There are a lot of different paths for you to build your own unique version of V in Cyberpunk 2077. You can go the melee route, the stealth route, the Netrunner route, or you can go in 'all guns blazing'.

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This guide is for those who like the sound of that last option, and the Annihilation Perk Tree within the Body Attribute is perfect for that, as it specializes in causing mayhem with both LMGs & Shotguns. There are a good amount of Perks in this tree, but by far, these are the ones most worth grabbing.

10 Hail Of Bullets

Hail Of Bullets

Passive

Shotguns And Light Machine Guns Deal 3% More Damage

Yes, the damage increase from this Perk, even at max rank, is pretty small, no doubt about it. But, the higher V’s damage gets with a particular Shotgun or LMG, the more damage this Perk will add.

More damage is never a bad thing, especially in Night City. It's early in the Perk Tree, cheap to invest in, and has noticeable changes, so of course you should grab it right away.

9 In Your Face

In Your Face

Passive

Reduces Reload Time Of Shotguns And Light Machine Guns By 15%

Probably a widely favored Perk in the tree, simply because players who use Shotguns or LMGs will be reloading quite often. This Perk is especially useful for people who can’t help but reload whenever the clip isn’t full.

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The reload animation for these two weapon types, in particular, is incredibly long. There aren’t too many ways to reduce reload time outside of this Perk, so it’s absolutely a must-grab for anyone invested in using heavier-type guns.

8 Dead Center

Dead Center

Passive

Increases Damage To Torsos From Shotguns And Light Machine Guns By 10%

This is not a Perk people will notice the effects of all too often, but one that no doubt helps out regardless. Dead Center is another damage buff, but it focuses on players hitting enemies square in the middle. After all, it's a bit difficult to get headshots 100 percent of the time, especially with double-barrel shotguns.

Additionally, Dead Center buffs any and all damage that's done to the enemy’s torso, even if it's not from an LMG or Shotgun, which means it works for other builds as well.

7 Momentum Shift

Momentum Shift

Trigger

Defeating An Enemy Using A Shotgun Or Light Machine Gun Increases Movement Speed By 10% For 10 Seconds

V moves a bit slower while wielding an LMG, so this Perk is a pretty big help for players using those as their mean weapon - but it can help with shotguns as well.

For example, with the double-barrel shotguns, it’s pretty effective to just run up into the enemy’s face, unload for massive damage, get the buff from Momentum Shift, and then sprint on over to the next enemy.

6 Massacre

Massacre

Passive

Increases Critical Damage With Shotguns And Light Machine Guns By 10%

Crit Chance and Crit Damage are pretty powerful stats in Cyberpunk 2077. People have figured out ways to get their critical hit numbers into the millions, and it’s thanks to Weapon Mods, Clothing Mods, and of course, Perks like Massacre.

This Perk, when combined with Mods like Bully, Pacifier, or Penetrator, can take out enemies in one hit, with incredible ease.

5 Heavy Lead

Heavy Lead

Passive

Shotguns And Light Machine Guns Knock Back Enemies With More Force

Knockback is absurdly strong in this game, both for V and their enemies. Getting knocked down as V is a huge pain; they usually get shot up a ton while recovering. Well, that same logic applies to anyone V knocks over as well.

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Heavy Lead just makes sure this scenario happens more often, and while the description doesn't specify exactly how much it increases this chance, it feels like it happens at least twice as often.

4 Manic

Manic

Trigger

When Entering Combat Using A Shotgun Or Light Machine Gun, Your Movement Speed Increases By 20% For 10 Seconds

Momentum Shift + Manic is a great combo because it means that V moves around much faster while carrying a very heavy gun. On its own, Manic is still pretty decent: Ten seconds is a long time for a firefight, and 20 percent is no laughable percentage increase, at least for movement speed.

That said, out of all the Perks on this list, Manic is probably the one to grab last, but it still has a lot of utility.

3 Unstoppable

Unstoppable

Trigger

Dismembering An Enemy Using A Shotgun Or Light Machine Gun Increases Fire Rate By 10% For 8 Seconds. Stacks Up To 3 Times

Unstoppable should be massively overpowered - like many things are in this game - but, with the way dismemberment works in Cyberpunk, Unstoppable feels a bit too unreliable to center a build around.

In most games, dismemberment is guaranteed if a limb is shot/slashed enough times, but in Cyberpunk, it seems like bodies are either identified as dismemberable or not. Still, it happens often enough that this Perk is worthwhile, regardless.

2 Poppin’ Off

Poppin' Off

Passive

Shotguns Have A 25% Higher Chance Of Dismembering Enemies

It feels odd that this is one of the only Perks on the tree that specify only Shotguns and not LMGs. Not all too much to say about this perk; it feels a bit similar to the Bloody Mess Perk from the Fallout games.

That said, there are other abilities that actually synergize with Poppin' Off in Cyberpunk, as opposed to Fallout's Bloody Mess, and how it functions as just a bit of disgusting visual flair.

1 Bloodbath

Bloodbath

Final Perk

Dismembering Enemies With A Shotgun Or Light Machine Gun Reduces Weapon Recoil By 30% For 6 Seconds (+1% Per Perk Level)

Lastly, Bloodbath is the capstone Perk unlocked for getting the Annihilation Skill Progression maxed out to 20. Is it the best final Perk out of all the Perk Trees? Absolutely not. But, it does offer the best initial benefit of all the capstones - 50 percent is nothing to shrug at!

Other capstones like Crazy Science in the Crafting Tree require a lot of Perk Points to really shine, but Bloodbath only needs one.

NEXT: Is Cyberpunk 2077 Worth It?