Perks & Classes

Best KF2 Skill Trees for the Early-Access Four Classes

This is a May 2015 opinion guide listing the skill choices the author considered strongest for each of the four early-access classes. The skill system and numbers have changed a lot since then, so treat it as a historical snapshot; the current system is covered on the perk skills reference. The author notes they do not play Berserker, so that section is based on how the skills read rather than on play experience.

Berserker

  • Level 5, Equipment: "Bulk Ammo" (ranged weapons start with 20% more ammo) over "Night Vision": ammo is better than seeing in the dark, even though you rarely use guns. A Medic focused on you makes a Berserker very strong.
  • Level 10, Survival: "Frenzy" (melee damage rises for each 15% of health lost) over "Fake Out" (clots cannot grab you).
  • Level 15, Weapon Handling: "Formidable" (melee attacks reduce zed damage by 15%) is the only good choice. The other, "Furious Defender", raises stumble chance by 5% per 15% HP lost, up to 25% at 65% HP.
  • Level 20, Power: a free choice: "Intimidate" for damage, or "Take Cover" for speed when hurt.
  • Level 25, Zed-Time: also a free choice: "Menace" for team support or "Attack Strength" for damage. Intimidate and Attack Strength pair well.

Commando

  • Level 5, Awareness: "Call Out" (teammates see cloakers as well as you, improving by level) over Night Vision.
  • Level 10, Supply: "Large Mags" (+50% Commando magazine capacity) or "Backup" (+40% knife and pistol damage).
  • Level 15, Weapon Handling: "Tactical Reload" (faster reloads with perk weapons) or "Single Fire" (+20% damage in single fire mode; the Bullpup goes well with it).
  • Level 20, Weapon Specialist: "Autofire" (+20% damage in full or burst fire), recommended only with Tactical Reload.
  • Level 25, Zed-Time: "Rapid Fire" (+3% Commando damage and triple fire rate for all guns) or "Professional" (normal movement and reload speed in zed time, twice as fast weapon switching). The author prefers Rapid Fire.

Support

  • Level 5, Supply: "Ammo" (+20% ammo capacity and starting ammo) for yourself, or "Supplier" (people can resupply ammo and grenades from you once per round) for the team. The author uses Ammo.
  • Level 10, Fitness: "Fortitude" (+50% HP) over "Regeneration".
  • Level 15, Weapon Handling: "Tactical Reload".
  • Level 20, Endurance: "Strength" (carry 5 more weight) or "Tenacity" (+10% damage with Support weapons).
  • Level 25, Zed-Time: "Barrage" (+15% damage for you and nearby friendlies), the best choice by far.

Field Medic

  • Level 5, Conditioning: "Healing Surge" (+20% health). Better for the team than the self-focused alternative.
  • Level 10, Medical Technician: "Combatant" (start with full armor and 60% cheaper armor) over "Armament" (lose 10% healing but give teammates 2% max armor).
  • Level 15, Weapon Handling: "Regeneration" (slow health regain), with "Lacerate" (zeds bleed more from perk weapons) a decent alternative.
  • Level 20, Combat Technician: "Vaccination" (healing raises teammates' max armor and gives temporary bloat bile resistance), as the alternative is too combat-oriented.
  • Level 25, Zed-Time: "Airborne Agent" (M-Darts create a healing cloud giving nearby friendlies 10% extra healing).

The author closed by thanking readers and asking for corrections to any grammar or format errors.

FAQ

Which Medic skills does the guide pick?
Healing Surge (5), Combatant (10), Regeneration (15), Vaccination (20) and Airborne Agent (25).
What does the guide pick for Support at level 25?
Barrage, which gives 15% more damage to you and nearby friendlies.