A few ideas for classes/skillsets/spec lines w/e you want to call them in The Division. Some of these are more geared toward pvp or pve but can function in both. I did not include any weapon talents as I understand these will be getting some changes in the future. A note on suppression ATM I'm 95% sure it has no effect on players so make sure to change those types of skills out if you plan on pvping.
Recon:
Skills: Pulse/Tactical Scan, Smart Cover/Concealment Mod, Tactical Link.
Weapons:
Slot 1: Marksman Rifle - modified for max headshot and bullet damage.
Slot 2: SMG - Mod for high Crit damage and chance.
Pistol: High damage low mag count gun - E.G. 1911s/Sawed-off/Revolvers.
Talents: One is none, Precision, Tactical Advance, Critical Save
Stat Priority: Firearms, Electronics, Skill Power, Pulse Crit Damage Bonus.
Oppressor:
Skills: Seeker Mine/cluster, Sticky Bomb/BFB, Tactical Link.
Weapons:
Slot 1: LMG - High capacity LMG Modded for ROF and stability.
Slot 2: SMG - Mod for high Crit damage and chance.
Pistol: User Preference.
Talents: Demolition Expert, Chain Reaction, Shrapnel, Stopping Power.
Stat Priority: Electronics, Skill Power, Firearms, Health.
Combat Medic:
Skills: First Aid/Overdose, Smart Cover/Recharger , Recovery Link.
Weapons:
Slot 1: Assault Rifle: Modded for Accuracy and stability.
Slot 2: User Preference.
Pistol: Sawed-Off/Revolver.
Talents: Combat Medic, Battle Buddy, Triage, Evasive Action.
Stat Priority: Electronics Heath, Firearms, Armor.
Assault:
Skills: Sticky Bomb/Flashbang, Seeker Mine/Gas Charge, Tactical or Survivor Link.
Weapons:
Slot 1: Assault Rifle – Modded for stability and ROF.
Slot 2: Shotgun – Modded for Bullet damage and Crit.
Pistol: User Preference.
Talents: On The Move, Steady hands, Tactical Advance, Critical Save.
Stat Priority: Firearms, Health, Armor, Crit.
Spartan:
Skills: Ballistic Shield/Assault Shield, First Aid/Overdose, Tactical Link.
Weapons:
Slot 1: Shotgun - Modified for max bullet damage and crit.
Slot 2: Assault Rifle - Modded for stability and ROF.
Pistol: Sawed-Off
Talents: Critical Save, On the Move, Strike Back, One is None.
Stat Priority: Electronics, Firearms, Health, Armor.
Flanker
Skills: First Aid/Overdose, Sticky Bomb/BFB, Survivor Link.
Weapons:
Slot 1: Shotgun – High ROF, Quick reload, Modded for Crit and bullet damage.
Slot 2: Assault Rifle - Modded for stability and ROF.
Pistol:
Talents: Critical Save, Strike Back, Chain Reaction, One is None.
Stat Priority: Armor, Health, Electronics, Firearms.
The Wall:
Skills: Mobile Cover/Blast Shield, Ballistic Shield/Assault Shield, Survivor Link.
Weapons:
Slot 1: LMG - Modded for best mix of ROF and stability.
Slot 2: User Preference
Pistol: High Capacity Modded with + mag size and fire rate.
Talents: Critical Save, On the move, Strike Back, Steady Hands.
Stat Priority: Electronics, Health, Firearms, Armor
The Pill Box
Skills: Support Station/Ammo Cache, Smart Cover/Recharger, Recovery Link.
Weapons:
Slot 1: LMG - Modded for best mix of ROF and stability.
Slot 2: Marksman Rifle – Bolt Action type Modded for max headshot and weapon damage.
Pistol: User Preference.
Talents: Combat Medic, Battle Buddy, Triage, Tech Support.
Stat Priority: Electronics, Skill Power, Firearms, Health.
Sapper
Skills: Turret/Zapper, Seeker Mine/Air Burst, Tactical Link.
Weapons:
Slot 1: LMG - High capacity LMG Modded for ROF and stability.
Slot 2: High capacity Assault Rifle or SMG Modded for ROF and stability.
Pistol: User Preference
Talents: Tech Support, Fear Tactics, Wildfire, Stopping power.
Stat Priority: Electronics, Skill Power, Firearms, Health.
Engineer
Skills: Turret/Active Sensor, Mobile Cover/Blast Shield, Tactical Link.
Weapons:
Slot 1: LMG - High capacity LMG Modded for ROF and stability.
Slot 2: User Preference
Pistol: User Preference
Talents: Tech Support, Steady Hands, Stopping Power, Tactical Advance.
Stat Priority: Electronics, Skill Power, Firearms, Health.
Some of these specs(BFB/Chain I'm looking at you) will be less powerful after the first major balance patch. most of these specs will be viable as the synergy between weapons/skills/talents will always work assuming they don't get nerfed into oblivion.
-Get fucked internets, I'm out
Z
Recon:
Skills: Pulse/Tactical Scan, Smart Cover/Concealment Mod, Tactical Link.
Weapons:
Slot 1: Marksman Rifle - modified for max headshot and bullet damage.
Slot 2: SMG - Mod for high Crit damage and chance.
Pistol: High damage low mag count gun - E.G. 1911s/Sawed-off/Revolvers.
Talents: One is none, Precision, Tactical Advance, Critical Save
Stat Priority: Firearms, Electronics, Skill Power, Pulse Crit Damage Bonus.
Oppressor:
Skills: Seeker Mine/cluster, Sticky Bomb/BFB, Tactical Link.
Weapons:
Slot 1: LMG - High capacity LMG Modded for ROF and stability.
Slot 2: SMG - Mod for high Crit damage and chance.
Pistol: User Preference.
Talents: Demolition Expert, Chain Reaction, Shrapnel, Stopping Power.
Stat Priority: Electronics, Skill Power, Firearms, Health.
Combat Medic:
Skills: First Aid/Overdose, Smart Cover/Recharger , Recovery Link.
Weapons:
Slot 1: Assault Rifle: Modded for Accuracy and stability.
Slot 2: User Preference.
Pistol: Sawed-Off/Revolver.
Talents: Combat Medic, Battle Buddy, Triage, Evasive Action.
Stat Priority: Electronics Heath, Firearms, Armor.
Assault:
Skills: Sticky Bomb/Flashbang, Seeker Mine/Gas Charge, Tactical or Survivor Link.
Weapons:
Slot 1: Assault Rifle – Modded for stability and ROF.
Slot 2: Shotgun – Modded for Bullet damage and Crit.
Pistol: User Preference.
Talents: On The Move, Steady hands, Tactical Advance, Critical Save.
Stat Priority: Firearms, Health, Armor, Crit.
Spartan:
Skills: Ballistic Shield/Assault Shield, First Aid/Overdose, Tactical Link.
Weapons:
Slot 1: Shotgun - Modified for max bullet damage and crit.
Slot 2: Assault Rifle - Modded for stability and ROF.
Pistol: Sawed-Off
Talents: Critical Save, On the Move, Strike Back, One is None.
Stat Priority: Electronics, Firearms, Health, Armor.
Flanker
Skills: First Aid/Overdose, Sticky Bomb/BFB, Survivor Link.
Weapons:
Slot 1: Shotgun – High ROF, Quick reload, Modded for Crit and bullet damage.
Slot 2: Assault Rifle - Modded for stability and ROF.
Pistol:
Talents: Critical Save, Strike Back, Chain Reaction, One is None.
Stat Priority: Armor, Health, Electronics, Firearms.
The Wall:
Skills: Mobile Cover/Blast Shield, Ballistic Shield/Assault Shield, Survivor Link.
Weapons:
Slot 1: LMG - Modded for best mix of ROF and stability.
Slot 2: User Preference
Pistol: High Capacity Modded with + mag size and fire rate.
Talents: Critical Save, On the move, Strike Back, Steady Hands.
Stat Priority: Electronics, Health, Firearms, Armor
The Pill Box
Skills: Support Station/Ammo Cache, Smart Cover/Recharger, Recovery Link.
Weapons:
Slot 1: LMG - Modded for best mix of ROF and stability.
Slot 2: Marksman Rifle – Bolt Action type Modded for max headshot and weapon damage.
Pistol: User Preference.
Talents: Combat Medic, Battle Buddy, Triage, Tech Support.
Stat Priority: Electronics, Skill Power, Firearms, Health.
Sapper
Skills: Turret/Zapper, Seeker Mine/Air Burst, Tactical Link.
Weapons:
Slot 1: LMG - High capacity LMG Modded for ROF and stability.
Slot 2: High capacity Assault Rifle or SMG Modded for ROF and stability.
Pistol: User Preference
Talents: Tech Support, Fear Tactics, Wildfire, Stopping power.
Stat Priority: Electronics, Skill Power, Firearms, Health.
Engineer
Skills: Turret/Active Sensor, Mobile Cover/Blast Shield, Tactical Link.
Weapons:
Slot 1: LMG - High capacity LMG Modded for ROF and stability.
Slot 2: User Preference
Pistol: User Preference
Talents: Tech Support, Steady Hands, Stopping Power, Tactical Advance.
Stat Priority: Electronics, Skill Power, Firearms, Health.
Some of these specs(BFB/Chain I'm looking at you) will be less powerful after the first major balance patch. most of these specs will be viable as the synergy between weapons/skills/talents will always work assuming they don't get nerfed into oblivion.
-Get fucked internets, I'm out
Z