Cyberpunk 2077 Builds: Tech Engineer (Tech Weapons) Character Guide Weapons Perks



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Cyberpunk 2077 Builds: Tech Engineer (Tech Weapons) Character Guide Weapons Perks – https://fextralife.com/cyberpunk-2077-builds-tech-engineer-tech-weapons-character-guide-weapons-perks/
In this Cyberpunk 2077 Build Guide I’ll be showing you my Tech Engineer Build which is a Build that uses Tech Weapons to their fullest, also allowing you to craft high quality equipment. If you like the crafting system in Cyberpunk 2077, but don’t want to gimp your damage to be able to use it, then you’ll want to check out this Build.

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Timestamps
0:00 – Tech Engineer Build
0:50 – Tech Engineer Attribute
1:28 – Tech Engineer Perks
4:35 – Tech Engineer Equipment
6:41 – Final Tips

The Tech Engineer uses Tech Weapons to absolutely destroy enemies who hide behind cover. Many Tech Weapons in Cyberpunk 2077 shoot through cover when charged up, and this Build takes advantage of this by optimizing your damage when doing so. Additionally, there are many different weapon types that can do this, so the Tech Engineer has a variety of Weapons they can use at any given time, without being un-optimized.

Tech Engineers can also craft and upgrade Weapons and Armor, which is something other Builds will likely not be able to do unless they also use Tech Weapons specifically. Crafting can make your life a lot easier in Cyberpunk 2077, and there are some amazing crafted weapons as well. If you don’t want to miss out on this facet of the game, then you’ll definitely want to play this Build.

Tech Engineer Tips
One of the strange things about this Build is that you will spend most of your Attribute Points into Technical Ability early on, but your Perk Points will mostly go into Assault because there are no really good Engineering Perks early on. Don’t waste Perk Points! Take Assault Perks until you unlock the better Engineering and Crafting ones.

Learn when to charge your weapon and when not to. This can take some time to do, but it’s really important because when you first begin playing with Tech Weapons your natural instinct is to charge with every shot so that you do max damage, and a lot of times it’s overkill. Get in the habit of charging your weapon when approaching an enemy in cover, and not charging it until you know where your target is. Standing there moving slowly while holding charge can get you killed, if you don’t know where to shoot, and early on you won’t be able to hold your charge indefinitely anyway.

Not all Tech Weapons handle the same way, so you’ll want to learn how to best use the Tech Weapons you have. For instance, the Pistol can shoot through cover at much shorter range, so it doesn’t work well at medium ranges. However, it’s absolutely devastating close up and fires wickedly fast. Swap weapons depending on what is happening on the battlefield and don’t always just use one Weapon if you can help it. Besides, it’s much more fun to mix it up.

Don’t forget to modify your Weapons so that they deal more damage, or have increased Critical Chance etc. You will be able to craft mods much more easily than other Builds because of your investment into Tech Ability and Crafting Perks, so take advantage of it. Always be on the look out for new mod schematics, so that you can make the Mods you need.

Lastly, this Build will not only require materials from deconstructing Weapons and Armor, but it will require money to buy them and schematics as well, so make sure you loot, sell and disassemble everything you find. Increase your Carrying Capacity as well if you need to with the Pack Mule Perk, since you’ll be hauling a lot of stuff!

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43 thoughts on “Cyberpunk 2077 Builds: Tech Engineer (Tech Weapons) Character Guide Weapons Perks”

  1. I love this build! BTW, did you know that with the Legendary "Feedback Circuit" implant, a Tech Shotgun will fully heal you on every fully charged blast (10% healing x up to 14 pellets). Plus it gives you perk points in Body so you have a crap ton of life to go with it!

    Between all that life and the armor from the Tech Ability and crafting, and it's very solid for Tank build.

    Reply
  2. Fuck my life… yet another "not even max level theory craft"!

    Stop saturating build searches with unfinished garbage like this, making it harder to find videos of people that actually put in some work and have some integrity, showcasing fully realised builds, instead of these hollow wannabe guides.

    Reply
  3. Very cool build and since you can craft everything, that means we should also be able to craft the Sandevistan heatsink mod up to legendary lvl, or is that wrong ? I just checked your wiki and it has very good info in it! I’m just wondering where the data comes from and if it would be even possible to craft legendary cyberware mods (heatsink and overclocked processor)

    Reply
  4. I think one of the major design flaw of this game is that it requires 18 engineering to craft legendary weapons. this way, any player(who didn't exploit any bug or glitch or mode, those factors should not be considered when design a game) who wanna have fun with legendary weapons will need to dump at least 18 points into engineering, which significantly reduce the choices players have.
    I know there are plenty of legendary around the map you can pick up for free, but if you want the legendary of a iconic, you are required to dump 18 points. kinda big price to pay.

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  5. You often have to upgrade by level from rare to epic to legendary so your suggested crafting perks suggest there is issues with what your telling them to understand how it works.

    Reply
  6. most of the get more componets/use less components perks are useless as their are many items you can buy that break down into componts that are worth more then the item being broken down. soda only cost 10 euro dollars but breaks down into 5 common and 1 uncommon component which is worth 33 euro dollars. you can then convert those into higher tier materials by crafting them into rare or epic tier grenades which only cost 2 common and 2 uncommon components but break down into rare and epic components.

    upgrading is only relevant if you plan to use early game gear for the entire playthrough as crafted gear is always at your level. you can skip the upgrading perks by simply waiting until you hit lv 50 to craft your gear

    you do need all tiers of the crafting perks as maxdocs are only uncommon to epic tier and bounce back only comes in common to rare tier. Grenades range between common and legendary tier. A lot of iconic items spawn as rare tier so you need both epic and legendary crafting perks to fully upgrade them. most cyberware mods are rare or epic tier.

    a lot of the crafting perks become useless once you've crafted your gear so you will want to respec those points late game and put them into something else.

    I'd would drop body or reflexes and just focus on one weapon type and go cool instead. cold blood is absolutely broken and works with all builds. plus stealth has a lot of useful perks like assassin which is insanely good as about 95% of all enemies are human.

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  7. But with the ability to craft the rare Char incendiary grenade, which costs 1 white and 1 green component, which you can get by buying and finding various drinks. I don't see much need for talents that reduces the costs of components, gives a chance to give back or make the crafting free. Unless it is for a chance to save on the legendary crafting components

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  8. is 200% efficiency really a good idea? Seems like most of the upper grades of clothes have about 200-250 armor meaning you would get about 10-13 more armor per piece for two skill points, where as the armadillo mod adds upwards of 200 bonus armor per mod slot… just doesnt seem like the greatest expenditure of points

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  9. D12 Quazar is the only tech gun you really need. You can get the crafting spec early for the common one and it will carry you up till you unlock the legendary crafting specs. 20 rounds in the magazine, punches right through walls like they aren't there, goes full auto when you charge it, and does great damage.

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  10. Just wanna point out a few bugged and underperforming perks as of 1.12 patch:
    "Superconductor" doesn't work at all.
    "Fuck all walls" is so negligible that it's useless, you will never notice the difference.
    "Revamp" doesn't work at all.
    "200% efficiency" works but clothes have a base armor cap so you reach a point where it stops working (basically it's only useful early levels, still I wouldn't take it)
    The crafting perks that increase damage are underworking and "field technician" only boosts base weapon damage, not bonuses. (it's around 2-3%, imo not worth the point)
    Basically, Tech past 18 is useless because the perks either don't work or perform worse than advertised by the description. I think I got all of them shown here.
    Oh I failed to mention that none of the clothing mods stack, only the armor one.

    Reply

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