Technical Ability Perks
Technical Ability perks are the ones bought in the Technical Ability tree, and they change what a build is made of rather than only how it fights. One group improves every implant in V's body, one keeps health items and grenades supplied, one turns explosions into a fighting style, and one is about the charged shot a Tech weapon fires. It is the tree every other build borrows from.
Best Technical Ability Perks
The Technical Ability Perks below are the ones almost every build of the tree ends up buying, either because a branch is bought through them or because what they unlock cannot be had any other way.
| Name | Image | Attribute | Tier | Effect |
|---|---|---|---|---|
| All Things Cyber | Technical Ability | Pro (9) | +10% to all cyberware stat modifiers | |
| License To Chrome | Technical Ability | Phenom (15) | +10% to all cyberware stat modifiers. | |
| Pyromania | Technical Ability | Phenom (15) | +8% recharge speed for Health Items and grenades. | |
| Bolt | Technical Ability | Phenom (15) | +20% charge speed for Tech Weapons. | |
| Health Freak | Technical Ability | Pro (9) | +8% recharge speed for Health Items and grenades. |
Gates
Rookie and Pro hold the supply perks and the first of the cyberware work. Phenom holds the payoff perks that open the explosives, Tech weapon and upper cyberware branches. Legend holds the perks that define a fully committed build.
A shallow investment here pays better than in any other tree, because the cyberware improvements apply to every implant V owns whatever the rest of the build is doing.
Cyberware
All Things Cyber is the start of it. It raises every cyberware stat modifier at once and makes skeleton and skin implants cheaper to install, which is the same as making room for more of them.
Driver Update adds a modifier to every implant and Chipware Connoisseur lets V choose which modifier an upgrade hands over. Renaissance Punk pays capacity for spreading attribute points around, and Chrome Constitution rewards filling every skeleton and skin slot with a flat reduction to incoming damage.
License To Chrome carries the branch to its end, opening another skeleton slot and improving everything in it, and the perks above it add a hand slot, unlock the Cellular Adapter implant, lengthen every cyberware effect and shorten every cooldown. Edgerunner finishes it by letting V exceed capacity on purpose, trading maximum health for a chance to break into Fury.
Supply
Glutton For War returns part of the recharge on health items and grenades for every kill, and Health Freak above it speeds those recharges up and adds a health item charge.
The perks around them each cover one specific failure. Borrowed Time hands a charge back when V is out and nearly dead, Coming In Hot speeds up grenades when there are none left, Demolitions Surplus adds a grenade charge, Field Medic shortens the healing animation, and First Aid and Transfusion handle the first and last charge of an item.
Explosives and Tech Weapons
Pyromania carries the explosives branch. Landing an explosion on an enemy builds stacks of movement speed and explosion damage, and taking damage from V's own blast builds them twice as fast, which Friendlier Fire makes survivable. Heat Shield reads the stacks as protection, Burn This City trades a full set for a grenade and Flash Sale doubles the supply of utility grenades.
Bolt carries the Tech weapon branch. Releasing the trigger just before full charge fires a Bolt that hits harder and punches through cover, and the perks above it widen the timing window, stop the weapon firing on its own, stack charge speed, ignore armour entirely and finally add an electric arc that jumps between enemies.
Notes
Gearhead sits outside all of it and improves V's vehicles, and Doomlauncher rebuilds the Projectile Launch System into something with a real supply.
The Engineer skill rises with this tree and counts crafting and disassembly as well as kills, which makes it the easiest skill to level deliberately.
All Technical Ability Perks
Subcategories
This category has only the following subcategory.
Pages in category "Technical Ability Perks"
The following 34 pages are in this category, out of 34 total.