Sunday, January 12, 2014

Build: The Techforcer (0/50/50/20)

We'll do a plain vanilla techforcer build: a hybrid between the enforcer and the technician, with some additional points spent into ghost.

Techforcer v1 (0/50/50/20) from pd2skills.info

Highlights of this built:

  • Heavy armor, reinforced by technician perks, with the speed to move it around with perks from Ghost.
  • Excellent with shotguns, good with rifles.
  • Handy in a support situation, with both C4 and a saw available.
  • Some stealth perks to remain useful during those quieter runs.  It's not going to drive the stealth run, but won't get in the way.


Onto the build itself:

Enforcer

  • 50 points spent
  • Allows saw and ICTV (heaviest armor) usage
  • Heavily skewed to shotgun usage
  • No berserker: may impede saw use.


Transporter: Aced


Almost all heists require some form of bag movement, thus each point in these skills are heavily used.  Throwing bags is critical for heists like Watchdogs, for getting bags over the fences.

Die Hard: Aced


Taken only to get the +15% armor recovery.

Underdog: Aced


Taken for the 15% damage reduction.  This is useful when in bank lobbies full of SWATs and shields.

Shotgun impact: Aced


Aced for +35% shotgun damage, which we will be using a lot of.

Stun resistance: Aced


Flashbangs are a good way to get killed.  This won't stop them from affecting you, but it will make them much more manageable.

Tough guy: Owned


Additional leftover point.  Shake resistance is acceptable.  This point may be placed elsewhere.

Shotgun CQB: Owned


50% shotgun reload is crucial for a shotgun based build.  We don't, however, need steel sight speed -- and not for 8 points.

Ammunition specialist: Aced


I think every team member should be able to bring at least one "best additional item" (best medic bag, best ammo bag, C4, etc) -- this is one.  We will need this for the saw, and for our wasteful use of shotgun ammo.

Saw: Owned


We pick this up for 4 points, with no specializations.  It makes it a weak saw, not pleasant to use -- but it checks it off the list if we absolutely need one.

Overkill: Owned


This is a contentious skill: The argument against is that +75% damage on a already powerful weapon becomes, well, overkill -- and thus wasted.  The argument for would be that for 4 skill points, you save the Izhma 12G shotgun from being mediocre, and make it actually a useful, hard hitting item.

Iron man: Owned


For 4 skill points, it's well worth picking up a new armor type.

Technician


  • 50 points spent.
  • Allows C4 usage, a critical part of loud heists.
  • Picks up all tier bonuses, and bulletproof.
  • No sentry guns.

Rifeman: Aced


We're not going to spend anything on sentry guns or any non-gameplay specific talents (like mask & weapon crafting)..  We also really just want C4, but we'll pick up some demolitions later.  The rest of the points will go into rifle skills -- which aren't a bad deal.

Demolition Man: Aced


We need to spend at least 1 point here to avoid picking up other, less desirable skills.  We ace it, optionally, to make trip mines more usable outside of C4.  We could trade 3 points here for Nerves of Steel aced -- but using steelsight in bleedout isn't terribly useful.

Nerves of Steel: Owned


One of the best single point talents ever.  50% damage reduction while interacting is amazing for helping people back up -- with ICTV and bulletproof, and this, you can practically do it standing in the middle of a SWATs and take the damage.  Well worth it.  However, the aced version, with using steelsight in bleedout -- not nearly as useful -- and for 3 points.  We'll save for demolition man.

Sharpshooter: Aced


Also a trade off to spend nothing on sentry or non-gameplay skills.  These rifle skills are also useful for the shotgun usage from the enforcer tree.

Hardware expert: Aced


Drilling is a fact of life.  These are bread & butter drilling skills.  Also, since we are eschewing sentry or mines, this is the only place left for points.

Drill Sargeant: Aced


Same as hardware expert: we need to dump points to get up the tree.  It's also very useful, so not a bad deal.

Blast radius: Aced


A tough deal: We need to spend points to go up the tree.  We don't really want to use trip mines all that often.  We could trade this for Silent Drilling, but that might be even less useful.

Shaped Charge: Aced


Very simple, we want C4, and so we must spend 12 points here.

Bulletproof: Owned


We're going to Iron Man in the Enforcer tree for the extra heavy armor -- this will make it shine even more.

Ghost



  • 20 points spent.
  • Goal is to get to Tier 4 bonus: 25% less reduction to movement due to armor.  We need this with the Iron Man suit for Enforcer.
  • Pick up as many movement skills as possible, along with skills that allow us to at least be effective in a stealth run.


Sprinter: Aced


Movement skill -- required.  Aced version for more sprint speed, important with heavy armor.

Fast Hands: Aced


A loot movement skill.  A large part of the game is spent looting and moving items -- this is a crucial skill for making you faster for those.

Chameleon: Owned


This is a point dump (1 point) -- spent so we can hit 20, for the tier 4 bonus.  It may be very useful, still, given that we will be walking around with heavy armor and heavy weapons -- more concealment must be better.

Cleaner: Aced


Bagging corpses allows up to play with stealth missions without being totally ineffective.

Shinobi: Aced


Another movement skill, coupled with a good stealth skill.  We become faster with heavy armor, and also can do basic stealth work.

Martial Arts: Owned


This is a point sink: we have to spend 20 points to get to tier 4 bonuses.  Optionally, SMG specialist would work.  This seems useful though, since we melee more than need reload speed on an SMG.