PAYDAY 2

PAYDAY 2

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How to Crook - 2 builds for the crook perk deck
By Bad_Karma and 1 collaborators
This guide will show you 2 nice builds for the Crook perk deck
   
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Skills - 1st Build
For this build we will be using these skills:

Mastermind

One of our main tree that will design this build as an Inspire, a useful skill to have on DW. Start with Endurance Ace, Leadership Ace and Dominator Basic as core skills. Proceed to enhance your pistols with Equilibrium Ace, increase your civ control abilities with Cable Guy and Control Freak Ace, other than making you able to buy better assets; get Spotter Basic for damage increase against specials, and Combat Medic basic for damage increase when you revive, which you'll be doing frequently. As you won't be using Medic Bags, grab Joker Basic in case you need a meat shield, then Kilmer and Gunslinger Basic as this build is designed for Assault Rifle + Pistol loadouts. Last, but not least, get Inspire Ace to revive teammates from a distance.

Enforcer


Secondary tree for core skills. Transporter is fundamental for better bag moving abilities, where Die Hard Aced can improve your survivability

Tech


Completely useless tree for this build. Move on.

Ghost


Secondary tree for core skills: make sure you ace Sprinter and Fast Hands for superior dodge and bag moving abilities. Shinobi and Cat Burglar Basic are optional, but they'll enhance your survivability with superior moving speed and lower falling damage.

Fugitive


Your second main tree: start by getting the low tier core Fugitive skills optimized for Crook, which are Thick Skin Ace, Hidden Blade Aced, and Duck and Cover. Run and Gun will make you even faster, even when aiming down sights, and then fill skillpoint requirements by getting some basic skills, prioritizing Quick Fix as it synchronizes with your deployable. Ace Uppers, and get Low Blow Basic and Trigger Happy Basic (this will allow you to deal tremendous damage with pistols even without Gunslinger Aced, provided you hit consistently). To further improve your survivability, get Sneaky Bastard Aced to maximize your Dodge rating even through higher Det. Risk levels.
Skills - 2nd Build
This variant is fully focused on a decent damage output, long range effectivity, bulldozer disposal capabilities and good survival while still retaining a decent speed mixed with an enhanced armor regeneration. Also called "Crook à la Bonnielicious".

Mastermind

This tree will be necessary to increase our effectiveness with pistols. Our main low tier concerns are Endurance and Leadership. Aced Cable Guy can help when there are plenty of civs, while I didn't consider Painkillers and Combat Medic as you'll rarely be reviving crewmates. Equilibrium, while not fundamental, is almost a must for pistol builds as it'll make them more accurate and quicker to fire and swap. Spotter is always nice to have, as it will increase marked special damage, and Control Freak was put there to be able to quickly put all civs in the area down by simply shooting a couple bullets. I aced Dominator as a skill point filler, but it might make hostage taking easier. As for the rest, Joker is a filler skill that can occasionally be used to increase your damage temporarily, while your goal is to ace Gunslinger.

Enforcer

The Enforcer tree is secondary, but provides some useful core skills that we can afford: namely Transporter, Die Hard and Stun Resistance. The build will also allow us to spend a point into Underdog Basic, that will increase our damage output when surrounded, which will happen constantly in DW.

Technician

This tree is useless for this build. Seriously, ignore this screenshot altogether, there's nothing to see here, move on.

Ghost

Like the Enforcer tree, we'll mostly spend points into some core skills, namely Sprinter and Fast Hands. Shinobi and Cat Burglar are optional but incredibly useful skills that will make you faster moving and will make falls seem a joke compared to before.

Fugitive

Our main tree, where we'll get all the way up to Tier 6. Make sure you Ace Thick Skin, Run and Gun and Duck and Cover, and get Hidden Blade Basic to lower your Det. Risk. Fully upgrade FAKs skills as they'll be your deployable, and get the basic versions of Low Blow and Sneaky Bastard. Grab the basic Akimbo as you don't really need to spend 8 more points just to get 50% more ammo and some additional stability when Akimbos already have a great ammo drop rate.
The icing on the cake is Bullseye Aced. Why spend 12 points on this "useless" skill? Because 45 armor per headshot has proved itself to be an invaluable advantage to save FAKs from having to be spammed by your sorry a**. Your aiming will be rewarded by not only killing the f*** out of cops, but also by improving your armor's durability. Constantly. So aim for the head, and you'll live longer, enabling you to remain in combat for longer.
Weapons - 1st Build
These are the best weppies to use with this build. Equip them plox

Valkyria rifle:


Every assault rifle with at least 22 concealment is good or better. I choose Valkyria rifle because it's so swaggy

Barrel: Nope
Custom: Autofire
Gadget: Compact laser Module
Sight: Speculator
Stock: Solid Stock
So at the end it will be:
DAMAGE: 42
ACCURACY: 14
STABILITY: 24
CONCEALMENT: 22

Chimano Custom Pistol


Every pistol is good, I chose this one for the skin lolol

Barrel Ext: Flash Hider
Gadget: Micro Laser
Grip: Ergo Grip
Slide: Long Slide
And we will have:
DAMAGE: 31
ACCURACY: 7
STABILITY: 31
CONCEALMENT: 29
Weapons - 2nd Build
These are the best weppies to use with this build. Equip them plox

Akimbo Interceptor .45
Akimbo Interceptors will sport decent damage per bullet, perfect accuracy and high concealment. You'll be allowed to spam them somewhat in dire situation, and still save ammo with long range accurate headshots. It's to be noted that their ammo drop rate is exceptionally high, however do not abuse spam as it will quickly deplete even their 42 rounds per magazine.

Mods:
Barrel Ext -> Flash Hider
Gadget -> Micro Laser
Magazine -> Extended Magazine
Slide -> Expert Slide

Stats (expected with 2nd Build):
Magazine -> 42
T. Ammo -> 156
RoF -> 500
Damage -> 33
Accuracy -> 18
Stability -> 19
Concealment -> 27
Threat -> 8

Judge Shotgun
A popular secondary choice amongst heisters for its undeniable utility, the Judge, modified with HE Shells, will allow you to plow through Shields and Bulldozers with ease. Make sure to save its usage for those enemies or particularly bad ♥♥♥♥♥♥♥♥♥♥♥♥ of cops at close range.

Mods:
Ammo -> HE Rounds
Gadget -> Compact Laser Module

Stats:
Magazine -> 5
T. Ammo -> 10
RoF -> 500
Damage -> 115
Accuracy -> 0
Stability -> 5
Concealment -> 29
Threat -> 28
Perk Deck (Really?)
Crook:



List of Benefits:
+45% dodge when using light tier armors. +65% armor rating when using light tier armors. +10% armor regeneration cooldown reduction.
Armor
We recommend the Lightweight Ballistic Vest.
Melee
The ♥♥♥♥♥♥♥♥♥♥♥♥♥ Buzzer: (be a good boy and give Overkill even more money, or you won't use this and Almir won't be able to buy that new mansion with view on the beach)

Throwable
The Flames of Love: (be an ever better boy and give Overkill even still more money, or you won't use this and Ulf Andersson will stop giving Wolf his sexy voice)

Deployables
HOLY FAK!

Masks (very important)
Yoshi's Purple pony:



Bonnie's Purple Bunny:

Squeak squeak, ♥♥♥♥♥♥♥♥♥♥♥♥
Rate this 8/8 or we'll steal your butt
GenSec doesn't approve of this guide as it's envious, and will only accept crappy guides, now come heist with us!



Have a sexy GeneralMcBadass

9 Comments
ChaosConvexum  [author] 12 Sep, 2015 @ 9:14am 
Whatever floats your boat ;)

We prefer developing Fugitive to Tier 6 because of added Dodge Chance that can potentially save us in dire situations, and for the Critical Chance. As you might know, a Critical Hit calculates

Damage * Headshot Multiplier (w/out the +25% headshot bonus from any Perk Deck).

That makes even a comparatively low damage weapon a beast.

This is also a reason not to go that much up in the Ghost Tree (like you did) to boost the Valkyria. 40-42 damage is high enough already, and Crits only make that rifle a nuke with its high Concealment.

Both I and Yoshi despise the UAR as we never felt it could be compared to certain other weps in terms of utility (yes, even after they added more mods for it).

We also think Street Sweeper is cancer, but that's our personal view.
SpritePony 8 Sep, 2015 @ 7:38pm 
Interesting take on this. I, personally, don't run all the way up the Fugitive tree. Highest I actually go up is Tier 3 for the Brother's Keeper (If I have the spare points,) else I just stick with Tier 2 for Duck and Cover. Then again, I like being able to use things like the Valk Rifle and the UAR with my builds.
This is my MasterForcer Crook build with the UAR and Street Sweeper: http://pd2skills.com/#/v3/mSnLhjEGBcDa:eOkHIjEFbDa:ghEFgCda:fHEGDa:ibcdea:pO8::w50-23-10-18-34-14-2:s45-18-2-9-5-13:a3
And this is a build I'm currently messing around with, plan A and B using Valk Rifle, Street Sweeper or Judge.
http://pd2skills.com/#/v3/mnLhjEGBDa:eOkHIJEFDa:gMHEgCDa:fHeGDa:ibcdea:pO8::w83-6-7-19:s49-2-7:a3
ChaosConvexum  [author] 28 Aug, 2015 @ 7:37am 
You can believe us or not, but since we both have more than 800 hours on our shoulders, you should assume we "did our homework", before making these builds.
ChaosConvexum  [author] 28 Aug, 2015 @ 7:35am 
Technician is not worthless, and we never meant to say it, but we never felt 50% res while interacting was that game-changing, tbh. One shouldn't stay under heavy fire in any occasion, especially in DW where we play all the time. Sorry if I'm saying what we both think about Rifleman, and that is, it's a waste of a good point; the faster zoom snap isn't really worth even considering, if you ask us. I have several builds made on Assault Rifles, and I never felt the need for that skill.
ChaosConvexum  [author] 28 Aug, 2015 @ 7:31am 
I agree with you that SB ace is a waste, even on Crook, but Yoshi can explain that better than me as it's his build. Bulletproof builds exist within the Crook Perk Deck, but we do not really enjoy using them, and we prefer going full tank when Bulletproofing and C4ing. We mostly rely on our personal awareness required to take cover, more than stopping half a sniper bullet.
ChaosConvexum  [author] 28 Aug, 2015 @ 7:29am 
Thanks for the feedback.
As a foreword, neither one of us really like using Crook, preferring Rogue, in fact, as it's more polar but more powerful in its specialization. This guide is merely here "for the lulz", if you will.

The point of the FAKs is preventing from going down with quick, portable single use charges, which promotes high mobility, and we will never try to compare them to the Medic Bag as that other deployable serves a completely different purpose. Joker is only there as a requirement filler, really. We didn't want to spend more points than necessary to access the next tier. You probably did not notice that the first build has Trigger Happy. Even though the Chimano Custom doesn't hit 40 dmg, which seems to be a must for most players where I can destroy armies with a measly 24 dmg Cobra, it will if the user is careful taking their shots. The real primary weapon is the Valkyria there.
J 28 Aug, 2015 @ 4:08am 
Also, Technician is never, ever worthless. Nerves of Steel basic is the most important two point investment in the game (50% less damage while you're interacting with objects/reviving people is a game-changer) and Rifleman basic is practically a must-have for anyone running AR/sniper rifles to get faster zoom snap.

Props for the effort and for running Crook, one of my favorite decks in the game, but there are a lot of flaws in your guide. I hope you'll take this as constructive criticism instead of me gutting you (I'm not, honest) and improve your builds!
J 28 Aug, 2015 @ 4:08am 
With all of these points you're wasting on trying to make Sneaky Bastard work with Crook (which Rogue does better anyway) and in your Mastermind tree, you could go into Technician, get Bulletproof basic and have *way* more effective HP than your current build, ace doctor bags and Stun Resistance, have shaped charges for pushing objectives and still have enough points to spare to either get SMG Specialist for a good side-arm, or ace Shotgun CQB and take a Loco.
J 28 Aug, 2015 @ 4:08am 
Neither of these builds are optimized very well. Firstly, FAKs are significantly less effective than doctor bags because even if they prevent the maximum amount of downs by healing teammates, they still prevent fewer downs than aced doctor bags will recover, and are more economic as far as skill-point cost goes to boot. Joker is a waste of skill-points and is only situationally -- and I mean *very* situationally -- useful. You also tell people to take a Chimano Custom with a build that doesn't have Gunslinger aced so there's no feasible way it can hit the 40 damage breakpoint.