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using Sandies and Kerenzikov's and other cyberware's to aid in Running Jumping and sliding
during combat sometimes employing vehicles to spice things up.
https://www.cyberpunk.net/en/build-planner?a=kk5kg&b=11110100000000000000031110000001&r=1100002011210001211131110131130001011&i=00011011&t=000100000211111000000311110000001&c=11111111000000000000000013111&e=313111131
Interesting, I think I tend to specialize more, but sure it looks a lot better in 2.0 to play a highly mobile FPS focused character.
Hax was the definite strongest in terms of damage potential pre 2.0 so I am interested to see if the ground was equaled out or if Hax still holds the belt.
Obviously I'll be specing into Mantis Blades but I also put some points into shotguns as I had a good excess amount of points so I might as well put it there (It seemed like the firearm Wolverine would use anyway).
I'll be doing a Nomad lifepath so I put points into car related perks as well, hoping the new mechanics with cars will pull through.
I have 15 extra attribute points and 9 perk points, and since Cold Blood was removed/changed/replaced I don't know where to place them.
https://www.cyberpunk.net/en/build-planner?a=kk3k3&b=11111121110000031111131110000101&r=1110100000211111211100000031131110011&i=&t=000000000211111000000311110000001&c=&e=003100031
Oh yeah, Rip And Tear sounds amazing for a very aggressive build. I think my second playthrough will be Adam Smasher inspired LMG+ explosives build that certanly was NOT amazing in the base game, hopefully now it can work better - we sure have the basic frame with tech/reflexes/body 20, but other perk choices. Can't wait to throw one enemy on top of others with Savage Sling just to blow the whole block up with Jailbreak on my granade launcher, possibly proccing multiple Obliterations...
Something like this:
https://www.cyberpunk.net/build-planner?a=kkakb&b=111111210120011311111311113111111&r=110101000021001000000000003000000001&i=&t=111121101211001311001311110000011&c=1&e=003100031
https://www.cyberpunk.net/build-planner?a=3kkki&b=&r=0100100000210101201000000031031010011&i=1101111121111121111000031011311100011&t=000000000211000000000310110000001&c=01111111000000000000000013111&e=003000131
Why not use Cool as a dump stat or something. For every spent attribute point you gain 1,25% increased crit. damage, goes well with the increased crit. chance bonus of Reflexes.
This is my build:
https://www.cyberpunk.net/build-planner?a=kk4kh&b=1111110000000000000003111&r=1111112111211111211131111131131111111&i=00000001&t=100110000211111000000311110000001&c=111&e=003001031
You'll probably end up bringing Cool to 18 for the +22.5% Crit Damage and Cyberware options.
For the 9 perks point left:
- Multitasker and Muscle Memory ( Reflexes ), which allow you to shoot and reload while moving around.
- The two car perks Road Warrior ( Cool ) and Gearhead ( Tech ).
- Feline Footwork + a single point in Ninjutsu ( Cool ) for the flat +15% movement speed bonus.
- Glutton for War + Health Freak ( Tech ) , for additional Healing Item charges, which means more Adrenaline.
Hoping that Phantom Pain adds other Tech Shotguns, Chain Lightning ( Tech ) sounds awesome.
Filling out most of the pistol tree, nearly all of the air dash tree, and enough of the tech and stealth trees to produce Equilibrium corpo gun-fu in which there will be a strobe like effect with optical camo running around in crouch stealth disappearing in between hits and bullet time is the plan, and hopefully to work in some Quick Melee pistol whipping somehow. I need to see more on the gear and cyber to fill in some blanks I'm not sure of.
If you don't want to netrun, you still require 15 INT ( which is a dump stat for weapon builds ) and 9 Perk Points just to... lock-on faster.
If you want to get the capstone for 25% more damage, you'll need 20 INT and will have to spend 6 perks points in Quickhacks, and at that point you'll likely add the 4 Perks for Overclocking too.