Cyberpunk 2077 update 2.0 changes a lot of things, and if you are starting the game from the beginning or are just skipping ahead to Phantom Liberty, then you need to re-do your build. The new perks and skills are more interesting, and I personally love the changes that have been made. In this Cyberpunk 2077 guide, I go over the best build for update 2.0 and Phantom Liberty.
Best Build In Cyberpunk 2077 Update 2.0 And Phantom Liberty
The following is the build that we recommend for Cyberpunk 2077 update 2.0 and heading into Phantom Liberty.
|Body Perk Names||Effects|
|Painkiller||Slowly regenerate your health during combat|
|Comeback Kid||1% health regeneration rate for each percentage of missing health.|
|Army of One||+10% health regeneration for each nearby enemy.|
|Speed Junkie||60% health regeneration rate while sprinting.|
|Technical Ability Perks||Effects|
|Glutton Of War||5% instant recharge of health items and grenades after neutralizing an enemy.|
|First Aid||+15% recharge speed for health items when you have only used 1 charge.|
|Transfusion||+30% health from the final charge of your health item.|
|Health Freak||+8% recharge speed for health items and grenades.|
+1 health item charge and +150% recharge speed for health items outside of combat.
|Borrowed Time||100% instant recharge of a health item after neutralizing an enemy if you are below 25% health and no charges remaining.|
|Field Medic||15% faster use of health items in combat.|
|Demolitions Surplus||+1 max grenade charge and +250% recharge speed for grenades outside of combat.|
|Coming In Hot||+50% recharge speed for grenades when you do not have any available.|
|All Things Cyber||+10% to all cyberwar stat modifiers. |
-20% cyberware capacity cost for cyberware in the integumentary system and skeleton.
|Driver Update||All cyberware gain an additional stat modifier.|
|Chipware Connoisseur||When upgrading cyberwar, you can choose from two stat modifiers. A third option is available at Tier 3.|
|License To Chrome||+10% to all cyberwar stat modifiers. |
New cyberwar slot for skeleton.
|Edgerunner||Allows you to go above cyberwar capacity and enable Fury State.|
|Cyborg||15% reduced cooldown for all cyberwar if all available cyberwar slots are filled.|
|Extended Warranty||+15% duration for all cyberware effects.|
|Feline Footwork||+15% movement speed and mitigation chance.|
|Unexposed||+20% mitigation chance when aiming from cover.|
|Small Target||+20% mitigation chance when crouched and not moving.|
|Slippery||The faster you move, the more difficult for enemies to shoot you.|
|Muscle Memory||Reload weapons while sprinting, sliding, and vaulting.|
|Power Slide||Increases slide distance.|
|Parkour!||Increases vaulting and climbing speed.|
|Ready, Rested, Reloaded||-10% stamina cost for shooting with Assault Rifles and SMGs at level 1, +30% release speed when above 50% stamina.|
|Tunnel Vision||+20% effective range and accuracy.|
|Mind Over Matter||-25% recoil when aiming.|
|Sharpshooter||+15% aim speed|
|Gundancer||Aiming no longer slows movements and allows you to shoot while vaulting.|
|Practice Makes Perfect||+7% crit chance and crit damage per stack of sharpshooter.|
|Shoot To Chill||-7% stamina cost for automatic weapons per stack of sharpshooter.|
|Salt In The Wound||Shooting the same target a 7th consecutive time deals bonus damage equal to 100% of the total damage from the preceding shots.|
|Submachine Fun||Swapping SMGs is faster and automatically reloads them. +22% fire rate after swapping to an SMG.|
First things first, you will need to add an attribute point to Body to unlock the first tier of perks in this skill tree. The following are the perks that we recommend getting.
- Painkiller: Unlock the ability to slowly regenerate your health during combat.
- Comeback Kid: Gives you a 1% health regeneration rate for each percentage of missing health.
- Army of One: +10% health regeneration for each nearby enemy.
- Speed Junkie: Gives 60% health regeneration rate while sprinting.
You should pick Army of One if you are going to jump right into combat. Speed Junkie is useful if you run around a lot during combat. If you are not planning on using a lot of melee weapons, then you can skip this one.
Technical Ability Perks
Once you have got the health regeneration from the Body skill tree, you need to start investing in the Technical Ability tree. The following are some of the best perks that you should get for this Cyberpunk 2077 update 2.0 build.
- Glutton Of War: 5% instant recharge of health items and grenades after neutralizing an enemy.
- First Aid: +15% recharge speed for health items when you have only used 1 charge.
- Transfusion: +30% health from the final charge of your health item.
- Health Freak: +8% recharge speed for health items and grenades at level 1. +1 health item charge and +150% recharge speed for health items outside of combat at level 2.
- Borrowed Time: 100% instant recharge of a health item after neutralizing an enemy if you are below 25% health and no charges remaining.
- Field Medic: 15% faster use of health items in combat.
- Demolitions Surplus: +1 max grenade charge and +250% recharge speed for grenades outside of combat.
- Coming In Hot: +50% recharge speed for grenades when you do not have any available.
At this stage of the Technical Ability skill tree, you will be investing points to improve your health and grenade charge speeds. This will ensure better survivability and grenade up-time. We recommend Demolitions Surplus and Coming In Hot if you are interested in using grenades. Otherwise, you can skip these and invest in other skills that might work for your playstyle.
Moving on, we go to the perks that are related to cyberware and cyber-enhancements. The following are the perks that we recommend getting for this Cyberpunk 2077 update 2.0 and Phantom Liberty build.
- All Things Cyber: +10% to all cyberwar stat modifiers at level 1. -20% cyberware capacity cost for cyberware in the integumentary system and skeleton.
- Driver Update: All cyberware gain an additional stat modifier.
- Chipware Connoisseur: When upgrading cyberwar, you can choose from two stat modifiers. A third option is available at Tier 3.
- License To Chrome: +10% to all cyberwar stat modifiers at level 1, +40 armor at level 2, unlocks a new cyberwar slot for skeleton at level 3.
- Edgerunner: Allows you to exceed Cyberware capacity by up to 50 points at the cost of -0.5% max health per point. When you neutralize an enemy in combat, there is a 0.1% chance for each point you are over capacity to enter Fury State. During Fury State, you get +10% damage, +30% crit chance, and +50% crit damage.
You will want to invest three points into License To Chrome so that you can rush into Edgerunner. If you have seen the Cyberpunk Edgerunner anime, then you might really want to get this perk. Other than that, the following are the Technical Ability perks that we recommend getting for this Cyberpunk 2077 update 2.0 and Phantom Liberty build.
- Cyborg: 15% reduced cooldown for all cyberwar if all available cyberwar slots are filled.
- Extended Warranty: +15% duration for all cyberware effects.
Cool might not be the best skill tree if you are not interested in stealth or assassinations, but we do recommend investing some points into it so that you can gain access to the perks that we recommend.
- Feline Footwork: +15% movement speed and mitigation chance. Mitigation grants a chance to reduce incoming damage.
- Unexposed: +20% mitigation chance when aiming from cover.
- Small Target: +20% mitigation chance when crouched and not moving.
If you are interested in using machine guns and auto rifles then this is the skill tree that you want to invest heavily into. The following are the reflex perks that we recommend getting for this Cyberpunk 2077 update 2.0 and Phantom Liberty build.
- Slippery: The faster you move, the more difficult for enemies to shoot you. The effect increases when you dash, dodge, slide, sprint, or vault.
- Muscle Memory: Allows you to reload weapons while sprinting, sliding, and vaulting.
- Power Slide: Increases slide distance.
- Parkour!: Increases vaulting and climbing speed.
These are the basic movement perks that you should get. All of these are not going to be ideal for you. For example, I do not slide that much, so Power Slide is not all that great for me. You can skip this if you feel the same way. Moving on we have the more advanced reflex skill tree perks.
- Ready, Rested, Reloaded: -10% stamina cost for shooting with Assault Rifles and SMGs at level 1, +30% release speed when above 50% stamina.
- Tunnel Vision: +20% effective range and accuracy.
- Mind Over Matter: -25% recoil when aiming.
- Sharpshooter: +15% aim speed at level 1. Improved handling at level 2. At level 3, each successful shot grants a stack of Sharpshooter which provides +7% stamina regeneration rate for 2 seconds per stack. Can stack 7 times.
- Gundancer: Aiming no longer slows movements and allows you to shoot while vaulting.
- Practice Makes Perfect: +7% crit chance and crit damage per stack of sharpshooter.
- Shoot To Chill: -7% stamina cost for automatic weapons per stack of sharpshooter.
- Salt In The Wound: Shooting the same target a 7th consecutive time deals bonus damage equal to 100% of the total damage from the preceding shots.
- Submachine Fun: Swapping SMGs is faster and automatically reloads them. +22% fire rate after swapping to an SMG. Normal reloading ends the effect.
If you use ARs, then we recommend using Salt In The Wound to deal huge amounts of damage that can destroy bosses. If you use dual SMGs, then Submachine Fun is recommended so you can deal damage and fire faster without having to reload. Just swap between your SMGs over and over again.
At the right side of the screen, in the Cyberware tab, is where you find your Cyberware capacity. You will want to exceed the capacity limit to take advantage of the Edgerunner perk if that is what you are going for.
Note: Different cyberware can now be upgraded. Take advantage of this new feature.
|Operating System||Tetratronic Ripper MK.5|
|Arms||Projectile Launch System|
Visual Cortex Support
|Circulatory System||Second Heart|
Tetratronic Ripper MK.5: Allows quickhacks on enemies and devices while scanning. +15% damage against enemies affected by non-combat quickhacks. +40% damage with combat quickhacks when immediately followed by a non-combat quickhack in the queue. +5 max RAM. When activating Overclock, automatically upload Reboot Optics and Weapon Glitch to all enemies within 8m.
Projectile Launch System: This allows you to launch explosive projectiles from your arms that deal massive physical damage. (Pick depends on your playstyle, but works well with this build).
Microgenerator: reloading an empty weapon causes the next shot to release an electric shock that deals electric damage to nearby enemies.
- Bionic Joints: Provides armor
- Sprint Joints: Adds mitigation strength. Mitigation has a chance of reducing incoming damage.
- Kerenzikov: allows you to aim and perform ranged attacks while sliding, dodging, and dashing. Slows time by 60% for 3 seconds when you aim during a slide, dodge, or dash. 7-second cooldown.
- Visual Cortex Support: Crit chance increases the farther you are from the enemies up to a max of +25% at 30m.
- Second Heart: 100% health when your health reaches 0. 240-second cooldown.
- Heal-On-Kill: Heal when you neutralize enemies. It can be upgraded for better effects.
Shock-N-Awe: When you take damage, there is a chance of releasing a shock that deals damage to nearby enemies.
This is the best build that we recommend for Cyberpunk 2077 update 2.0 and Phantom Liberty. If you are interested in learning more, then check out our guide on Whether or not you should start a new game for Phantom Liberty. You can also check out our guide on how you can get death and taxes. For more content, check out our Cyberpunk 2077 guides hub.