Expert Cyberpsycho
A build I made based on the image from the Expert Mode option when selecting difficulty. The gist of it is that it relies on the Sandevistan and occasional Frenzy from the Edgerunner Perk to deal damage fast. The guns are mostly just for extra fun/flavor, as I had Perk Points to spare.
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More: Melee builds, Roleplay builds, Solo builds, Tank builds
Points
Cyberware
Press the cyberware button to activate and deactivate. It can be activated at any charge level. When active: Slows time by 70% (you are not slowed) +10% damage +15% Crit Chance +10% Crit Damage Neutralizing an enemy when active gives: +5% extended duration +12% Health Max Duration: 10 sec.
Cooldown: 30 sec.
reflexes · +0.1 sec. duration with this cyberware per Attribute Point.
-7.5% Cooldown instantly for all cyberware after neutralizing an enemy.
Automatically negates an enemy quickhack.
+2 Max RAM
Cooldown: 20 sec.
intelligence · -0.5 sec. Cooldown with this cyberware per Attribute Point.
+40% damage against drones, robots, mechs and turrets.
+2 Max RAM
technical · +0.5 Armor per Attribute Point.
+40% movement speed for 9 sec. when entering combat.
cool · +0.2% headshot and weakspot damage per Attribute Point.
Crit Chance increases the farther you are from the enemy (max. +30% at 30 m).
cool · +0.2% headshot and weakspot damage per Attribute Point.
Slows time by 50% for 4.5 sec. when enemy detection reaches 50%.
Cooldown: 60 sec.
cool · +0.2% headshot and weakspot damage per Attribute Point.
Increases Crit Chance by 35%.
10x optical zoom when scanning or aiming.
Mantis Blades allow you to slice and dice your enemies with swift, deadly slashes. You can also leap at a target to deal massive damage. To do so, hold and release the attack button
Deals Physical damage.
reflexes · +0.5% damage with this cyberware per Attribute Point.
-24% recoil
cool · +0.2% headshot and weakspot damage per Attribute Point.
Enables the use of smart-targeting in Smart weapons. +20% lock-on speed 20% smaller Smart-targeting reticle
Directly links the user's optical implant to the weapon's system, offering real-time weapon info.
intelligence · +0.1% Smart weapon damage 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
-7% all incoming damage
cool · +0.1% damage reduction per Attribute Point.
Whenever you take damage, you have a 10% chance to release a large electroshock that deals 500 damage to nearby enemies.
technical · +0.1% Tech weapon damage per Attribute Point.
Armor – simple but effective.
technical · +0.5 Armor per Attribute Point.
+18% Mitigation Chance when Stamina is above 85%.
reflexes · +0.1% Crit Chance per Attribute Point.
+66% Carrying Capacity
body · +0.5 Health per Attribute Point.
+20% movement speed
+100% Health when your Health reaches 0. (May not activate in some situations, such as falling from extreme heights.)
Cooldown: 200 sec.
body · +0.5 Health per Attribute Point.
+25% melee attack speed
reflexes · +0.1% Crit Chance per Attribute Point.
-20% Stamina cost for all attacks.
reflexes · -0.5% all Stamina costs per Attribute Point.
Weapons
3/3Walk like a king with a fully customizable tool to rule them all.
Allows you to charge the weapon to 200% capacity without increasing charge time. +100% Armor penetration No penalty for penetrating cover
-25% charge threshold to penetrate cover. -25% damage penalty for shooting through cover.
-25% charge threshold to penetrate cover. -25% damage penalty for shooting through cover.
-25% charge threshold to penetrate cover. -25% damage penalty for shooting through cover.
Has a mean streak. Like its first owner. A Quick Melee Attack ignites the enemy and deals massive damage, but consumes all remaining bullets currently loaded in the gun.
Fires explosive rounds.
Each subsequent hit increases the chance that your enemy will be consumed by the purifying flame of the Seraphim. Once Burning, bullets deal increased damage to the enemy.
Can be charged from hip-fire.
Charging this weapon above 66% vaporizes any enemies in your path, leaving an EMP trail behind it. Only for the brave of heart and steel of nerves.
Grenades
1/1Applies Burn for 5 sec.
Deals additional damage to armored enemies.
Quickhacks
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.