Cyberpunk 2077 Builds: Tech Engineer (Tech Weapons) Character Guide Weapons Perks



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Cyberpunk 2077 Builds: Tech Engineer (Tech Weapons) Character Guide Weapons Perks – https://fextralife.com/cyberpunk-2077-builds-tech-engineer-tech-weapons-character-guide-weapons-perks/
In this Cyberpunk 2077 Build Guide I’ll be showing you my Tech Engineer Build which is a Build that uses Tech Weapons to their fullest, also allowing you to craft high quality equipment. If you like the crafting system in Cyberpunk 2077, but don’t want to gimp your damage to be able to use it, then you’ll want to check out this Build.

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Cyberpunk Guide Playlist: https://www.youtube.com/watch?v=xSIjQ9ekx24&list=PLyT5NcCVqdX9GNaJ1Zv6OqGoMAcupmJcx

Timestamps
0:00 – Tech Engineer Build
0:50 – Tech Engineer Attribute
1:28 – Tech Engineer Perks
4:35 – Tech Engineer Equipment
6:41 – Final Tips

The Tech Engineer uses Tech Weapons to absolutely destroy enemies who hide behind cover. Many Tech Weapons in Cyberpunk 2077 shoot through cover when charged up, and this Build takes advantage of this by optimizing your damage when doing so. Additionally, there are many different weapon types that can do this, so the Tech Engineer has a variety of Weapons they can use at any given time, without being un-optimized.

Tech Engineers can also craft and upgrade Weapons and Armor, which is something other Builds will likely not be able to do unless they also use Tech Weapons specifically. Crafting can make your life a lot easier in Cyberpunk 2077, and there are some amazing crafted weapons as well. If you don’t want to miss out on this facet of the game, then you’ll definitely want to play this Build.

Tech Engineer Tips
One of the strange things about this Build is that you will spend most of your Attribute Points into Technical Ability early on, but your Perk Points will mostly go into Assault because there are no really good Engineering Perks early on. Don’t waste Perk Points! Take Assault Perks until you unlock the better Engineering and Crafting ones.

Learn when to charge your weapon and when not to. This can take some time to do, but it’s really important because when you first begin playing with Tech Weapons your natural instinct is to charge with every shot so that you do max damage, and a lot of times it’s overkill. Get in the habit of charging your weapon when approaching an enemy in cover, and not charging it until you know where your target is. Standing there moving slowly while holding charge can get you killed, if you don’t know where to shoot, and early on you won’t be able to hold your charge indefinitely anyway.

Not all Tech Weapons handle the same way, so you’ll want to learn how to best use the Tech Weapons you have. For instance, the Pistol can shoot through cover at much shorter range, so it doesn’t work well at medium ranges. However, it’s absolutely devastating close up and fires wickedly fast. Swap weapons depending on what is happening on the battlefield and don’t always just use one Weapon if you can help it. Besides, it’s much more fun to mix it up.

Don’t forget to modify your Weapons so that they deal more damage, or have increased Critical Chance etc. You will be able to craft mods much more easily than other Builds because of your investment into Tech Ability and Crafting Perks, so take advantage of it. Always be on the look out for new mod schematics, so that you can make the Mods you need.

Lastly, this Build will not only require materials from deconstructing Weapons and Armor, but it will require money to buy them and schematics as well, so make sure you loot, sell and disassemble everything you find. Increase your Carrying Capacity as well if you need to with the Pack Mule Perk, since you’ll be hauling a lot of stuff!

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25 thoughts on “Cyberpunk 2077 Builds: Tech Engineer (Tech Weapons) Character Guide Weapons Perks”

  1. Do the Ubercharge and other tech weapon damage bonuses for charging work with the tech revolver, despite not being a "charged up" weapon? The gun doesn't charge up, but it does penetrate walls, so I wonder if the game treats it as a fully charged weapon with every shot or not.

    Reply
  2. Is up to 11 really worth it? Doesn't it just double the dmg and the chargetime? If so I think I would rather have a lower chargetime to be able to shoot through cover quicker and get more heals out of the mod that heals when you fire a fully charged weapon. If I am not missing something this seems like a flat out downgrade for 2 points.

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  3. Hey just heads up. When you say don't put much in reflex until tech is maxed, I have to point out skill progression is capped by your max attribute point assigned. So if you don't keep up with attribute point you lose skill progression via capped ceiling.

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  4. Why don’t you mention cyberware in any of your builds? I feel like this is were builds have the biggest impact on actual gameplay as i think all the perks are sort of passives. Am I missing something?

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  5. I'm a Tech Revolver Build, would these Tech Charge Perks work? Such as Tesla and Ubercharge? I know in the video you state that it (Tesla perk) will apply for all tech guns regardless of them, but just wanted to make sure, as Tech Revolver does not have a charge feature. I hope it works 😀

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  6. Nice build but some of the perks and cyberware are not worth using. But this is a similar build I went for and I love it. But mine a little different. Love your builds though would just change a little

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  7. There are no builds in this game. Spending points and attributes really doesn't matter as the game itself is unplayable. All you need is a weapon with the highest damage and it negates and points you've spent in anything else.

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  8. currently using comrades hammer tech revolver. as it only has one round it does insane damage with the pistol perk grand finale as each round every shot will do double damage as it always the last round. hitting around 80 k per head shot at moment through walls with legendary comrades hammer.. so glad i built for tech 🙂

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  9. The crit bonus mods don't stack. Only one crit chance and one crit damage will apply. And since the armor bonus from Technical Ability doesn't work you're probably better off focusing on armour mods which are among the few mods that actually work and stack.

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