By the end of Cyberpunk 2077, players will realize that there simply is not enough experience in the game to realistically get every perk in the game before the credits roll. If they’ve been diligent and finished up every single side gig and NCPD assault in progress, then it’s possible that they’ve finished up one skill tree and maybe got a decent chunk into a second, but no more than this. This means that each skill has to be carefully invested.
So gamers have to invest most of their points in a very specific way to optimize their combat ability. But there are some rare exceptions to this strategy. A few skills in alternate trees have such tremendous value that it’s a mistake to pass up on them, even with the best of intentions. The perks on this list never require more than five points in any given attribute, so a V of any build can access and appreciate them.
10 Body – Athletics – Pack Mule
Eddies are ridiculously hard to come by in Night City. When thinking about what should change and what should stay the same about the game, the financial burden of Cyberpunk 2077 is firmly in the former category.
Players can be vigilant about selling down after every gig, but some of the main missions are too long for a standard carrying capacity to take everything. Instead of passing up on valuable equipment and materials, spend one point and carry it all to the finish line.
9 Body – Athetics – Regeneration
At first, players might wonder if health not regenerating is one of the game’s frequent bugs or glitches. It turns out that health does not naturally regenerate by design, encouraging players to use literally thousands of consumables over the course of one playthrough.
With one skill point, this problem can be solved, at least inside of combat. The tooltip says it slowly regenerates, but it’s fast enough so that unless V is taking on a hailstorm of bullets, it will more than compensate for the damage received from a few low-threat shooters.
8 Body – Athletics – Invincible
During the hit-or-miss character creation process, players might wonder where the health increase button is. Most RPGs, after all, have some pathway for a stout, frontline combatant to acquire some extra fortitude.
The invincible perk will fill that hole. With a total of three points, V’s health is increased by 30%. Even for stealthy characters that don’t plan on taking direct damage, regeneration is based on maximum health, so this makes recovery faster for everyone.
7 Technical Ability – Crafting – Scrapper
Players trying to finish every Search & Recover gig will acquire a lot of valuable items. They will also acquire a ton of garbage. If garbage is weighing them down, then legitimate weapons and clothing will have to be left behind.
By converting all junk to components automatically, V is free to pick up everything. Additionally, selling or using the components is a better money-making venture than selling the junk wholesale, so this perk kills two birds with one point.
6 Technical Ability – Crafting – Mechanic
A V from any walk of life will still want to knock out every Thievery gig. So everyone from a nomad to a corpo boss will end up with a stockpile of useless common equipment. Selling it is fine, but the components are worth just as many eddies.
More importantly, this stacks with the scrapper perk, so junk that is being automatically taken apart will result in greater yields. Any V that has eyes for a high-end hypercar will want to really consider these perks for cash purposes alone.
5 Intelligence – Breach Protocol – Extended Network Interface
Players will be encouraged to go on a lucrative but dangerous secondary gig where they hunt down every cyberpsycho in Night City. If they stop at killing their marks and looting the bodies, then they’re missing out on a bunch of eurodollars camouflaged in the area
Many of the game’s access points are on roofs, hidden behind wall panels, and tucked away on laptop computers. Even a keen eye can’t always spot them, but for a single perk point, the mini-map and HUD interface will do the work of locating these for V.
4 Intelligence – Breach Protocol – Advanced Datamine
V is going to be breaching access points no matter what, even if the player’s first choice is to go in with guns blazing. These are eddies waiting to be taken, so don’t leave them behind. The ending of the game can look good or bad, but it looks a lot better if V isn’t broke.
Doubling money made for two perk points is a value that can’t be contended with. This money can be used to buy whatever the player’s favorite mods are or to acquire some new cybernetics. The versatility of currency in Cyberpunk 2077 is unrivaled.
3 Intelligence – Quickhacking – Biosynergy
Much like with health regeneration, RAM does not naturally regenerate in combat without a little help. Finding a cyberdeck with multiple sticks can help, but unless V takes the biosynergy perk, players are limited to one or two quickhacks.
Even one point goes a long way, four sticks per minute is nothing to sneeze at, but even light hackers will see a great deal of benefit to recouping twelve sticks per minute. This gives players the peace of mind to use any hack at any time without having to constantly worry about the RAM limitations.
2 Cool – Stealth – Assassin
There is a good amount of enemy variety in Cyberpunk 2077, but that doesn’t change the fact that most enemies are human beings. There is an occasional robot, turret, or mech, but these are clear minorities.
Also, consider that most robotic enemies can be disabled with just a few quickhacks. Sometimes, a single quickhack can take out every robot on the network. So a 15% damage boost to humans translates to a flat 15% DPS increase in most circumstances.
1 Technical Ability – Engineering – Can’t Touch This
Even if players aren’t running a grenade-centric build, making V immune to the player’s grenades has colossal ramifications. Because the game does not have a flamethrower, grenades have to do the heavy lifting when melee units surround V.
Gamers will be able to get out of this situation by throwing a single grenade at the ground and emerging without a scratch. It’s also helpful against high-threat targets and cyberpsychos. Players who don’t regularly use grenades can unload a few at melee range and escape from a tough spot against tougher opponents.
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