Time: 2025-11-11 by mmojugg Game: ARC Raiders Guide Tags: ARC Raiders Skills

Diving into ARC Raiders means mastering the art of adaptation on the fly—where a well-timed vault or silent loot grab can mean the difference between a fat extraction and a dusty respawn. This guide blends straightforward progression advice to get you raiding confidently from the start, with exhaustive tables covering every perk in the three branches. Tailored for both fresh drops and veteran cycles, it's designed to help you allocate those 75 points wisely, respecting how playstyles vary across solos or squads.
If this sparks some build ideas, why not save it for your next session? And for gear that complements your perks, swing by our ARC Raiders Shop—we've got Coins for swift purchases, Map Keys to reveal prime spots, Weapons and Materials to kit out properly, Blueprints for custom edges, plus Boosting Services to leap ahead without the grind.
Your opening levels in ARC Raiders are a grind against stamina walls and sparse resources, so zero in on perks that enhance traversal and quick sustains. These choices—totaling about 15-20 points—create a forgiving loop: move freely, craft on-site, and loot without constant exposure.
Start in Mobility with faster climbs to reach overlooks, then layer reduced movement drain and expanded stamina reserves. This curbs the frustration of early-game fatigue during pursuits or climbs. From Survival, boost crouch pace and regen to enable stealthy approaches, unlocking field crafting for bandages or shield refills right where you need them—vital when medkits are scarce.
A simple early investment snapshot:
Focus Area | Key Perks | Points Invested | Core Benefit |
|---|---|---|---|
Stamina Foundation | Marathon Runner (3/5), Youthful Lungs (5/5) | 8 | 25%+ capacity, 20% less drain—sustains longer runs |
Stealth & Craft | Agile Croucher (2/5), Revitalizing Squat (3/5), In-Round Crafting (1/1) | 6 | Quicker hides, on-the-spot heals for clutch moments |
Access Paths | Nimble Climber (1/5) | 1 | Opens vertical plays without full commitment |
This setup lets you probe riskier zones early, turning defensive scrambles into opportunistic grabs.
Hitting levels 20-40 unlocks the meat of each tree, where perks reward tactical depth over raw speed. Prioritize nodes that amplify efficiency in contested areas—faster scans mean less time exposed, while carry tweaks let you capitalize on finds without dumping loot mid-raid.
In Mobility, extend slides for evasive bursts and soften fall penalties to encourage aggressive routing. Passive walk-regen keeps you topped off between sprints, and a post-roll stamina grace period shines in hit-and-fade tactics. Survival's container speed-up (maxed) accelerates zone clears, paired with subdued looting noise for clean exits. When pinched, quieter injured movement and heal-boosted regen form a recovery kit that pairs with expanded hauls—vital as gear weights climb.
Conditioning contributes shield mobility to maintain pace under fire, plus cheaper rolls and injury-triggered stamina bursts for turning corners in scraps. These mid picks (another 20-25 points) forge a raider who's not just surviving, but thriving in the rhythm of raid cycles.
With 50+ points unlocked, late-game shines through interlocking buffs that handle overloads and extremes. Survival's capacity surge and over-encumber regen tolerance let you stack heavies—think dual primaries plus throwables—while double-loot chances (on everything, even corpses) spike yields in firefights.
Advanced crafting opens rarer field items, sustaining pushes without backtracks. Conditioning's breach quietude and speed feed into faster downed crawls and shield-break roll frees, creating bailout chains. Mobility caps with extended leaps and fall buffers, but lean left-side for stamina purity over gimmicks.
Encumbrance mastery example:
Scenario | Base Load Limit | Optimized (Broad Shoulders 5/5 + Loaded Arms 1/1 + Stubborn Mule 5/5) | Advantage |
|---|---|---|---|
Full Kit (2 Weapons, Shield, 60% Loot) | 80% cap, slowed regen | 120% effective, near-full mobility | 25% more extractable value per run |
Overload Haul | Heavy penalty, frequent dumps | Minimal slowdown, sustained sprint | Turns greed into reliable profit |
This phase demands balance: 25 points per tree yields versatile notables, dodging the 36-point pinnacle traps until you know the meta.
At 36 points per branch, pinnacles offer transformative edges but lock in heavy investments—ideal for cycle 2+, not debuts. Survival's locker breach accesses premium stashes in locked vaults, a consistent loot multiplier. Explosive defusal tempts for trap-heavy metas, but placements often block close-range use.
Mobility's free vaults enable endless chaining but starve other trees; end-vault jumps add flair for outplays. Conditioning's drone one-shots feel redundant against ranged threats, while critical auto-heal's unknowns (regen rate, damage halts) make it a wildcard—potent if it hits 50%+ HP fast, wasteful otherwise.
Opt for even spreads initially: Security Breach as your sole pinnacle, then farm projects for extras. Respecs tie to 8-week wipes, so predictability wins.
For full transparency, here's every perk in the Mobility tree—15 nodes total, focusing on traversal and endurance.
Name | Description | Max Points | Requires |
|---|---|---|---|
Nimble Climber | You can climb and vault more quickly. | 5 | None |
Marathon Runner | Moving around costs less stamina. | 5 | Nimble Climber |
Slip and Slide | You can slide further and faster. | 5 | Nimble Climber |
Youthful Lungs | Increase your max stamina. | 5 | Marathon Runner |
Sturdy Ankles | You take less fall damage when falling from a non-lethal height. | 5 | Slip and Slide |
Carry The Momentum | After a Sprint Dodge Roll, sprinting does not consume stamina for a short time. Has a cooldown between uses. | 1 | Youthful Lungs, 15 Points in Mobility |
Calming Stroll | While walking, your stamina regenerates as if you were standing still. | 1 | Sturdy Ankles, 15 Points in Mobility |
Effortless Roll | Dodge Rolls cost less stamina. | 5 | Carry The Momentum |
Crawl Before You Walk | When you're downed, you crawl faster. | 5 | Carry The Momentum, Calming Stroll |
Off The Wall | You can Wall Leap further. | 5 | Calming Stroll |
Heroic Leap | You can Sprint Dodge Roll Further. | 5 | Effortless Roll |
Vigorous Vaulter | Vaulting is no longer slowed down while exhausted. | 1 | Crawl Before You Walk |
Ready To Roll | When falling, your timing window to perform a Recovery Roll is increased. | 5 | Off The Wall |
Vaults on Vaults on Vaults | Vaulting no longer costs stamina. | 1 | Heroic Leap, Vigorous Vaulter, 36 Points in Mobility |
Vault Spring | Lets you jump at the end of a vault. | 1 | Vigorous Vaulter, Ready to Roll, 36 Points in Mobility |
Survival's 15 perks emphasize resource flow and sustain—key for extraction success.
Name | Description | Max Points | Requires |
|---|---|---|---|
Agile Croucher | Your movement speed while crouching is increased. | 5 | None |
Looter's Instincts | When searching a container, loot is revealed faster. | 5 | Agile Croucher |
Revitalizing Squat | Stamina regeneration while crouched is increased. | 5 | Agile Croucher |
Silent Scavenger | You make less noise when looting. | 5 | Looter's Instincts |
In-Round Crafting | Unlocks the ability to field-craft items while topside. | 1 | Revitalizing Squat |
Suffer In Silence | While critically hurt, your movement makes less noise. | 1 | Silent Scavenger, 15 Points in Survival |
Good As New | While under a healing effect, stamina regeneration is increased. | 1 | In-Round Crafting, 15 Points in Survival |
Broad Shoulders | Increases the maximum weight you can carry. | 5 | Suffer In Silence |
Traveling Tinkerer | Unlocks additional items to field craft. | 1 | Suffer In Silence, Good as New |
Stubborn Mule | Your stamina regeneration is less affected by being over-encumbered. | 5 | Good as New |
Looter's Luck | While looting, there's a chance to reveal twice as many items at once. | 5 | Broad Shoulders |
One Raider's Scraps | When looting Raider containers, you have a small chance of finding additional field-crafted items. | 5 | Traveling Tinkerer |
Three Deep Breaths | After an ability drains your stamina, you recover more quickly. | 5 | Stubborn Mule |
Security Breach | Lets you breach Security Lockers. | 1 | Looter's Luck, One Raider's Scraps, 36 Points in Survival |
Minesweeper | Mines and explosive deployables can be defused when in close proximity. | 1 | One Raider's Scraps, Three Deep Breaths, 36 Points in Survival |
Conditioning's 15 nodes bolster resilience and combat flow—perfect for prolonged engagements.
Name | Description | Max Points | Requires |
|---|---|---|---|
Used To The Weight | Wearing a shield doesn't slow you down as much. | 5 | None |
Blast-Born | Your hearing is less affected by nearby explosions. | 5 | Used To The Weight |
Gentle Pressure | You make less noise when breaching. | 5 | Used To The Weight |
Fight Or Flight | When you're hurt in combat, regain a fixed amount of stamina. Has cooldown between uses. | 5 | Blast-Born |
Proficient Pryer | Breaching doors and containers takes less time. | 5 | Gentle Pressure |
Survivor's Stamina | When you're critically hurt, your stamina regenerates faster. | 1 | Fight or Flight, 15 Points in Conditioning |
Unburdened Roll | If your shield breaks, your first Dodge Roll within a few seconds does not cost stamina. | 1 | Proficient Pryer, 15 Points in Conditioning |
Downed But Determined | When you're downed, it takes longer before you collapse. | 5 | Survivor's Stamina |
A Little Extra | Breaching an object generates resources. | 1 | Survivor's Stamina, Unburdened Roll |
Effortless Swing | Melee abilities cost less stamina. | 5 | Unburdened Roll |
Turtle Crawl | While downed, you take less damage. | 5 | Downed But Determined |
Loaded Arms | Your equipped weapon has less impact on your encumbrance. | 1 | A Little Extra |
Sky-Clearing Swing | You deal more melee damage to drones. | 5 | Effortless Swing |
Back On Your Feet | When you're critically hurt, your health regenerates until a certain limit. | 1 | Turtle Crawl, Loaded Arms, 36 Points in Conditioning |
Flyswatter | Wasps and Turrets can now be destroyed with a single melee attack. | 1 | Loaded Arms, Sky-Clearing Swing, 36 Points in Conditioning |
Base cap is 75 at level 75, but expedition projects post-wipe grant bonuses—up to 5-10 extras for completing challenges, letting you snag overlooked notables without full respeccing.
For efficiency, cap high-impact ones like Marathon Runner or Broad Shoulders at 5/5 early; 1-3 points suffice for connectors like Slip and Slide. Prioritize based on your raid frequency—stamina for solos, loot for squads.
They chain beautifully: Combat hits trigger stamina refunds (Fight or Flight), then heals amp regen (Good As New), creating a 20-30% faster recovery loop. Ideal for aggressive pushes where chip damage is constant.
Rarely—Security Breach yes for loot, but others like Back On Your Feet hinge on unconfirmed details (e.g., 40% vs. 60% regen). Balance across trees first; pinnacles shine in specialized runs once you've tested baselines.
They extend your window: +20% collapse delay (Downed But Determined) plus reduced damage (Turtle Crawl 5/5) buys 10-15 seconds for squad pulls. Pair with Crawl Before You Walk for faster crawls toward cover, turning downs into 70% revive ups.
With these tools in hand, your next raid should feel less like a gamble and more like a heist. Keep tabs on MMOJUGG for fresh tweaks as patches roll out. Extract well.
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