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Cyberpunk 2077 Pistolero skill build
The world of Cyberpunk 2077 is chock-full of sleek, compact and stylish handguns that are just as deadly as the other weapons in the game. They're easy to handle and pack a heavy punch, which only gets worse with the right combination of passive skills and gear mods.
The following is a gunslinger-style pistol build based on high crits and the player's ability to chain kills and score headshots. It's great at all stages of the game and is more than capable of attacking almost any enemy with a single click Cyberpunk 2077even in the most difficult difficulties. Here's how to set it up.
Updated on November 12, 2024 by Marc Santos: The post-Update 2.1 patches for Cyberpunk 2077 did not introduce any new changes that would drastically impact key parts of this Cyberpunk Pistol build. However, a patch introduced a hard cap on cyberware, which may surprise some players if they're just restarting the game. We've updated this guide to reflect this, and we've also improved the skill building section to include descriptions of perks.
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Cyberpunk 2077 Pistolero skill build
The important benefits required for this build to function are unaffected by the 2.1 update.
The complete overhaul of the skill and perk system in Cyberpunk 2077 2.0 The update has drastically changed the way pistols are played. Instead of putting the majority of perk and attribute points into reflexes, players now have to invest in them Cool And Technical skills (and also a bit in reflexes).
Long story short, in order to get a powerful pistol, players have to do it Unlock all pistol skills in the Cool Skill tree starting with focus and ends with nerves made of tungsten steel, including most (if not all) of the subnodes associated with them. Here's what each of the main abilities does:
- Focus: Increases headshot and weak point damage; There are no stamina costs when firing briefly after aiming through the sights
- Deadeye: Significantly increases headshot and weak point damage when stamina is above 85%.
- Tungsten steel nerves: All headshots and weak point hits are guaranteed to critical when Deadeye is active; Increases damage the further away a target is
Run 'N' Gun is the only optional main competency here. Since there is no stamina cost for hip shots, Deadeye is always active, but players miss out on all the benefits focus and its subnodes provide.
Speaking of subnodes: Head to head, deep breath, And express train are the most important for this build for the following reasons:
- Take a deep breath Makes headshots easier by slowing down time without using cyberware
- Head to head Extends the duration of Focus and its unlimited stamina effect as long as players continue neutralizing targets
- express train There is no need to reload as players can simply switch to another weapon
- Players never have to reload when using this mixer Mod that reloads a percentage of a weapon's empty magazine after switching
Against this background, the new Cyberpunk The pistol building playstyle is flipped Achieve and chain headshot kills. Any weapon mod that makes this easier (Zenith, Shuffler, Pinpoint) will help immensely.
As for the other skill trees, take this:
Useful advantages when building cyberpunk pistols |
|
---|---|
Reflexes tree |
|
Perk name |
Effect |
Slippery |
The faster you move, the harder it is for your opponents to hit you. Sprinting, dodging, sliding, sprinting, and jumping increase this effect. |
Muscle memory |
Allows you to reload while sprinting, vaulting and sliding. |
Multitasker |
Allows you to shoot while sprinting, vaulting and sliding. |
hyphen |
Replaces Dodge with a longer range sprint. Also reduces the stamina cost of dodging and sprinting by 20%. |
Stable hold |
Allows you to shoot while sprinting. |
Can't touch that |
When you cut, you have a 100% damage reduction chance. |
Technical skill tree |
|
Perk name |
Effect |
Anything cyber related |
Increases the status modifiers of all Cyberware by 10%. Also reduces the cost of cyberware capacity for skin and skeletal implants. |
Renaissance punk |
Gain +4 bonus cyberware capacity for every attribute above 9. |
Driver update |
All cyberware receives an additional modifier. |
Chrome Constitution |
Receive 5% reduced damage when all Integumentary and Skeleton Cyberware slots are occupied. |
License for Chrome |
Grants +10% Cyberware stat modifiers, +40 armor, and unlocks a new Cyberware slot for your skeleton. Additionally, it boosts Skeleton's cyberware stats. |
Ambidextrous |
Unlocks a new cyberware slot for your hands. |
Extended Warranty |
Increases the duration of all Cyberware effects by 15%. |
Cyborg |
Reduces Cyberware cooldown when all your Cyberware slots are full. Only receive this if all seats are full. |
Edge runners |
Allows you to exceed your cyberware capacity at a cost of 0.5% max HP per overcapacity point. If you defeat an enemy while the Cyberware capacity is overloaded, you have a chance to gain bonus damage, critical strike chance, and critical damage. |
The reflex abilities allow for more agile movement in combat while also allowing the use of Kerenzikov when sliding or falling. Meanwhile, the aforementioned “Technical Skills” skill build is more or less mandatory for all builds, and this one is no different. Spend the remaining points on preferred reflexes, coolness, or physical abilities.
Technical skills should be saved for when you have enough resources to fully invest in cyberware. There's no need to rush here, so feel free to spend your points elsewhere unless you have a piece of chrome you really want to use.
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Recommended weapons
The 2.1 update gave crafted weapons two mod slots instead of one. However, weapons crafted before this update are not affected, so you will need to craft new ones.
Since 2.0 removed almost all of the weapon mods that made the old pistol strong, players will have to make do with what's available. Fortunately, the pistol abilities mentioned above guarantee that pistols and revolvers will still have access to improved critical hit damage and 100% critical strike chance (as long as players can get headshots), which play a central role in the original playstyle.
The overture Thanks to its solid damage profile and ease of use compared to other revolvers, the revolver remains the most versatile option for this build. The harder RT-46 Burya can also be a good choice if players can handle its hard recoil.
Legendary variants are recommended due to their modding abilities, although some are also iconic Cyberpunk 2077 Weapons like Amnesty, Archangel, and the Doom Doom DR-5 Nova are all worthy alternatives.
Regular pistols follow the same rules as revolvers, but are more suitable for stealth designs since revolvers can no longer use silencers. Despite it, tough handguns like the Nue and Tamayura can also be used in a noisy system like this.
Given the killstreak-focused pistol skills, this is the case It's best to equip yourself with two or even three revolvers at the same time. Don't bother reloading, just switch to another weapon if you run out of ammo. Keep the streak alive and reap the benefits of the build.
Recommended weapon mods
- Zenith: Increases critical hit chance and weapon switching speed. Reduces bullet spread.
- Mixer: When you draw your weapon, a percentage of its magazine will automatically reload. Increases weapon switching speed and improves reload time.
- Better half: Increases the chance of a critical hit when in the bottom half of your magazine.
Cyberware
Patch 2.11 introduced a hard cyberware cap of 450. Be sure to check whether your equipped implants reach this new cap and, if necessary, downgrade the defensive implants first. Just make sure all slots are filled to get Cyborg's cooldown reduction.
Cyberware now plays a much larger role in this build than before. The simple stat bump implants are no longer available and players must improve their cyberware capacity Cyberpunk 2077 and equip more advanced ones to get the most out of this setup. Priority implants include:
- Militech “Apogee” Sandevistan (OS): Slows down time and significantly increases damage
- May only be available at level 40; Until then, use Zetatech or Dynalar Sandevistans
- Tyrosine injector (nervous): Increases movement speed and headshot damage after a takedown
- Newton module (frontal cortex): Reduces the cooldown of Cyberware after a takedown
- Kerenzikov: Slows down the time when aiming after sprinting, dodging, or sliding
- Clutch lining (circulation): Reduces stamina cost when shooting
- Kiroshi “clairvoyant” optics (eyes): Set cool; Marks enemies when scanning
- Shock absorbers (hands): Reduces recoil
Players should fill the remaining empty cyberware slots with their preferred implants to activate this Cyborg Skill that reduces cooldowns of all cyberware by 15% when all slots are full. Use Sandevistan whenever it is available for faster kills and easier aiming.
If you need a higher critical strike chance or want to make room for other damage modifiers, replace the Kiroshi Clairvoyant Optics with the Kiroshi Cockatrice. This is only available in Dogtown.