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Essential Build tips for Cyberpunk 2077. These build tips are based on close to 2000h of gameplay and is updated for the most recent patches 1.5, 1.6 (Edgerunners) and 1.61.
Threat Levels:
https://www.reddit.com/r/LowSodiumCyberpunk/comments/l14w7j/summary_of_how_threat_level_impacts_everything/
Non-Iconic Weapons:
https://youtu.be/7SNdg_JEZ_M
Muzzle Brakes:
https://youtu.be/fIMTzNo3riA
Timestamps:
0:00 Intro
0:43 Build Planning
1:58 Attributes and Perks
3:50 Roleplay Buffs
4:16 Threat Levels
7:09 Netrunning
9:13 Vendors
10:48 Cyberpunk’s Loot System
12:19 Iconics
13:13 Non-Iconics
13:46 Weapon Bonus Effects
15:32 Clothing Bonus Effects
17:46 Weapon & Clothing Mods
20:08 Stealth & Damage
20:46 Damage Multipliers
23:47 Bullet Time/Time Slow
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Fafafafirst… my biggest end game struggle is finding non-story loot boxes. After the randomized loot change, I've gone through many old videos looking for these random loot box locations.
great video..would give you 2 thumbs up if I could
This is huge amount work man,realy cool.
Is Technical, Body, and Reflexes good for very hard mode for the 1.61 patch? I was thinking on a Malorian Arms build, this will be my 3rd play through
If my body is already 20, will the gorilla arms improve anything?
I generally hate capstone perks. If you fully clear Night City from gigs and and NCPDs, I believe you still won't get Merciless. And even you would, the purpose of the build is to beautifully clear mentioned blue points of interest on the map. On the other hand, farming respawning hordes of bandits is a huge immersion breaker, I do believe that if I would do it in a real night city, Regina would ask someone to deal with me. So IMO the build must help you play from 6-8 to 30ish, after that from my feeling basically whatever you do, the game will just fall under your feet, except don't fear the reaper, of course.
I may need to elaborate, why I mean approximately 6-35: in prologue I avoid doing anything besides getting ping quickhack, delivering that poor man to a doctor with a delicate problem and after the pickup, when I have money from Meredith, beat on the brat quest. Why? Because the pickup is easy even if you decide to shoot, but also doable with takedowns — though it's fairly hard and requires some save-reload actions. The heist, on the other hand, is easily doable with takedowns only, if you keep your cyberdeck of course. And then you start playing and find yourself being easily killed by anyone and *this is where you need the build*. Eventually something changes (probably the level handicap you mention) and you anyway start destroying the game.
So if you had the legendary effect for eliminating vertical recoil, couldn't you put a countermass on it and have a laser beam?
Best cyberpunk build tutorial. I was waiting for this video for quite sometime and it's worth the wait. Can't wait to see your content for 1.7 and Phantom Liberty.
A real Night City legend!
Wow, I didn't know that legendaries from vendors now can roll the special effects. This must have been changed with a recent patch as these could only roll on loot in all my previous playthroughs.
edit:
Just tested it ingame and for me vendor weapons still don't have the special effects. Are you sure that you don't use a mod that adds that to the game or is there a hidden technique on how to get special effects on vendor weapons?
I wouldn't say quickhacks don't need attributes. Intelligence got a massive buff in patch 1.5 as it now gives 10% quickhack damage per point instead of 0.5% in pre-1.5. You also want these buffs as a netrunner to mitigate the Contagion base damage nerf and the struggle to stack global crit chance that applies to quickhacks after the crit chance nerfs.
After discovering that you could save scum for the new double shot quasar in severance package, I was buying and selling weapons for shits and gigs and discovered the hidden mechanic from weapon vendors about a week ago. I'm glad someone has finally made a video on this. Do keep in mind these weapons become super expensive when you reload your save to get those white text rolls. And also, if you are wanting to collect them all, they can fill up a lot of space in your inventory, especially the snipers.
White text rolls that I found that can significantly make your build better:
-eliminating vertical recoil on any AR or Sub (masamune vertical recoil +countermass +supressor = sexy sniper time, so goddamn satisfying)
-fires double shot on any tech pistol (the omaha can be as good, if not better than lizzies with this roll)
-ricochet engine on pulsar (without it, it's pretty much one of the most dogshit weapons for ricochet. with this roll, it becomes one of the best, as it effectively makes each shot ricochet 100% of the time. This paired with the perk that adds ricochet count makes for some really satisfying and unexpected angles if you’re going for a ricochet one shot build)
-increases charge time by 75% for nekomata (can easily hit 300k crit on headshots under the right circumstances)
-faster projectile velocity by 50% for ashura for far distance sniping
-reduce lock on by 50% for chao and ashura. Have fast reload and u will feel like deadshot
Ricochet engine and "does not require smart cyberware to use" opens up a lot of hybrid build possibilities as well :))
Double shot on senkoh sounds insane though. Only been seeing purple ones that say "reduce charge weapon time by 50%" and i've spent hours re rerolling at Jinguji lol
As a player returning to the game for a fresh run where best bar the 3 INT is it to stack perk points into for early game?
Have they increased skill progression yet? I have literally never gotten 20 in any skill other than crafting without mods. Unless you count the exploit in increasing athletics using the berserk OS.
I've never heard somebody pronounce "attributes" like that
i want ur build D:
Finally a YouTuber that understands the game and knows the power of throwing knives. I gotta say those Ricochet builds are insane, are you planning on making a tutorial on ricochet builds?
Yeah, I think you're making some mistakes here. The first one is that all your recommendations assume the player has committed to go to at least Tech level 18. Without doing that you cannot effectively use any clothing mod except for the ones that have crafting specs – the only useful one being armadillo. You have to keep leveling your clothing to maximize your armor so until get to Tech level 16 and can take Waste Not Want Not you can't control what clothing mods you have access to. Except Armadillo. The system for leveling gear is also extremely restrictive. You can only level a weapon or piece of clothing about 5 times before it becomes cost prohibitive and you're forced to dump it. The only way around that is to stick to the legendary weapon and clothing crafting specs you can get (pretty limited number) because you can disassemble the items every few levels and craft a new one, thus restarting the upgrade cost ramp. Second mistake is suggesting one should build a netrunner without investing in the Intelligence tree. There are perks in Intelligence that drastically increase the damage from quickhacks. Giving up all of those while still building a netrunner seems pretty silly. You're advice is usually solid – but not so much this time.