Payday 2 is a cooperative first-person shooter video game. The player takes control of one of the gang’s twenty one members and can perform heists alone, or with up to three teammates. The player can participate in a variety of heists, including but not limited to robberies of banks, shops and armored cars, and producing and distributing narcotics.
A build focused on tanking maximum damage, drawing fire away from the team, and putting out just as much damage in return with the use of the Stakeout and a rocket launcher. Makes use of Anarchist for armor regeneration and focuses solely on selfish survivability and damage.
This build will allow you to tank incredible amounts of damage and remain standing with your health unscathed so long as you continue putting out hot, fiery streams of death with your Stakeout. I’ve used this build on every difficulty up to and including Death Sentence and it is a force to be reckoned with in the hands of a competent player.
Often, and almost always, I’m the last-man-standing when using this build and while it is a completely selfish setup that in no way directly benefits the team, your ability to draw fire, take damage, clear paths or hold points through sheer brute force will undeniably be an asset in its own right.
I essentially made this build with two things in mind – survivability and damage. For that reason, this is not the build to use if you want to place down bags for your team, be effective at objectives, revive teammates effectively, and certainly not if you want to stealth or dodge. This is a build to kill cops. So, let’s get into it!
The Enforcer tree is the bread and butter of this build. This is where all of your survivability and most of your damage is going to come from; this tree alone will have almost 90 points into it.
For using the Stakeout, blitzing through enemy lines and large groups, this tree is essential.
– Close-By: For the Stakeout, I’m almost always hip-firing. Accuracy + Mag Size is a huge benefit.
– Overkill: Again, flat shotgun damage boost based on kills. Keep killing, do more damage. Simple.
– Resilience: Helps with armor recovery. I’ve aced this because I’m slow, and I get flashed a lot.
– Die Hard: Normal allows you to be an objective-tank. Aced allows you significantly more armor.
– Transporter: Bonus perk, but it’ll allow you to move bags further while tanking damage.
– Bullseye: More armor regeneration based on kills. Pop headshots, stay alive. Easy with an AA-12.
– Shock and Awe: This one is huge. Having this Aced makes shields a non-issue. ESSENTIAL.
– Iron Man: Gets you the juicy ICTV with a nice little additional armor boost to boot.
– Scavenger: Keeps your shotgun fed. You’re running through enemies; they’ll drop more ammo.
– Bulletstorm: Allows you to help your team a bit. Mostly useful if you need to hold an area.
– Extra Lead: See above. Allows you to stop and hold a location for a very, very long time.
– Fully Loaded: Again, ammo retention. With this tree the way it is, I’m almost always at 90 shells.
The Technician tree isn’t nearly as big of a focus on this build, but does have some key skills that are crucial to how the build operates.
– Steady Grip: Simply allows you to be more accurate. Never a bad thing when using shotguns.
– Heavy Impact: Allows you to steamroll most enemies inc. shields with very high stagger chance.
– Fire Control: Shotguns are best when fired from the hip, esp. while moving. This skill helps, a lot.
– Surefire: Aced, this’ll give you armor piercing even on buckshot. And this is unbelievably powerful.
For my extra skill points, I’ve invested into the following:
– Nine Lives: Better bleedout health allows you to go out with a fight and clear the area for your team on the off-chance you’re actually downed. Unlikely, but possible, and good to have in a pinch.
– Martial Arts: Because you’re plowing through enemies in close range, getting melee’d tends to suck, especially when you get staggered. This helps negate some of the damage from that.
– Stable Shot: As we’ve said, any accuracy and stability perks help when using a shotgun build. Combined, all of these perks allow me to hit insta-kill headshots at up to 60-80 feet with 00 Buck.
Note that you won’t really need to use any special shells because of your skill into armor piercing damage, which will allow you to effectively hit with 00 Buck as if you were using slugs or flechette.
For a secondary, I run a missile launcher just because there’s times when even my shotgun can’t take out multiple Dozers or I’m having trouble staggering and killing a shield column. With your skills into ammo box placements, you should be able to refill this regularly and use it when needed.
Anarchist is the essence of the “kill to survive” playstyle of the Dozer build. Having it maxed makes a huge difference, but even the starter perk is vital to this build working the way you want it to.
For armor, we’re obviously going to be running the ICTV. You’ll be slow and it’ll be cumbersome, but you’re – well, you’re a bulldozer. You’re not meant to be fast or agile, you’re meant to hit hard and never stop, and that’s exactly what the ICTV helps you do.
With this build, don’t shy away from combat – you’ve got more than enough armor to take on a lot of sustained fire. Keep in mind that a lot of the perks – the essence of this build – is that killing means you survive. While it can be pertinent to take cover momentarily from time to time, actively staying in combat and clearing out cops is what allows you to stay alive.
Additionally, this build allows you very powerful stagger and armor piercing, meaning that you’re capable of charging your way through shield lines or taking on black Bulldozers and even Skulldozers head-to-head. Your job is to rush headlong into dozens of enemies and clear them out, leaving nothing but helmets and drum magazines in your path.