There are four classes in Ghost Recon Breakpoint. All of them excel at a particular aspect of the game. Do you want to run in and remain quiet? Panther. Do you want to make the most noise and act like the group’s tank? Assault. Are you keeping your party members alive? Field Medic. Do you prefer supporting your team from afar with a big gun? Marksman. These four classes all do specific things, and to properly do well with them, you have some choices available to you.
Best Builds for The Four Classes in Ghost Recon Breakpoint
Assault
Loadout 1:
Weapons –
- AUG
- RUI2SG
Perks –
- Guerilla
- Feel no Pain
- Burst Forth
For those wanting to get in up-close and personal with their assault character, the first loadout gives you the diversity of doing more damage. You’re going to rely on your shotgun to initiate most of your encounters. For every enemy you take down with your shotgun, the more health you’re going to have, even if you get hit. You’ll want to use your assault rifle to clean things up, and you should have enough stamina and movement speed to get away.
Loadout 2:
Weapons –
- 805 Bren
- MK48
Perks –
- Feel no Pain
- Cold Blooded
- Inspired
The second loadout is going to focus on you being far more tanker. You’re going to be up close and taking a good majority of the damage so the rest of your squad can take out the enemies. Thankfully, if your allies remain close, every time they take out an opponent, you’re going to gain some health back. You’ll want to rely on getting your enemy’s attention but lean into your allies, supporting you through taking out the smaller foes.
Field Medic
Loadout 1:
Weapons –
- 805 Bren
- UMP
Perks –
- Revivalist
- Slim Shadow
- Burst Forth
Your allies might go down in front of you, but you’re never going to be too far away. Not only can you pick them up in a quick manner, but you’re also going to be able to get hit several more times before anyone brings you down, too. You’ll be able to move at a faster rate to support your allies, too. You don’t want to focus on doing too much damage. However, your skill technique leans into you getting kills, so after you send out your drone, spend time-fighting back.
Loadout 2:
Weapons –
- P90
- HTI | Survival
Perks –
- Drone Hunter
- Inspired
- Revivalist
Stick close to your tank and your other damage dealer. You’re still going to be able to help pick up your allies when they go down like the first build. However, this one focuses on aiming at drones and larger ones that find their way close. You’ll want another damage dealer to support you because when they take out something, you’re going to gain some health back from it. You’re not a pushover with this build. You’re still in the support role, though.
Panther
Loadout 1:
Weapons –
- UMP
- L115A3
Perks –
- Slim Shadow
- Gunslinger
- Sixth Sense
You’re likely going to be the first person entering a secure area. You’re going to scout everything out up close, and you’re going to be able to take out secure targets before going into full engagement. You want to be quick, silent, and you’re going to kill anyone who does notice you. When you’re ready, you and your group can take out the enemies. They’re likely going to see they have far less support than they did on their side, but they won’t know until it’s too late, and your allies are ready to fight.
Loadout 2:
Weapons –
- Scorpion Evo3
- M4
Perks –
- Slim Shadow
- Drone Hunter
- Sensor Hack
Not every forward scout you’re going to run into in Ghost Recon Breakpoint is a human. The Wolves have plenty of drones working for them, and they make sneaking into a location difficult. With this build, you’re going to be able to take them out quickly and quietly, making it easier to avoid them. You’re going to lack the ability to improve your handling whenever you kill something as you would in the previous build, but this is going to work better against drone-heavy areas, and more secure locations.
Sharpshooter
Loadout 1:
Weapons –
- G28
- AUG
Perks –
- Ballistic Advantage
- Gunslinger
- Burst Forth
The sharpshooter can use long-range to their advantage. However, sometimes, they don’t want the most powerful sniper rifle. Instead, their choice of DMR is going to plenty of talking for them. The more times a player can take out someone with their DMR, not needing to pull the bolt back or wait to focus on another target, they can take out cluster opponents much easier. Plus, given the Ballistic Advantage, they’re going to increase the range of their DMR to help make up for their lack of range. The number of times they can fire the weapon assists in the gun’s lack of power.
Loadout 2:
Weapons –
- L115A3
- UMP
Perks –
- Rolling Thunder
- Drone Hunter
- Slim Shadow
The second choice leans into the sharpshooter’s sniper rifle of choice. They’re going to deal more damage to drones on the battlefield, and it makes taking them out far easier. The alternative is the number of times they can fire the weapon. The submachine gun helps. Also, because of the distance, they’re generally at, the Slim Shadow should help in getting in closer or sneaking away if they get spotted.
About the author
Zack Palm
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