Gear Sets

are unique combinations of gear pieces that an Agent can obtain. Every revolves around a specific theme and can strongly influence a player's overall playstyle. can be obtained with a gear score of 163, 182, 204, 229 or 256, depending on World Tier.
Unlike , each piece of a does not have a specific Talent associated with them. Instead, once a certain number of pieces of one is equipped, you obtain various Set Bonuses; a standard provides all its bonuses when four pieces are equipped. Currently, there are fourteen in-game. 
Update 1.7 introduced to the game. These improved versions of the standard (flagged with a small file icon on the item's banner) have greater minimum and maximum stat rolls than the standard sets and provide exclusive 5-piece and 6-piece set bonuses for even more specialized builds; also, a piece can have two different stats recalibrated per piece, instead of just one with the standard sets. A player must collect the full to use the unique bonuses; they cannot mix-and-match between standard pieces and Classified pieces. 
There are also in the game: a pair of weapons that work in tandem as part of a set. As of Update 1.8, there are currently three Weapon Gear Sets in the game. 
==List of Gear Sets==
== Gear Set Bonuses ==
Gear Set	Set Bonus (2) 	Set Bonus (3) 	Set Bonus (4) 	Set Bonus (5) (Classified Only) 	Set Bonus (6) (Classified Only)
 	+100% Health Regen speed 	+5% Weapon Damage 	Talent: AlphaBridge 	+25% Health Regen+10% Weapon Damage 	Talent: Improved AlphaBridge
 	+20% Dark Zone Currency Gained	+10% Damage to targets out of cover 	Talent: Banshee 	+20% Looted DZ Funds+5% Damage to Targets out of Cover 	Talent: Improved Banshee
 	+15% Protection From Elites 	+10% Ballistic Shield Damage Resilience 	Talent: FrontLine 	+15% Protection from Elites+5% Ballistic Shield Damage Resilience 	Talent: Improved FrontLine
 	+40% Initial Bullet Stability 	+20% Marksman Rifle Critical Hit Damage 	Talent: DeadEYE 	+40% Initial Bullet Stability+20% Marksman Rifle Critical Hit Damage	Talent: Improved DeadEYE
 	+25% Exotic Damage Resilience 	+15% Protection From Elites 	Talent: Final Measure 	+15% Exotic Damage Resilience+15% Protection from Elites 	Talent: Improved Final Measure
 	+3 Incendiary Grenades 	+30% Flame Turret Damage+50% Flame Turret Range	Talent: FireCrest 	+1 Incendiary Grenade+5% Flame Turret Range+20% Flame Turret Damage 	Talent: Improved FireCrest
 	+20% Optimal Range 	+10% Headshot Damage 	Talent: Hunter's Faith 	+20% Optimal Range+10% Headshot Damage 	Talent: Hunter's Precision
 	+100% Ammo Capacity 	+8% LMG Damage+8% Shotgun Damage 	Talent: Lone Star 	+50% Ammo Capacity+12% LMG Damage+12% Shotgun Damage 	Talent: Berserker
 	+15% Health on Kill 	Talent: Nomad's Resolve 	Talent: Path of the Nomad 	+10% Health on killTalent: Improved Nomad's Resolve 	Talent: Nomad's Luck
 	+10% Reload Speed 	+8% Assault Rifle Damage+8% SMG Damage 	Talent: Predator's Mark 	+8% Assault Rifle Damage+8% SMG Damage+10% Reload Speed 	Talent: Improved Predator's Mark
 	+30% Support Station Range 	+50% Support Station Duration 	Talent: Reclaimer 	+15% Support Station Range+25% Support Station Duration 	+50% Support Station Health+100% Support Station Healing Speed + Talent: Improved Reclaimer
 	+30% Accuracy 	+10% Headshot Damage 	Talent: Sentry's Call 	+15% Accuracy+15% Headshot Damage 	Talent: Improved Sentry's Call
 	+20% Stability 	+10% Armor Damage 	Talent: Striker's Battlegear 	+10% Stability+5% Armor Damage 	Talent: Striker's Persistence + Improved Striker's Battlegear
 	+15% Skill Haste 	+10% Skill Power 	Talent: Tactician's Authority	+5% Skill Power+5% Skill Haste 	Talent: Improved Tactician's Authority
=== Gear Set Talents ===
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*If your Primary and Secondary Weapon is of the same category, they share the free talent. All talent requirements are ignored for all weapon talents.
*Inactive personal versions of all Signature Skills are rotating every and can be activated by killing enemy agents or Veteran/Elite NPCs. The Signature Skill that is up on rotation when an enemy is killed is activated for when all primary Stats are balanced between each other. These times are shortened depending on the difference in the ranges of your Primary Attributes. You can no longer manually activate Signature Skills or be affected by Ally Signature skills.
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*While Rogue, all ammo is completely refilled every . Damage taken from non-Rogue players reduced by 
*While not Rogue, damage to Rogue players is increased by . This bonus is increased to for after being killed by a Rogue.
*While Rogue, the time to clear Manhunt status is decreased by for every group member within . All Rogue status actions that result in a rank up are doubled. Rewards for clearing Manhunt status are improved.
*While not Rogue, damage to Manhunt status agents is increased by for each Manhunt level the agent has, Rewards for killing Manhunt players are improved.
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*Allows using an SMG if one is equipped when Ballistic Shield is deployed. Only Master Rank shield mod is active. Ballistic Shield health is increased by for every ().
*When Ballistic Shield is deployed, melee damage is increased by and all overhealing the agent receives is applied to the Ballistic Shield as healing. After receiving a damage threshold from receiving Physical or Exotic damage, the Ballistic Shield grants a buff to the agent and all group members within for . The duration of the buff is increased by for every () the player has. Physical Damage: Armor is increased by . Exotic Damage: Weapon Damage is increased by .
*When at (), Ballistic Shield Health is increased by .
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*When zoomed, Marksman rifles lose headshot bonus, but gain while out of cover and while in cover.
*When zoomed, getting a headshot kill with Marksman rifles will increase Critical Hit Damage by every second, to a maximum of , and will increase stability by . Lasts for , or until no longer zoomed.
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*When in range of hostile grenades or mortars, defuses them and adds grenades to your inventory. Can only happen once every .
*When a grenade is defused, the player and all group members within gain a buff based on the grenade type that was defused. 
**EMP/Shock: Skill Power increased by for . 
**Fragmentation/Incendiary: Weapon Damage increased by for 8 . 
**Flashbang/Tear Gas: Armor increased by for .
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*Your Weapon Damage is increased by against .
*Bullets have chance to cause an enemy to burn. Burning targets can cause a fiery explosion when killed, once every . The agent is immune to their own fiery explosions. NPCs set on fire by your Flame Turret will burn longer for every ().
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*Each consecutive shot with a bolt action marksman rifle that hits an enemy deals more damage. The damage bonus is increased by for every (). The bonus damage is removed once a shot misses a target, upon weapon swap or reloaded, or after .
*Headshots double the gained increased damage bonus. consecutive missed shots are needed to lose the bonus damage.
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*When the weapon is holstered, it is instantly reloaded.
*When a weapon has of its magazine remaining in combat, there is a chance to receive a bonus that activates when the final bullet is fired from the current magazine. Once activated, the magazine is instantly refilled, weapon damage and fire rate is increased by . The bonus is cancelled by reloading, swapping weapons or exiting combat.
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*Grants a constant small amount of healing, allowing the user to regenerate all segments of the health bar during combat.
*When receiving fatal damage, you are instantly healed to full health. Can occur once every .
*Increases the amount of healing from . ( will now overheal).
* chance to have no cooldown for . Take less damage for after is triggered.
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*Hit without switching targets to make the target bleed for already done by those bullets.
*Hitting without switching targets now applies which makes the target for of the damage already done by those bullets. ignores the target's . The damage-over-time to the target is increased by for every () and can critically hit the target. When at (, the damage-over-time bonus is increased by an additional . The ignores the of NPCs.
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*Support Station gains the benefit of the Life Support, Immunizer and Ammo Cache mods at the same time.
*Support Station gains a chance to have no cooldown triggered when it is destroyed by an enemy. This chance is increased by for every ().
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*Headshots using semi-automatic weapons mark the enemy, increasing the damage inflicted on the target by for a duration of each. A target can receive up to three marks.
*NPC Targets can now receive up to six marks. After one mark, every headshot on the target has a chance to spread a single mark to additional targets within . At six marks, your headshot damage on the target is increased by .
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*Every consecutive hit deals more damage. Stacks up to . Missing shots drops bonus by . Bonus is reduced by every second. It is not possible to gain stacks, and bonus damage is not applied, while under the effects of EMP. Bonus is lost when exiting combat.
*Every hit adds of a self-healing bonus; each stack is worth of max health per second. Stacks up to . This bonus is increased by per stack for every (). Missing shots drops the bonus by , and the bonus is reduced by every second. It is not possible to gain stacks, and the self-healing is not applied, while under the effects of EMP. Bonus is lost when exiting combat. While in the Dark Zone, Last Stand, or Skirmish, each hit only adds instead of and the healing rate is reduced.
*Every hit increases the bonus damage from by an additional . Missing shots drops the bonus damage from by , and the bonus is reduced by every second. While in the Dark Zone, Last Stand, or Skirmish, the additional bonus damage is not applied.
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*Every bullet you hit enemies with adds bonus skill power. Every bullet your deployed skills hit enemies with adds bonus skill power. Skill power bonus max is . Bonus is consumed on skill use.
*Using a skill while at the max bonus will reset the skill power buff, but will raise the cap to . Using a different skill at has a chance to set the buff power back to while keeping the cap at . This chance is increased by for every ().
=== Weapon Gear Sets ===
Weapon Gear Sets operate on the same principle as armor , only that they apply to specific pairs of weapons. The weapons that are part of these sets function the same as weapons (with the exception of ), except that they have an additional, unique two-piece set bonus that is only active when both weapons are equipped at the same time; these Weapon Gear Sets are typically named for these two-set bonuses.
As of Update 1.8, there are three Weapon Gear Sets in the game:
* - Twin sister submachine guns with Norse blood in their veins; one sister provides boosted critical hit damage that can only be used by the other sister.
** 
** 
* - An assault rifle & pistol tag team that work together to protect the homefront; the assault rifle provides a rolling boost to the pistol's next headshot damage, and any kills with the pistol provides a temporary rate of fire boost to all equipped weapons.
** 
** 
* - A pair of semi-automatic marksman rifles that unleash hellish fury; each rifle shares and empowers their respective talent (Fire and Fury, respectively) with each other, along with improved weapon swap speed.
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** 
==Gallery==
tc-the-division-gear-sets-update-1-1-incursions-678x333.jpg|Gear Sets in Update 1.1
tc-the-division-gear-sets-update-1-2-conflict-678x333.jpg|Gear Sets in Update 1.2
tc-the-division-gear-sets-update-1-3-underground-678x320.jpg|Gear Sets in Update 1.3
==Appearances==
*Tom Clancy's The Division
Category:Gear
Category:Gear Sets
Category:Equipment