Syndicate skills, gear and gang priorities
Main game; Jack the Ripper fear system requires its separate section.
The important thing with Syndicate is not to forget the other twin. You can have a favourite, but the story still makes you use both of them. Keep Jacob and Evie useful instead of putting all your attention into one and then getting annoyed when a mission switches you.
Every 1,000 XP gives each twin a skill point. You spend their points separately. So when you improve one character, check the other's menu too. You're not choosing which twin gets that whole batch of XP.
I'd get useful basics on both: more health, better Eagle Vision and the stealth tools you actually use. Then lean into their differences.
Evie's late abilities are where her stealth advantage really shows. Knife Master II gives her more throwing knives and better damage with them. Stealth III makes her harder to detect. Chameleon lets her blend while completely still in Sneak Mode. Don't read that last one as invincibility. Move, get too close to a guard, or use it carelessly and you've still got a problem.
Jacob's exclusive upgrades suit fighting. Mutilate II gets enemies closer to the finishing state faster. Gunslinger II turns his countershots into headshots. Defense III gives him better overall protection. If you're going after multi-finishers, getting several enemies weakened together matters more than immediately finishing every one as soon as you can.
Neither twin is locked out of the other's entire playstyle. Evie can fight, Jacob can sneak, and they share the main weapon categories. The unique skills make their strengths different without turning them into two completely separate sets of controls.
Use the rope launcher to look over an area before committing. Getting above a courtyard can help you choose your entrance instead of walking into the first doorway.
On equipment, compare what the piece actually changes. Your weapon, gauntlet, firearm and outfit do different jobs. Jacob has belts and Evie has capes. Don't assume swapping a coat is the same thing as upgrading a weapon.
For the gang, invest in improvements that support the activities you're doing. If you're regularly bringing Rooks into fights, strengthening that side makes sense. If you're working through money and crafting costs, don't ignore the economic upgrades. Eventually you need every gang upgrade for Keys to the City, but you can choose a useful order on the way there.
Most importantly, spending skill points is part of progressing the character's level. Don't leave a pile sitting unused while trying to fight through content above your level. Check both twins, then go back to the missions.
Jack the Ripper: using fear
Basic DLC mechanic guide, separate from full 100% route.
Jack the Ripper changes how you handle a group. Fear can break the encounter apart before you fight everyone individually, but Brutes are the exception you need to watch.
Fear bombs, spikes and Brutal Takedowns are the tools to learn. Use them where other enemies can see the result. If you're trying to frighten a group, silently removing every witness first defeats the point.
A Brutal Takedown needs to finish properly. Follow the prompts through the whole action instead of cancelling it as soon as the target is down. That matters for the counter asking for thirty complete takedowns.
Brutes aren't frightened like the ordinary enemies. They can calm the others down. In a normal fear-based approach, removing the Brute first makes sense. For the specific achievement about killing one while he's calming his allies, do the opposite: frighten the others, wait until he starts that action, then take him out.
For the accidental friendly-fire achievement, leave the frightened enemy an opportunity to react. If you immediately kill everybody, there's nobody left to make the mistake. Keep your own escape route ready while the panic spreads.
Spend the DLC skill points as you earn them and read what the fear upgrades improve. Jacob and Evie's main-game skill completion doesn't mean this separate progression is finished.
For 100% sync, read the mission conditions before causing chaos. An activity asking you to frighten a certain number of guards needs those guards alive long enough to become frightened. It's worth slowing down for the condition instead of winning the fight and then having to replay it.
Syndicate skills, gear and gang priorities
· Games / Assassin’s Creed Syndicate