FANDOM


Mutator Config
This article is a stub. You can help the Payday Wiki by expanding it.

Skills are a means of unlocking new equipment, abilities, or basic statistic improvements in PAYDAY 2. They are divided among five skill trees: Mastermind, Enforcer, Technician, Ghost, and Fugitive; often described as classes. Players are free to distribute skill points however they choose across the five skill trees.

The Skills system was overhauled in Update #100, with the five skill trees possessing three "subtrees" each, each with a different role. The content under the "Consoles" tabs (or "PS4 & XBOX ONE" and "PS3 & XBOX 360" tabs) contains information on the old skills system and is kept for reference. An update for PS4 and Xbox One had made the skills nearly identical to the PC version, therefore displaying mostly relevant information to next generation console players.

GeneralEdit

Skill pointsEdit

Ace symbol

On the PC, Aced skills are represented by this Ace of Spades background behind their respective icons.

One skill point is awarded each time the player gains a Reputation level, plus an additional 2 points at every level divisible by 10 (meaning that instead of just 1 skill point, 3 skill points will be granted at levels 10, 20, 30, 40, and so on). Thus, once the player reaches the maximum Reputation level of 100, the player will have a total of 120 skill points.

Because the total skill points needed to unlock Basic and Ace for every skill in a single tree totals 138 points (145 on the consoles), it is impossible to Ace every skill in even a single tree (and furthermore, there are five separate trees in total). Because of this, it is advisable to only spend points on specific skills you truly need and want, and to spread skill points over multiple trees if necessary. Planning your build can be done with this skills, perks, and weapon calculator.

Skill tree structureEdit

Each skill tree has three subtrees, named after their intended role (for example, the Fugitive's Brawler subtree enhances melee combat capability). For each subtree, there are four tiers, the top three unlocked by spending a minimum total number of points in that subtree:

  • tier 2 is unlocked by spending 1 skill point,
  • tier 3 by spending 3 skill points,
  • tier 4 by spending 18.

Tier 4's point requirement can be reduced to 16 by investing an Infamy point in the appropriate tree.

All subtrees have one skill in tiers 1 and 4, and two skills in tiers 2 and 3. Tier 1 skills cost 1 skill point to unlock Basic and three skill points to Ace, tier 2 skills cost two skill points for Basic and four for Ace, tier 3 skills cost 3 for Basic and 6 for Ace, and tier 4 skills 4 for Basic and 8 for Ace.

Skill interactionsEdit

Party bonuses do not stack with the identical bonus coming from other players in the party that have the identical skill (thus it is somewhat sub-optimal for multiple players to get the same party-benefit skills, if you always play with the same team of players). All other bonuses stack, unless stated otherwise, including bonuses from Basic and Aced versions of the skill.

Re-specifying skill treesEdit

Skills can be withdrawn and skill points returned simply by right-clicking on the skill. Aced skills are withdrawn separately from Basic skills; to fully remove a skill that has been Aced, one will have to right-click on the skill twice. Skills cannot be withdrawn if the skill points invested in them allow skills unlocked above them to be used. The higher-tier skills will have to be removed before the lower-tier skill can.

Multi Skill BuildsEdit

On the PC, Playstation 4, and XBOX ONE versions, players can unlock additional skill sets to use, allowing them to switch between multiple builds without having to re-spec skill points. This allows, for example, one to switch from a stealth build to a combat build in an instant. Skill sets can be selected and unlocked by pressing the S key.

Skill sets also have a perk deck selection associated, hence switching skill set will switch perk deck as well, although perk deck progress is universal across skill sets.

The skill set used is selected from the skill screen, meaning that it can be selected from the main menu or while in the lobby screen of a Crime.net server.

On consoles there are 5 possible skillsets available, on the PC there are 15. The requirements for the 15th is the requirement for the 5th on consoles.

The skill sets are unlocked as follows: 1. The starting skill set, available from the outset. 2. Available for unlock once you reach level 50. 3. Available for purchase once you reach level 75, costs $1M of offshore money. 4. Available for purchase once you reach level 100, costs $10M of offshore money. 5-9. Available for purchase once you reach level 100, costs $25M of offshore money. 10-14. Available for purchase once you reach level 100, costs $30M of offshore money. 15. Available for purchase once you reach level 100, requires the Tabula Rasa achievement, and costs $20M of offshore money. When resetting your level by going infamous, the skill sets unlocked remain unlocked and therefore can be used immediately afterwards.

ProfilesEdit

Class building is made easier through the use of Profiles, which are collections of loadouts (weapons, throwables, skill sets, perk decks and masks). Profiles can be swapped around in the pre-game menu, allowing players more room to plan out by having multiple loadouts to tackle any kind of situation, especially when playing multi-day heists where rule changes between days are often significant. Because profiled skill sets can not be modified during the pre-game phase, setting them up in advance is often required.

Blank profiles will default to skill set 1 when selected with all skill points unallocated. There are 15 profile slots available at the moment. Profiles can be renamed (if using keyboard and mouse) by clicking on their name in the inventory.

SkillsEdit

MastermindEdit

All skills from the Mastermind tree.

Combat Medic

Combat Medic
Mastermind: Medic Tier 1
Basic (1 pt): You gain a 30% damage reduction for 5 seconds both after and during reviving another player.
Ace (3 pt): Reviving a crew member gives them 30% more health.

MechanicsEdit

If a team member without this skill manages to revive an incapacitated player, the incapacitated player will become fully functional and will have his current health set to 40% of its total value. If the downed player was revived by someone with this skill aced, his health will be set to 52% instead. This value is fixed and does not depend on number of times incapacitated, nature of incapacitation (bullet wounds, fall damage, cloaker kick), time left in bleedout mode or bleedout state (still being able to shoot or not). On Mayhem difficulty and above, the base amount of recovered health (without this skill) is 10% instead of 40%. This skill increases this value to 13% of a player's total health. [1]

StrategyEdit

The basic version of this skill offers a limited and situational bonus. However, the exact nature of the situation in which this skill would be used makes it potentially the difference between life and death: if everything hinges on one player reviving the other, he may need all the help he can get to stay alive after that. The aced version also helps mostly in tight spots when it's difficult to avoid damage and let armor regenerate. This bonus to health may seem insignificant, but in tight situations it can make the difference between success and failure of a heist.

However, effective use of points allocated in this skill requires a group to have a dedicated reviver, which can be next to impossible in an out-of-control situation. Normally, a downed player will be revived by whichever player is closest, or otherwise able to at that moment. This significantly lowers the general value of Combat Medic, with one notable exception: Masterminds with the Inspire skill Aced will likely do most of the reviving anyway, which significantly increases the value of Combat Medic. Thus, Combat Medic becomes a useful skill for players who also take Inspire Ace.

On Mayhem and above, this skill becomes significantly less useful. The additional 3% health granted by having this skill aced is meaningless. Not considering armor, most law enforcers will be able to instantly deplete a player's health in only one or two shots regardless of whether health is at 10% or 13%. For players with Berserker, this skill actually becomes a hindrance. Players with Berserker aced will receive a 60% ranged damage buff and 150% melee/saw damage buff while at 10% health, but will receive only a 48% ranged and 120% melee/saw damage buff while at 13% health.

ReferencesEdit

  1. Frankelstner's "The Long Guide"
Gameplay • Heists • Skills • Weapons & Equipment • DLC
Mastermind
Subtree Tier 1 Tier 2 Tier 3 Tier 4
Medic Combat Medic Combat Medic Quick Fix Quick Fix
Painkillers Painkillers
Uppers Uppers
Combat Doctor Combat Doctor
Inspire Inspire
Controller Forced Friendship Forced Friendship Confident Confident
Joker Joker
Stockholm Syndrome Stockholm Syndrome
Partner In Crime Partners In Crime
Hostage Taker Hostage Taker
Sharpshooter Stable Shot Stable Shot Rifleman Rifleman
Marksman Marksman
High Value Target High Value Target
Aggressive Reload Aggressive Reload
Ammo Efficiency Ammo Efficiency
Enforcer
Shotgunner Underdog Underdog Shotgun CQB U100 Shotgun CQB
Shotgun Impact U100 Shotgun Impact
Far Away Far Away
Close By Close By
Overkill Overkill
Tank Thick Skin Resilience Die Hard U100 Die Hard
Transporter U100 Transporter
Shock And Awe Shock And Awe
Bullseye Bullseye
Man of Iron Iron Man
Ammo Specialist Scavenger Scavenger Bulletstorm Bulletstorm
Portable Saw Portable Saw
Extra Lead Extra Lead
Carbon Blade Saw Massacre
Fully Loaded Fully Loaded
Technician
Engineer Third Law Third Law Sentry Targeting Package2 Sentry Targeting
Package

Eco Sentry Eco Sentry
Engineering Engineering
Jack Of All Trades U100 Jack Of All Trades
Tower Defense Tower Defense
Breacher Hardware Expert U100 Hardware Expert Combat Engineering Combat Engineering
Drill Sawgeant Drill Sawgeant
More Firepower More Firepower
Kickstarter Kickstarter
Fire Trap Fire Trap
Oppressor Steady Grip Steady Grip Heavy Impact Heavy Impact
Fire Control Fire Control
Lock N' Load Lock N' Load
Surefire Surefire
Body Expertise Body Expertise
Ghost
Shinobi Chameleon Chameleon Cleaner Cleaner
Sixth Sense Sixth Sense
Nimble Nimble
ECM Overdrive ECM Overdrive
ECM Specialist ECM Specialist
Artful Dodger Duck And Cover U100 Duck And Cover Parkour Parkour
Inner Pockets Inner Pockets
Dire Need Dire Need
Shockproof Shockproof
Sneaky Bastard Sneaky Bastard
Silent Killer Second Wind Second Wind Optical Illusions Optical Illusions
The Professional The Professional
Low Blow Low Blow
Silent Killer Specialized Killing
Unseen Strike Unseen Strike
Fugitive
Gunslinger Equilibrium Equilibrium Gun Nut Gun Nut
Akimbo Akimbo
One Handed Talent One Handed Talent
Desperado Desperado
Trigger Happy U100 Trigger Happy
Revenant Nine Lives Nine Lives Running From Death Running From Death
Up You Go Up You Go
Swan Song Swan Song
Feign Death Feign Death
Pistol Messiah Messiah
Brawler Martial arts Martial Arts Bloodthirst Bloodthirst
Pumping Iron Pumping Iron
Counter-Strike Counterstrike
Berserker Berserker
Frenzy Frenzy
Legacy Skills (Update 39) • Legacy Skills (Update 100)

Quick Fix

Quick Fix
Mastermind: Medic Tier 2
Basic (2 pt): Decreases your first aid kit and doctor bag deploy time by 50%.
Ace (4 pt): Crew members that use your first aid kits or doctor bags take 10% less damage for 120 seconds.

MechanicsEdit

The basic effect of Quick Fix speeds up the (already rapid) deployment of First Aid Kits and Doctor bags by 50%.

Acing the skill grants 15% damage resistance to crew members who used the player's kit or bag for 120 seconds.

StrategyEdit

Not much can be said about the basic effect of Quick Fix, as while it is indeed useful, deployment on its own is already deployed quickly enough to be reliable during an emergency. One should aim for the Ace version of it if they were to purchase this skill at all, as the 15% damage resistance conferred can help a teammate stay up and alive for a lot longer when caught in a sticky situation, greatly extending the longevity of restored health.

TriviaEdit

  • In general usage, a Quick Fix is an instant form of remedy that can be used quickly for immediate effect on an affliction, similar to how the rapidly-consumed First Aid Kits "fixing" the player's "low health problem".
Gameplay • Heists • Skills • Weapons & Equipment • DLC
Mastermind
Subtree Tier 1 Tier 2 Tier 3 Tier 4
Medic Combat Medic Combat Medic Quick Fix Quick Fix
Painkillers Painkillers
Uppers Uppers
Combat Doctor Combat Doctor
Inspire Inspire
Controller Forced Friendship Forced Friendship Confident Confident
Joker Joker
Stockholm Syndrome Stockholm Syndrome
Partner In Crime Partners In Crime
Hostage Taker Hostage Taker
Sharpshooter Stable Shot Stable Shot Rifleman Rifleman
Marksman Marksman
High Value Target High Value Target
Aggressive Reload Aggressive Reload
Ammo Efficiency Ammo Efficiency
Enforcer
Shotgunner Underdog Underdog Shotgun CQB U100 Shotgun CQB
Shotgun Impact U100 Shotgun Impact
Far Away Far Away
Close By Close By
Overkill Overkill
Tank Thick Skin Resilience Die Hard U100 Die Hard
Transporter U100 Transporter
Shock And Awe Shock And Awe
Bullseye Bullseye
Man of Iron Iron Man
Ammo Specialist Scavenger Scavenger Bulletstorm Bulletstorm
Portable Saw Portable Saw
Extra Lead Extra Lead
Carbon Blade Saw Massacre
Fully Loaded Fully Loaded
Technician
Engineer Third Law Third Law Sentry Targeting Package2 Sentry Targeting
Package

Eco Sentry Eco Sentry
Engineering Engineering
Jack Of All Trades U100 Jack Of All Trades
Tower Defense Tower Defense
Breacher Hardware Expert U100 Hardware Expert Combat Engineering Combat Engineering
Drill Sawgeant Drill Sawgeant
More Firepower More Firepower
Kickstarter Kickstarter
Fire Trap Fire Trap
Oppressor Steady Grip Steady Grip Heavy Impact Heavy Impact
Fire Control Fire Control
Lock N' Load Lock N' Load
Surefire Surefire
Body Expertise Body Expertise
Ghost
Shinobi Chameleon Chameleon Cleaner Cleaner
Sixth Sense Sixth Sense
Nimble Nimble
ECM Overdrive ECM Overdrive
ECM Specialist ECM Specialist
Artful Dodger Duck And Cover U100 Duck And Cover Parkour Parkour
Inner Pockets Inner Pockets
Dire Need Dire Need
Shockproof Shockproof
Sneaky Bastard Sneaky Bastard
Silent Killer Second Wind Second Wind Optical Illusions Optical Illusions
The Professional The Professional
Low Blow Low Blow
Silent Killer Specialized Killing
Unseen Strike Unseen Strike
Fugitive
Gunslinger Equilibrium Equilibrium Gun Nut Gun Nut
Akimbo Akimbo
One Handed Talent One Handed Talent
Desperado Desperado
Trigger Happy U100 Trigger Happy
Revenant Nine Lives Nine Lives Running From Death Running From Death
Up You Go Up You Go
Swan Song Swan Song
Feign Death Feign Death
Pistol Messiah Messiah
Brawler Martial arts Martial Arts Bloodthirst Bloodthirst
Pumping Iron Pumping Iron
Counter-Strike Counterstrike
Berserker Berserker
Frenzy Frenzy
Legacy Skills (Update 39) • Legacy Skills (Update 100)

Painkillers

Painkillers
Mastermind: Medic Tier 2
Basic (2 pt): Crew members you revive take 30% less damage for 5 seconds.
Ace (4 pt): The damage reduction is increased by an additional 50%.

MechanicsEdit

The mechanics of this is straightforward. The player who has been revived by a Mastermind with this skill will take less damage for 5 seconds after revival. Acing this skill will allow the revived player to take only 20% of the incoming damage.

StrategyEdit

Even with its significant damage reduction, its 5-second effects might not appear useful. However, during gunfights where the downed player is surrounded by many law enforcers, this skill allows the downed player to have a better chance of survival and escape from the area once revived. This skill can pair well with Inspire in certain situations. Because Inspire allows players to revive others through walls, floors, or other obstacles, the reviving player may not always be able to provide any assistance to the player being revived in dealing with nearby law enforcers. This skill provides a significant boost to downed players so that they can more effectively deal with whatever law enforcers might have downed them in the first place.

TriviaEdit

  • Painkillers replaced Fast Learner in Update #39, which was then merged with the Perk Decks.
  • Painkillers is one of the several pre-Update #100 skills to be unchanged in the update beyond name changes, tier, skill point, and skill tree changes, and slight mechanic changes.
Gameplay • Heists • Skills • Weapons & Equipment • DLC
Mastermind
Subtree Tier 1 Tier 2 Tier 3 Tier 4
Medic Combat Medic Combat Medic Quick Fix Quick Fix
Painkillers Painkillers
Uppers Uppers
Combat Doctor Combat Doctor
Inspire Inspire
Controller Forced Friendship Forced Friendship Confident Confident
Joker Joker
Stockholm Syndrome Stockholm Syndrome
Partner In Crime Partners In Crime
Hostage Taker Hostage Taker
Sharpshooter Stable Shot Stable Shot Rifleman Rifleman
Marksman Marksman
High Value Target High Value Target
Aggressive Reload Aggressive Reload
Ammo Efficiency Ammo Efficiency
Enforcer
Shotgunner Underdog Underdog Shotgun CQB U100 Shotgun CQB
Shotgun Impact U100 Shotgun Impact
Far Away Far Away
Close By Close By
Overkill Overkill
Tank Thick Skin Resilience Die Hard U100 Die Hard
Transporter U100 Transporter
Shock And Awe Shock And Awe
Bullseye Bullseye
Man of Iron Iron Man
Ammo Specialist Scavenger Scavenger Bulletstorm Bulletstorm
Portable Saw Portable Saw
Extra Lead Extra Lead
Carbon Blade Saw Massacre
Fully Loaded Fully Loaded
Technician
Engineer Third Law Third Law Sentry Targeting Package2 Sentry Targeting
Package

Eco Sentry Eco Sentry
Engineering Engineering
Jack Of All Trades U100 Jack Of All Trades
Tower Defense Tower Defense
Breacher Hardware Expert U100 Hardware Expert Combat Engineering Combat Engineering
Drill Sawgeant Drill Sawgeant
More Firepower More Firepower
Kickstarter Kickstarter
Fire Trap Fire Trap
Oppressor Steady Grip Steady Grip Heavy Impact Heavy Impact
Fire Control Fire Control
Lock N' Load Lock N' Load
Surefire Surefire
Body Expertise Body Expertise
Ghost
Shinobi Chameleon Chameleon Cleaner Cleaner
Sixth Sense Sixth Sense
Nimble Nimble
ECM Overdrive ECM Overdrive
ECM Specialist ECM Specialist
Artful Dodger Duck And Cover U100 Duck And Cover Parkour Parkour
Inner Pockets Inner Pockets
Dire Need Dire Need
Shockproof Shockproof
Sneaky Bastard Sneaky Bastard
Silent Killer Second Wind Second Wind Optical Illusions Optical Illusions
The Professional The Professional
Low Blow Low Blow
Silent Killer Specialized Killing
Unseen Strike Unseen Strike
Fugitive
Gunslinger Equilibrium Equilibrium Gun Nut Gun Nut
Akimbo Akimbo
One Handed Talent One Handed Talent
Desperado Desperado
Trigger Happy U100 Trigger Happy
Revenant Nine Lives Nine Lives Running From Death Running From Death
Up You Go Up You Go
Swan Song Swan Song
Feign Death Feign Death
Pistol Messiah Messiah
Brawler Martial arts Martial Arts Bloodthirst Bloodthirst
Pumping Iron Pumping Iron
Counter-Strike Counterstrike
Berserker Berserker
Frenzy Frenzy
Legacy Skills (Update 39) • Legacy Skills (Update 100)

Uppers

Uppers
Mastermind: Medic Tier 3
Basic (3 pt): Adds 7 more first aid kits to your inventory.
Ace (6 pt): Adds 3 more first aid kits to your inventory. Your deployed first aid kits will be automatically used if a player would go down within a 5 meter radius of the first aid kit.

Mechanics Edit

The basic mechanics are straightforward, the skill adds additional First Aid Kits that you can use.

The benefits from the basic and aced versions of this skill stack to give a maximum of 14 first aid kits and allow teammates to refill their health when it is depleted if they are near one.

NOTE: Does NOT work with Swan Song, as the moment you hit Zero HP, The FAK activates and restores you back to full HP. Once Swan Song is Active, to quote Fist of the North Star, you are already dead (Downed) so the FAK does not revive you.

StrategyEdit

The player has to choose if they want to take along First Aid Kits or a Doctor bag. It's very inefficient, even with Jack Of All Trades to focus on both, so it's either this skill or Combat Doctor.

If going for FAKs, it is highly recommended for players to ace this skill, especially if they are a player's only (or primary) deployable. Although first aid kits do not reset bleedout counters (upon use), acing the skill triples the original carry amount, allowing players to use them with less care (i.e. not waiting until extremely low health before healing).

When aced, it is very useful to set multiple first aid kits down in highly damaging areas to prevent your teammates from being downed away from the team in a dangerous situation to be revived. Some areas of this concern would be hauling heavy loot across sections where snipers can shoot at fellow heisters or when needing to interact with a jammed saw/drill in the heat of a firefight.

Also, teammates revived by FAKs aced effect will not infract a down, allowing them to reach 0HP more often before going into custody. Finally, Uppers can be a lifesaver if Inspire is in cooldown or needs to be conserved.

The only "disadvantage" of having the aced skill of Uppers is it will always provide full health for a Berserker orientated player who has his health fully depleted (unless Frenzy is obtained).

TriviaEdit

  • The name uppers may be referring to one definition of the word upper, which refers to stimulants such as amphetamines that increase energy.
  • If teammates are revived from your first aid kits, the down counter is not applied, as they were not in the downed state to begin with.
Gameplay • Heists • Skills • Weapons & Equipment • DLC
Mastermind
Subtree Tier 1 Tier 2 Tier 3 Tier 4
Medic Combat Medic Combat Medic Quick Fix Quick Fix
Painkillers Painkillers
Uppers Uppers
Combat Doctor Combat Doctor
Inspire Inspire
Controller Forced Friendship Forced Friendship Confident Confident
Joker Joker
Stockholm Syndrome Stockholm Syndrome
Partner In Crime Partners In Crime
Hostage Taker Hostage Taker
Sharpshooter Stable Shot Stable Shot Rifleman Rifleman
Marksman Marksman
High Value Target High Value Target
Aggressive Reload Aggressive Reload
Ammo Efficiency Ammo Efficiency
Enforcer
Shotgunner Underdog Underdog Shotgun CQB U100 Shotgun CQB
Shotgun Impact U100 Shotgun Impact
Far Away Far Away
Close By Close By
Overkill Overkill
Tank Thick Skin Resilience Die Hard U100 Die Hard
Transporter U100 Transporter
Shock And Awe Shock And Awe
Bullseye Bullseye
Man of Iron Iron Man
Ammo Specialist Scavenger Scavenger Bulletstorm Bulletstorm
Portable Saw Portable Saw
Extra Lead Extra Lead
Carbon Blade Saw Massacre
Fully Loaded Fully Loaded
Technician
Engineer Third Law Third Law Sentry Targeting Package2 Sentry Targeting
Package

Eco Sentry Eco Sentry
Engineering Engineering
Jack Of All Trades U100 Jack Of All Trades
Tower Defense Tower Defense
Breacher Hardware Expert U100 Hardware Expert Combat Engineering Combat Engineering
Drill Sawgeant Drill Sawgeant
More Firepower More Firepower
Kickstarter Kickstarter
Fire Trap Fire Trap
Oppressor Steady Grip Steady Grip Heavy Impact Heavy Impact
Fire Control Fire Control
Lock N' Load Lock N' Load
Surefire Surefire
Body Expertise Body Expertise
Ghost
Shinobi Chameleon Chameleon Cleaner Cleaner
Sixth Sense Sixth Sense
Nimble Nimble
ECM Overdrive ECM Overdrive
ECM Specialist ECM Specialist
Artful Dodger Duck And Cover U100 Duck And Cover Parkour Parkour
Inner Pockets Inner Pockets
Dire Need Dire Need
Shockproof Shockproof
Sneaky Bastard Sneaky Bastard
Silent Killer Second Wind Second Wind Optical Illusions Optical Illusions
The Professional The Professional
Low Blow Low Blow
Silent Killer Specialized Killing
Unseen Strike Unseen Strike
Fugitive
Gunslinger Equilibrium Equilibrium Gun Nut Gun Nut
Akimbo Akimbo
One Handed Talent One Handed Talent
Desperado Desperado
Trigger Happy U100 Trigger Happy
Revenant Nine Lives Nine Lives Running From Death Running From Death
Up You Go Up You Go
Swan Song Swan Song
Feign Death Feign Death
Pistol Messiah Messiah
Brawler Martial arts Martial Arts Bloodthirst Bloodthirst
Pumping Iron Pumping Iron
Counter-Strike Counterstrike
Berserker Berserker
Frenzy Frenzy
Legacy Skills (Update 39) • Legacy Skills (Update 100)

Combat Doctor

Combat Doctor
Mastermind: Medic Tier 3
Basic (3 pt): You can now deploy 2 Doctor Bags instead of just one.
Ace (6 pt): Your doctor bags have 2 more charges.

MechanicsEdit

This skill doubles the number of doctor bags that a player can carry, and then adds two more charges to each bag. With this skill aced, a mastermind can attain 2 doctor bags with 4 charges each, for a grand total of 8 charges.

StrategyEdit

The player has to choose if they want to take along First Aid Kits or a Doctor bag. It's very inefficient, even with Jack Of All Trades to focus on both, so it's either this skill or Uppers.

If going for Doctor bags its highly recommended for players to ace this skill, especially if they are a player's only (or primary) deployable. One mastermind with this skill aced can bring an equivalent amount of healing as a full team of players bringing non-upgraded medic bags. Because using medic bags resets the number of times a player can enter bleedout mode before entering custody, the medic bags should be used with care, even with the additional charges. The increased amount of potential down-resets is extremely useful on higher difficulty levels, especially Death Wish.

TriviaEdit

  • The icon for this skill is identical to the Extra Lead icon, but with Doctor Bag symbols in place of the Ammo Bag symbols.
  • Combat Medic is one of the several pre-Update #100 skills to be unchanged in the update beyond name changes, tier, skill point, and skill tree changes, and slight mechanic changes.
Gameplay • Heists • Skills • Weapons & Equipment • DLC
Mastermind
Subtree Tier 1 Tier 2 Tier 3 Tier 4
Medic Combat Medic Combat Medic Quick Fix Quick Fix
Painkillers Painkillers
Uppers Uppers
Combat Doctor Combat Doctor
Inspire Inspire
Controller Forced Friendship Forced Friendship Confident Confident
Joker Joker
Stockholm Syndrome Stockholm Syndrome
Partner In Crime Partners In Crime
Hostage Taker Hostage Taker
Sharpshooter Stable Shot Stable Shot Rifleman Rifleman
Marksman Marksman
High Value Target High Value Target
Aggressive Reload Aggressive Reload
Ammo Efficiency Ammo Efficiency
Enforcer
Shotgunner Underdog Underdog Shotgun CQB U100 Shotgun CQB
Shotgun Impact U100 Shotgun Impact
Far Away Far Away
Close By Close By
Overkill Overkill
Tank Thick Skin Resilience Die Hard U100 Die Hard
Transporter U100 Transporter
Shock And Awe Shock And Awe
Bullseye Bullseye
Man of Iron Iron Man
Ammo Specialist Scavenger Scavenger Bulletstorm Bulletstorm
Portable Saw Portable Saw
Extra Lead Extra Lead
Carbon Blade Saw Massacre
Fully Loaded Fully Loaded
Technician
Engineer Third Law Third Law Sentry Targeting Package2 Sentry Targeting
Package

Eco Sentry Eco Sentry
Engineering Engineering
Jack Of All Trades U100 Jack Of All Trades
Tower Defense Tower Defense
Breacher Hardware Expert U100 Hardware Expert Combat Engineering Combat Engineering
Drill Sawgeant Drill Sawgeant
More Firepower More Firepower
Kickstarter Kickstarter
Fire Trap Fire Trap
Oppressor Steady Grip Steady Grip Heavy Impact Heavy Impact
Fire Control Fire Control
Lock N' Load Lock N' Load
Surefire Surefire
Body Expertise Body Expertise
Ghost
Shinobi Chameleon Chameleon Cleaner Cleaner
Sixth Sense Sixth Sense
Nimble Nimble
ECM Overdrive ECM Overdrive
ECM Specialist ECM Specialist
Artful Dodger Duck And Cover U100 Duck And Cover Parkour Parkour
Inner Pockets Inner Pockets
Dire Need Dire Need
Shockproof Shockproof
Sneaky Bastard Sneaky Bastard
Silent Killer Second Wind Second Wind Optical Illusions Optical Illusions
The Professional The Professional
Low Blow Low Blow
Silent Killer Specialized Killing
Unseen Strike Unseen Strike
Fugitive
Gunslinger Equilibrium Equilibrium Gun Nut Gun Nut
Akimbo Akimbo
One Handed Talent One Handed Talent
Desperado Desperado
Trigger Happy U100 Trigger Happy
Revenant Nine Lives Nine Lives Running From Death Running From Death
Up You Go Up You Go
Swan Song Swan Song
Feign Death Feign Death
Pistol Messiah Messiah
Brawler Martial arts Martial Arts Bloodthirst Bloodthirst
Pumping Iron Pumping Iron
Counter-Strike Counterstrike
Berserker Berserker
Frenzy Frenzy
Legacy Skills (Update 39) • Legacy Skills (Update 100)

Inspire

Inspire
Mastermind: Medic Tier 4
Basic (4 pt): You revive crew members 100% faster. Shouting at your teammates will increase their movement and reload speed by 20% for 10 seconds.
Ace (8 pt): There is a 100% chance that you can revive crew members at a distance of up to 9 meters by shouting at them. This cannot occur more than once every 20 seconds.

MechanicsEdit

Inspire's long range effects (both basic and aced) have a range of 9 meters. Inspire basic's speed boosting effect has a 3.5 second cooldown before it can be used again. In addition to increasing movement speed, it has the effect of increasing reload speed by 20%. [1]

The shout range (both speed boosting and revival) is unaffected by the shout distance increase provided by the Crew Chief Perk Deck.

StrategyEdit

Inspire, when aced, is one of the most beneficial skills in the entire Mastermind tree, if not the entire game. In addition to enabling players to revive teammates from a distance, this skill allows players to revive others through solid objects, including walls and floors, if the distance is sufficiently small.

Furthermore, when a player shouts at a downed teammate, the target player will be revived instantly, without the standard 6-second (3 with Inspire basic) interaction timer. Inspire can work with, or without the presence of additional teammates around the downed heister: if the player with this skill is fast enough, or has good "aim", they can shout the player in bleedout back up before the other crewmates have to do the revive for them.

Because the long-distance revival has a 20-second cooldown after being used, it is recommended to only be used on players close to being taken into custody or if you yourself are too close to being downed.

It is also worth to note that this skill combined with Messiah can prove very useful if the rest of the crew is down and you are able to revive yourself while downed, as you would then be able to quickly revive the rest of your crew and effectively save the day. Swan Song is also another skill paired with Inspire, as the player can revive one player and either quickly revive another or defend them to safety before going down.

Inspire also has its use in Mayhem and above reviving a fellow teammate then giving another shout to boost their movement speed to get out of a "sticky situation". On lower difficulties, Combat Medic Aced paired with Inspire works well, since a shout-revived player will have a little bit over half his health, more than enough to get out of a sticky situation. Since the boost this gives is fairly marginal on Mayhem and above however, it's not a good option to Ace, especially with other skill choices.

While effective and handy to have at all times, one must be careful not to get shot down in a firefight if they are the only person with the skill in a team. If a downed player has been surrounded by multiple and/or powerful enemies, especially on higher difficulties, it may be necessary to prioritize killing enemies before reviving them; otherwise they may simply be downed again or brought into custody in a short matter of time.

TriviaEdit

  • The speed boost and revive shouts do not work during stealth because players can only shout if stealth has been broken. Inspire's only use in stealth is the halved interaction time.
  • The speed boost will also increase the reload speed. This synergizes well with weapons that have notoriously lengthy reload times, such as LMGs.
  • Inspire is one of the several pre-Update #100 skills to be unchanged in the update beyond name changes, tier, skill point, and skill tree changes, and slight mechanic changes.
  • The Medic unit introduced in the Hoxton Housewarming Party uses a similar ability with an identical animation, although rather than reviving downed law enforcers they provide an instant heal instead.
  • The Henchman Beta and eventual live release has given an option to equip a longer-cooldown version of this skill on bots.

ReferencesEdit

  1. Frankelstner's "The Long Guide"
Gameplay • Heists • Skills • Weapons & Equipment • DLC
Mastermind
Subtree Tier 1 Tier 2 Tier 3 Tier 4
Medic Combat Medic Combat Medic Quick Fix Quick Fix
Painkillers Painkillers
Uppers Uppers
Combat Doctor Combat Doctor
Inspire Inspire
Controller Forced Friendship Forced Friendship Confident Confident
Joker Joker
Stockholm Syndrome Stockholm Syndrome
Partner In Crime Partners In Crime
Hostage Taker Hostage Taker
Sharpshooter Stable Shot Stable Shot Rifleman Rifleman
Marksman Marksman
High Value Target High Value Target
Aggressive Reload Aggressive Reload
Ammo Efficiency Ammo Efficiency
Enforcer
Shotgunner Underdog Underdog Shotgun CQB U100 Shotgun CQB
Shotgun Impact U100 Shotgun Impact
Far Away Far Away
Close By Close By
Overkill Overkill
Tank Thick Skin Resilience Die Hard U100 Die Hard
Transporter U100 Transporter
Shock And Awe Shock And Awe
Bullseye Bullseye
Man of Iron Iron Man
Ammo Specialist Scavenger Scavenger Bulletstorm Bulletstorm
Portable Saw Portable Saw
Extra Lead Extra Lead
Carbon Blade Saw Massacre
Fully Loaded Fully Loaded
Technician
Engineer Third Law Third Law Sentry Targeting Package2 Sentry Targeting
Package

Eco Sentry Eco Sentry
Engineering Engineering
Jack Of All Trades U100 Jack Of All Trades
Tower Defense Tower Defense
Breacher Hardware Expert U100 Hardware Expert Combat Engineering Combat Engineering
Drill Sawgeant Drill Sawgeant
More Firepower More Firepower
Kickstarter Kickstarter
Fire Trap Fire Trap
Oppressor Steady Grip Steady Grip Heavy Impact Heavy Impact
Fire Control Fire Control
Lock N' Load Lock N' Load
Surefire Surefire
Body Expertise Body Expertise
Ghost
Shinobi Chameleon Chameleon Cleaner Cleaner
Sixth Sense Sixth Sense
Nimble Nimble
ECM Overdrive ECM Overdrive
ECM Specialist ECM Specialist
Artful Dodger Duck And Cover U100 Duck And Cover Parkour Parkour
Inner Pockets Inner Pockets
Dire Need Dire Need
Shockproof Shockproof
Sneaky Bastard Sneaky Bastard
Silent Killer Second Wind Second Wind Optical Illusions Optical Illusions
The Professional The Professional
Low Blow Low Blow
Silent Killer Specialized Killing
Unseen Strike Unseen Strike
Fugitive
Gunslinger Equilibrium Equilibrium Gun Nut Gun Nut
Akimbo Akimbo
One Handed Talent One Handed Talent
Desperado Desperado
Trigger Happy U100 Trigger Happy
Revenant Nine Lives Nine Lives Running From Death Running From Death
Up You Go Up You Go
Swan Song Swan Song
Feign Death Feign Death
Pistol Messiah Messiah
Brawler Martial arts Martial Arts Bloodthirst Bloodthirst
Pumping Iron Pumping Iron
Counter-Strike Counterstrike
Berserker Berserker
Frenzy Frenzy
Legacy Skills (Update 39) • Legacy Skills (Update 100)

Forced Friendship

Forced Friendship
Mastermind: Controller Tier 1
Basic (1 pt): Increases your supply of cable ties by 4. You can cable tie hostages 75% faster.
Ace (3 pt): You and your crew gain 0.5 damage absorption for each hostage you have. This effect stacks with up to a maximum of 8 hostages. Note: This skill does not stack with other players Forced Friendship skills.

MechanicsEdit

Player can tie down civilians, and civilians only, by interacting with them while standing next to them. Civilians must be intimidated into lying down first by shouting at them or making noise with Stockholm Syndrome. Tying down a civilian takes 2 seconds without this skill and 0.5 seconds with the basic version owned. You also gain 4 extra cable ties.

The basic skill also has an unmentioned effect, listed for Stockholm Syndrome; It increases the time civilians stay intimdated by 50%.

Acing this skill makes every hostage you have add 0.5 damage absorption, up to 4 damage absorption for 8 hostages. Law enforcers converted via Joker do not count, but dominated ones do. This does not stack for multiple users with the same skill, and its low cost and placement in the skill system requires teams to check wheter or not more players do not have it bought, wasting skillpoints.

StrategyEdit

This skill is useful in two circumstances.

Public heists done in stealth mode; having a large number of cable ties may allow the team to tie down all the civilians on the map. This removes the need to have someone nearby to intimidate the civilians on a regular basis to keep them from phoning for help and setting off the alarm. However, in such heists where civilians are close together, keeping them suppressed is typically easily done. The usefulness of additional cable ties in this case depends on how many civilians appear in areas outside the main area, such as on the street or in back rooms.

On loud heists, it allows getting a much larger number of hostages and moving them to an area where they are not easy for law enforcement to free. This can considerably slow attacks by assault waves, making defense much easier.

To summarize, this skill is of particular value when:

  • One is not playing with a full party (bots can't use cable ties), especially solo;
  • When there are large number of spread-out civilians to keep track of (Mallcrasher, Nightclub, Jewelry Store, Diamond Store, GO Bank);
  • When full control without constant attention is desired.

The alternative to the skill is simply to kill the civilians, especially with Cleaner to reduce the cleaner cost by 75%. This offers several advantages: it is done instantly, can be done at range and allows the body to be bagged and moved to a less visible location (as hostages often do not follow the heisters to their exact location), which is useful for stealth. The only disadvantages here are the cleaner cost (even if reduced with the aforementioned skill) and limited supply of body bags. When players first start playing, they have very little money compared to what they need to buy weapons, mods, etc. Low-level heists also offer little reward and comparatively big cleaner costs. However, as players move through levels, the money problem becomes much less of an issue especially on heists with high payouts.

Thus, this skill may be of use to starting players who do not wish to cut on their income by killing civilians and often try to complete any of the establishment-robbing maps stealthily, especially when they do not have a full party or are playing solo.

While the recent addition of collecting cable ties from ammo bags might make this skill sound less useful in loud situations, the 4 extra cable ties, plus the faster tying speed, will allow a player to tie up enough civilians in order to delay the first assault wave. Additionally, if you collect enough hostages with your crew and have the aced version of this skill you will be better prepared for that first assault. Its addition usually makes little difference in stealth, with a limited amount of ammo drops from killed guards before stealth is broken, requiring this skill if keeping civilians alive is desired.

BugsEdit

  • Patch #107 moved the "Civilians remain intimidated 50% longer" part of Stockholm Syndrome to this skill, as can be seen here. However, the descriptions were not changed accordingly.
    • The same patch removed AP rounds' damage bonus, but that has been reverted since.


Confident

Confident
Mastermind: Controller Tier 2
Basic (2 pt): The power and range of your intimidation is increased by 50%.
Ace (4 pt): You can now have 2 converted enemies at the same time.

MechanicsEdit

The basic version of this skill increases your intimidation (shouting) range by 50%.

The aced version allows you to convert 2 dominated law enforcers. In order to use this you are required to own Joker Basic, otherwise it has no effect at all.

StrategyEdit

Its basic effect of allowing you to shout further also has uses in marking (which uses shout distance) or telling civilians to lay down. It cannot be used to increase Inspire range. It's not really noticable if using High Value Target, which increases it by 2000%, and is not advised to get this bonus if using said skill.

Only bother with the Aced version of this skill if already possessing Joker, or it will have no effect. This skill allows you to utilise another hostage guard as additional damage dealer/soaker, provided Partners In Crime is also purchased preventing them to meet their untimely demise early on.

TriviaEdit

BugsEdit

  • There is no increase in power from the Basic skill, despite being claimed so by the text.


Joker

Joker
Mastermind: Controller Tier 2
Basic (2 pt): You can convert a non-special enemy to fight on your side. This cannot be done during stealth and the enemy must have surrendered in order for you to convert them. You can only convert one non-special enemy at a time.
Ace (4 pt): Your converted enemy deal 35% more damage. The time taken to convert an enemy is reduced by 65%.(sic)

MechanicsEdit

"Damn you for doing this!"
—A law enforcer being converted.
2014-10-21 00006

Two friendly Yellow SWAT officers.

First, a law enforcer must be intimidated (See the Shout page for useful information on securing hostages); gang members and specials are immune to domination, and therefore also immune to this skill. After the law enforcer has cuffed himself, any player with this skill may interact with him to do a conversion. Each player with this skill may only have one converted unit under their command at a time, which can be expanded to 2 by purchasing Confident Aced. Upon conversion, a law enforcer's health is restored as well as having their damage increased if this skill is Aced.

Law enforcers affected by Joker will behave similarly to the AI allies, with notable exceptions of being incapable of reviving downed players, regenerate lost health when not taking damage, being tased or downed by a cloaker. Being caught within the radius of player-based explosives such as grenade launcher shots, fire or Frag Grenades will injure them regardless. Like AI allies, they have a blue outline to show that they are friendly to the players. Converts will be affected by ECM Feedback utilized in their presence.

If a teammate is in custody and there are no tied civilians or dominated law enforcers available to trade, a converted enemy will revert to being dominated and provide an instant hostage.

StrategyEdit

Players with this skill should attempt to dominate the toughest or strongest law enforcement available. Since specials cannot be dominated, the most ideal target is a Maximum Force Responder, as their frontal body armor is completely resistant to standard bullets, and they have very high health. Heavy Response Units are also quite viable thanks to their high damage output (especially if they have a shotgun) but will generally not last nearly as long as a Maximum Force Responder. When playing on Mayhem or Death Wish, converting GenSec SWAT members can also be a wise choice thanks to their powerful arsenal of weapons. When playing Meltdown, Slaughterhouse, or Beneath the Mountain, Murkywater PMCs are also a good choice due to their high-damage Eagle Heavies. On One Down, every Zeal Team Member makes a very useful ally, though the armored ones are prefered for the same reason the MFR's are.

On indoor heists, enemies with shotguns should be converted, while on outdoor heists, enemies with SMGs or Assault Rifles should be converted. When converting a Security Guard, the SMG armed variant is the best choice as it deals more damage then the pistol used by the others. If a street cop is converted, the Bronco armed cop is a very good choice thanks to his very high damage compared to the pistol armed cop, but the SMG and Shotgun are also ideal targets. A Yellow SWAT on normal can be very advantageous as they are very durable.

A converted law enforcer is very useful against Cloakers as they can take them out without risking getting kicked and incapacitated. This also allows your teammates to revive you from a Cloaker's kick without the danger of getting kicked themselves. The same tactic is useful against Tasers.

Hostage Taker can be paired well with Joker to provide constant health regeneration. Unlike tied down civilian hostages who must be guarded to prevent rescue, the converted law enforcement units can defend themselves and make it harder for them to be eliminated.

Partners In Crime is recommended to keep your convert alive and give additional boosts for having them.

AchievementsEdit

Bring Your Cop To Work Day Bring Your Cop To Work Day
On any heist, have four law enforcers converted at the same time on the OVERKILL difficulty or above.

TriviaEdit

  • A joker is a wild card, or an unexpected factor that changes or reverses a situation.
    • The name could also be a reference to The Dark Knight, were the main villain (The Joker) frequently recruited new "clowns" from his former enemies, most notably Harvey Dent/Two-Face, the former district attorney of Gotham.
  • In the first few versions of this skill, the converted unit was forced to wear a bomb; the player told them that either they would serve the heisters or they would explode. This has since been removed due to fear of negative reviews. The old sounds still play on at least the FBI and MFR units.
  • A converted law enforcer still has the ability to climb or dive/roll away from enemy (or friendly) fire.
  • In more recent versions of the game, converted law enforcers will spring up battle-ready, while in earlier builds they had to go through a standing up animation, draw their weapons and only after a roughly 2-second delay, could they join the fight.
    • The very first convert will lack its weapon before firing, although all subsequent converts work properly.
  • A converted law enforcer will never use his melee attack against his former comrades, nor will he be attacked in melee range.
  • Converted law enforcers will still use their standard battle quotes, including calling for backup against the heisters.
  • If the player tries to convert a dominated enemy while in stealth or already has it's limit of converted enemies a message will show up that reads: "Your persuasion techniques were resisted."
  • As with AI bots, players can walk through converted law enforcers. Likewise, they will eat the players bullets.
  • The AI of converted law enforcers seems to be bugged as they will sometimes hold a certain position and fight off enemies until they die.
  • Converted law enforcers seems to have faster reflexes and better aim as they will often shoot enemies before they can react and almost always score headshots, similiar to AI bots.


Stockholm Syndrome

Stockholm Syndrome
Mastermind: Controller Tier 3
Basic (3 pt): Civilians are intimidated by the noise you make and remain intimidated 50% longer.
Ace (6 pt): Your hostages will not flee when they have been rescued by law enforcers. Whenever you get into custody, your hostages will trade themselves for your safe return. This effect can occur during assaults, but only 1 time during a heist.

MechanicsEdit

Stockholm Syndrome allows you to cause civilians in a large area to cower on the floor by making noise, be it from unsilenced gunfire or explosions. It essentially works as a wider, non-directional version of shouting, preventing civilians from getting up and raising alarms or calling the police.

While the specific range is not specified, the intimidation radius is as large as the noise created. Each weapon has their own noise range, however in general most weapons will cover the central areas of any map once heisters have taken care of any wandering pedestrians.

Note that drills placed by a heister with Stockholm Syndrome do not generate intimidating noise - civilians are suspicious of drills they can see but do not consider the sound of a drill to be suspicious or dangerous.

You do not have to see the civilians for them to be intimidated, allowing for easier and quicker crowd-control. Like the shout, civilians need more than one interaction in order to lay down. The first sound will make them stop running (or do the panic animation), and a second will make them lie on the ground. Automatic weapons are exceptional at placing civilians under control. Note that the noise alerts created by firing a weapon have a cooldown of 1.5 seconds. During this time, additional alerts will not register and will not have any effect on civilians. Source - Long Guide
Because of this, players should fire one round at a time; there is no need to spray bullets indiscriminately.

Additionally, do note that the intimidated civilians will require repeated noise to keep them down. To do that, keep creating noise at regular intervals to keep them intimidated. Once the civilians are controlled at least 45 seconds can pass between gunshots, meaning that almost any reasonable concealment weapon can maintain crowd control for over half an hour.

The "remain intimidated longer" effect is not part of this skill.

Acing the skill also causes civilians to remain in the general vicinity after being released by the police, giving their captors more time to tie them back down if they so choose. It also relieves pressure on the crew as a whole by letting civilians trade themselves in automatically to free an arrested player; they will even do so during assaults, though each player with the skill are entitled to only one such release per heist (or day of a heist).

StrategyEdit

Stockholm Syndrome is very valuable for players who need to control the area quickly. This is particularly valuable in civilian-heavy stealth heists like Bank Heist (includes Firestarter day 3), Jewelry Store or GO Bank.

By simply firing off bullets at any direction, civilians will quickly be frightened and get down, allowing the heisters to subdue them without going through the lengthy phase of shouting at them, even allowing you to keep them down without tying them, or standing in their general vicinity. This can also be useful for preventing civilians from getting up during a firefight and getting themselves killed in the crossfire.

Most usefully, the OVE9000 saw can be used to create noise without using ammunition simply by aiming it away from any objects. The combination of Stockholm Syndrome and the saw is particularly useful on Bank Heists, where it can ensure crowd control of the entire bank area while sawing open deposit boxes inside the vault.

Note that Stockholm Syndrome is arguably a hinderance on Mallcrasher as panicked civilians will not flee from the shops, meaning that heisters must choose between throwing in a grenade and accepting the cleaner costs, tying the civilians and moving them as hostages or carefully shooting/meleeing each item of value.

TriviaEdit

  • This skill has been completely changed from its Pre-Update #100 incarnation, incorperating the Control Freak effect and getting entirely new unique aced effect.
  • This skill is named after a real-life syndrome of the same name that causes hostages to feel an irrational sympathy towards their captors, to the point of defending and even assisting them in their wrongdoings. This is reflected by the skill's effect on nearby civilians, who will risk standing up in a firefight to assist the player, albeit briefly.
  • The effects of this skill are demonstrated in the Big Bank trailer, as seen when the central character Bob came to Dallas' aid when the heister was wounded in the shootout.

Patch NotesEdit

  • With Update #100, Stockholm Syndrome Aced was completely bugged, often working for players who did not have the skill and for an unlimited amount of times during assault waves. The "released" hostage would sometimes stand in one place and cannot be moved. Update 105.2 (Hotfix) rectified the issue.
    • Patch #107 moved the "Civilians remain intimidated 50% longer" part of this skill to Forced Friendship basic.


Partners In Crime

Partners In Crime
Mastermind: Controller Tier 3
Basic (3 pt): Having a converted enemy increases your movement speed by 10%. Your converted enemy takes 45% less damage.
Ace (6 pt): Having a converted enemy increases your health by 30%. Your converted enemy takes an additional 54% less damage.

MechanicsEdit

This skill benefits both the player and their Jokered law enforcer. The Basic version of the skill provides +10% movement speed to the player and a 45% damage reduction to the minion while the Aced version adds a 30% health boost to the player and an additional 54% damage reduction to the minion (for a total of 99% damage reduction).

While the bonus is applied per minion, having 2 minions from Confident does not give additional player boosts. The player instantly loses the bonuses upon having no remaining minions.

StrategyEdit

As this skill is only useful with a converted enemy, it is essential that the owner attempt to convert an enemy as soon as possible. Also as a result this skill is entirely useless for anyone who doesn't have Joker. Minions become much more useful distractions and near-invernable bullet-sponges (usually taking 512 shots before dying).

While the basic version's use is limited, it is still very handy. The aced version's meager 30% health increase is of questionable usage, so the 54% extra health to the minion is much more handy than the former effect. However, unless one intends on proactively attempting to have a minion with them at all times, they should probably go for other skills.

With this skill obtained (especially if aced), it is possible to constantly regenerate health if Hostage Taker is active without the need to spend time to dominate and convert another unit.

In stealth, this skill is of no use as enemies cannot be converted even though they can be intimidated.

Due to a bug, converted enemies may stop following the player and can move to or stay in an inconvenient location (such as the room that houses the DNA identification scanner in Hoxton Breakout). It can be counterproductive if the player needs to have additional support or has to perform a hostage trade from an undesirable distance, as their high health makes it difficult to eliminate said converted unit to free up space and convert another unit.

TriviaEdit

  • Prior to Update #100, Partners In Crime was named Partner In Crime, was a tier 5 skill, and provided less damage resistance to the minion and the aced version only gave a 20% health boost.
  • Partners In Crime is one of the several pre-Update #100 skills to be unchanged in the update beyond name changes, tier, skill point, and skill tree changes, and slight mechanic changes.


Hostage Taker

Hostage Taker
Mastermind: Controller Tier 4
Basic (4 pt): Having at least one of your own hostage or converted law enforcer makes you regenerate 1.5% health every 5 seconds.
Ace (8 pt): Having at least one of your own hostage or converted law enforcer makes you regenerate 4.5% health every 5 seconds.

MechanicsEdit

The mechanic is straightforward. Having a civilian cable tied or a law enforcer intimidated will allow players with this skill to regenerate health.

StrategyEdit

Should a player decide to get this skill, it is recommended to ace it as the basic version does not have much visible impact on the gameplay due to its low regeneration rate. Acing the skill will allow the player to recover their health completely within 108 seconds, provided the player does not take damage in the interim. The aced Hostage Taker, combined with health-increasing perks such as Brute Strength and Wolf Pack, allows the user to sustain for much longer. A Grinder Perk Deck set-up, including regeneration perks like Histamine, Adrenaline and Endorphins, compliments Hostage Taker very well.

However, for this to be useful, it is important for the crew to always have a converted enemy or protect their hostages. Hostages are easily set free by the police and are often left undefended, whereas converted enemies often die on their own fighting large groups of other law enforcers. Positioning civilians with their heads inside an object or wall will attract less attention to said civilian.

If acquiring Hostage Taker, it is also recommended that the heister uses the Crew Chief or Muscle perk decks, as this skill synergizes with Crew Chief's Hostage Situation, and the health bonus + health regeneration from Muscle. Increased maximum health along with health regeneration will prove very beneficial, especially when heisting loudly on Death Wish difficulty.

Finally, the overall benefit from Hostage Taker is to provide a guaranteed way of regaining health if all self-healing deployables have been depleted or need to be conserved.

TriviaEdit

  • This skill replaced Control Freak as a tier 6 skill in Update #39.
  • Prior to Update #74, basic Hostage Taker healed 0.6% health per 5 seconds whilst aced healed 2% health per 5 seconds, and prior to Update #100, Hostage Taker was a tier 6 skill.
  • Hostage Taker is one of the several pre-Update #100 skills to be unchanged in the update beyond name changes, tier, skill point, and skill tree changes, and slight mechanic changes.


Mutator Config
This article is a stub. You can help the Payday Wiki by expanding it.
Stable Shot

Stable Shot
Mastermind: Sharpshooter Tier 1
Basic (1 pt): You gain 8 weapon stability.
Ace (3 pt): You gain 16 weapon accuracy while standing still.

MechanicsEdit

StrategyEdit

The basic version offers a moderate boost to stability and can be handy for fully-automatic or even semi-automatic weapons that have a low base stability.

The aced version offers a great boost to accuracy, but only when the user is not moving. It is best used with sniper rifles since they are meant to be wielded in a stationary position. Its use is questionable however due to many sniper rifles already having high accuracy.

TriviaEdit

Rifleman

Rifleman
Mastermind: Sharpshooter Tier 2
Basic (2 pt): Your snap to zoom is 100% faster with all weapons. Your movement speed is unhindered while using steel sight.
Ace (4 pt): Your weapon zoom level is increased by 25% with all weapons. Your weapon accuracy while moving with SMGs, Assault Rifles and Sniper Rifles is increased by 16.

MechanicsEdit

The basic iteration of the skill removes the short, but potentially life-threatening delay when aiming down the sights of a weapon. The aced iteration of the skill increases the amount of zoom on weapons by 25%, effectively giving any view down the sights a greater magnification.

StrategyEdit

Rifleman is very much a convenience-only skill; it is not strictly necessary for any build and it does not make any segment of a heist significantly easier. However, much like Resilience Aced, this skill can make certain aspects of gameplay easier if a player is willing to spend points on it.

For players looking to follow a sniper playstyle (whether or not the player actually intends to use a sniper rifle), this skill will be very useful. The additional magnification will help to extend the effective range at which a player can acquire and eliminate targets. Note that the weapon's effective distance is still limited by its accuracy statistic and spread.

The basic version of the skill does stack with silenced weapons and The Professional.


Marksman

Marksman
Mastermind: Sharpshooter Tier 2
Basic (2 pt): You gain 8 weapon accuracy with all SMGs, Assault Rifles and Sniper Rifles fired in single shot fire mode.
Ace (4 pt): You gain a 20% accuracy bonus while aiming down sights with all SMGs, Assault Rifles and Sniper Rifles fired in single shot fire mode.

MechanicsEdit

With the Marksman skill, weapon accuracy is increased by 8 if the weapon is set to single shot fire mode. If the weapon starts in single fire, whether naturally or through the Single Fire mod, the accuracy increase will be shown in the weapon's stats.

StrategyEdit

TriviaEdit

High Value Target

High Value Target
Mastermind: Sharpshooter Tier 3
Basic (3 pt): Enemies you mark take 15% more damage.
Ace (6 pt): Enemies you mark take an additional 50% damage when further away than 10 meters. Increases the duration of marked enemies by 100% and you can now mark specials by aiming at them with any weapon.

MechanicsEdit

High Value Target increases the damage dealt to enemies marked by the player. The Aced version of the skill further increases the damage bonus if the enemy is over 10 meters away, and doubles the duration enemies will stay marked (from ~13s to ~26s). Enemies marked by a player with either version of this skill will have a darker red outline.

Although not documented, the Aced version also greatly increases the shouting range (by 2000%) when attempting to mark special units. This is useful on extremely large maps such as Bomb: Forest or Goat Simulator.

The Aced version also allows guards (when in stealth) and special units to be marked automatically by aiming at them with the player's weapon sights, similarly to the Theia Magnified Scope or Box Buddy Sight. Strangely enough, this ability is NOT affected by the increased marking distance, requiring the player to spot them manually.

While the Aced version also allows cameras and drones to be marked by aiming at them, it does not have the increased duration, and they will be marked by the standard light red outline.

High Value Target is applied when using camera access to spot enemies, as well as Trip Mines when set to Sensor Mode.

StrategyEdit

The basic version of the skill increases damage dealt to marked enemies by 15%, which often makes little difference, but hold some use against high health enemies such as Cloakers and Bulldozers.

The Aced version of the skill is best used against Bulldozers, especially on Mayhem and above, as it allows players to retreat while still dealing high damage against them. It is also useful against Snipers, if the player's weapon does not have sufficient damage to kill them with one body shot. Sniper Rifles and bow weapons highly benefit from the Aced version, making them capable of killing Bulldozers in only a few hits. Under the right circumstances, this skill allows Bulldozers to be killed with a single shot.

The Aced version is also extremely useful for lower damage weapons, especially sniper rifles like the Contractor .308 when dealing with special units from longer distances.

The Aced version is also extremely useful in stealth, as it greatly increases the duration that guards are marked, and increases the distance from which you can mark them. Additionally it allows you to mark guards and cameras by aiming at them, which can be very useful, as it does not have the cooldown that the standard "shout" marking does, making it possible for one player to simply stay back and sweep their sights across all visible guards and cameras to give other players constant vision of their locations. Certain heists that do not offer camera access such as Murky Station, but have areas that allow the player to overlook the map can make good use of a sniper rifle with this skill, marking all the guards for teammates that normally would not see them. However one must note using the Theia Magnified Scope or Box Buddy Sight, this skill wont be needed to do so, although it is still useful for increasing the duration of the mark.

TriviaEdit

  • High Value Target, in military terminology, is a person or resource that a commander requires to complete a mission.


Mutator Config
This article is a stub. You can help the Payday Wiki by expanding it.
Aggressive Reload

Aggressive Reload
Mastermind: Sharpshooter Tier 3
Basic (3 pt): Increases your reload speed with SMGs, Assault Rifles and Sniper Rifles by 15%.
Ace (6 pt): Any killing headshot will increase your reload speed by 100% for 4 seconds. Can only be triggered by SMGs, Assault Rifles and Sniper Rifles fired in single shot fire mode.

MechanicsEdit

The Aced version affects the reload time of the player's other weapon as well, provided they switch to it and begin a reload within two seconds of getting a headshot kill.

StrategyEdit

The aced version reduces reload time across the board so long as the player is firing in single shot (and, sensibly, already taking advantage of enemies' headshot multipliers). The weapons that benefit most from this skill are sniper rifles, which have some of the longest reload times as well as low magazine sizes to necessitate frequent reloads. Coupled with Ammo Efficiency, a sharpshooter in name and deed could theoretically use a sniper rifle as a weapon for general use rather than saving its limited ammo for specials.

Overkill aced can be paired with the aced version of this skill, due to it granting a 80% speed increase to weapon swapping.


Ammo Efficiency

Ammo Efficiency
Mastermind: Sharpshooter Tier 4
Basic (4 pt): Getting 3 headshots in less than 6 seconds will refund 1 bullet to your used weapon. Can only be triggered by SMGs, Assault Rifles and Sniper Rifles fired in single shot mode.
Ace (8 pt): The amount of headshots required is reduced to 2.

MechanicsEdit

With this skill, sniper rifles, assault rifles, and SMGs fired in single shot mode are capable of regenerating ammo upon achieving a certain number of headshots in  6 seconds. The basic version requires 3 headshots while the aced version requires two. It is worth noting that the headshots do not need to be from only one of your weapons.

This skill also refunds ammunition as long as the headshot is dealt, not just killing the enemy or chaining head shots. The unique penetration ability of Sniper Rifles can allow the user to line up head shots, allowing 3-1 or 2-1 headshots for a single bullet and will still count towards the refund. In other words, getting 3 headshots (2 with aced version) with one bullet from a sniper rifle will not subtract from your total ammo pool.

StrategyEdit

For builds that require use weapons that don't have large amounts of ammo, this skill can significantly increase the time a weapon can be used before requiring a refill from an ammo bag. Weapons that have a low ammunition reserve, such as the Thanatos .50 cal, when used with this skill and by an experienced player, can be used much longer, especially when the skill is aced.

As such, Ammo Efficiency may be best paired with skills that boost accuracy and stability:

  • Marksman and Stable Shot, due to the skill demanding precision.
  • High Value Target can increase the damage on marked enemies thus potentially requiring less ammo to kill.
  • Aggressive Reload to assist users in dealing with enemy swarms.
  • Scavenger aced as two ammo drops will be provided upon the elimination of a 6th enemy unit.
  • Bullseye to regain armor with each headshot.

The major shortcoming of Ammo Efficiency is evident when facing Bulldozers and Captain Winters. Both tend to have high health and are fairly resistant to headshots. Also, players should be wary of Tasers due to their ability to make electrocuted players waste valuable ammo.

TriviaEdit

NotesEdit

  • pd2weapons.com offers a skill calculator that is useful for planning out skill progression, along with a loadout simulator. It also offers a beta version for planning skills with infamy levels.
  • The full changes of the skills and introduction of perks in Update #39 can be read here.
  • Each skill tree is represented by one of the original heisters and the now-separate Houston; with Dallas as the Mastermind, Chains as the Enforcer, Wolf as the Technician, Houston as the Ghost, and Hoxton as the Fugitive.

TriviaEdit

  • As of Update #39, the skill tier bonuses have been removed from the game, being replaced by the Perk Decks system which works in a similar way, but opens up the player's access to beneficial bonuses as to encourage calculated character building, rather than spending points in trees just for the tier upgrade, such as the old Tier 3 Technician headshot, which is a perk in all perk trees. Most of the tier bonuses have been revised into Perks, but some are removed entirely.
  • Several of the subtrees introduced in Update #100 use the same names as pre-update skills. Those that weren't removed or split across several skills were renamed.
  • The Technician's Engineer subtree focusing entirely on upgrades to the sentry gun may be a reference to the Team Fortress 2 Engineer, who specializes in sentry guns.

AchievementsEdit

I'm a Healer-Tank-Damage-Dealer I'm a Healer-Tank-Damage-Dealer
Spend 10 skill points in each skill tree.
Gameplay • Heists • Skills • Weapons & Equipment • DLC
Mastermind
Subtree Tier 1 Tier 2 Tier 3 Tier 4
Medic Combat Medic Combat Medic Quick Fix Quick Fix
Painkillers Painkillers
Uppers Uppers
Combat Doctor Combat Doctor
Inspire Inspire
Controller Forced Friendship Forced Friendship Confident Confident
Joker Joker
Stockholm Syndrome Stockholm Syndrome
Partner In Crime Partners In Crime
Hostage Taker Hostage Taker
Sharpshooter Stable Shot Stable Shot Rifleman Rifleman
Marksman Marksman
High Value Target High Value Target
Aggressive Reload Aggressive Reload
Ammo Efficiency Ammo Efficiency
Enforcer
Shotgunner Underdog Underdog Shotgun CQB U100 Shotgun CQB
Shotgun Impact U100 Shotgun Impact
Far Away Far Away
Close By Close By
Overkill Overkill
Tank Thick Skin Resilience Die Hard U100 Die Hard
Transporter U100 Transporter
Shock And Awe Shock And Awe
Bullseye Bullseye
Man of Iron Iron Man
Ammo Specialist Scavenger Scavenger Bulletstorm Bulletstorm
Portable Saw Portable Saw
Extra Lead Extra Lead
Carbon Blade Saw Massacre
Fully Loaded Fully Loaded
Technician
Engineer Third Law Third Law Sentry Targeting Package2 Sentry Targeting
Package

Eco Sentry Eco Sentry
Engineering Engineering
Jack Of All Trades U100 Jack Of All Trades
Tower Defense Tower Defense
Breacher Hardware Expert U100 Hardware Expert Combat Engineering Combat Engineering
Drill Sawgeant Drill Sawgeant
More Firepower More Firepower
Kickstarter Kickstarter
Fire Trap Fire Trap
Oppressor Steady Grip Steady Grip Heavy Impact Heavy Impact
Fire Control Fire Control
Lock N' Load Lock N' Load
Surefire Surefire
Body Expertise Body Expertise
Ghost
Shinobi Chameleon Chameleon Cleaner Cleaner
Sixth Sense Sixth Sense
Nimble Nimble
ECM Overdrive ECM Overdrive
ECM Specialist ECM Specialist
Artful Dodger Duck And Cover U100 Duck And Cover Parkour Parkour
Inner Pockets Inner Pockets
Dire Need Dire Need
Shockproof Shockproof
Sneaky Bastard Sneaky Bastard
Silent Killer Second Wind Second Wind Optical Illusions Optical Illusions
The Professional The Professional
Low Blow Low Blow
Silent Killer Specialized Killing
Unseen Strike Unseen Strike
Fugitive
Gunslinger Equilibrium Equilibrium Gun Nut Gun Nut
Akimbo Akimbo
One Handed Talent One Handed Talent
Desperado Desperado
Trigger Happy U100 Trigger Happy
Revenant Nine Lives Nine Lives Running From Death Running From Death
Up You Go Up You Go
Swan Song Swan Song
Feign Death Feign Death
Pistol Messiah Messiah
Brawler Martial arts Martial Arts Bloodthirst Bloodthirst
Pumping Iron Pumping Iron
Counter-Strike Counterstrike
Berserker Berserker
Frenzy Frenzy
Legacy Skills (Update 39) • Legacy Skills (Update 100)

Ad blocker interference detected!


Wikia is a free-to-use site that makes money from advertising. We have a modified experience for viewers using ad blockers

Wikia is not accessible if you’ve made further modifications. Remove the custom ad blocker rule(s) and the page will load as expected.