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Been through them but hard to decipher if based on new or old info, and sites usually have decent reading in forums for info
Quick rundown:
Mastermind now holds the trees for:
- Inspire (ranged revive) and other medic stuff
- Jokers (dominated cops) and crowdcontrol
- Sniper (go figure) and maybe reload enhancements for assaults rifles and SMGs
Enforcer:
- Shotguns (and the saw ... sort of)
- Tank (everything your armor heart desires)
- Ammo (bags and personal pick up) and also the saw
Technician:
- Sentry Guns (also extra deployable slot)
- Breacher (C4 and drills) and trip mines
- Full Auto (assault rifles, SMGs, LMGs, gatling guns) also fire while moving/sprinting improvements
Ghost:
- Stealth (all of Shinobi really)
- Dodge, back taze, movement speed, concealment
- Crits, silencer improvements, HVT, concealment
Fugitive:
- Pistol and Akimbo skills
- Making the most out of a down (Swan Song Messiah, etc)
- Frenzy, Berseker and melee (also anti cloaker skill)
Use the skills in whichever way you deem fun. As long as you dont want to compede on Death Sentence (formerly One Down -> now optional) you can get away with a lot of builds.
Only notable thing is that "Specialised Killing" aka 30% more damage for all silenced weapons is no longer there. All weapons and enemies have been rebalanced to accomodate for that.
In the end I think that personal preference and experience on how to utilise your loadout of choice best can beat the most meta conform build... Depending on the situation obviously.