this build focuses on firearm pistols, throwing knives, and a knife or fist weapon as well as temporal manipulation
get in close and use point shot, limited temporal increment, and point shot again to dole out some pretty devastating damage after the gun-fu bonus gets factored in, finishing off any target that has low health with throwing knives
shock shurikens sometimes work and sometimes don't, fantastic damage into the midgame, great against robots if you are getting crits and lots of stuns if you just start throwing en mass with split spare.
A smart 44 hammerer with a laser is the go-to pistol along with the jkk jacket (no tailoring here folks because that point shot bonus is the whole focal point of this build) and the new knife throwers gloves (until you hit the cap, and just take another pistol)
early game I recommend a 9mm neo luger and the W&S revolver that Wyatt drops or the new throwing knife gloves if you can find them
expose weakness is kind of a must for this build in my opinion it gets rid of (or at least mitigates) the main drawback that pistols and throwing knives
best belt is a toss-up between bullet strap and utility belts
Skll caps
Guns 70
temporal manipulation 60 (feats) or 70 (if you want stasis)
take the other skills as high as you want them. Remember that throwing and melee are going to be your main damage skills the reason we are going with melee over guns is due to gun-fu(bonus melee scaling for pistols) and versatility because this is a dex build (and guns scale with perception) between these two feats you should have a VERY high effective firearms skill in melee range
Stats to start
Strength 4
Dexterity 10
Agility 7
Constitution 3
Perception 7
will 3
intelligence 6
Feats
hit and run
gunslinger
L2
Aimed shot
L4
Strength
Steadfast aim
L6
point shot (synergizes very well with the gun-fu later on)
start dumping any extra points into melee skill about now
L8
Dexterity
Fatal throw (specialization candidate for bonus ap)
L10
remote surgeon (just dump everything you need into bio here and now)
L12
Dexterity
gun-fu (maybe specialize)
Stop leveling the guns skill entirely (gun-fu will mitigate the damage loss for some time) and pump points into melee and throwing
L14
psyco-temporal contraction (a little extra ap never hurt)
L16
Dexterity
Split spare
L18
Versatility (throw any extra specialization points here if you have them)
L20
Dexterity
Expose weakness (this will help with any of the tougher to crack enemies)
L22
bullet time
L24
Dexterity
from this point on all feats are player choice I do recommend picking up any special attacks or feats for pistols or a melee weapon of your choice
lightning punches, kneecap shot, rapid-fire and split spare.
feats I do not recommend would be the executioner (unless you plan to take opportunist) due to the long cooldown and the higher action point cost per shot
ambush looks good on paper but throwing knives do not proc it at all
sharpshooter requires far too much investment, same for scrutinous