upgrade another pieces to 30 and then prototype.
Why?
Normal set goes 5x yellow + 1 blue, but prototype gives 1,5 yellow so I will run 2 blue cores.
Don't know what works where and where it doesn't. Only checked that in paradise lost I still have lvl 6 skill while running 2 blue cores, so 1,5 yellow core adds up there, but didn't have time to check anything else. If something won't work I can just swap loadout to normal green set and stil heal.
--------
Now I'm starting to get into prototypes and want to experiment, but also not burn 100s of cores in the process.
Due to exotic weapon and holster I'm left with 5 gear pieces with augments.
Does it even work as I described above with damage that comes from skills?
In theory it should (why not?), but we all know that things are not always coded right and something may only apply to weapons beacuse devs love red builds and can't put 1hr to change skills builds (cores are bad way to do it) to something that actually works.
Someone tried it with success?
Does this works so good, that it is worth going (I have 5 slots for augments):
I could go 5x echo (16% chance) and just get more healing but I would love to make this build more useful outside of only healing and apply some CC. If enemies can't shoot us, my fellow red build agents can shoot them for free.
Let me know what you think or if you have better idea.