Builds

In Notoriety, there are many different builds, each having Skills to make them more viable.

Choose the build that fits your playstyle and the mission tactic the best. When choosing skills, many that complement each other are present. Builds are a combination of aspects. The primary aspects are survivability or function to provide team play, those aspects being dodge, armor, and health, while the secondary aspects are health regeneration, critical hits, and suppression.

Pros and Cons of Loud Builds
In Notoriety, there are many different types of builds, but they all have their ups and downs. One of the most prominent and noticed downsides in a build is the slowness of armor builds as the player is going slow as a snail. But on the contrary, there is also a huge upside to this. The biggest benefit of armor builds is that the player stays alive longer in one spot without moving, which helps their team hold points and drills. This build fits those who like being strong and powerful. If the player doesn't like armor, there are other builds out there. One most notably being on the slow but sure rise to fame is the dodge build. Most of the time the player dons the Suit, focusing on movement and quickly moving from place to place. Dodging bullets like it's easy compliments the playstyle of many players. This diagram shows how each one has pros and cons, on a scale of 1-5, with 1 being the worst and 5 being the best.

Pros and Cons of Stealth Builds
In Notoriety, is considerably turned down in difficulty to increase attraction in the player base, but although the difficulty is turned down, players should not stealth is only a textbook manner as they should develop their stealth skills as the stealth system may be subject to change.

Note: using a suppressor does not mean it's a stealth build.

Main Stealth Skills: Chameleon(Aced), Duck and Cover(Aced), Inner Pockets(Basic), Parkour(Basic), Nimble(Aced), Infiltrator(Aced), The Professional(Basic)

Optional Stealth Skills: Optical Illusions(Aced), Parkour(Aced), Sixth Sense(Aced), Cleaner(Basic)

Pros:


 * A mere 30 skill points just for the main skills.
 * Stealth bonus in heist worth 10% boost in cash* and experience
 * Stealth Skills paired with Drill Technician(Aced), IT Department(Aced), Rifleman(Basic), Surefire(Basic), Carrier Pigeon(Aced), Jack of All Trades(Basic)/Cameraman(Basic), Drilling Expert(Aced), To have a stealth build perfect for needing to drill (Brick Bank, R&B Bank, Downtown Bank) or transport bags at only 41 Skill points. Optionally, More Firepower(Aced), Motion sensors(Aced) for sensor use at only 46 skill points
 * Stealth Skills paired with Pack Animal(Basic), to help alleviate movement speed lost when transporting bags
 * Stealth Skills paired with An Apple a Day(Aced), Morale(Basic), Cable Guy(Aced), Intimidator(Basic), Halt!(Aced) for only 17 skill points, For mass hostaging situations like in Brick Bank, RO-bank, Downtown Bank and to hostage via Halt! guards without using a pager.
 * Stealth Skills paired with ECM Specialist(Aced), ECM Overdrive(basic), delays pagers and calls by 25 seconds per ECM perfect for shadow raid
 * Stealth Skills paired with Cleaner(Aced), Sixth Sense(Aced) perfect for disposing of civilians or guards.

Cons:


 * Investment in silencers
 * Slim chance of survival in loud

Pros and Cons of Dodge/Critical Builds
In Notoriety, Dodge builds specialize in completely avoiding damage through the dodge stat whilst retaining their speed compared to their armored brother.

Main Dodge skills: Shockproof(Aced), Optical Illusions(Aced), Inner Pockets(Basic), Parkour(Aced), Run For It!(Aced), Low Blow(Basic), Artful Dodger(Basic)

Optional Dodge Skills: Second Wind, Artful Dodger(Aced), Focus(Aced)

Pros:


 * Movement Speed is high.
 * Percentage chance of complete damage negation when hit by an enemy.
 * Armor investments are not necessary.
 * Dodge Skills Paired with Inspire, Doctor, Extra Supplies, and Medic, can be an overall more effective medic if a teammate has been downed from across a large map.
 * Dodge Skills Paired with Unseen Strike, Low Blow, and Specialized Killing, can be the best in clearing out police waves.
 * Dodge Skills Paired with Bullseye, Shock and Awe, and Surefire further strengthen killing potential and survivability.
 * Dodge Skills Paired with Extra Lead, Resourceful, and Fully Loaded, to keep fighting without the use of an ammo bag.

Cons:


 * Mediocre to heavy skill investments.
 * Requirement of being in sprint state to have dodge in full effect
 * Requirement of having a pair equipment/secondary aspect to achieve team play

Pros and Cons of Armor Builds
In Notoriety, Armor builds are made with the word "Tank" in mind, boasting high survivability and sheer defense in mind.

Main Armor Skills: Thick Skin(Aced), Armorer(Aced), Shock and Awe (Basic), Bullseye(Aced), Tank(Basic), Shockproof(Aced)

Varying skills: Pack Animal(Aced), Extra Lead(Basic), and Loud n'Proud (Basic)

Optional Skills: Resourceful(Basic/Aced), Tank(Aced) and Fully Loaded (Basic/Aced)

Pros:


 * A mere 38 skill points just for Main and Varying skills.
 * Team play achieved by tanking damage.
 * Armor Skills Paired with optional skills: Drill Technician, Eco Sentry, Sentry Mayhem, Engineer, Jack of All Trades, Sentry Tower Defense, More Firepower, Fire Trap, Shaped Charges, Carrier Pigeon, and Surefire. The additional skills will create a wall of impenetrable armor, lead and fire great for keeping cops away from an area.
 * Armor Skills paired with Cable Guy, Halt!, Medic, Doctor, Extra Supplies, An Apple a Day, Morale, Leader, and Inspire. The paired skill trees will create a certain level of survivability with six charges of Doctor Bags, the ability to trade enforcers hostages, and could further extend the team survivability by getting Magician and/or Pistol Messiah.
 * Armor Skills Paired with optional skills: Extra Ammunition, Ammo Specialist, Fireworks, Loud n Proud, Armed and Dangerous, give your team the extra ammo needed for unwelcoming groups of police or your local SAW wielder to cut through anything, ranging from simple ATM machines to tedious deposit boxes.

Cons:


 * Movement speed is reduced drastically, making you an easy target in open areas.
 * Expensive armor investments (May vary).

Armor notes
The Two-Piece Suit is the golden standard for dodgers and stealth builds and grants a modicum of additional survivability. The TPS grants 20 armor. It has a base 18/30 Walk/Run and 30% base dodge.

Lightweight Vests give somewhat more staying power with 50 Armor and 17.5/29.1 Walk/Run. While the armor won't last against sustained fire, it allows for a base 5% dodge and hides quite well. It also has skills in the tree for concealing weapons, and it is generally a good light armor.

Tactical Vests are the Hybrid's favorite. With 60 base armor and 16/26.5 movement speed, this is a solid choice armor-wise. It has 10 dodge too.

Heavy Tactical Vests are usually the realm of aspiring Tanks or Hybrids who want to be tough but retain enough mobility to get around at a decent clip. At 80 base Armor, and with 15/25 Run/Walk, you can still move pretty fast while staying relatively hard to kill.

Kevlar Jackets are not great, but with the Rebalance update have become better. 100 Armor and 14.3/23.3 Walk/Run. it's still not entirely recommended due to its mediocre stat line, but it's at least viable.

Combined Tactical Vest: Serious Armor for Serious People who have not Aced Armorer/want a little more mobility for some reason. It's pretty good. 140 Armor. 13/21.6 Walk/Run speed.

Improved Combined Tactical Vest: Heaviest armor in-game. 200 Armor. Walk/Run of 12/20, your speed is 2/3 of the TPS, but don't count on it. Don't stay too far away from cover unless you have Bullseye.

Useful Utilities and Necessities
Some skills are often useful in certain builds, or even all of them.

Mastermind:

 * Medic helps get your friends back up quickly.
 * An Apple A Day at a measly 3 points to get both Basic and Aced gives 30% more stamina for Basic and 25 more HP for Aced to add to your toughness and mobility. Good for everything, Dodge builds especially. It also is usefully aced for tanks because you can run a bit farther.
 * Morale is handy if you're in an intense gunfight and your friends cannot afford to revive you.
 * Quickdraw, Strong Grip, Pistolero, Pistol Messiah, and Outlaw all help the players using builds that includes a pistol, mainly the G18. Strong Grip lowers the recoil, while Pistolero gives a significant damage buff, while Pistol Messiah gives you one more chance, while Outlaw buffs reloading speed, and Quickdraw doesn't have much use, however, so players often grab the other three. These skills are useful for any build, that is if the player decides to bring a pistol.
 * Inspire is a team-based skill that includes getting the players back into the action when they go down. Most dodge and hybrid players take this skill when they are going medic, and sometimes ammo players take this skill too.
 * Doctor and Extra Supplies are two skills that are useful for medic builds, regardless of the type of build the player is using. They can help a team out significantly by restoring their downs and healing them up to full health. Magician is of somewhat questionable use, but it does help with the limited medic bag uses and gets better the longer a heist.
 * It's only that potent in super long heists like Brick Bank, where Magician will even have a chance to kick in.
 * Joker and Halt! are two skills that involve enemies. Joker makes the player able to convert enemies to join their side while Halt! involves hostaging guards.
 * Note that converted guards count as hostages, so you can only have a maximum of two.
 * Cloakers will kill converts instantly and WILL target them. Use this to your advantage.
 * You must have Halt! to use Joker.
 * Hostage Taker gives health when you have at least 1 hostage. This can be useful for regaining health the player loses in combat, and players will pick up this skill regardless of what type of build they are a medic player.

Enforcer:

 * Pack Animal is best for Hybrids and Dodgers, which don't have as much survivability. It's also nice for some maps where the distance between truck and objective is long, an example being Shadow Raid.
 * Extra Lead is a must-have for Tanks and is useful to Hybrids. Take if you plan to use a gun with a fast fire rate or low reserve ammo.
 * Shock and Awe is a very good skill for Tanks who want to be able to cut their way through shields and police alike. Hybrids benefit from not having to deal with the shield's ability to soak round after round. Dodge can consider this a secondary if they have the perk points and want to grab a useful skill.
 * It's good to combine this with Surefire if you want no chance of enemy armor soaking hits.


 * Bullseye is a tool that gains armor as the player headshots the enemies. Hybrid players will often take this skill to further balance out the dodge and armor it has. Dodge builds with LV will find this handy to top off their limited armor pool and improve survivability.
 * Rampage allows the players to gain a damage multiplier boost the moment their armor breaks, allowing them to clear multiple enemies at any given moment. Works best with Dodge builds and Bullseye to recover your armor as it gives the player some time to score a headshot without losing too much health.
 * Ammo Specialist, Extra Ammunition, and Fireworks are three skills that relate to ammo bags. Ammo Specialist reduces the time it takes to deploy the ammo bag by half and temporary giving twice the damage when the ammo bag is deployed, making it useful for clearing crowds. Extra Ammunition makes the ammo bags last longer, making the player stay in combat longer, and Fireworks gives infinite ammo for some time, making it useful for clearing crowds of enemies within a short period or cutting through deposit boxes.
 * Shotgun CQB, Shotgun Impact, and Shotgun Blaster are three skills that make the shotguns more viable. Shotgun Blaster gives more ammo (note that the aced variant won't apply to automatic shotguns), making the player last longer in combat before running out of ammo. Shotgun Impact significantly increases the damage output, making the player take fewer shots to kill enemies. And Shotgun CQB will increase the reloading speed, having the player not be annoyed by the reload speed. These skills are useful for any build if the player brings a shotgun.
 * For the Super Shotgun Build, you will need to take Surefire aced, Shock And Awe, and a shotgun, plus the skills above. This allows you to effortlessly go through almost any enemy in the game, even Dozers. it also has the amusing effect of tossing your enemies quite far away.
 * Tank gives the player twice as much health and adds additional health points, making it useful for the extra layer of health before the player gets downed, allowing them to get to safety.

Technician:

 * Body Expertise is a skill that significantly improves damage on the body, making weapons shred enemies quickly. This is mostly taken by players of all builds alike, but if they are abusing Bullseye, they probably won't take this skill, which leads to the next skill...(see Bullseye)
 * Carrier Pigeon is a skill that makes the player take two bags instead of one. This saves a lot of time on carrying bags, and it's recommended for any player, regardless of what build they are using.
 * Sentry Tower Defense gives the player more sentries. This can be useful when the police are overwhelming the heisters to give more support, or to prevent hostages from getting freed by HRT.
 * Jack of All Trades lets the player use trip mines when their sentry equipment runs out, and sentries when their mine equipment runs out. This skill can be used to lower the amount of police charging you, as you have both mines to blow up the police and sentries to cover areas.
 * Fire Trap allows the effectiveness of trip mines longer, as the fire does about the same damage to the mines.

Ghost:

 * Shockproof will allow dodge builds, tank builds, and hybrids to be less prone to being tazed. Useful especially for dodgers who cannot afford to be shot at. Ace this cheap and handy skill ASAP.


 * Artful Dodger is a decent skill for players who want that extra dodge out of their build. Due to their detection rate/concealment, they won't provide any use in armor builds and some hybrid builds due to their detection rate/concealment.
 * Duck and Cover is a good skill for players to grab to gain more movement speed and stamina. All builds will mostly benefit from this skill.
 * Parkour is another skill that improves movement speed but instead of stamina, the player will be able to reload while sprinting.
 * Low Blow and Unseen Strike are two skills that mainly focus on improving the player's critical hit chance. This is what mostly dodge and hybrid players take, and it can work well on armor too. Combine with snipers to remove spongy enemies.
 * Second Wind is a skill when your armor breaks, you move faster for some time, useful for hiding from enemies to regain armor. While being useful for dodge and sometimes hybrid builds alike, it won't have much of a use in armor builds due to the player having low walk speed.
 * Run For It! gives the player a dodge chance while sprinting, making it a worthy skill to pick up for dodge and sometimes hybrid players, and can make a slight, but not much difference in armor.

Conclusion
In conclusion, it is up to the player to ask what fits their playstyle more. Do you prefer to lock down major routes police take and rack up kills using armor and sentry build? Perhaps a dodge playstyle who can efficiently carry bags while retaining their effectiveness while moving? Maybe the support playstyle that brings utility into the table with a Doctor Bag or an Ammo Bag? Or maybe a Jack of all Trades with all the mentioned playstyles? In the end, your goal is to survive with your paycheck in hand and your team intact.