Cyberpunk 2077: 5 Skills From The Crafting Tree You Need (& 5 That Aren’t Worth It)

There are a lot of ways to build V in Cyberpunk 2077. And, at first, many players thought the Crafting Perk build was vastly underpowered. But, as people discovered the inner mechanics of it, how exploitable it was, or all the ways the system is unbalanced in V’s favor, that opinion started to change.

And, this is in large part due to the Perks this tree offers, a good number of which are absolutely crucial for players trying to make the most out of crafting. So, let’s take a look at which perks are needed and which are not.

Needed: Mechanic

  • Mechanic: Gain more Components when disassembling

Mechanic is absolutely necessary if people plan on using the Crafting system to its fullest. It makes every disassembled item twice as worthwhile, and it only requires three points in the Tech Attribute. There’s a reason it’s right in the center of the Crafting Tree, after all.

Isn’t Worth It: Scrapper

  • Scrapper: Junk items are automatically disassembled

Scrapper might seem like it’s worth it but absolutely isn’t in the long run. Scrapper does exactly what the description says, the Perk disassembles all items labeled as “Junk” immediately as they’re picked up. The only problem is, some junk sells for a lot of Eddies, and there’s no way to enable or disable this perk without spending 100,000 Eddies on a Tabula E-Rasa. And, apparently, players are reporting that this Perk has a habit of scrapping Quest Items that fit into the junk category as well, which, if true, is just so absurd.

Needed: True Craftsman, Grease Monkey, & Edgerunner Artisan

  • True Craftsman: Allows you to craft Rare items.
  • Grease Monkey: Allows you to craft Epic items.
  • Edgerunner Artisan: Allows you to craft Rare, Epic, & Legendary items

Another absolutely necessary skill for Crafting aficionados, these three Perks are the ones that unlock the ability to craft higher tier items for V. And, because V can take a weapon and keep recrafting it as a higher-rarity variant, these Perks are also the way to take Iconic guns all the way to Legendary. Not much more to say, they’re basically mandatory for anyone wanting to get their favorite gun to the next rarity.

Isn’t Worth It: Sapper

  • Sapper: Crafted grenades deal 10% (20% at max level) more damage

Unless players are relying on grenades a real lot, this Perk isn’t all that worth investing in. 20% is a tad bit low for a damage increase, especially for a Perk that costs two points to max. If it applied to all explosives rather than just grenades, it would likely be a lot more worthwhile. But, since it doesn’t, Sapper is a perk that should only be grabbed if players can’t find literally anything better to put their points in.

Needed: Efficient Upgrades & Ex Nihilo

  • Efficient Upgrades:  Grants a 10% chance to upgrade an item for free.
  • Ex Nihilo:  Grants a 20% chance to craft an item for free.

These two Perks are just too similar, might as well talk about both of them. Because it’s a rather low chance for these Perks to proc, people might not think they’re worthwhile. But, Ex Nihilo applies to any item crafted, even other Components, so it’s bound to proc a fair amount, while Efficient Upgrades proccing just once while upgrading a Legendary weapon makes it worthwhile.

Isn’t Worth It: 200% Efficiency

  • 200% Efficiency:  Crafted clothes gain 2.5% more armor.

200% Efficiency doesn’t feel nearly as useful as Field Technician does, even if they essentially do the same thing. Both Perks impact crafted items/weapons by 5%, but 5% more armor compared to 5% more damage is a huge difference. Armor already doesn’t seem to do a ton for V in the late game, while every single digit of damage matters. So, if there’s nothing better to grab, 200% Efficiency might be worth it, otherwise, just save this Perk for last.

Needed: Waste Not Want Not

  • Waste Not Want Not: When disassembling an item, you get attached mods back.

This next one is by far the best Perk to grab for quality-of-life improvements. By default, if V disassembles a gun with Mods on, those mods get destroyed along with it, and there’s no way for them to take these mods off. Sure, V can craft them, but, with Waste Not Want Not, V gets those mods back! And, it’s not just specific to guns/weapons either, this also applies to clothing. For one measly Perk point, V can start to break down guns and armor sets they find in the open world to build up a pretty sizeable collection of overpowered modifications.

Isn’t Worth It: Tune-Up

  • Tune-Up:  Allows you to upgrade lower quality components into higher quality ones.

Here’s the thing about Tune-up, if players could craft multiple items at once, or if the exchange rate between component tiers wasn’t so awful, this Perk would be a must-have. But, because neither of those things are true, Tune-Up just isn’t worth the time investment. Players can spend that time more efficiently by crafting Epic items with Uncommon Components, then breaking down that crafted item into Epic Components (yes Crafting currently works like that). The Crafting System is currently a bit broken/unbalanced, and until that’s fixed, Tune-Up up isn’t as worthwhile as the devs probably intended.

Needed: Cutting Edge

  • Cutting Edge: Improves damage and all damage-related stats of crafted weapons by 5%.

Cutting Edge might seem like a minimal buff, but read closer. Not only does this Perk improve the base damage of crafted weapons by 5%, but it also increases all damage-related stats by 5%, which affects more than one might think. And, because players tend to recraft/upgrade their best weapons until they hit Legendary, by end-game most if not all gear a Crafting-focused player is using will be crafted gear.

Isn’t Worth It: Crazy Science

  • Crazy Science: Increases the sale price of crafted items by 10% (each Perk Point adds 1%).

Lastly, this is another one of those “capstone” Perks that aren’t really worth the investment. To unlock this, players have to get their Crafting Skills all the way to 20, and that takes an absurd amount of crafting. We’ve crafted probably 2000+ Components thanks to (mistakenly) grabbing the Tune-Up Perk, and ours is only at 15 so far. Plus, this Perk has no use outside of making more money from crafted items, which is already easy enough to do by default.

NEXT: 10 Things We Want From A Sequel To Cyberpunk 2077

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