As a tactical shooter with RPG elements, Ghost Recon Breakpoint features a skill tree that players may acquire skills from. The tree starts off providing players with classes to unlock, together with four basic skills to start off with. Once two of those four skills have been acquired, the tree branches out options for more unlockable skills. Aside from classes and skills, the tree also contains perks.

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These perks are equipped abilities that give additional functionality to the player and can be mixed and matched with other perks. Players may go about unlocking skills from the tree as they wish. But, there is a solid, well-rounded, pattern to follow when unlocking skills that are optimized for immediate effectiveness. In the order that they appear on this list, here are the 10 skills that should be acquired first in Ghost Recon Breakpoint.

10 Unlock Classes

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What a player should do first is to unlock all the classes. Unlocking classes gives the player role-specific abilities and a class technique that can turn the tides of a battle. The Assault class is an all-around role, the Field Medic is a revive specialist, the Panther is a stealth specialist, and the Sharpshooter is a recon specialist.

However, the main reason a player should unlock all the classes first is that each class comes with 10 challenges to complete. Each challenge rewards one skill point, and since the first few challenges of each class are beginner-level easy, a profit of two to three skill points can be quickly acquired from each class, thus totaling 8-12 skill points as profit. These can be used to obtain the next following skills.

9 Experience Upgrade

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The Experience Upgrade skill is a passive skill that rewards +20% more XP for everything the player does; whether it be discovering locations, killing enemies, blowing up vehicles, or completing missions. This is one of the earliest things a player should upgrade.

At the cost of just one skill point, this skill makes leveling up 20% faster, thus acquiring skill points much quicker. Another reason why this should be unlocked as early as possible is that the lower the level of the player, the more use it has. This thing won't be of significance when the player nears the Level 30 cap.

8 Parachute

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The parachute is a fun utility to use and also immerses the player in the tactical gameplay of Ghost Recon Breakpoint. It allows the player to drop feather-like from 2000m altitudes, and also sneakily infiltrate enemy compounds with its quiet descent.

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This should be useful since the player won't have access to abilities optimal for scaling down mountains yet, and landing a helicopter near an area of infiltration would be too noticeable. Above all, this ungrounded soaring experience of freedom is highly worth the one skill point it costs.

7 Perk Slot

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Upon unlocking the previous two skills, the tree branches out, allowing the player to acquire perk slots and other skills. The player initially only has one perk slot. In order to maximize harvesting fruits from the skill tree, the player should obtain the two additional perk slots to diversify their skill set.

The first additional slot costs two skill points. The next extra one costs four, totaling six. Once those are acquired, the player can go about upgrading himself with perks from the tree. Having three equipped perks this early in the game makes everything easy from here on out.

6 Pistolero (Perk)

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On the topic of perks, 'Pistolero' is a good one. It increases handgun damage and decreases the cooldown on game-changing class techniques. Most importantly, this perk gives +20% more XP while the player is wielding a handgun. Like with all XP bonus perks, they should be obtained as early as possible to maximize their use.

This perk also has significance beyond earning XP. The additional damage and technique cooldown it provides to pistols makes it a nice ability for assassination. This perk is also well-suited to the exclusive Echelon class – a role that's strongest with a handgun.

5 Slim Shadow (Perk)

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'Slim Shadow' is a perk that amplifies stealth by 80%; making the player harder to detect. On top of that, it makes them 10% more agile, allowing faster cover switch. This is the first stealth-tailored ability the player must acquire. It makes CQC kills a breeze, thus rewarding more XP.

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An undetected assailant is an invincible one. Once both 'Pistolero' and 'Slim Shadow' are equipped, the player can then infiltrate and clear higher tier camps to steal that sweet high-tier gear. Although that should not be done before acquiring the next perk on this list.

4 Burst Forth (Perk)

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Another very useful perk is 'Burst Forth.' This increases player speed by 10% and stamina regeneration by 50%. This is a solid all-around option that's useful for various approaches; sneaky or guns-blazing. Whether scaling a mountain or fighting off enemies, the general mobility this provides will surely come handy in a ton of situations.

The player can't go wrong choosing this since it tailors to all six classes available in the game. With these three perks equipped, the player is an unstoppable undercover operator that can take on anything. As players progress further, however, they may need to swap this out for more specialized perks.

3 Tireless

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In addition to the mobility 'Burst Forth' provides, 'Tireless' is a passive ability that lessens stamina costs by 40%, making it another versatile ability. But unlike 'Burst Forth,' it isn't a perk. That means that stamina consumption would be decreased indefinitely of what perks are equipped. This comes in handy in combat and traversal.

This skill is a must-have considering that Auroa is a huge world filled with hills and mountain ranges. A lot of vantage points are on top of the mountains; in the same manner, a lot of landmarks and enemy compounds are in highlands as well.

2 Skell Credits

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Now that the player is an all-around killing machine, it's time to acquire some fast-earning abilities. Once 'Burst Forth' and 'Tireless' have been unlocked, it opens the next set of obtainable skills. The 'Skell Credits' upgrade included. There are two upgrades for 'Skell Credits.'

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The first one increases looted currency by 10% and the second increases it by 30%, totaling 40% in all. This is important so that the player can more quickly purchase weaponized vehicles from Maria's Shop, making the game much easier. It is also possible to buy clothes, weapons, knives, and other stuff.

1 Night Vision

Though 'Night Vision' is one of the earliest unlockable skills in the game, together with 'Experience Upgrade' and 'Parachute,' it isn't as much of a priority as they are. A lot of areas in the game are well-lit. Though some areas are dim at night, there is no absolute lack of visibility, and the player can still go about killing enemies in the dark.

However, that's not to say that operations in the dark aren't made much easier by this thing. At the cost of only one perk point, night vision can't be passed up. However, not before acquiring the previously mentioned essential skills. All in all, the player would have only spent 20 skill points acquiring all of these entries, but it would be enough to transform them into a lethal threat that can quickly earn money and XP early in the game.

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