TL DR: ICTV, Frenzy aced, Underdog aced.** Armor Gating This is the armor setup that I recommend. This requires the most skill points, but it reaches the fabled 3-hit armor breakpoint. * With an ICTV, Frenzy aced, and Underdog aced, you have 255 armor, and heavies do 122.96 damage. Also note that you can be sniped if your conditional damage reduction bonuses are not active: snipers do 180 damage after Frenzy, and subtracting 135 armor means you take 45 damage in health. This requires more skill points than just an ICTV, but you have better movement speed and concealment (should you choose to use Low Blow). * With an HBV, Die Hard aced, Iron Man basic, Frenzy aced, and Underdog aced, you have 135 armor, and heavies do 122.96 damage. This is a slight improvement over decks without armor or damage reduction bonuses. OVERDOG, Clean Hit) are active, and survives 1 sniper hit (240 damage).
Thus your armor breaks in 2 hits, regardless of whether conditional damage reduction bonuses (e.g. * With an ICTV and no damage reduction skills, you have 255 armor. This armor requires the fewest skill points to use, but is also the most fragile and most reliant on armor gating from Tension. Sociopath can be tuned to hit different armor breakpoints: Here you only need to be targeted by 1 enemy in 18m range, provided you’ve “carried over” Underdog’s and Quick Fix’s effects from prior encounters. You need to be targeted by at least 3 enemies in 18m range, though.Īlternatively, with Frenzy aced, Underdog aced, Quick Fix aced (*0.9) and Clean Hit, you take 225*0.75*0.9*0.9*0.92 = **125.75** damage. On Death Sentence, heavy SWATs (the most common enemy) do **225** damage at all ranges. * Nine Lives aced (if building for Death Sentence One Down)ĭeployable will be doctor bags, and throwables either concussion grenades or throwing knives. These are the skills that you should always have for loud: Skills and Equipment – Basics and Armor Basics Stoic or Armorer, for example, have throwables or abilities with longer cooldowns, so sometimes you would continue hiding a while longer before engaging. You can engage enemies at maximum defensive capacity any time after your armor has regenerated to full, since hiding for ~3s will reset all of Tension, Bullseye and armor level. It’s more active too, since the cooldown on its abilities is a short 1s. Instead, you just kill enemies, and are rewarded with armor gates for it. It lacks invulnerability or dodge to escape being surrounded, or to sprint through areas under heavy fire. Compared to other meta decks, it’s less powerful, but feels more “honest”. Overall, while Sociopath is not a meta deck, I feel it’s among the best non-meta decks. Second, it is able to cause panic in enemies, which will disable them for a short while. First, it grants a large bonus to melee weapons on repeated strikes, allowing it to kill a Bulldozer in two quick hits with the proper setup. Its armor regeneration on kill supplements this, much in the same way as Anarchist. With the ICTV and appropriate skills, its armor is able to withstand 2 heavy SWAT hits on Death Sentence, breaking only on the third. Sociopath is one of the sturdier armor decks. What can I expect when playing Sociopath? When hitting somebody, the 1 s time window is also updated, so the stack runs out of time 1 s after the last successful attack. * Upon hitting enemy or civilian with melee: Add +1000% melee damage to a stack, which can go up to *11 after 1 hit (duration 1 s). If the kill was due to melee, regenerate 10% health. If the distance between player and killed enemy is less than 18 m, regenerate another 30 armor and additionally evaluate a 75% panic chance for each enemy in a 9 m radius around the player. * When targeted by 3 or more enemies in 18 m range (max 10 m vertical): *0.88 received damage * When targeted by 1 or more enemies in 18 m range (max 10 m vertical): *0.92 received damage This is what you get when you play Sociopath, from the Long Guide, verbatim: It’s a deck which provides substantial bonuses to armor, damage reduction, and melee damage. The Jacket Character Pack DLC is required in order to use Sociopath. * Players with all Infamy skill reductions * A maxed (all 9 cards unlocked) Sociopath perk deck * Heists (not Crime Spree/Holdout), without mutators, on all difficulties up to and including Death Sentence One Down
This is a guide for the Sociopath perk deck.