V for Vantage
Whole point of this build is being able withstand the constant shower of bullets while sniping and slipping into shadows when no longer can. Some gigs gives bonus money for stealth and on some jobs it just makes role play sense to go stealth so I included the capability but if you don't want it you can just chip other stuff instead of optical camo and change the perks around in the cool tree.
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Points
Points
Cyberware
+61 Cyberware Capacity
+35% damage against drones, robots, mechs and turrets.
+2 Max RAM
technical · +0.5 Armor per Attribute Point.
-6.5% Cooldown instantly for all cyberware after neutralizing an enemy.
Automatically negates an enemy quickhack.
+2 Max RAM
Cooldown: 29 sec.
intelligence · -0.5 sec. Cooldown with this cyberware per Attribute Point.
Automatically connects to your equipped Tech weapon. When aiming: Highlights enemies behind cover for 22% of your field of vision and up to 47 m. deep.
10x optical zoom when scanning or aiming.
technical · +0.5 Armor per Attribute Point.
Crit Chance increases the farther you are from the enemy (max. +90% at 95 m).
cool · +1% Crit Damage per Attribute Point.
Successful Takedowns grant: +20% headshot damage for 15 sec. +9% movement speed for 15 sec.
cool · +0.2% headshot and weakspot damage per Attribute Point.
Slows time by 50% for 3.5 sec. when enemy detection reaches 50%.
Cooldown: 60 sec.
cool · +0.2% headshot and weakspot damage per Attribute Point.
Gorilla Arms are lightweight, efficient and hard-hitting arm replacement cyberware. +6 to Body Attribute checks.
Deal Electrical damage.
technical · +0.5% damage with this cyberware per Attribute Point.
-30% recoil -25% bullet spread Automatically activates effects for ranged weapons that otherwise only occur when behind cover.
-20% recoil
cool · +0.2% headshot and weakspot damage per Attribute Point.
Allows you to charge jumps for greater distance. Hold [Jump] to charge, then release to jump.
body · +0.5 Health per Attribute Point.
Activating a faceplate alters both your physical and digital identity, making you virtually unrecognizable. Outside of combat, you can easily escape the Law (up to Bounty level 4).
Assign cyberware to the quickslot and activate it with [UseCombatGadget].
Cooldown: 1500 sec.
intelligence · +0.05% to all dealt damage per Attribute Point.
Functions as a powerful Health Item. Instantly restores 85 Health, then regenerates 17 Health per second for 6 sec.
technical · +0.1% Health Item efficiency per Attribute Point.
+4% Health and Stamina when you hit an enemy with a fully charged Tech weapon shot.
technical · +1% Health Item effectiveness per Attribute Point.
+100% Health when your Health reaches 0. (May not activate in some situations, such as falling from extreme heights.)
Cooldown: 240 sec.
body · +0.5 Health per Attribute Point.
An extremely durable subcutaneous shell made of genetically modified chitin. Provides additional Health Regen.
body · +10% Health Regen Rate per Attribute Point.
technical · For each Attribute Point: +1% explosion resistance +0.5% Tech weapon damage +0.5% Health Item recharge speed +0.5% grenade recharge speed
-90% visibility to enemies for 7 sec., making it more difficult for them to detect you outside of combat and hit you during combat.
Assign cyberware to the quickslot and activate it with [UseCombatGadget].
Cooldown: 50 sec.
cool · +0.1 sec. duration with this cyberware per Attribute Point.
+37% Armor
body · +2 Health per Attribute Point.
Health Items now also give: +10% Armor for 5 sec. -30% all Stamina costs for 5 sec. These effects can stack.
technical · +0.5 Armor per Attribute Point.
+15% Max Health
body · +0.5 Health per Attribute Point.
Weapons
3/3 + 1Comes with a unique Zetatech scope. Hits have a chance to apply Blinding and bonus headshot damage for its duration.
While Optical Camo is active, this weapon's shots gain perfect accuracy and guaranteed headshot Crits along with increased damage. As if that weren't enough, it comes with a unique silencer.
Cannot penetrate cover.
Tsunami is once again a leader in arms tech innovation. Why? Charged rounds now penetrate through enemies and will bend their trajectory to hit multiple enemies simultaneously.
Can be charged from hip-fire.
This rifle's unique mods allow rounds to penetrate through walls without being charged, after which they can ricochet multiple times.
Grenades
0/1Quickhacks
Skills
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.