
Best Sandevistan Builds (Patch 2.0) - Cyberpunk 2077
Contents
Sandevistan Blade Build
The first power fantasy that comes to mind when slowing down time and using your Blade to chip away at enemies one by one, while they are barely able to turn around. With Sandevistan that is possible. With the perk we take the build will be a deadly warrior that unleashes flurries of Katana hits.
We will be dipping a lot into Cyberware-related perks. Our goal is to have the lowest cooldown for Sandevistan possible and the highest duration. Moreover, some of the cyberware that we use like Axolotl and Apogee Sandevistan uses tons of cyberware capacity. For this reason, we need to be smart with what we take.
Attributes
This section will go through the recommended attribute allocation for the Sandevistan build. They will decide what perks you can unlock at which level.
Starting Game
Here are what attributes we should be taking at the start of the game.
Attribute | Allocation | Description |
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+3 | Will give a boost to critical chance. But more importantly, will allow getting 9th-level perks very soon |
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+3 | Some HP bonus and the perks from this tree will be the second priority |
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+1 | We will be getting this attribute later on, for now enjoy the bonus to armor |
End Game Attributes
Here is the goal of Sandevistan Blade Build that we should reach at level 50. This will leave 3 attribute points free, put them where you prefer.
Attribute | Total Allocation | Description |
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20 | For Sandevistan Build I recommend high Reflexes. They will give a bonus duration of 0.1s per 1 point. |
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15 | We get a decent amount of Body to increase our HP pool. |
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15 | This is an important attribute that gives armor and unlocks perks to improve Cyberware Capacity. We also want ![]() |
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15 | This will give us a huge boost to critical damage and unlock perks related to perks if you wish to dip into them |
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3 | We skip this attribute as we do not use anything |
Perks
Let's go through the perks of the Sandevistan Build. We will go through about 55~ perk points for the build, and the base game awards about 65. So some should be left to adjust the build to your needs.
Reflexes Perks
Level 4 Perks
Perk | Description |
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Base perk, that we will need to progress to other levels |
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Because we are melee focused build vaulting faster through obstacles can result in the enemy dead a second earlier. Moreover, it will be a lifesaver when you are running with low health. |
Level 9 Perks
Perk | Description |
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This is an awesome mechanic that allows us to block incoming bullets. Be sure that enemies are attacking you only from one side, as it does not work if we are shot from the back |
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You can now redirect bullets back to enemies. This is very useful as you both deal damage and stagger enemies, giving you an opportunity to jump on them. |
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Another new perk that gives a short dash to avoid or get close to the enemies. |
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Doubles the distance if dashing directly to an enemy |
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Although the perk may not be useful, we want to take it to unlock ![]() |
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A strong attack will now do a jump that closes the distance. |
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A 100% mitigation chance while dodging is very valuable. This will give you a higher chance of reaching an enemy if you are under heavy fire. |
Level 15 Perks
Perk | Description |
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Extremely cool and effective move that allows dashing in air. |
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Finishers are mandatory, especially on higher difficulties. They give you a brief time of invulnerability, instantly destroy the enemy, and restore health. With a few more upgrades it will increase attack speed. |
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You want to make Finishers as effective as possible |
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Gives a huge boost to attack speed after a Finisher |
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The biggest drawback of melee weapons is distance. Well with this perk it is somewhat alleviated. |
Level 20 Perks
Perk | Description |
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Mandatory perk for any Blade-wielding build. Makes it easier to activate Finisher and regain stamina. |
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I would leave this perk optional. Put a point after you have everything else covered related to Healing, Katanas, and Cyberware |
Technical Ability Perks
Level 4 Perks
Perk | Description |
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Faster health item restoration after each kill |
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If we used the last charge, it means we are close to death, getting a bit more HP is welcome |
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Higher recharge speed is always welcome for health items |
Level 9 Perks
Perk | Description |
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3rd health item will give a huge survivability increase. |
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In case close to death, gives a chance to instantly restore a health item |
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Mandatory perk as we will need as much Cyberware as we can. Reduces its costs for Skeleton and Integumentary Systems |
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With this build, we will have 4 attributes above 9, so definitely worth taking it. |
Level 15 Perks
Perk | Description |
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Additional cyberware slot and higher stat modifiers. We also want this for progression to get the next perks. |
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The increased duration is useful for Sandevistan |
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This is an optional perk. However, Cellular Adapter cyberware looks to be very strong and gives a huge boost to Armor |
Body Perks
We are interested in Body for its access to health regeneration perks. They will be extremely useful during combat. Moreover, the early game of Cyberpunk 2077 can be difficult with limited healing options.
Level 4 Perks
Perk | Description |
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With the recent 2.0 patch, I think this perk is mandatory for any build. Especially early game healing is sparse, so to be able to regenerate in combat is a good quality of life improvement |
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Seems an obvious choice, who does not want higher health regen closer to death? |
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Similar to other body perks, being in close combat will always result in enemies surrounding you, this just takes advantage of that to give higher health regen. |
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Blood Pump is one of the mandatory cyberware for the build, and getting a 100% mitigation chance is great |
Level 15 Perks
Perk | Description |
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Drastically increases your survivability, by giving a second layer of HP. This will activate any time we use a healing item. For this reason, I recommend having Blood Pump, especially in the late game. |
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Totally optional perk. Because you will be under constant fire, the three seconds may never come. Pick this perk once you have everything else covered |
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20% movement speed and 10% damage while Adrenaline Rush is active? Let's go |
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Optional perk, that improves resistances against knockdowns. |
Cool Perks (Stealth option)
Investing in cool will give us some synergies for our build. First, it will give improvements to stealth that we can utilize to take down a few enemies. Moreover, we can use this together with Sandevistan to sneak on the enemy, kill them, and gain even higher duration, for more kills.
Regarding Throwing Blades, I think it is optional. This is just a ranged option that I think fits the build thematically. Moreover, you can easily take down enemies in Sandevistan while Throwing Blades and greatly increase its duration effect.
Level 4 Perks
Perk | Description |
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Improves crouching, allowing for better sneaking |
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This will increase the time it takes enemies to detect you. I think it may be optional on easy but on Very Hard it is mandatory for any stealth build. |
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Throwing Knives deal more damage from stealth? Sign me up |
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This one is optional. Higher movement speed is great, but not really mandatory when hidden |
Level 9 Perks
Perk | Description |
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Faster recovery and applied poison are good bonuses. Moreover, with the next upgrades it will become even more powerful |
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Now if you carry two throwing knives, using them one after another (with headshots) will deal substantial damage from Poison. |
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Bleeding will help with Katana finishers and Blinding is a good effect by itself against enemies with guns. |
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Easier to combat mechs with Throwing Knives |
Level 15 Perks
Perk | Description |
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Gives a huge mobility boost when stealthing. You can easily run through enemies and they will not even notice you. |
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Improvements to Optical Camo cyberware |
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Higher mitigation chance will also decrease the likelihood of detection from ![]() |
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Gives bonus damage and most importantly you can now chain-throwing knives if you successfully neutralize targets |
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This allows for making amazing combos with Katana. use Throwing Knife on a weak enemy that will die and follow up with Katana and 20% increased critical damage. |
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Finishers are always welcome |
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What makes this good is that now if an enemy is Elite, you can just throw two knives and finish them off with a finisher. |
Sandevistan Deadeye Build
Who does not imagine themselves activating Sandevistan, equipping a pistol + suppressor, and slowly, one by one removing enemies? The time returns to normal and all the bodies fall to the floor. Your heavy cyberware body is ready for another Sandevistan now with two Elites coming your way. You equip a Sniper Rifle, activate Sandy and in two seconds, both of them lie on the ground.
This is how it feels running a Deadeye build. The build relies on precision and landing headshots so that once the time returns to normal enemies are gone. For this, we will go deep into Cool Tree, which gives stealth-related perks and improves weapons like Sniper Rifles, Precision Rifles, and pistols.
Of course, for this build to shine, you will need to put the effort into landing headshots and weak spots, unfortunately without this, the damage falls off heavily and you will not be able to sustain Sandevistan for a long time. You need to neutralize the enemies so that the cooldown of Sandevistan falls down.
So let's jump into it!
Attributes
This section will go through the recommended attribute allocation for the Sandevistan build. They will decide what perks you can unlock at which level.
Starting Game
Here are what attributes we should be taking at the start of the game.
Attribute | Allocation | Description |
---|---|---|
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+3 | Gives a higher critical damage bonus and faster access to level 9 Cool perks for weapons |
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+1 | We need one point to access the first perk |
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+3 | We will be relying heavily on Cyberware for this build. Moreover, this provides bonus armor |
End Game
Here is the goal of Sandevistan Blade Build that we should reach at level 50. This will leave 3 attribute points free, put them where you prefer.
Attribute | Total Allocation | Description |
---|---|---|
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15 | For Sandevistan Build I recommend high Reflexes. They will give a bonus duration of 0.1s per 1 point. |
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13 | We get a decent amount of Body to increase our HP pool. However, as this is more of a stealth build and we want to avoid direct combat, we forgo ![]() |
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15 | This is an important attribute that gives armor and unlocks perks to improve Cyberware Capacity. We also want ![]() |
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20 | The main attribute of Sandevistan Deadeye build. Improves all Cool-related weapon's effectiveness and critical damage. |
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3 | We skip this attribute as we do not use anything |
Perks
Let's go through the perks of the Sandevistan Deadeye Build. We will go through about 55~ perk points for the build, and the base game awards about 65. So some should be left to adjust the build to your needs.
Cool Perks
This tree will help us with stealth approaches and improve weapon damage.
Level 4 Perks
Perk | Description |
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Improves crouching, allowing for better sneaking |
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This will increase the time it takes enemies to detect you. I think it may be optional on Easy difficulty but on Very Hard it is mandatory for any stealth build. |
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Throwing Knives deal more damage from stealth? Sign me up |
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Delay detection is useful when you are playing stealth build |
Level 9 Perks
Perk | Description |
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Ensures that you can shoot without expending stamina. The duration is short. However, using it together with Sandevistan will activate Focus for longer. |
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Now you can chain Focus, by neutralizing enemies one after another. |
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Totally optional perk, but it looks cool when you do that. |
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Faster reload speed? Take it |
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Less stamina cost for using Focus, if taking out enemies. |
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This is the cream of the crop perk, that makes encounters much easier as you can land precise shots easier. |
Level 15 Perks
The next set of Perks. Unfortunately, I do not take anything from the stealth side, like Ninjutsu. The cost of stamina really deters, if the situation arises and you want to activate
Focus, you won't be able to.
Perk | Description |
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The coolest perk for the Sandevistan Blade build. Gives bonus weak spot and headshot damage. Moreover, no bullet spread! |
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Restore some stamina, to activate Focus or sustain shots for longer. |
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This is an amazing perk. When reloading you will slow down time. It is good as you can use that time to evaluate the situation and decide on the next steps that you take. |
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Disregard distance in damage calculation |
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You will be swapping weapons often - pistols for weaker enemies, and sniper rifles for strong ones. Having a faster swapping speed will increase the build's combat capacity. |
Level 20 Perks
Perk | Description |
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This is an amazing perk. We get bonus damage to headshots and now on top get guaranteed critical hits. Moreover, shooting from long range also adds bonus damage. |
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This is a totally optional perk. I personally did not use it as I do not shoot from the hip even with pistols. But you gain higher movement speed during Focus. |
Reflexes Perks
Level 4 Perks
Perk | Description |
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Cool move that can greatly open up combat options |
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Base perk, that we will need to progress to other levels |
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Vaulting faster through obstacles can result in the enemy dead a second earlier. Moreover, it will be a lifesaver when you are running with low health. |
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In the heat of battle when you are sprinting or running, reloading will save you precious time |
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Want to do cool kills? Well, this is for you |
Level 9 Perks
After this, a lot of new perks open up. Be aware, that Dashes consume stamina, so using them too much will not activate Focus
Perk | Description |
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Another new perk that gives a short dash to avoid or get close to the enemies. |
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Doubles the distance if dashing directly to an enemy |
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A 100% mitigation chance while dodging is very valuable. This will give you a higher chance of reaching an enemy if you are under heavy fire. |
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Shooting while Dashing? What can be cooler |
Level 15 Perks
Perk | Description |
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Extremely cool and effective move that allows dashing in air. Makes traversing faster |
Technical Ability Perks
This tree is responsible for higher cyberware capacity, better healing, and improvements to Sandevistan.
Level 4 Perks
Perk | Description |
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Faster health item restoration after each kill |
Level 9 Perks
Perk | Description |
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3rd health item will give a huge survivability increase. |
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Mandatory perk as we will need as much Cyberware as we can. Reduces its costs for Skeleton and Integumentary Systems |
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With this build, we will have 4 attributes above 9, so definitely worth taking it. |
Level 15 Perks
Perk | Description |
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Additional cyberware slot and higher stat modifiers. We also want this for progression to get the next perks. |
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The increased duration is useful for Sandevistan |
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I would leave this perk for later. It will take a lot of farming to have high Cyberware Capacity to fill all the slots, so do not prioritize this perk. |
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This is an optional perk. However, Cellular Adapter cyberware looks to be very strong and gives a huge boost to Armor |
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Equipping second-hand cyberware opens up a few options like electrocution or better targeting. |
Level 20 Perks
Perk | Description |
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In a sense, this is an optional perk. However, getting the best Sandevistan and Axolotl cyberware already puts the build at 10 cyberware capacity. Unless you have a lot of Capacity Shards, get this one. Moreover, bonus damage from the perk is very useful if you are playing on Very Hard. |
Technical Ability - Tech Weapons
I include this separately. If you want to use weapons like Widow Maker, Lizzie, or Rasetsu, (Tech weapons), I recommend getting these perks, as they will unlock additional effects. Just be aware, that they may not work perfectly with the slow effect of Sandevistan.
Level 15 Perks
Perk | Description |
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Better charging speed for Tech weapons and higher damage if you activate Bolt correctly |
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Quality of life improvement for ![]() |
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Another upgrade for the main perk |
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Allows the healing of huge damage by penetrating armor. |
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Definitely an optional perk, but good while you are learning to control these weapons. |
Level 20 Perks
Perk | Description |
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Wanna feel like a lightning mage? Well here is a perk for you! |
Body Perks
We are interested in Body for its access to health regeneration perks. They will be extremely useful during combat. Moreover, the early game of Cyberpunk 2077 can be difficult with limited healing options.
Level 4 Perks
Perk | Description |
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With the recent 2.0 patch, I think this perk is mandatory for any build. Especially early game healing is sparse, so to be able to regenerate in combat is a good quality of life improvement |
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Seems an obvious choice, who does not want higher health regen closer to death? |
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Blood Pump is one of the mandatory cyberware for the build, and getting a 100% mitigation chance is great |
Equipment recommendations
This section will cover what gear I recommend using with the Sandevistan build. Always try to obtain the highest tier equipment as it provides the best stats and most modification slots.
Katanas
Item | Description |
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Very powerful katana, that now has a unique combo effect after killing an enemy. It releases a flurry of hits, easily chipping away at any enemy. | |
Boy oh boy. This is a mandatory weapon to get in Act 1. It perfectly fits Sandevistan cyberware and gets huge bonuses while using it. Moreover, it deals electrical damage by itself. | |
If you get this before Scalpel use it. Otherwise, skip it. Unfortunately, it was weakened after the 2.0 update. |
Cyberware - Frontal Cortex
Slot | Item | Description |
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1 | ![]() |
This is crazy powerful cyberware for Sandevistan. Each kill reduces cooldown by at least 10%. However, it takes a lot of cyberware capacity, so you can switch it with Newton Module as a cheaper alternative. |
1 | ![]() |
Gives a cyberware cooldown reduction after taking out an enemy. It is not much, however, with multiple kills, the effect adds up. |
2 | ![]() |
Increases damage against drones, mechs, and robots. Totally optional cyberware |
Arms
Slot | Item | Description |
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1 | ![]() |
If not going for Arms the Launcher is the perfect option to have on hand, it's an alternative to grenades, but more precise |
Cyberware - Skeleton
Slot | Item | Description |
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1 | Increases the stamina cost of melee attacks and greatly improves base damage. Only works on melee weapons | |
2 | This cyberware greatly boosts overall health. This will be very useful to provide some bonus survivability. | |
3 | ![]() |
Gives bonus armor |
Cyberware - Nervous System
Slot | Item | Description |
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1 | ![]() |
Gives a time slow before you enter combat |
2 | ![]() |
Mandatory for Blades build as it gives a huge boost to critical chance for blades. |
3 | ![]() |
Gives a movement speed boost at the start of combat. Pair this with sandevistan and you run like a wind |
3 | ![]() |
Gives higher mitigation chance and strength and scales with Reflexes for bonus critical chance. |
Cyberware - Integumentary System
Slot | Item | Description |
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1 | ![]() |
Provides flat armor increase. Has a low cyberware capacity cost. |
2 | ![]() |
It makes it harder to be detected outside of combat. During combat reduces the chances of being hit |
3 | ![]() |
Gives a good boost to armor and provides various bonuses based on technical ability. |
Cyberware - Operating System
For the endgame, my recommendations would be these two operating systems. Unfortunately, other ones fall off in comparison
Item | Description |
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This Sandevistan is perfect for ranged builds as it gives a decent headshot damage bonus. With it, stealth headshots should one-shot most of the enemies. However, its duration has been reduced in the recent 2.1 patch. |
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This Sandevistan version is perfect for Melee builds as it gives overall damage increase. With the 2.1 update its duration got increased, making it an excellent choice. |
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The cheapest option. Generally, it has lower cyberware capacity and gives good critical damage and chance bonuses. If you pair it with Axolotl, this can be a solution for limited-capacity |
Cyberware - Ocular System
Slot | Item | Description |
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1 | ![]() |
We are mainly interested in critical chance boost based on the Reflexes attributes |
Cyberware - Hands
Slot | Item | Description |
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1 | ![]() |
A perfect match for throwable knives. Gives a huge boost to critical chance when using them. |
Cyberware - Circulatory System
Slot | Item | Description |
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1 | ![]() |
Automatically restores health by using healing items. I started loving this one, as you do not need to waste time and concentrate just on the combat. |
1 | ![]() |
Another option, that restores stamina after each kill |
2 | ![]() |
The highest-tier healing option in the game. Also, some of the perks we take improve its effect |
3 | ![]() |
Gives a huge boost to melee weapon attack speed and bonus critical chance based on reflexes |
Cyberware - Legs
Slot | Item | Description |
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1 | My personal favorite makes traversing much easier. |
Conclusion
Thank you for reading this post on the Best Sandevistan build in Cyberpunk 2077. With the recent Edgerunners anime inspiration, this will allow you to immerse yourself in the Night City life.
Feel free to leave a comment below!
Discussion
Heya zan! For a while, I've kept up with your cyberpunk builds long before 2.0 and they have helped me massively. I was wondering if you had any build idea for something like a john wick style of play. Mr. Wick isn't exactly stealthy but he can be. He's very tactical and simple. I was wondering of a build idea you could give that I could try. I'm also level 60, so cyberware capacity isn't an issue.
Hmm, I would go with this build - https://gamestegy.com/post/cyberpunk-2077/695/best-pistol-and-revolver-build
And then put additional perks into Assault Rifles. I watched his movies recently so his favourite and main weapon is a pistol. However, for big encounters he would get an Assault rifle (or shotgun).
I would also try going without any operating system and taking Chrome compressor. This would really be a perfect roleplay as John WIck relies on his combat prowess and not hacks. This is just an idea for roleplay :D
Would be glad to hear what you decide and how it goes. Cheers!
I thought about using the build you had gave but then I thought about how john wick wouldn't rely on cyberdeck's or sandy's.
Heya zan! Here's what I went for.
Frontal cortex: Mechatronic core, self-ice
Operating system: Chrome compressor
Arms: Nothing
Face: Kiroshi "The oracle" optics
Skeleton: Epimorphic Skeleton, Rara avis, universal booster
Hands: Microgenerator, immovable force
Nervous system: Neofiber, visual cortex support, kerenzikov
Circulatory system: Biomonitor, blood pump, clutch padding
Integumentary system: Cellular adapter, subdermal armor, pain editor
Legs: Reinforced tendons
If any recommendations, you'd like to give, please do! :D
Kerenzikov Boost system for Frontal Cortex.
Kiroshi "Cockatrice" Optics, Kiroshi "Clairvoyant" Optics or "Doomsayer" optics. These provide either headshot damage or higher crit chance
Take a look at Chitin for Integumentary system
I think that would be all :D
How do you think at this Build:
https://www.cyberpunk.net/build-planner?a=ik3kk&b=100010210000000310111311&r=1100110000210011211100000031031110011&i=&t=110020100211010310001311110000011&c=10000000211011000003011000000000001&e=003001031
Frontal Cortex:
-Axolotl (55 Capacity) *Iconic
-Mechatronic Core (5 Capacity)
-Self-Ice (5 Capacity)
Arms:
-Thermal Projectile Launch System (8 Capacity)
Skeleton:
-Bionic Joint (8 Capacity)
-Dense Marrow (16 Capacity)
-Epimorphic Skeleton (40 Capacity)
Nervous System:
-Adreno-Trigger (20 Capacity) *Iconic
-Stabber (12 Capacity)
-Synaptic Accelerator (5 Capacity)
Integrumentary System:
-Chitin (42 Capacity) *Iconic
-Peripheral Inverse (32 Capacity) *Iconic
-Cellular Adapter (30 Capacity)
OS:
-Militech Apogee Sandevistan (42 Capacity) *Iconic
Face:
-Kiroshi "Oracles" Optic (10 Capacity)
-Behavior Imprint-Synced Faceplate (0 Capacity) *Iconic
Hand:
-Smart-Link (5 Capacity)
-Microgenerator (10 Capacity)
Circulatory System:
-Isometric Stabilizer (40 Capacity) *Iconic
-Heal on Kill (10 Capacity) / Replace this with the Microgenerators (12 Capacity) for faster melee
-Biomonitor (14 Capacity)
Legs:
-Reinforced Tendons (8 Capacity)
Total: 417 (419) Capacity of 432 max (Yeah this need to grind for those Drop off Cargo in Dogtown for this absurdly high Cyberware Capacity)
Weapon:
-Errata (Iconic Thermal Katana) * Act 2 at the Disasterpiece it on the forge / Scalpel (Iconic Katana) *Early
-Order (Iconic Tech Double-Barrel Shotgun) in Black Market at Dogtown / Sovereign (Iconic Double-Barrel Shotgun) *Crafting Spec on NCPD hustle at Westbrook
-Erebus (Iconic Blackwall SMG)/ Rasetsu (Iconic Tech Sniper) *Follow the Dogtown story and Help Reed to trigger Somewhat Damage for the Crafting Spec of Erebus)
I would like to hear what playstyle you are aiming for here. Running with a shotgun and Sniper for a long-range? Smart Weapons?
I am partially against two big weapons. What makes it problematic is that you will have to split your perks and attributes. It looks good on paper at level 60, but think of your journey until that time, and you will either have cool perks for one or mediocre perks for both, most of the game.
Overall really detailed comment, thank you! I plan on adding a shotgun sandevistan build sometime in the future
Well I was thinking for melee but switch to other occasionly as I was want to play is Close range combat with Errata and Shotgun for Devastating enemy and sometime from afar to chip them out a little and run'in Sandy to kill them all
Maybe question why I don't want to use the Cockatrice for 30% crit chance? I think it not necessary cuz I planned for close combat with the Errata + Shogun/ Errabus and with the Jailbreak OC Thermal Projectile System as I think it will really fun and I heard the shotgun proc the Pyro perk too. If anyone can do a montage with this it absolute f-ing nutting cool too, beside that the Errata had a unique 100% crit chance on burn so alway go with pyro
Nice, you have everything covered regarding progression. Will not really try to change your opinion as you know what you are aiming for :)
Cheers!
Yeah forgot about some information about the Erebus this SMG will shoot the quickhack on enemy but this quickhack similar to cyberware malfunction (and it scramble the radiocoms too or I'm bug) really good SMG as Close range combat as I wont be able to use it all the time cuz I got this at superlate ingame
Well I will running with the Katana first and next go for the shotgun and I wont put any point to the sniper tree before get to level 50 as the Sniper gun I want is in the DLC
Ohh yeah as I see the last perk of Shotgun tree not really good as I rarely do weapon quick attack so I won't use it and beside what do you do a quick attack when you can blow there head in 1 shot this maybe wrong with the Boss but I will slashing them to the ground anyway
Do you still have the pre-patch builds you posted before? I'm playing on the Ps4 so I'm stuck on v1.6, can't follow these new guides.
Yes, join me on Discord - https://discord.gg/FkWk38TQyP and I can share it :)
You may want to take a look at the image used for the tech tree in the blade build, body is used twice.
Thanks, fixed it! And added a few previously missing perks
So edgerunner perk not neccessary for the katana build? Just asking since I don't have enough cyberware capacity yet.
If you have no problems with suvivability, then I would take it. With Phantom Liberty you can get both Body and Technical Ability to 20.
Also Cyberware Capacity can be increased with Capacity Shards, that usually can be got from taking out enemies or drops in Phantom Liberty
Is there a chance we can get the attributes by level progression? I'm a casual player and just got level 39 before the 2.0 update. I was in the middle of gathering schematics. I've quit the game until I can find some help on rebuilding my character back to the way it was. Full gorilla arms brawler mode. Hahaha
Hey! For Gorilla Arms, I recommend checking out David Martinez build - https://gamestegy.com/post/cyberpunk-2077/912/david-martinez-build
Thank you so much! I meant to comment on your other article.
What would you swap out to get to level 15 cool?
Hello, you mean getting cool level 15 early? I added progression, so I would go for Cool 15 after getting Technical Ability to 9
Please add the level-by-level Progression attributes guide as it helps out a lot!!
The Sandevistan mods are deleted with maj 2.0...
yeah, the builds will have to be reworked, this will take a few weeks...
This isn't a fun build in the beginning so what weapon you choose really matters. I'm level 14 now and went pistols but I find that I'm using many weapons, mostly ranged with shotguns when at close range. The issue with this build is it's a late game build and you might want to sit around a few hours and level up crafting. The cyberware needed to be really good requires you to be high level. You need to finish Act 1 to even start feeling like the build works. Word of advice, really get crafting to 18 by the end of Act 1.
Hey, thanks for feedback. Dynalar Sandevistan Mk.3Â is available just after you finish Act 1, and it already has "good" cooldown rates. I would cosider Act 1 as "intro" to the game, even though it could take more than 10 hours. So having this type of build early in the game would make it too easy
Let's see how everything changes once Phantom Liberty is released :)
I'm kind of new to this game, so correct me if this is a stupid question, but shouldn't you have something in the arms slot? like why is it just empty when the mantis blades exist? sorry if theres something I'm missing, I'm just trying to understand the article and the game better.
Hey, so I recommend filling Arms slot if you plan on using Gorilla Fists or Mantis Blades. Otherwise, if you concentrate on rifles or shotguns, you won't be needing them
Updated the build with this information :)
Play your cards correct you can as low to a 12.6 to 8.8 second cooldown so punch the sh#t out of fingers
If you punch fingers use the dynalar sandevistan mk4 they mk3 but 4 is better for a little slower cool down but longer time in the ability
You really should have the iconic katana "scalpel" in your equipment recommendations. While Sandevistan is active, gain 50% crit chance and 100% chance to cause bleed. Perfect for any Sandevistan build, especially any that max out blades skills. Also has a 10% chance to stun. Deals primarily electrical damage, so is also good against mechanical threats. It's like it was literally made for a Sandevistan build.
Good catch! Included the katana in the build :)
Did the heatsink move? Not finding it in Arroyo
It's there. wait 24hours.
Yes, sometimes they dont appear the first time
How are you using a legendary Bioconducter if the requirements are 20 strength same with Microgenerator and legendary Biomonitor which you can get from the ripper doc in the badlands?
Hey, I use Epic Bioconductor as it requires 15 Body. Same for the other two. Trying to get the highest grade possible with the attributes the build has.
Thanks I was just confused because the picture had legendary ones
My bad, so the build can be made by getting to Level 36. After that you still have plenty of attribute points to invest. To showcase this build I went for 20 Body, that allowed me to use legendary Bioconductor
It took me long to realize you also need to level crafting progress to make legendary rarity of mods. Stuck with rare quality right now. Anyone with tips for quick leveling or is pretty much dismantle/craft/repeat ?
Just keep mass crafting/dismantling grenades or craft epic (purple) weapons which don't require legendary (orange) components (and then dismantle it)
Yeah, I now bolded this part in the build: To craft the Legendary tier you will need to have Crafting progression rewards at level 18.
Regarding crafting leveling, unfortunately I personally went craft -> dismantle path the first time I played :D But maybe there are some tricks how to do it faster
Pro Tip: Do NOT install Synaptic Accelerator if using this build. Its slow time effect makes Sandevistan effect stop earlier. This is mentioned in Cyberpunk 2077 Fandom Notes section and i can confirm it happens all the time.
Nice! Thanks for this tip.
Cheers!
I am doing katana build for this.how many points should i have in my attributes at 50?
Reflexes 20, Cool 15, Body 15, Technical Ability 18, Int 3
thanks and is their any recommend perks i should get for Cool?
Hey! Yeah, updated the post with recommended perks from Ninjutsu and Cold Blood trees
Cheers!
Is this build viable on 1.6 patch?
Assuming yes, does it work with mantis blades?
Again, assuming yes, how many levels (attributes/street cred) to actually start shining?
This build was created after the 1.6 patch was released. It works with most weapons. For Mantis Blades, you should concentrate on the Blades tree.
I think this build starts to shine not based on attributes, but when you obtain Dynalar Sandevistan Mk.3 https://gamestegy.com/cyberpunk-2077/wiki/971/dynalar-sandevistan-mk.3
This can be obtained once you finish Act 1 and have Reflexes at 12
Hope they don't nerf this build too (like preventing using more than one heatsink)
Thanks for your guide Zanuffas
haha :D I used this build before Sandevistan was popular and with 1 heatsink. It was still fairly easy, as single use allows to take out most of the enemy groups.
Hey! I came up with a 10 Body, 20 Reflex, 18 Tech, 3 Int, and 20 Cool build. It's a Katana+Knife+Infinite time slow by using Sandevistan with full heatsink and Kerenzikov. 15-second CD with 12-second CD reduction makes it only a 3-second CD, and by using the Kerenzikov to wait it out. I feel like this could be an alternative build for the best Sandevistan build! What do you say?
Hey, this is what this build achieves. 3 second CD with legendary heatsinks and mentioned perks
Do I need 18 tech to get the legendary heat sink? Can I find it anywhere in the game?
You need to get the crafting recipe from Ripperdoc in Arroyo https://gamestegy.com/post/cyberpunk-2077/681/ripperdoc-locations
Once you have it you will need to level Crafting progression bonuses to level 18 (Technical Ability attribute included), to unlock it.
Hi! Can you make a guide of all the best build in the game, alone with all the funnest build to mess round? Much appreciated!
Hey! Most of the builds that you will make with my guides will be overpowered... It mostly depends on items and perks you pick.
Regarding funny builds I will see. Do not have plans yet for that. Thanks for the request :D