What Perks Should You Get?

I know, for some people. They often are hesitated to choose of getting the Deception perk as an infiltrator or get the Steady Aim perk as a mercenary. It's annoying and wastes your time.

BUT, I AM HERE TO HELP. Helix and other contributors are here to help you!

For that loud Juggernaut, these are some perk that you'll want to get: For a sneaky infiltrator, those are the perks you should get:
 * Vital Targets: Deals 5% more damage with all weapons. You might want to stockpile on these upgrades...
 * Shock Plating: Makes your armor 10% more effective and durable. Armor is one of the most important parts of an assaulted attack. Why not take care of it?
 * Vitality: You get 5% extra health if your armor fails. You can't rely on one thing to save you.
 * Battlefield Medicine: You get 10% more health from medkits. You wouldn't need it if you got all the ones listed above, but better safe than sorry, right?
 * Conditioning: Makes you run 2 seconds longer. They'll never hit you with their bullets.
 * Equipment Specialist: +10% equipment deployment and interaction speed. You might have to go into crossfire to deploy something. You do not want to stay somewhere like that for long.
 * Dexterity: Getting shot at? You flee for your life. More people ahead, but your gun is empty? Dexterity will let you reload and run at the same time!
 * Ammo vest: Running out of ammo is the worst. Most likely, the free ammo that dead SWATs have is in the middle of crossfiring. Avoid by having more ammo in the first place!
 * Deep pockets: Same as the ammo vest. Just adds 5% more ammo. Better than nothing!
 * Advanced Deterrent: Help hold down a location with your trusty mines.
 * Weapon Masteries: Depending on what you have, this will make your weapon better.
 * Steady Aim: You can run and aim while running with a gun that you have mastered. It sounds stupid to get this perk, but it's incredibly useful for tight situations. For example, let's say your running in a one-way path. Swats at one end, and the other. Run and shoot thru those with your fav/ mastered gun and run!
 * Equipment Specialist: As mentioned below, you can place things faster. This may be useful in situations where you need a bag and swats are firing at you.
 * Fast Hands: Let's say you are a thieve or subclass of one and you think drilling is too slow and swats are on your back?. perk's for you. Merc who wants to keep firing on those pesky swats? ditto.
 * Speedhack: You don't want to be firing on from swats for too long while that laptop's hacking. Right?
 * Overdrill: When you can't use the lockpick or you ran out of C4 or Breach Charges, This perk is for you. Or have actions to do while being shot on?
 * Fast Hands: Lockpick 10% faster and switch weapons 5% faster. You want to get this over with, so do it! Also, you don't want to be seen while doing it too? Right?
 * Out of Sight and Masquerade: A perk gives you +10 percent disguise effectiveness and the other makes you 10% harder to be detected. You do not want guards to find out what you're doing.
 * Deception: This makes you capable of answering two radios instead of one. For those people who screw up in missions due to not being able to answer a radio because you already did. This is the master solution for you! Being able to answer an extra radio, millions of possibilities awaits...Just don't screw up again by another guard detecting you and starting to report the situation!
 * Speedhack: Hacks 10% faster. Like I said, you want to get this over with.
 * Precision Drilling: Doors that have been drilled look fine from far away. This allows you to have some faith when stealthing opening keycard doors as a hacker and normal doors while your not a thief.
 * Equipment Specialist: Deploy and interacts 10% faster. If you need to deploy a micro cam quickly, if you need to interrogate guards before someone else catches you, or if you need to carry a body fast...Then this perk is for you, you interact with things 10% faster if it stacks up it can be a real deal...
 * Overdrill: When your drilling into something and you get info from the cams or your fellow operatives that the guard is patrolling again, you don't want to be stuck drilling.
 * Surveillance State: Hacked cameras, microcams, and trackers make for three extra sets of eyes to spy on those pesky NPCs
 * Interference: Better to loop all cameras than to get caught when you've only disabled them half of them and passed the limit.

For the crack-shot Commando, suggested are: Make sure to Respec for trying out new paths!
 * Hidden Weapons: For a quiet run
 * Hidden Reserves: For the loud campaign
 * Dexterity and Steady Aim: To Run 'N Gun
 * Inner Pockets: For more stealth opportunities
 * Firebug: For opening stuff
 * Deception: As a backup for those oopsies and newbs
 * Two weapon masteries: SMG and Pistol for stealth, Rifle and Shotgun for stealth-loud, Sniper and Heavy for Loud, or whatever you like. You can take it for granted.
 * Fast Hands: To open stuff faster
 * IN PROGRESS.