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And also go down a tree for whatever gun you mainly use.
EDIT: to be more precise, go down the right side of technician since you're using an assault rifle.
Get the very top of both the armor skill tree and the assault rifle skill tree and ace them.
The top of the armor skill tree lets you take a lot of hits and the top of the automatic guns skill tree turns your body shots into head shots against most things,
Dodge is like 1/10 of the build you can do in this game and isn't a good way to survive.
Most of the skill tree are about :
deployables upgrade
passive upgrade
weapon upgrade
its just that they don't affect the same things for exemple:
mastermind have passive skill around helping teamate getting up and about hostage while enforcer have passive skill about resistance, armor and ammunition.
Mastermind have weapon skill about single fire smg, assault rifle and sniper while enforcer have skill about shotgun and saw.
Mastermind have deployables skill about medic bag and first aid kit while enforcer have skill about ammo bag.
(also i am trying to summarize so there are a few exeption like shock and awe aced has nothing to do with resistance, armor and ammunition)
In your case you should check in technician the oppressor skill tree, it has good skill for full auto smg, assault rifle, light machine gun and other stuff that are pretty good in in general.
I don't think any build short of maybe suit Stoic can excuse not putting any points into Tank whatsoever, at least, but many can get away with just basic Die Hard and Bullseye, and many more also benefiting from the aced versions of one or both of them and/or Resilience. The only other skill Tank has that I wouldn't consider situational, however, is Iron Man
Dodge, on the other hand, has the disadvantage of one of its old staple skills, Sneaky Bastard, being tucked away at the very top of a skill tree where most of the skills below it are either cheap or pretty bad, on top of all the other disadvantages conferred by relying on RNG to not get hit
Normally, I don't worry much about skill trees as a whole, instead going for Medic mostly just to ace Inspire (except when I make an ammo bag build), taking whatever accuracy and stability skills I need to approach 100 accuracy and stability on my main weapon if I'm not making a shotgun build (usually resulting in token investment in Oppressor and usually exactly one point of investment in Sharpshooter), always acing Nine Lives, always taking basic Duck and Cover and Parkour (maybe the latter is usually kinda superfluous, though, but it's cheap), additional weapon skills if my weapon has any, either heavy investment in Controller or at least enough investment in Brawler to ace Berserker (when I use Anarchist, I go for both Berserker and Partners in Crime, but not more in Controller than what I need for that), sometimes aced Low Blow and some concealment-boosting skills, then finally a couple of cheap skills to blow leftover points on (typically Scavenger first, Hardware Expert second, Underdog as 3rd priority, occassionally 2 point skills, all basic - but I guess Second Wind would also be useful if you aren't Stoic or Anarchist (the latter can't benefit from it))
In terms of skill trees, Mastermind and Enforcer are probably where most of the skill points are probably going to go, with very little skill points in Technician, a little bit of skill points in Ghost, and some more skill points in Fugitive.
But really all of this is going to depend on your own play style.
In terms of what is actually better, dodge or not dodge, different players have different opinions on that so I think it is kind of subjective and based on preferred play style. Both dodge and not dodge are good.