Sales Build
What is the Sales build?
Start on Cold Call, then aim for Warm Lead, Commission and The Close from the Sales pool. Add Balls in the Air and Sticky Notes from the shared skills. Put most talent points into Closer, and the rest into Hunter. Sales has 100 health and ranks C tier on our arithmetic.
Sales opens with Cold Call, which shoots at the furthest thing on the floor, so you can back away while it reaches past the crowd. Keep walking. Exciting news: your pipeline is still everybody else.
Which skills and passives?
These six skills fill your six slots, and the six passives fill theirs. Passives that evolve one of your skills come first, since a skill evolves only at rank 5 with its partner owned. The remaining passive slots go to damage and cooldown, then whatever else is open.
| Skill | Source | Final dmg/s | Evolves with | Becomes |
|---|---|---|---|---|
| Cold Call (start) | Sales | 174 | The Phone | Auto-Dialler |
| Warm Lead | Sales | 77.5 | None | None |
| Commission | Sales | 59.3 | None | None |
| The Close | Sales | 49.3 | None | None |
| Balls in the Air | Shared | 1421.8 | Coffee | Juggling |
| Sticky Notes | Shared | 444.4 | None | None |
| Passive | Each rank | Why |
|---|---|---|
| The Phone | Cooldown -6% | Evolves Cold Call |
| Coffee | Skill speed +8% | Evolves Balls in the Air |
| Grade 7 | Damage +8% | General strength |
| The Projector | Extra shots +1 | General strength |
| Headphones | Area +8% | General strength |
| The Red Pen | Crit chance +4% | General strength |
How should I spend 51 talent points?
This plan puts points into Closer first, because it holds the most damage and cooldown talents of the three tracks. What is left goes into Hunter, reaching its first milestone. It is a legal spend under the game's own unlock rules, and respecs are free, so nothing here is a commitment.
Your career path has been mapped. It is a circle.
Closer: 35 points
| Talent | Points | What it does |
|---|---|---|
| Objection Handling | 5 | Damage +4% per point. I hear you. Anyway. |
| Sign Here | 5 | Crit chance +2% per point. And here. And initial here. |
| Firm Handshake (milestone at 10) | 1 | The first hit on anything stuns it. Eye contact. |
| The Discount That Isn't | 5 | Crit damage +10% per point. Was always the real price. |
| Been Hung Up On | 3 | Armour +1% per point. It does not hurt any more. |
| Fast Yes | 5 | Skill speed +4% per point. Before they read it. |
| Executive Sponsor (milestone at 20) | 1 | Bosses take extra. You know someone upstairs. |
| Final Offer | 4 | Damage +4% per point. It is not. |
| Last Day of the Quarter | 5 | Duration +6% per point. Everything lasts until midnight. |
| Nothing to Lose (milestone at 30) | 1 | Below 30% health, every skill hits like it is the 31st. |
Hunter: 16 points
| Talent | Points | What it does |
|---|---|---|
| Pipeline | 5 | Damage +4% per point. More in the top, more out the bottom. |
| Hot Lead | 5 | Crit chance +2% per point. They picked up. |
| Double Dial (milestone at 10) | 1 | Every skill fires one more. Two lines, one headset. |
| Power Hour | 5 | Cooldown -3% per point. Phones only. Door closed. |
Which gear sets?
Sales has five sets, one per rarity from Approved up, and Road Warrior is the first you can realistically finish. Wear four pieces for the stat bonus and eight for the change to how things play. Stars add 20 percent of a piece's stats each, so keep them for pieces you will wear for a while.
| Set | Rarity | 4 pieces | 8 pieces |
|---|---|---|---|
| Road Warrior | Approved | Skill speed +12% | Every skill fires one more. Two lines, one headset. |
| Remote Warrior | Expensed | Move speed +10% | Pickups come to you. Nobody cancels in time. |
| Middle Manager | Executive | Max health +12% | Kills refund cooldown. A friend of a friend of a friend. |
| President's Club | Grandfathered | Crit chance +8% | Critical hits explode. So does the forecast. |
| Compliance Champion | Legacy | Duration +15% | The first hit on anything stuns it. Eye contact. |