Legacy of Bartmoss
A basic combat oriented netrunner build, heavily tailored towards endgame. TL;DR: Blackwall the first enemy you see, have it wipe several gonks at once, finish off the rest with Ba Xing Chong.
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Start with 3 points on Int and Body, 1 point on Tech. Int and Body are no brainer stats, as Int is the core of a netrunner build (Plus it support smart weapons, great since we're using Ba Xing Chong) and Body is your survivability (plus shotgun bonuses, perfect as Ba Xing Chong is one). Tech is good no matter the build for cyberware capacity/stats and Ticking Time Bomb, as it serves both as a survivability boost and a chunk of damage if enemies get close. Reflexes is there for dash's incredible mobility, and we invest our last few points on Cool to scale some of our cyberware.
Points
Cyberware
3rd skeleton slot is empty as you can just put in any cyberware of your preference. Use the Tetratronic Rippler before using Canto.
Allows you to perform quickhacks on enemies and devices while scanning.
Unlocks the Blackwall Gateway quickhack. Automatically consumes RAM every time it spreads. Each spread has a shorter upload time and a higher RAM cost than the last. But the cost can be cut in half if you're willing to pay in blood...
-7.5% Cooldown instantly for all cyberware after neutralizing an enemy.
+6 Max RAM +35% upload speed for quickhacks
intelligence · +0.05% to all dealt damage per Attribute Point.
+40% damage against drones, robots, mechs and turrets.
+2 Max RAM
technical · +0.5 Armor per Attribute Point.
+11% Mitigation Chance +11% Mitigation Strength
Mitigation grants a chance to reduce incoming damage by current Mitigation Strength (default: 50%).
reflexes · +0.1% Crit Chance per Attribute Point.
Slows time by 60% for 4.5 sec. when your Health drops below 25%.
Cooldown: 35 sec.
cool · +0.2% headshot and weakspot damage per Attribute Point.
Allows you to aim and perform ranged attacks while sliding, dodging or Dashing. Slows time by 60% for 3.75 sec. when you aim a ranged attack during a slide, dodge or Dash.
Cooldown: 6 sec.
reflexes · +0.1% Crit Chance per Attribute Point.
-44% camera detection speed
10x optical zoom when scanning or aiming.
cool · +0.2% headshot and weakspot damage per Attribute Point.
Monowire is arm replacement cyberware that allows you to whip multiple enemies at once from a distance.
Deals Physical damage.
intelligence · +0.5% damage with this cyberware per Attribute Point.
Enables the use of smart-targeting in Smart weapons. +20% target lock duration +15% Crit Damage with Smart weapons.
Directly links the user's optical implant to the weapon's system, offering real-time weapon info.
+2 Max RAM
intelligence · +0.1% Smart weapon damage per Attribute Point.
Armor – simple but effective.
technical · +0.5 Armor per Attribute Point.
Converts 30% of damage taken into damage-over-time.
body · +0.5% damage-over-time resistance per Attribute Point.
+50% Mitigation Chance for 4 sec. if you lose 35% Health within 3 sec.
Cooldown: 6 sec.
reflexes · +0.1% Crit Chance per Attribute Point.
+15% Max Health
body · +0.5 Health per Attribute Point.
Receiving damage restores RAM equal to 3% of damage received (e.g., 3 RAM per 100 Health lost).
+2 Max RAM
intelligence · +0.05% to all dealt damage per Attribute Point.
Press the jump button in midair to perform a double jump.
reflexes · +0.1% Crit Chance per Attribute Point.
Automatically heals you with your equipped Health Item when your Health drops below 50%. +16% Health Item effectiveness
technical · +0.1% Health Item efficiency per Attribute Point.
Functions as a powerful Health Item. Instantly restores 110 Health, then regenerates 23 Health per second for 6 sec.
technical · +0.1% Health Item efficiency per Attribute Point.
+7.5% Health when you neutralize an enemy.
intelligence · +0.05% to all dealt damage per Attribute Point.
Weapons
3/3Ba Xing Chong is our main weapon for this build, other choices are there as alternatives if enemies are too close (Or if you don't have Ba Xing Chong just yet, as it is an extreme late game weapon which requires you to finish the game at least once). You may also use your Monowire to dispatch them if you so choose.
Heavy weapon. Slightly reduces movement speed and jump height.
A rocket launcher that fires explosive rounds. This weapon can smart-target up to six enemies simultaneously. Everything caught in the blast radius is torn to shreds. Be careful - that goes for you too. At low Health, reload speed and Burn chance is increased.
Rounds deal increased damage, but have a chance to lose target-lock and miss.
+2 lock-on target(s) +30% lock-on speed +20% headshot damage
+2 lock-on target(s) +30% lock-on speed +20% headshot damage
Heavy weapon. Slightly reduces movement speed and jump height.
+5% chance to apply a quickhack effect. Effect type depends on the body part hit.
+2 lock-on target(s) +30% lock-on speed +20% headshot damage
Grenades
1/1Frag Grenade in case we want Pyromania procs.
Hits enemies with an explosive blast and shrapnel.
Quickhacks
5/5Blackwall Gateway is our bread and butter; an instakill quickhack that autospreads to nearby enemies is an incredible tool that will steamroll 99% of encounters, but it does come online very late (Requiring you to finish Phantom Liberty). Synapse Burnout is our alternative option as it is an incredibly solid damage option, but we can also use Reboot Optics/Memory Wipe/Sonic Shock queue combo to neutralize someone quickly and lower our RAM and Overclock to boost Synapse Burnout's damage.
Allows you to perform quickhacks on enemies and devices while scanning.
Unlocks the Blackwall Gateway quickhack. Automatically consumes RAM every time it spreads. Each spread has a shorter upload time and a higher RAM cost than the last. But the cost can be cut in half if you're willing to pay in blood...
This quickhack spreads to 5 enemies within 20 m., causing lethal damage to cyberware and neural systems. Mechs, robots, drones and turrets are deactivated. Automatically consumes RAM every time it spreads. Each spread has a shorter upload time and a higher RAM cost than the last. But the cost can be cut in half if you're willing to pay in blood...
Untraceable
Prevents the target enemy from noticing you for a short time. -35% trace progress when uploaded outside of combat.
Quickhacks queued after Memory Wipe are not traceable.
Untraceable
Deafens the enemy, reducing their ability to detect you.
Quickhacks against the affected enemy still initiate trace progress but do not increase it.
Scrambles comms, preventing the affected enemy from communicating with their allies.
Cloaks the enemy from their allies' sensory systems, causing them to be ignored.
Uploading Sonic Shock to an enemy already affected by Memory Wipe and Reboot Optics will cause them to lose consciousness.
Deals heavy damage. Damage increases by 10% for each RAM unit currently spent (max. +300%).
-2 RAM cost for 15 sec. after neutralizing an enemy with this quickhack. Stacks 3 times.
When Overclock is active, the damage bonus for Synapse Burnout (based on spent RAM) increases by 100%. Neutralizing an enemy with this quickhack extends Overclock's duration by 3 sec.
+15% headshot and weakspot damage against the affected enemy.
Blinds the enemy for the duration of the quickhack. In combat, it greatly reduces enemy accuracy.
Neutralizing the affected enemy via headshot or weakspot replenishes +3 RAM units and spreads the quickhack to the nearest enemy.
Skills
Not much to say here, these are no brainer skills that you will naturally level over time except for maybe Headhunter, so try to stealth up if you can but don't feel too bad about having to go loud if you mess up.
Decreases Visibility to Enemies by 10%.
+10% headshot damage. +10% damage against vulnerabilities.
+1 Perk Point.
No weapon sway when crouched.
Decreases Visibility to Enemies by 10%.
+15% headshot damage +15% damage against Vulnerabilities
+1 Perk Point.
Optical Camo is active while grappling enemies.
Decreases Recovery time after a throw by 30%.
30% faster when crouch-walking and crouch-sprinting.
Damage bonuses from being undetected outside of combat persist for 3 sec. after entering combat.
+15% Optical Camo charge when neutralizing an enemy in one of the following ways:
- While undetected.
- During Focus mode.
- During Deadeye mode.
- With a thrown weapon.
Increases RAM Recovery Rate by 5%.
Increases RAM by 1.
+1 Perk Point.
Increases RAM Recovery Rate by 5%.
Increases RAM Recovery Rate by 5%.
Increases RAM by 1.
+1 Perk Point.
-20% RAM cost for quickhacks used on devices and vehicles.
+15% duration for Control and Covert quickhacks. +5% damage with Combat quickhacks.
+40% duration for Overclock.
-10% Health loss from using quickhacks during Overclock.
When active, Overclock now reveals enemies within 10 m, and allows you to quickhack non-netrunner enemies through cover.
Increases Movement Speed by 5%.
-5% Stamina cost from dodging and Dashing.
+1 Perk Point.
Increased accuracy for a short time after dodging or Dashing.
Increases Movement Speed by 5%.
-5% Stamina cost from dodging and Dashing.
+1 Perk Point.
Increased Mitigation Chance the faster you move.
+25% damage with Fast Attacks.
Air Dashing and sliding automatically reload 20% of your equipped weapon.
When attacking from midair or while time is slowed, low Stamina does not affect ranged accuracy or melee attack speed.
When Sandevistan is active:
- +40% Crit Chance.
- No Stamina cost for any type of movement.
Increases Carrying Capacity by 50.
Increases Health by 10.
+1 Perk Point.
Fists and Gorilla Arms have:
- +20% damage
- +20% attack speed
- Fists also have a chance to apply Bleeding.
Increases Carrying Capacity by 100.
Increases Health by 15.
+1 Perk Point.
+10% Crit Chance against enemies within 5 m.
+25% damage with Strong Attacks and Quick Melee Attacks.
+25% Health after performing a Finisher.
When Adrenaline Rush is active, Adrenaline decays 50% slower and cannot decay below 10%.
When Berserk is active:
- +30% enemy Health threshold to perform Finishers
- +50% Health from performing Finishers
- +30% Berserk duration
Increases Armor by 15.
Increases Cyberware Capacity by 5.
+1 Perk Point.
+10% grenade damage and explosion radius
Increases Armor by 25.
Increases Cyberware Capacity by 10.
+1 Perk Point.
Increased Shock chance from charging a Tech weapon or electric baton.
+15% Health Item effectiveness.
+30% to all cyberware stat modifiers.
+10% damage with Bolt shots. +40% Burn chance with Bolt shots. Chain Lightning now also sets enemies on fire.
When Fury is active, you occasionally release an EMP blast.