PAYDAY 2

PAYDAY 2

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[97.6+] John Wick Build
By Corestrike
This is a new, highly gimmicky, John Wick build - tested to work with Deathwish.
   
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Foreword
This build is mostly based around gimmicks and I doubt it's a very playable one in the long term - but I really have no idea. By "tested for Deathwish" I mean that I went through the plane in Birth of Sky on Deathwish solo with no AI. I had no trouble getting through the plane and I wasn't downed a single time. Things got a little trickier when I got into the open air, but I assume if you stick with close quarters maps (the kind this build is designed for) you shouldn't have any trouble.

Also of note is that this build is mostly designed to be a solo, no-heal, close-quarters, and fast paced dodge-based build. You should always be moving or, at the very least, dodging and firing. Melee is also pretty nice with this.

If you REALLY want silencers just put them on. I feel it ruins the look of the guns though.

Finally, here's a quick primer on how to play Wick:

DLC Required
Gage Shotgun Pack

You'll also need to join the PAYDAY 2 group to get the HEF Grenade and Ursa Tanto Knife. You should probably just do it anyway for all the other things you get too.
Standard Build - Skills
Mastermind


Because this is intended as a solo, no-heal build, I didn't really feel any need to put any skills into Mastermind. Still, I had a point left over and stability is always nice. Feel free to call me out on this.

Enforcer


Aced Resilience is practically a MUST for any build you run because of flashbangs - no exceptions. You will get absolutely bulldozed without this. While Wick never had to put up with flashbangs, you do. Otherwise, not much else was needed here. Transporter might be nice if you have a problem moving bags.

Technician


Nothing to see here. The points I had put into technician were moved once I realized that anything put here would go to better use almost anywhere else. Technician is a strong tree, but not for this kind of playstyle.

Ghost


With Ghost we're finally getting somewhere. The "Artful Dodger" tree is, of course, going to the dodging aspect of this build. The Aced Parkour skill allows the face paced, constantly flowing combat that this build relies on while Aced Dire Need takes advantage of the situation you're likely to be in for the entirety of the game.

Unfortunately this tree provides a heavy conflict of interest. The silencer perks go completely unused due to me wanting to replicate the original guns as much as possible, but Low Blow is vital to the build. If you don't like Unseen Strike though, move the points somewhere else. Into the "Gunslinger" tree of Fugitive is likely the best place for them.

Fugitive


Like all dodge builds, the John Wick builds relies most heavily on Fugitive. All of the skills are pretty great. Messiah allows you at least one solo revive but I'd recommend acing this if you're really serious - you can use the assets and your own medbag to supply yourself with charges.

Feign Death lets you appeal to Lady Luck to try and keep you going. Pray hard. I also feel it's pretty fitting to John Wick as a character.

I chose Frenzy as, in this build, you wont be healing anyway. It also keeps Berserker in constant action which is pretty nice.


Standard Build - Weapons
Note 1: I chose these weapons and attachments to fit their movie counterparts as closely as possible. While not a single pistol really came close to Wick's P30L from the movie, I made due.

Note 2: All values in tables are from their totals WITH skills and mods.

Bernetti 9 Pistol


The Bernetti 9 is a pretty good pistol by itself and it doesn't really need attachments to shine. The only attachment on this pistol is "The Professional Compensator" which looks close to the attachment on Wick's gun from the film. The pistol itself doesn't really look like his P30L but it's close enough, is solid black, and looks pretty slick - good enough for me. This pistol, in this build, can kill a skulldozer in about a magazine with headshot and can be relied on almost exclusively (which is the fun part).

Attachments:

The Professional Compensator (for appearance)

Total
Magazine
19
Total Ammo
154
Rate of Fire
720
Damage
44.9
Accuracy
60
Stability
72
Concealment
28
Threat
6

Raven Shotgun


Unlike the sidearm, the Raven Shotgun is almost exactly the same as the Kel-Tec KSG used by Wick in the film and with the scope it's almost perfect. This was mostly just used to fill in for the primary weapon slot but it can hold it's weight. Two hits is generally all you need. It's also heavily concealable which is a huge plus.

Attachments:

000 Buckshot (for damage)
Short Barrel (for appearance and concealment)
Holographic Sight (for appearance)

Total
Magazine
10
Total Ammo
42
Rate of Fire
104
Damage
111.3
Accuracy
36
Stability
48
Concealment
24
Threat
28

HEF Grenade


While I don't exactly see John Wick using any grenades I'm sure he hates the bourgeois so the free grenades work just fine. Also, it's a little more modern, sleeker, and I like how it's thrown - all things that appeal to the character design.

Fists

Wick is best in combat if left to his own devices, unencumbered with melee weapons and instead given just his fists. Being the fastest of the melee options, the fists leave CQC fluid and quick and allow a swift punch before you reload without interrupting the flow of combat - or any number of fighting situations.


Total
Damage (uncharged)
45
Damage (charged)
83
Knockdown (uncharged)
135
Knockdown (charged)
165
Charge Time
1s
Range
150
Concealment
32

Ursa Tanto Knife


Despite not being at all like Wick's OFT knife from the film, besides being a fixed blade, it is the knife that came with him. It's sleek and concealable and was my second pick for his melee weapon before I remembered that it was "his" knife. Still, it's slower, takes a second longer to charge, has less knockdown and less immediate damage than the fists. The only upsides are that it has about 40 more charged damage and 35 more range.

Total
Damage (uncharged)
30
Damage (charged)
120
Knockdown (uncharged)
30
Knockdown (charged)
120
Charge Time
2s
Range
185
Concealment
32
Standard Build - Perk Decks
Sociopath

Personally, Sociopath is my favorite perk deck in the game almost solely for the the Showdown perk. Because this build is suited mostly for close quarters combat the perks are almost guaranteed to activate with the most useful being Showdown. Showdown panics your enemies when scoring a kill in within a "medium distance" which sends them cowering to the ground for a few seconds. This can make entire groups of enemies stop firing for enough time to kill them all even on Deathwish.

The only drawback of this deck for this build is it's focus on armor which is a conflict of interest with a number of the fugitive perks and are generally useless for a dodge build.

Grinder

Grinder is generally regarded as the go-to dodge build deck and for good reason. Grinder allows you to stay at full health about 99% of the time as long as you consistently get kills. The armour piercing perk is also pretty nice. There's not too much to say about this deck except that it's really good.

This is probably the deck you should be using for this build and is the one I used when testing this build. I stayed at full health the entirety of the plane.

Ex-President

Basically the poor man's Grinder. As I don't have much experience with this deck, I don't have a lot to say about this deck. It'll be useful for this build especially if you don't own the Grinder deck and it's possible you may like this deck better. The armour recovery isn't particularly useful though - and the stored health will probably just go to waste because of Frenzy.
Standard Build - Deployables
Medbag

While this build is intended to be no-heal there's no escaping that it's likely you're going to be downed - whether through bad luck or a screwup. The medbag allows you to use Messiah at least three times without having to deal with the hassle of assets or pre-planning.

Medkits

The go-to dodge deployable.. don't bring them. They're more of a hinderance as you can't bring another deployable. With how low health you have due to Frenzy and the all the chances to refill your health you have through Grinder or Ex-President there's no reason to bring these.. they're useless for this build.

Ammo

Ammo is always nice. Still, with the two weapons provided you should have plenty of ammo (over one hundred bullets with the Bernetti 9 alone) and it shouldn't be too hard to pick up more ammo off of the ground. If you don't want to bring a medbag or didn't ace Messiah this is the way to go.

Others

All the others are more dependent on the heist and highly situational. If you really want to bring them, be my guest. I wouldn't recommend it because the sentry and C4 are both highly Tech-dependent and body bags and ECMs are both stealth deployables. Both sentries and C4 are, in my opinion, not even worth bringing even with the skills that go along with them. Just me though.
The Look
This is down to personal preference but I prefer The Heat over all of the other sunglasses (which don't look that great to me). No mask at all would be way better but the sunglasses are about the best we've got. The masks on Wick don't bode too well with me, but you do you.

The only requirement for this build is the suit.. not even for dodge reasons but for the aesthetic.

Here's how everything looks together.



Pretty slick.
The Music
What's Wick without his soundtrack?

THINK

LED Spirals

Shots Fired

Killing Strangers

Assassins
4 Comments
Blare Sep 4, 2017 @ 11:49am 
This guide mate is a little off. You cant recharge Messiah if its not Aced you see.
FrostNova Feb 3, 2017 @ 10:42pm 
please go play game noaw
Corestrike  [author] Feb 3, 2017 @ 9:26pm 
This guide is very, very vintage. I haven't even played the game since I put this together.
FrostNova Feb 2, 2017 @ 7:26pm 
With the release of the John Wick Weapon Pack, the Bernetti seems utterly unneccessary.