Tech Weapons Build - Engineer - Cyberpunk 2077
Contents
Tech Weapons Build - Engineer
So for some time, I wanted to create a Tech build. The idea is simple, use everything that you can obtain from Technical Ability Tree and use it as a cornerstone for the build.
So a few mechanics that the build will try to maximize:
- Tech Weapons and their damage.
- Grenades or Projectile Launch System
- Lots of Cyberware
- Plenty of Healing items.
The result is an amazing build that has a very strong setup. Of course, if you want to use all the tech weapon types it will be very demanding on the perks side. However, you will be proficient with multiple weapons: Shotguns, Pistols, Revolvers, Precision Rifles, and even Snipers.
This is something like a jack of all trades but for a tech theme. The great thing is that you will be able to approach the combat in any way you like - long-range, medium, or even close combat. In case you start being overwhelmed just release a few rockets from Projectile Launch System to finish your foes off.
Attributes
First, let's go through attributes, they provide stat bonuses and unlock new perks. The more points you invest the better options you unlock that allow creating the Tech Engineer build.
Starting Game
Here are what attributes we should be taking at the start of the game. You can allocate in total of 7 points.
Attribute | Allocation | Description |
---|---|---|
Technical Ability | +3 | The main perk tree of the build will be used to improve everything about tech weapons, cyberware, and consumable items. |
Reflexes | +1 | Unlocks first-tier perks which later will evolve into higher mobility. |
Body | +1 | Will give bonus HP early in the game and first-tier perks. |
Cool | +2 | Unlocks first-tier perks, but mainly for progression. Moreover, prioritizing Cool is a good strategy as some of the earliest tech weapons will use Cool perks. |
End Game Attributes
Here is how the end-game setup would look with the build once you have all the attributes sorted out:
Attribute | Allocation | Description |
---|---|---|
Reflexes | 15 | The Tech Build only needs mobility-related perks. |
Body | 20 | The body will be used for survivability using Adrenaline Rush and effectiveness with Tech Shotguns. |
Technical Ability | 20 | The main attribute gives access to cyberware slots, tech weapon upgrades, and Projectile Launch System buffs. |
Cool | 20 | Putting points here for increased damage and access to perks for tech Snipers, Revolvers, and Pistols |
Intelligence | 3 | Skip this attribute as it is irrelevant to the build. |
Level 20 Reflexes would be great if you plan on using Raiju. In this case, I would subtract 5 points either from Body or Cool.
Perks
Let's go through the perks of the Technical Build. You will need about 65~ perk points for the build, and the base game awards about 80 with skills progression and perk shards. So some should be left to adjust the build to your needs.
The build is very demanding on the perk side so keep that in mind.
Technical Ability Perks
So the main perk tree will give a lot of improvements for almost everything that the build does. So you could take even more perks than what I am recommending here if that is possible.
Level 4 Perks
Due to limited point availability, I recommend prioritizing only one perk here.
Perk | Description |
---|---|
Glutton for War | You will be taking out a lot of enemies, so why not faster healing item recharge? |
Level 9 Perks
Perk | Description |
---|---|
Health Freak | You now have 3 health recharge items, making combat a bit easier. |
Borrowed Time | Gives instant health item recharge when taking out an enemy when being close to death. |
All Things Cyber | Mandatory perk as we will need as much Cyberware as we can. Reduces its costs |
Renaissance Punk | With this build, we will have 4 attributes above 9, so worth taking it. |
Chrome Constitution | With Tech build we are filling all the slots with chrome, so reduced damage is nice. |
Level 15 Perks
Perk | Description |
---|---|
License to Chrome | Improves Skeleton cyberware and unlocks a new slot for even more chrome |
Extended Warranty | The increased duration is useful for Sandevistan |
Cyborg | Try to have all the cyberware slots filled. This way you will get reduced cooldowns, meaning you can reuse sandevistan faster. However, this requires filling all the slots, which requires tons of Cyberware capacity. So feel free to take this late |
Ambidextrous | Mainly used to unlock the full potential of the Cyborg perk. There are not many handles that are useful for Katana builds. |
Pyromania | As the build extensively uses the Projectile Launch System, taking this perk is mandatory. It increases damage and with a few upgrades your survivability. |
Heat Shield | Together with Countershell, this will be a huge survivability boost, making you extremely tanky. |
Friendlier Fire | Mainly taking to unlock the next perk |
Doomlauncher | Greatly improves Projectile Launch System cyberware in all aspects. |
Burn This City (optional) | I would leave this perk optional. Personally, without it, I did not have issues with Projectile Launch System especially once you unlock Relic perks. |
The special tech weapon perks:
Perk | Description |
---|---|
Bolt | All of these perks together revolve around the Bolt perk functionality and improve both damage and handling of tech weapons. The last perk in the tree sounds good on paper, but in most cases it will not kill a foe, and you will still need to use another shot. For this reason I would put low priority on Chain Lightning. |
Internal Clock | |
Lightning Storm | |
Shock Value | |
Chain Lightning |
Level 20 perks
Perk | Description |
---|---|
Edgerunner | The perk that will allow you to reach combat mastery with Katanas. Reaching the Fury state will greatly boost damage output. Moreover, you get a huge boost in Cyberware Capacity. |
Ticking Time Bomb | If you will be using Sandevistan, be sure to get this. However, if you went for Chrome Compressor, I would skip it. |
Reflexes Perks
This perk tree is important as it improves your mobility and allows shooting, and reloading while sprinting. This gives a big tactical advantage as you do not need to be like a sitting duck most of the time.
Level 4 Perks
Perk | Description |
---|---|
Slippery | Base perk, that we will need to progress to other levels |
Multitasker | Improved shooting capabilities while moving. |
Muscle Memory | Mandatory perk for any weapon build. This allows you to run away from heavy enemy fire while reloading. No need to crouch and wait. |
Level 9 Perks
Finally, you will be able to get the first mobility perk. It is useful both for exploration and combat
Perk | Description |
---|---|
Dash | Another new perk that gives a short dash to avoid or get close to the enemies. |
Can't Touch This | A 100% mitigation chance while dodging is very valuable. This works any time and gives a big survivability boost. |
Mad Dash (Optional) | Doubles the distance if dashing directly to an enemy |
Steady Grip (Optional) | This is a good improvement if you are using Dash to move directly into enemies, with something like a Shotgun or Tech Pistol. Otherwise, I would skip it. |
Level 15 Perks
Perk | Description |
---|---|
Air Dash | Extremely cool and effective move that allows dashing in air. |
Reflexes Perks - Tech SMGs
If you decide to use only Tech SMG Raiju, you will need specific perks for that. I would also recommend getting level 20 in Reflexes. It's not mandatory, but the Submachine Fun perk might be useful.
Level 9 Perks
Finally, you will be able to get the first mobility perk. It is useful both for exploration and combat
Perk | Description |
---|---|
Ready, Rested, Reloaded | Better stamina management and higher reload speed are essential for these fast-firing weapons. |
Mind Over Matter | Better weapon recoil. |
Tunnel Vision | Improved accuracy to easier land those headshots or weakspot shots. |
Spice of Life (Optional) | I say this is an optional perk. If you are swapping weapons, especially SMG, this is a huge boost, however, I would then recommend getting Submachine Fun also. |
Level 15 Perks
Perk | Description |
---|---|
Sharpshooter | By itself the perk is okay, but with a few upgrades, you will get a big boost on offensive stats. |
Shoot to Chill | Better armor penetration will result in higher damage against some foes. |
Practice Makes Perfect | The main damage improvement for Sharpshooter. |
Gundancer | I prefer having higher mobility with weapons. If you are short on perk points, skip this one. |
Level 20 Perks
Perk | Description |
---|---|
Submachine Fun (Optional) | If you are using Raiju, it will be not enough to activate the effect, so you may need to also use its normal version - Senkoh LX. |
Body Perks
Now we reach the perks that make the build able to tank multiple enemy hits and shots. This is mandatory especially on Very Hard as few hits can end you.
Level 4 Perks
Perk | Description |
---|---|
Painkiller | A very valuable perk that is recommended for any build. We also need it for the progression |
Dorph-head | Blood Pump will be one of the main Cyberware that we use to drastically boost HP restoration |
Level 9 Perks
Perk | Description |
---|---|
Die! Die! Die! | The only perk that I think is worthwhile with the wide setup of Tech Build. |
Level 15 Perks
Perk | Description |
---|---|
Adrenaline Rush | This perk will make sure that we have an additional buffer of health. It will counteract the negative effects of Edgerunner. |
Calm Mind | Longer duration of adrenaline rush |
Juggernaut | With more movement speed and damage, it gets better and better. |
Spontaneous Obliteration | Gives a chance to instantly destroy an enemy. This will be further improved with some upgrades. |
Close-quarters Carnage | With shotguns, you will often enter a close range, so this perk improves the chances of Obliterate activating. |
Dread | Reduces enemy armor. |
Rush of Blood | With limited shotgun magazine capacity faster reload is amazing. |
Bloodlust | Now shotguns synergize well with Adrenaline Rush and add Adrenaline layer after dismembering a foe. |
Level 20 Perks
Perk | Description |
---|---|
Pain to Gain | Greatly improves health item regeneration with each enemy you kill. |
Cool Perks
Sadly I am not taking any stealth perks. They might be useful, but with the limited amount of perk points, it is better to concentrate on weapons choices.
Level 9 Perks
Perk | Description |
---|---|
Focus | Amazing perk, giving full stamina for a short duration. It greatly improves with the next subperks we take. |
Head to Head | Resets Focus duration if you neutralize an enemy with a ranged shot. |
Deep Breath | A free time slow, that makes it easier to land the perfect shot. |
Rinse and Reload | A small helping perk to increase reload speed |
Level 15 Perks
Perk | Description |
---|---|
Deadeye | An amazing perk that gives a direct damage boost for cool-related weapons. |
Long Shot | Ensures maximum damage regardless of distance. |
California Reaper | Easy way to restore stamina with precise shots. |
High Noon | Slows time, during reload, which is great for better evaluating the situation around you. |
Level 20 Perks
Perk | Description |
---|---|
Nerves of Tungsten-Steel | Gives a big damage increase for sniper rifles and precision rifles. This encourages long-range combat. Moreover, you get guaranteed critical hits with headshots. |
Perks - Relic
These perks are available with Phantom Liberty DLC. They will give further improvements to some of the game mechanics.
Priority | Perk | Description |
---|---|---|
1 | Vulnerability Analytics | Shows enemy weak spots, which when hit, create an electricity explosion. It is especially useful against robots and stronger enemies which are hard to chip away with just katana attacks |
2 | Machine Learning | Improves Vulnerability Analytics by making them appear faster and giving a higher critical damage boost |
3 | Jailbreak | Allows overcharging Projectile Launch System to release 5 sequential shots. |
4 | Launch Capacity Override | Additional charge. |
Equipment
This section will cover what gear I recommend using with the Tech build. Always try to obtain the highest-tier equipment as it provides the best stats.
Weapons
Let's go through some recommendations on which weapons to take and what modifications to pick if they have any slots. One thing to note is that almost all Tech weapons will greatly benefit from Wallpuncher modification:
Modification | Description |
---|---|
Wallpuncher | Weapon charge capacity now becomes 200%, this also does not increase charge up time, giving it a huge damage boost. |
Best Tech Pistols
Here are my recommendations for the best Katanas that you should be on the lookout for
Item | Description |
---|---|
Lizzie |
Very powerful pistol, that when fully charged and Bolt activated, releases multiple shots, destroying any foe. |
Pariah | A unique Tech pistol, that is also silent. Unfortunately, obtained after a specific decision in Phantom Libery which limits its acquisition. |
Apparition | A solid tech weapon, that has dubious iconic effect. It becomes much stronger once your health is low. |
Best Tech Revolvers
There are other options, but to be honest I don't think they are worthwhile.
Item | Description |
---|---|
DR-12 Quasar | The full-auto revolver fires in succession with a full charge. I recommend using Wallpuncher modifications for the maximum damage boost. |
Comrade's Hammer | A true jaw-breaking weapon, that shoots explosives. Unfortunately, it has only one shot per clip, so use it wisely. |
Tech SMGs
It is worth concentrating just on building around Raiju. It is an extremely powerful weapon that has a very fast firing rate and works perfectly with Sandevistan and other slow-time effects.
Item | Description |
---|---|
Raiju | Effective and deadly tech submachine gun. It is the only iconic one in the game of this type. |
Senkoh LX | Normal version, that would be needed if you plan on using Submachine Fun perk to activate instant reload. |
Tech Shotguns
These shotguns are very satisfying to use. Everything fits perfectly for the tech theme - high damage, sound effects, and recoil.
Item | Description |
---|---|
Order | A remarkable weapon, that pulverizes anything in its path. It has to reload each shot, which can be cumbersome. |
DB-2 Satara | The normal version, that you can obtain from vendors or random drops. It is a solid alternative that can also fit in modifications. You can also put a Kneel mod, shoot enemy legs, and see them instantly die most of the time. |
Modifications, specifically for Satara I have one recommendation:
Modification | Description |
---|---|
Kneel | Use this together with DB-2 Satara, to dispose of enemies instantly when shooting the legs. Multiple pellets will easily activate the dismemberment effect |
Tech Precision Rifles
Item | Description |
---|---|
Widow Maker | Very satisfying weapon that releases two shots making it an effective weapon. |
Achilles x-MOD2 | Another iconic variant that offers modification slots. Some late-game modifications like Wallpuncher can make this a very powerful tech weapon. |
Tech Sniper Rifles
Item | Description |
---|---|
Rasetsu | One of the coolest weapons in the whole game. Can hit multiple enemies with the same shot. Has very high damage. |
Breakthrough | Can be obtained earlier than Rasetsu and its rounds can pierce cover further ricocheting after that. |
Cyberware
Cyberware is a unique mechanic that allows us to fill the build with implants. Early games can be quite difficult as you will have limited capacity. However, as you progress and drop more Capacity Shards, you can equip more.
I will be covering here what is your goal for the end game, to make the build as powerful as possible
First Priority Cyberware
This is what is essential to make the build work. I would recommend dropping everything else to equip these if cyberware capacity doesn't allow it. These cyberware selections make the core of the build.
Slot | Cyberware | Description |
---|---|---|
Frontal Cortex 1 | Axolotl | This cyberware will take the build to the ultimate level. It has a very steep cyberware capacity cost. But it gives cooldown reductions for almost everything. |
Newton Module | It gives a cyberware cooldown reduction after taking out an enemy. It is not much, however, with multiple kills, the effect adds up. | |
Arms | Projectile Launch System | To be honest, any cyberware works here, so pick the one that you prefer. The Projectile Launch System is great as it allows activating Pyromania for additional mitigation chances. |
Skeleton 1 | Spring Joints | Improves mitigation strength, complementing other cyberware like Countershell and Neofiber. |
Nervous System 1 | Neofiber | Thanks to Defenzikov, the bonus mitigation strength will prove effective in ensuring you receive as little damage as possible. |
Integumentary System 1 | Countershell | One of my favorite cyberware. With this, in case you are under heavy fire it will activate to give a huge boost to mitigation chance. Thanks to other cyberware you will have 70-90% damage reduction for 4 seconds. |
Operating System 1 | Militech "Falcon" Sandevistan | For this type of build where you do not need the biggest time slow, this sandevistan serves its purpose well. Moreover, you get increased weapon damage. |
Militech "Apogee" Sandevistan | This version of Sandevistan provides a bit higher damage bonuses but comes with a shorter duration and increased cyberware capacity cost. | |
Dynalar Sandevistan | This is the base version that I recommend using from early levels. | |
Chrome Compressor | For some people, Sandevistan does not work well with Tech Weapons, as it creates some conflicts. As an alternative you can take Chrome Compressor to expand cyberware capacity to improve what cyberware you can wear. | |
Hands 1 | Microgenerator | This cyberware works well with weapons like Snipers and Shotguns, and these two are mainly used by Tech build. |
Circulatory System 1 | Biomonitor | Automatically heals, making the combat somewhat easier, as you do not have to worry how long it takes to use a healing item. |
Circulatory System 2 | Heal-On-Kill | I would say this is the safest option, it gives an additional layer of HP restoration. |
Blood Pump | Gives the highest amount of healing, however, it comes over a few seconds duration. | |
Legs | Reinforced Tendons | My personal favorite makes traversing much easier. |
Fortified Ankles | Gives the highest jumps and high boost to armor compared to cyberware capacity cost. But you need to hold the jump button. |
Second Priority Cyberware
This is what you should be getting once you have the core cyberware, or you have free capacity.
Slot | Cyberware | Description |
---|---|---|
Skeleton 3 | Epimorphic Skeleton | The huge boost to health and armor is a good improvement to survivability. On Very Hard in the late game, some enemies may one-shot you with too low HP. |
Nervous System 2 | Revulsor | Improved version of Reflex Turner, which works similarly to Sandevistan and does not slow you down. |
Reflex Tuner | Excellent cyberware that kicks in when your health drops below 25%. This has a good synergy with Borrowed Time, which gives a chance to gain a health item when on Low HP. | |
Nervous System 3 | Visual Cortex Support | This is used to improve crit chance. However, if you are mainly using Shotguns or fighting in more close range, then I would take another cyberware. |
Adreno-Trigger |
If you can afford the capacity this is a great alternative that allows moving faster with weapons like Shotguns or tech pistols | |
Adrenaline Converter | Improves initial combat speed, perfect if you are using Tech Shotguns which require close-range combat. | |
Integumentary System 2 | Shock-N-Awe | Almost mandatory cyberware for melee builds as it greatly improves the area of effect damage when under heavy fire. This can help clear large numbers of enemies that surround you in an instant. |
Face 1 | Kiroshi "Cockatrice" Optics | The best eye cyberware for the Katana build. However, the cost is very steep, so I would leave this for the end game. |
Kiroshi "Doomsayer" Optics | A lightly improved version that also gives bonus critical chance based on the Reflexes attribute. | |
Basic Kiroshi Optics | Simple eye cyberware, that I think does the job for this build as you get bonus headshot damage. |
Final Cyberware setup
The last tier of cyberware options. Here is how the build should look in the end. Overall, you should try to fill all the slots if you are using the Cyborg Perk. After that as capacity increases, obtain improved options.
Slot | Cyberware | Description |
---|---|---|
Frontal Cortex 2 | Quantum Tuner | If you can obtain this one, it is one of the best cyberware to have for cooldown heavy build. Just remember that it will be used up fast due to multiple cyberware utilizing it - Sandevistan/Berserk, Reflex Tuner, Countershell, etc. I would remove Reflex Tuner if you started using this one as this would greatly extend the duration of the operating system. |
Mechatronic Core | Just an alternative cyberware to fill the slot. It is also okay, for some bonus damage against mechs. | |
Frontal Cortex 3 | Kerenzikov Boost System | Although the build is not using Kerenzikov, this still gives a bonus to critical chance based on the Reflex attribute. |
Skeleton 3 | Kinetic Frame | If you are using weapons like Pistols and Sniper Rifles, it should be easy to maintain high stamina, this would then ensure you get a bonus mitigation chance. |
Para Bellum | Defensive cyberware that improves total available armor. | |
Bionic Joints | Gives bonus armor for higher survivability. Overall, just filling this slot with something cheap | |
Integumentary System 3 | Painducer |
This is recommended if you can afford the cyberware cost. This is a huge lifesaver that greatly reduces big damage and spreads it over a while. |
Carapace | Gives bonus armor effectiveness when being attacked from flanks. | |
Subdermal Armor | A simple cyberware that has a high armor-to-cyberware capacity cost ratio. | |
Hands 2 | Immovable Force | The cyberware makes it much easier to manage recoil and bullet spread |
Shock Absorber | Reduces recoil and gives a headshot damage bonus from Cool attunement. | |
Circulatory System 3 | Electromag Recycler | If you use Raiju or Lizzie, each shot will give 3-4% health restoration. This is an extremely easy way to pump up HP. |
Feedback Circuit |
||
Second Heart |
Although quite expensive, this ensures that you can resurrect. Together with Axolotl, this can have its cooldown reduced very fast. | |
Threatevac | Low-cost alternative to fill the slot |
How to Use the Build
Here I would like to share some general tips that I would like to recommend for the best approach with this build.
Core Mechanics
Let's go through what I think are the core mechanics of the build to maximize its effectiveness.
Tech Weapon Charging with Bolt
Once you obtain Bolt perk tech weapons get a lift up. This more or less increases the damage and allows shooting fully charged weapons earlier. With further upgrades, the ability will also hit additional enemies.
You can hear its activation from a "click" sound when the charge meter is about 70% full. With some practice, you will be able to deal huge damage bonuses.
Tech Weapon Charging with Sandevistan
Now I recommend using Sandevistan with the build, but this can be hard to pull off. There is a conflict between cyberware and Tech weapons. When the time is slowed with Sandevistan, the tech weapon charge is also slowed down. It means you are wasting precious time and either need to use normal shots (which do not do maximum damage) or utilize this strategy:
- Be aware of the next enemy you are going to shoot, and whether they are behind a cover or somewhere you cannot see them.
- Start powering up your tech weapon and when it reaches 50% activate Sandevistan.
- This will give a brief period to move out of cover and activate Bolt
- Shoot the enemy, once the charge is 75%~ or you hear a "ding" sound.
- Now the enemy should be dead if it was a headshot, instantly use Dash again, move behind cover, and deactivate Sandevistan
This of course, only works with Militech Sandevistans, but it gives you full control and benefits of Tech weapons and Time Slow technology.
Tech Weapons pierce cover
A unique effect of Tech weapons is that they not only can be charged but also pierce walls and light cover. With some cyberware, you can see through walls and destroy enemy groups without seeing their faces.
Projectile Launch System
This is another cornerstone gear for the Engineer Build. Although I may be exaggerating. It's an interesting gimmick and a stronger option for grenades. It won't kill enemies with one hit, but it will give some crowd control options when you need to stagger multiple enemies.
I would also be sure to get all the related upgrades from the Relic Tree and Technical Ability perks. This will improve the number of projectiles and charges.
Early Game Combat
Okay, let's go through some early-game combat approaches.
Tech Weapons
At first tech weapons will be rare and you will have to reach a bit higher levels for them to start appearing consistently. Also, without Technical Ability perks, they will be somewhat disappointing.
For this reason, use anything on hand and be careful with your combat approach. Especially on very hard it is easy to die. So try to avoid direct combat and snipe enemies one by one.
At level 10 get a better Operating System
This is the biggest recommendation. At level 10 you can get access to a much better operating system, particularly Sandevistan. Use Sandevistan to get a few seconds of slowed time and take out as many enemies as you can.
After this, you can either engage in combat behind cover or wait for Sandevistan to reset, but this may take a long time. As you improve your cyberware the operating system will become better and better.
Use Grenades
Consumables like grenades are another great choice to give some crowd control for free. Just throw them on the enemy that you want to stagger. They also deal solid damage and are a great way to have another option when you are reloading or waiting for the operating system to recharge
Late Game Combat
This is where the tech build playstyle opens up and there are various things to cover:
- I would start combat with Sandevistan and land a headshot with a fully charged sniper.
- With Militech Sandevistans you can enable/disable it at will, use this to get a perfect headshot with a fully charged weapon.
- If enemies are further away, try to shoot with a sniper a few more times, before they come closer.
- Once they are at medium range, feel free to change to either Tech Shotgun or Pistol. With Shotgun you will want to engage in very close combat, so using Sandevistan gives much better control.
- If you see two or three enemies together charge up the Projectile Launch System and stagger or outright kill them.
As you play more and more, you will find your preferred style. For me mostly, I ended up using DB-2 Satara or Order with close range, as this gives me the best feel out of all tech weapons. I would occasionally change into Rasetsu.
Conclusion
Thank you for reading this post on the Tech build in Cyberpunk 2077. This is an exciting build that fully utilizes the Technical Ability tree together with the Projectile Launch system and full cyberware setup. Moreover, Night City offers various iconic Tech Weapons to further empower Tech build.
Feel free to leave a comment below!
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