Obviously you'll need all 28 skill points once you reach level 100 if not then I recommend using the armor gaiting builds first from the other builds before doing this one as this is another fun and viable way to play and makes just as deadly and tanky. Primary Weapon: FSA 12G Attachments: Use any that promote hip fire and ofc do not forget the suppressor and fast mag pull whenever possible essential for build Secondary Weapon: Garstini Viper .50AE Attachments: Anything you like but suppressor is a must OverSkill: Sociopath Level V whenever you get the chance to max level it. Armor Lining: Medtech with impact plates (yes longer regen time and one less down but I’ll explain in description) Deployable: Medic Bag Throwable: Smoke Grenades Consumables when obtained during game: stock up on armor kits and use first aid kits on the fly if situation calls for it Tools/Gadgets: Trip Laser Description: This build revolves around punishing the enemy while being rewarded with overshield plus buffs on the fly to act as DPS, Tank and Support all in one package. It requires you get up close and personal to most enemies beware dozers and all other specials :) and marking them either with shout or smoke grenades and trip lasers. Why smoke grenades? They last longer on field and debuff the enemies making them less accurate and shoot less fast. You could use any other throwable but imo smoke grenades are my fav to use. Skills explanation: Ammo Specialist and Scrounger: to negate the 20% loss of ammo reserve and Scrounger very important to gain back a throwable with 10% chance from ammo boxes (yes you could refill back to max at 5 with extra throwable skill) Mower, Ammo Funnel and Replenish: Mower doesn’t really matter that much you’ll get edge by switching weapons, it’s to able to equip the other 2 where ammo funnel gives the effect of infinite ammo by giving back ammo in current mag upon killing enemy if already max ammo in May goes to reserve, and replenish helps pick up ammo if you have edge automatically so long as you kill enemy. Demolitionist with Overcooked and Extra Munitions: highly essential they give extra AOE followed by giving impact status on any grenades they don’t need to fuse and ofc increasing max throwable from 3 to 5. Enforcer, Quick reload, Face to Face and combat reload: very important for this build generates grit when killing 2 enemies under 4 secs within 5 meter and if you have edge from gunslinger faster reloads do more damage and refresh buffs when reloading with ammo still left in magazine Gunslinger, From the Hip, Heavy Hipfire: Essential to generate Edge when swapping g weapons note you’ll lose edge when ADSing so just remember to swap weaps if you happen to ADS, The other two skills gives a tighter hip fire cross air and causes stagger to enemies except dozers when firing from hip. Strategist, Combat Marketing and Threat Assessment: Allow to mark one more additional target via shout and make marked enemies last longer, more dmg dmg resistance to you from buffs when marked Fortitude Tree Aced plus every other skill except Second box and the very last big Bo those two not necessary: Remember when I said use med tech armor lining one chunk this is why because when fortitude is aced it negates the down loss you can have max to 5 but 4 is wonderful enough. The rest of the skills selected gives extra hp more buffs for grit, edge and rush, gives more adrenaline per kill based on number of downs and degrades your adrenaline slower based on number of downs you have before custody the more the better. This skill tree is the bread and butter just as the next one will be Assassin, Killer Kinesthetic, Assassin’s Mettle, Death Knell: This is what helps build your adrenaline and recover up of course and the reason why suppressors are important!!! Upon kill gain rush, your throwables when detonated anyone around them will be marked, the description says no armor but it’s false if you have one armor chunk left (hence me tech armor lining is best for build) you gain hp and more when hp is less than 50%. If mad hp gain adrenaline and that’s why it pairs with fortitude tree very well. Plus in addition to killing marked enemies any non marked close by marked enemies you kill will be marked so you can conserve your throwables if need be but the skill that defend throwables you’ll get them back quickly often despite the 10% just keep replenishing ammo. Rest of Loadout explanation: Trip Lasers obviously to mark enemies from a good spawn area without needing grenades Medic Bag: to replenish one down per use and since you are using impact plates what’s the point from armor bag Using first aid kits immediately and storing and using armor repair kits when the situation arises: The reason being is to replace the need for armor bag and can help you in sticky situations for example from dozers dishing out huge dmg or snipers when hit and you sense another sniper has locked on quickly use it or to use it when there is no cover at the moment and need that instant replenish to get to cover. OverSkill Sociopath: When max level every BONK (Kill :))on the enemy gives up or adrenaline if max hp and the bar acts as a separate hp bar and will. E drained from overkill bar before either draining your armor or hp or adrenaline so technically you could have max hp and armor with adrenaline and extra hp from sociopath Crazy right? It’s also a great life saver too you can pop it instantly when needed no need to hear Shade refusing to give overkill weapon and can help you in sticky situations example being stunned by taser or if you sense dozer or cloaked gonna stun you immediately use it to buy time for teammates to rescue. Primary: FSA 12G because semi auto and one of the best shotguns so far and can kill dozers very quickly if you shoot his face plate of course Secondary: Garstini Viper .50 AE it can one shot shields through visor can one shot any npc except dozers of course and can help take down snipers from long range Overall this build is great and fun I’m sure there are other viable builds but this one imo is one of the best to use during loud