Cyberpunk 2077

Cyberpunk 2077

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Solo/Tech Build
By Syph
Tired of Operating Systems? Let's skip them and vaporizes our enemies with tons of cyberware capacity!
   
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Preface
Patch: 2.12
Phantom Liberty DLC required
Proven for Very Hard Difficulty

My declaration of love for Cyberpunk 2077. After 400+ hours I adjusted my playthrough with this build. It's a perfect supplement for
https://steamproxy.net/sharedfiles/filedetails/?id=3136370726
and gives us a little bit of variety.
Attributes
We go for the Holy Triple
  • Body (+2 Health/point),
  • Technical Ability (+2 Armor/point) and
  • Reflexes (+0.5% Crit Chance/point).
With Body and Technical Ability there are virtually no more locked doors/windows. Nearly all alternative quest routes are feasable.
Starting Game
+3 in Body
+3 in Technical Ability and
+1 in Reflexes

We start with 100 Health, it will increase by 5 with every level.
Progression
  1. Body to 9
  2. Technical Ability to 9
  3. Body to 15
  4. Technical Ability to 20
  5. Body to 20
  6. Reflex to 20
  7. Dump the rest into Cool (18)
End Game
  • 20 Body
  • 20 Reflexes
  • 20 Technical Ability
  • 18 Cool
  • 3 Intelligence


Skill Progression
The skills are the hidden champions. We will increase primary the Solo and Tech skills just by doing our stuff. But we also get some of the Shinobi skills during our adventure.

Source[www.denofgeek.com]

Solo
Rank
Effect
5
Increases Carrying Capacity by 50
10
Increases Health by 10
15
+1 Perk Point
20
Fists and Gorilla Arms Have: +20% Damage and +20% Attack Speed. Fists also have a Chance to Apply Bleeding.
25
Increases Carrying Capacity by 100
30
Increases Health by 15
35
+1 Perk Point
40
+10% Crit Chance Against Enemies Within 5 meters
45
+25% Damage With Strong Attacks and Quick Melee Attacks
50
+25 Health After Performing a Finisher
55
When Adrenaline Rush is Active, Adrenaline Decays 50% Slower and Cannot Decay Below 10%
60
When Berserk Is Active: +30% Enemy Health Threshold to Perform Finishers, +50% Health From Performing Finishers, and +30% Bersker Duration

Tech
Rank
Effect
5
Increases Armor by 15
10
Increases Cyberware Capacity by 5
15
+1 Perk Point
20
+10 Grenade Damage and Explosion Radius
25
Increases Armor by 25
30
Increases Cyberware Capacity by 10
35
+1 Perk Point
40
Increased Shock Chance From Charging a Tech Weapon or Electric Baton
45
+15% Item Health Effectiveness
50
+30% To All Cyberware Stat Modifiers
55
10% Damage With Bolt Shots and +40% Burn Chance With Bolt Shots. Chain Lightning Now Sets Enemies on Fire.
60
When Fury is Active, You Occasionally Release an EMP Blast
Perks
Body T1
Boosts Survivabilty and Health Regen
  • Painkiller is my first perk in every playthrough. Greatly increases the surviveabilty, as we get slow health regen during combat
    • Dorph Head reduces the damage for 2s at least for 50% after health item was used. We will use a lot of health items. So take it.
    • Comeback Kid increases health regen depending on missing health. Nice one.
    • Speed Junkie increases Health Regen during sprinting (optinal)
    • Army of one increases Health Regen for each nearby enemy. We will be surrounded a lot, let's take it.
Body T2
Shotgun improvements!
  • Die! Die! Die! gives us crit chance, fire rate and weapon handling at low stamina
    • Like a feather removes movement penalties with shotguns
    • Don't Stop Me now provides Mitigation at low stamina
    • Bullet Ballet reduces Bullet spread when moving. As we move the whole time this one will be permant active.
Body T3
Shotgun and survivability
  • Spontaneous Obliteration Crit Chance, Damage against close enemys, Obliteration
    • Rush of Bload Reload speed after dismemberment. The only perk for more reload speed
    • Dread reduces enemy armor when using ranged attacks
    • Close Quarter Carnage increases obliteration chance for close enemys
    • Skullcracker increases quick melee attack damage when stamina is decreasing
  • Adrenaline Rush gives us max. health, health regen and a second layer of health by using the health item. If actived you gain 30 % of your health as protective layer. It is capped at 50 %. So there is no chance to achieve 60% by using the health item twice.
    • Juggernaut provides movement speed and damage if adrenaline rush is active.
    • Calm mind gives us more delay time before adrenaline rush decays
Body T4
Be a legend!
  • Pain to Gain Health Item recharge for every killed enemy during adrenaline rush. Synergizes well with adrenaline rush. More health items more adrenaline rush.
  • Rip and Tear Takes the rotation .../Quick Melee Attack/Shotgun/... to a new level


Tech T1
  • Glutton for War faster recharge of health items and grenades after neutralizing an enemy
    • First Aid faster recharge of health items if we just used one stack
    • Transfusion more health of the final charge of our health items
Tech T2
  • Health Freak faster recharge of health items and grenades. An additional charge of health items is super nice.
    • Borrowed Time if we have low health, no charges left and kill an enemy, this ony comes in handy with instant recharge of our health item.
    • Coming in Hot increase recharge speed of grenades if non is available
    • Demolitions Surplus gives us more grenades!
  • All Things Cyber makes our cyberware stats better und reduces the capacity costs of some systems
    • Renaissance Punk gives us some more capacity when the attributes are high enough.
    • Chrome Constitution less damage if our Skeleton and Integumentary slots are full.
    • Lucky Day mor crafting components
    • Driver Update gives us an additonal stat modifier
Tech T3
  • Pyromania so many good things. Faster recharge of health items and grenades, increased movement speed and explosion damage if we hit our enemies with explosions.
    • Heat Shield increased mitigation when under the effect of Pyromania
    • Burn this City uses accumulated Pyromania stacks to instantly replenish a grenade charge.
    • Friendlier Fire less explosion damage from our own sources
  • Licencse to Chrome increases armor, cyberware stats and unlocks skeleton slot
    • Ambidextrous unlocks new slot for the hands
    • Extended Warranty gives us a little bit longer health regen from Blood Pump Cyberware
  • Bolt gives us charge speed, damage and bolt shots
    • Internal Clock makes it easier to fire the bolt
    • Lightning Storm increase charge speed after firing a bolt
    • Shock Value armor is ignored with the bolt shot
    • In Charge you decide when the shot is released
Tech T4
  • Edgerunner more capacity, less health, random frenzy mode -> Yes!
  • Chain Lightning upgrade to hit multiple enemies


Final
Source[nukesdragons.com]
Equipment
Weapons
For TECH shotguns we only have one iconic option
  • Order[cyberpunk.fandom.com]

Quick Slots
  1. Blood Pump
  2. Grenades

Clothing
We wanna maximize armor and quickhack resistance. Armor has been seen on head and outer torso clothing. Quickhack resistance appeared on inner torso parts.

Backpack
Health Boosters and consumables are welcome. Especially before tough fights and in the early game, when we need every extra chunk of health.
Cyberware
Here[vulkk.com] we have a nice overview of the available cyberware.



Frontal Cortex
  • Optional (5) - Mechatronic Core
  • Optional (5) - Self-Ice (gets available ~ Lvl 20)
Arms
  • Gorilla Arms (8CC) becomes available with Lvl 10
Skeleton
  • Epimorphic Skeleton (40CC) becomes available with Lvl 30
  • [ICONIC] Rara Avis (60CC) becomes available with Lvl 20
  • Bionic Joints (8CC) until Spring Joints (16CC) becomes available with Lvl 10
Nervous System
  • Neofiber (14CC) becomes available with Lvl 20
  • [ICONIC] Adreno-trigger (20CC) becomes available with Lvl 20, until this use Adrenalin Converter (6CC)
Integumentary System
  • Painducer (30CC) becomes available with Lvl 30
  • Shock-N-Awe (25CC)
  • [ICONIC] Chitin (50CC) becomes available with Lvl 20
Legs
  • Fortified Ankles (6CC)
Circulatory System
I'm not the biggest fan of the biomonitor for this build. We don't have direct control over the usage of your health items and adrenaline activation.
  • Second Heart (30CC) becomes available with Lvl 30
  • Blood Pump (15CC)
  • [ICONIC] Electromag Recycler (40CC) gets available with Lvl 20.
Hands
  • Microgenerator (9CC)
Face
  • [ICONIC] Kiroshi “Cockatrice” Optics (30CC) becomes available with Lvl 30, until then use Kiroshi “The Oracle” Optics (10CC)
Cyberdecks
  • [ICONIC] Chrom Compressor (-65CC) becomes available with Lvl 30
Upgrading
Switch one of your perks to Chipware Connoisseur. This allows you to choose between stat modifiers. If you upgrade your cyberware try to push all your effort into reload speed.
Combat and Tips
  • Feed crowded areas with your Grenades
  • Think of the Shot and Quick Attack rotation
  • Second Heart rescues you if you are to slow with health items or to greedy
  • Switch to Chipware Connoisseur before you upgrade your cyberware to choose your stat modifiers.
  • Switch to Biomonitor for Arena fights (makes the last fight a lot easier).