Eyes like chips of ice gazed across the various weapons, piles of ammunition, and bins of discarded weapon mods. Weather worn skin hung from the man’s face, forming piles of wrinkles in places, but stretched almost too thin and translucent in others.
Each line told a story of how every inch of skin had been to hell and back.and that didn’t even count the time in the irradiated wasteland. Graying whiskers twitched side to side as those chips of ice, burdened with experience and loss far beyond what mortal man should endure suddenly halted as they came upon the dusty old laser pistol hidden in the corner. Slowly, cautiously, cracked, calloused hands picked up the weapon to inspect it. It was old, at least as old as hands that carrased its plastic and steel shell.
A voice broke the silence, deep and gravely, as if the earth itself spoke forth, “Nice pistol.bet with a little love and affection she would make a handsome rifle.had one like her once.long ago. Good gun.” Another voice, almost as different as night is to day chimed in, “Feel free to test the grip, she's a good pistol, had her a long time, definitely an old, faithful gun.” The worn earth spoke again, a soft chuckle booming like distant thunder, “Old Faithful you say? I like the sound of that.”Introduction:Greetings! Greetings, good day, and top of the morning/evening/afternoon/random moment in time to each and every one of you beautiful wastelanders! Now as this is a no nonsense build, a real straight shooter you might say.ermmm right.
A no nonsense, practical build, with a practical, reliable weapon. Without further tomefoolery and ridiculous banter I present to you my The Faithful Ranger featuring the fantastic laser rifle (pistol) Old Faithful!Overview of the Build:Now we find Old Faithful very early on in our travels, easily gotten in the very first level or two as we run south from our exit from Vault 111 towards that Great Green Jewel of the Commonwealth: Diamond City. In Diamond City we have a variety of colorful merchants with some very useful and powerful weapons, armor, and other gear. One such denizen of Diamond City is the always friendly Arturo Rodriguez, the owner and operator of Commonwealth Weaponry. While Arturo has some great things to buy, we only care about one specific item: the laser pistol Old Faithful.
This little baby as the “Instigating” legendary effect which means double damage to enemies at full health. Well that's a good perk.but not on a pistol.least of all an energy pistol which is usually more about many shots than one super shot. Luckily for us laser weapons, and energy weapons as a whole in Fallout 4 are INCREDIBLY versatile.
Any laser pistol can be turned into an automatic pistol, a semi-auto rifle, and everything in between. So what type of weapon would most benefit from the instigating effect? You guessed it.an energy weapons sniper build!S.P.E.C.I.A.L Stats and Perks:Right so, let’s get our S.P.E.C.I.A.L. Stats and perks out of the way first so that we can break them down as to why we are taking them, and what benefit they provide us to make Old Faithful in an exceptionally powerful weapon, not just for first level, but an ENTIRE playthrough.Strength six might seem like a lot but it really is a fantastic option for us as not only is the Faithful Ranger built for a sniper energy weapons build.but it is built for SURVIVAL mode! Deep access into high strength gives us armorer for modifying any chosen armors, more on them later, as well as more carry weight that is extremely valuable for our ranger on survival mode.Next we have perception and charisma.
Perception starts at a modest one base point, with a very early perception bobblehead from the Museum of Freedom in Concord netting us that juicy second point to pick up rifleman which will majorly buff Old Faithful’s damage. Charisma gives us more utility with Lone Wanderer for even more carry weight (A LOT of carry weight actually) and some damage reduction, useful on survival mode for sure. We also get local leader which will be great for our settlements as we are a Minutemen build! More on that later.Next we get our two main stats with intelligence and agility.
Intelligence gets us a little bit of medic for healing and making stimpacks on survival mode, very useful for our ranger build and fitting for the roleplay of being self-sufficient. Scrapper gives us good resources for our Minutemen settlements, but also gets us those more rare components that we need to modify Old Faithful into the super sniper we know she can be. Science is our main weapon crafting perk and as this is a level 30 build it is extremely nice that laser weapons only need a maximum skill in science of three points to unlock all our modifications. As we get this at level 28 that means we have all modifications unlocked for our gun at this level vs. Many other weapons that need say gun nut 4 at level 39 to make! A whole 11 levels sooner! Even before 3 ranks we can immediately turn Old Faithful into a really solid laser rifle at rank 1.With agility we get a lot of our sniper/ranger skills.
First up is sneak for good mobility, sneak kills, ranging, and avoiding things like mines and such which are LETHAL on survival mode. Action boy/girl gives us a lot of great action points that we can use on VATS shots or just keeping ourselves mobile and quick on the battlefield. Ninja lets us have those sneak critical modifiers, though as laser weapons do not have a silenced option we will be skipping the normally staple sniper perk of mister sandman. Last but not least is scrounger in the luck tree as this really helps us get a good amount of ammunition, mostly in the form of the fusion cells that we will use, but other types as well which we can haul around with our good carry weight and trade for caps for more useful items and gear when we stop into town. A great option on survival versus lugging around heavy legendary weapons or armor, or other higher value high weight items to sell.Gameplay and Roleplay:As this build is part of the Arms & Artifacts event, the Faithful Ranger is built entirely around the Old Faithful gun. This means it dictates not just our gameplay but our roleplay as well.
As evidenced in our perks and stats, this build plays out like many sniper builds. Moving silent, stealthily picking good targets and sniping enemies from a safe distance before moving position and starting over again. Be mindful though, you do not have a silencer for laser weapons and as such if you put yourself into a bad location, you can be overwhelmed with enemies alerted to your presence. You do have good AP though so use VATS at close range, especially with things like ghouls.
This non-silent sniper style that still uses sneak and other stealth approaches is a lot of fun to play and quite different than your traditional sniper build. You end up playing this build like.a ranger. For those of you who have gone the route of the archer in Skyrim or other similar games (is it even possible for someone reading this to have not played Skyrim?) this really feels like that.This pushes us towards some roleplay. Play this build like you would a traditional fantasy ranger. Live off the land.
Stalk the wilds, killing raiders, monsters, and creatures for food and protection. Protect those innocents out there from the horrors of the wasteland. Given our ranger style, plus our weapon really reminding me of a laser musket, and even the name harkening back to a better time in history, all of this really screamed Minutemen to me. Very early on, our benevolent ranger will find his way to Concord, meet Preston and the others from Quincy, and find the first shreds of good left in this world. Protect these people, escort them back to Sanctuary, build up their settlement with your ranger skills and set about helping Preston restore the Minutemen to their former glory. With your laser rifle in hand, there isn’t an enemy of the Commonwealth you cannot put down with stealth, science, and survival instincts.
However, despite your friendly demeanor you are every bit the Lone Wanderer. As always with the no companion style, Dogmeat is always the exception and feel free to use him. He is a wonderful addition to a ranger character and provides extra utility, though at times on survival mode can be a liability. Your call.As far as settlements go I thought what made the most sense to me, given our ranger build, our Minutemen quests, and pure logic of the practicality of our character, I built a series of major settlements surrounded by a plethora of supply caches and camps. Taking larger settlements like the Castle, Sanctuary, the Slog, Bunker Hill, and other larger locations with pre existing settlers.
The smaller locations, those abandoned prior to your arrival like Coastal Cottage, Croup Manor, Taffington Boathouse, Jamaica Plains, and more; you can build into small camps, resupply points, and rest stops for your survivalist character hopefully playing on survival mode, typically using only the materials at hand to build it up. With local leader you can build workbenches at them all to help you keep up your gear, strip mods, and scrap resources. You can then link these together with your supply lines.
A few locations like Tenpines Bluff and Oberland Station are small locations perfect for a personal camp but have existing settlers you cannot move to your bigger towns and killing them would completely destroy immersion. Luckily there is a great solution in turning them into provisioners. For example taking the two Tenpines settlers you can send one to Outpost Zimonja, and the other back to Sanctuary, linking those two camp sized settlements back to your northern capital town and main network of supplies. Treating your provisioners almost link junior rangers under your command felt very natural and was nice coming upon one in your travels.One last note for your faction play, feel free to play the field a little. You are a nice character and genuinely care about helping others so doing some work for the Railroad, even the Brotherhood with helping Danse at Cambridge can be a nice depth of play. Additionally, help those in Diamond City, help Billy, free Bunker Hill from raider fear, and enjoy the good karma options in the DLCs. Help Ada defeat the Mechanist, aid Far Harbor, Acadia, even the Children of Atom in a peaceful solution.or not as you can be a little creative here depending on how anti-synth or pro-human you want to be, just like your work with the BoS.
Lastly free the good people of Nuka-World from the tyranny of the Overboss and his goons. Do good things for the Commonwealth and protect the people, your people now, from the horrors and terror of the wilds of the Wasteland as they seek to eek out a corner of the world for civilization.Gear:Unsurprisingly, your most important piece of gear is your rifle: Old Faithful.
With a modest perk layout of Science 3 you can give it all the necessary modifications. By the time you get your chosen gun you should have picked up Science 1 as one of your first perks. This gives you all the tools you need together with a little scrap to change Old Faithful from its base pistol configuration to a terrific early game rifle. This is a cool build, Amo, and even more cooler in that it's designed for Survival mode. The perk choices make a lot of sense to me, as does the roleplay. If I ever try survival again, I may give this a run.And.
What can I say? I like the faction a great deal, the 'there's a settlement in trouble' spiel aside.
I liked Preston Garvey's story, has a lot of surprisng pathos behind it, and how you can rebuild the Minutemen.And also. Dogmeat.Regarding him on Survival. He's actually a follower I abandoned early on when I started on Survival mode (oh god he sucks your stimpaks away, but all followers do really) and then I came crawling back to him like ten levels later, tail between my legs and never regretted it since. He's way better with his attack perks and you can glitch his carry weight into more than 25 units by equipping him with a wearable item, going from 25 to the more comfortable standard that followers carry. He also has the best levels of perception and agility in the game, at a hefty 14.
It's like they took all the stupid out of the Skyrim dogs, lol. He was my guy through my level 43 Survival playthrough. So if you carry his play beyond level 30, I'd slap Dogmeat's perks in there.All in all, nice Minutemen build you've got there. It's related to them without being super obvious.How did you handle the Mirelurk queen?
That bitch scares me regardless of what difficulty I play in. She just some nasty ass shit.This is a cool build, Amo, and even more cooler in that it's designed for Survival mode. The perk choices make a lot of sense to me, as does the roleplay. If I ever try survival again, I may give this a run.And.
What can I say? I like the faction a great deal, the 'there's a settlement in trouble' spiel aside. I liked Preston Garvey's story, has a lot of surprisng pathos behind it, and how you can rebuild the Minutemen.And also. Dogmeat.Regarding him on Survival. He's actually a follower I abandoned early on when I started on Survival mode (oh god he sucks your stimpaks away, but all followers do really) and then I came crawling back to him like ten levels later, tail between my legs and never regretted it since.
He's way better with his attack perks and you can glitch his carry weight into more than 25 units by equipping him with a wearable item, going from 25 to the more comfortable standard that followers carry. He also has the best levels of perception and agility in the game, at a hefty 14.
It's like they took all the stupid out of the Skyrim dogs, lol. He was my guy through my level 43 Survival playthrough. So if you carry his play beyond level 30, I'd slap Dogmeat's perks in there.All in all, nice Minutemen build you've got there. It's related to them without being super obvious.How did you handle the Mirelurk queen? That bitch scares me regardless of what difficulty I play in. She just some nasty ass shit.
Yeah Dogmeat is very love/hate on survival, sometimes he yeah go puppy go I am so happy I have you.then ten seconds later he falls off something high, is hurt, and you have to get stimpack him and its like GAHHHH! But I like me some Dogmeat and I think that is a great suggestion. More charisma stuff in general like the intimidation perks and animal perks would be great for an expansion to this build.As for things like Mirelurk Queen, a sneak crit to the face helps a lot. Then just use your terrain, any followers or other NPCs and hope for the best! Nothing says you can't use anything situationally useful too like a hit of jet etc. Just isn't perked or part of normal gameplay.
Sneak crits are a big help for boss level enemies though.Thanks Liss! Yeah Dogmeat is very love/hate on survival, sometimes he yeah go puppy go I am so happy I have you.then ten seconds later he falls off something high, is hurt, and you have to get stimpack him and its like GAHHHH! But I like me some Dogmeat and I think that is a great suggestion. More charisma stuff in general like the intimidation perks and animal perks would be great for an expansion to this build.As for things like Mirelurk Queen, a sneak crit to the face helps a lot.
Fallout 4 Commando Build
Then just use your terrain, any followers or other NPCs and hope for the best! Nothing says you can't use anything situationally useful too like a hit of jet etc. Just isn't perked or part of normal gameplay. Sneak crits are a big help for boss level enemies though. Said:Thanks Liss! Yeah Dogmeat is very love/hate on survival, sometimes he yeah go puppy go I am so happy I have you.then ten seconds later he falls off something high, is hurt, and you have to get stimpack him and its like GAHHHH!
But I like me some Dogmeat and I think that is a great suggestion. More charisma stuff in general like the intimidation perks and animal perks would be great for an expansion to this build.As for things like Mirelurk Queen, a sneak crit to the face helps a lot.
Then just use your terrain, any followers or other NPCs and hope for the best! Nothing says you can't use anything situationally useful too like a hit of jet etc. Just isn't perked or part of normal gameplay. Sneak crits are a big help for boss level enemies though.Yeah, that's pretty much how I took care of her too in Survival. Only I used Overseer's guardian and I was very, very, very far away. Same difference, critical to the face.:DAnd omg, I wanted to kill Dogmeat myself when he fell in Corvega. You hear that whine and go 'ah shit.'
Did you use mods? Like to save and shit. I couldn't imagine doing a playtest and not being able to save.blockquoteburl=/profile/AmornarAmornar/url said:/bThanks Liss! Yeah Dogmeat is very love/hate on survival, sometimes he yeah go puppy go I am so happy I have you.then ten seconds later he falls off something high, is hurt, and you have to get stimpack him and its like GAHHHH!
But I like me some Dogmeat and I think that is a great suggestion. More charisma stuff in general like the intimidation perks and animal perks would be great for an expansion to this build.As for things like Mirelurk Queen, a sneak crit to the face helps a lot. Then just use your terrain, any followers or other NPCs and hope for the best!
Nothing says you can't use anything situationally useful too like a hit of jet etc. Just isn't perked or part of normal gameplay. Sneak crits are a big help for boss level enemies though./blockquoteYeah, that's pretty much how I took care of her too in Survival. Only I used Overseer's guardian and I was very, very, very far away. Same difference, critical to the face.:DAnd omg, I wanted to kill Dogmeat myself when he fell in Corvega. You hear that whine and go 'ah shit.'
Did you use mods? Like to save and shit. I couldn't imagine doing a playtest and not being able to save. Cool buildFor some reason, energy weapons have never appealed to me.
I don't think I've ever really used them in ANY Fallout game (and I'm long enough in the tooth to have played Fallout 1 and 2 when they first came out!)But this seems like a well-structured build with a properly developed role play, and I love me some roleplay.Cool buildFor some reason, energy weapons have never appealed to me. I don't think I've ever really used them in ANY Fallout game (and I'm long enough in the tooth to have played Fallout 1 and 2 when they first came out!)But this seems like a well-structured build with a properly developed role play, and I love me some roleplay. Said:Cool and inspirational, Amo. An easy to follow build that allows the weapon to be acquired organically during a deep, immersive RP experience with the ranger archetype. I can relate to that, and thoroughly enjoyed the intro to boot:Dsaid:Cool buildFor some reason, energy weapons have never appealed to me.
I don't think I've ever really used them in ANY Fallout game (and I'm long enough in the tooth to have played Fallout 1 and 2 when they first came out!)But this seems like a well-structured build with a properly developed role play, and I love me some roleplay.Thanks guys! It is a pretty straightforward build but fun, effective and the Minutemen RP was surprisingly deep!blockquoteburl=/profile/PawsPaws/url said:/bCool and inspirational, Amo. An easy to follow build that allows the weapon to be acquired organically during a deep, immersive RP experience with the ranger archetype.
I can relate to that, and thoroughly enjoyed the intro to boot:D/blockquote blockquoteburl=/profile/PaulPaul/url said:/bCool buildFor some reason, energy weapons have never appealed to me. I don't think I've ever really used them in ANY Fallout game (and I'm long enough in the tooth to have played Fallout 1 and 2 when they first came out!)But this seems like a well-structured build with a properly developed role play, and I love me some roleplay./blockquoteThanks guys! It is a pretty straightforward build but fun, effective and the Minutemen RP was surprisingly deep!
You receive 28 stat points in the beginning of Fallout 4. Photo: Bethesda Beginners BuildSo you’re starting your first Fallout journey and the perks/abilities are a bit overwhelming to you. That’s ok, we got your back.STRENGTH - 3PERCEPTION - 7ENDURANCE - 8CHARISMA - 1INTELLIGENCE - 1AGILITY - 7LUCK - 1For a beginner, you’ll want to focus most of your skill points in the PERCEPTION, ENDURANCE and AGILITY tiers. This is so you can maximize your HP and resistance to the dangers of Fallout 4.PERCEPTION will let your character make the most out of your ranged weapons by making you more accurate using the VATS system as well as deal more damage.Put your points in REFRACTOR to gain energy resistance and in AWARENESS to see the enemy's’ weak points easier.ENDURANCE needs your most attention.
Fallout 4 Soldier Build
This will help you survive the longest while you get acclimated to the controls and to the world of Fallout 4. This also allows for you to be able to spring for longer distances for those times you need to evacuate.Put your points in the TOUGHNESS perk to gain resistance to all damage, LEAD BELLY so you don’t take radiation damage to food and water, allowing for easier health recovery, LIFE GIVER to increase your maximum health, AQUABOY/GIRL so you can swim in water with no damage and become undetectable while submerged. RAD RESISTANT is very important so you can keep on trucking through the radiation damage.While these perks are the ones you should focus on in the beginning, you’ll want to invest your points on all the ENDURANCE perks.AGILITY should be focused on so you can easily sneak around the terrain and your ranged weapons do more damage and you can fire quicker with this tier.SNEAK perk is the one you should max out as soon as possible. This allows you to move in and out undetected.
ACTION BOY/GIRL is great to regenerate your action points so you can run even further.Put some investment in STRENGTH so you can deal a bit more melee damage if you find yourself fighting an enemy at close range as well as the ability to carry more items. More items equals more chances to recover health. STRONG BACK for the extra weight and ROOTED to decrease damage while standing still.
Intelligence BuildThis character build is based on the Intelligence attribute and the supporting characteristics you’ll need to get the most out of this style of gameplay. Fallout 4 only offers 28 S.P.E.C.I.A.L. Stat points to start. I’d recommend you start this character gameplay with the following stat setup:STRENGTH - 2PERCEPTION - 5ENDURANCE - 5CHARISMA - 2INTELLIGENCE - 8AGILITY - 5LUCK - 1Basically, you’re a socially-awkward genius. The first few hours will be a bit rough with this build. You’ll die a lot as you’ll have limited ammo and you suck at combat.
Be patient; the perks will get better. I recommend scavenging as many healing aids as possible before venturing out in the Wasteland. Take your time searching inside and directly outside of Vault 111; you’ll find a lot of goods there.Once you get the feel of the Wasteland you’ll want to quickly level out the Intelligence perk to 10 so you can unlock all 10 levels. Here are the Intelligence perks you’ll need to make The Scientist work in this order:1. Robotics Expert5.
MedicScience will help you to craft better armor and weapons, Nerd Rage will give you super strength in an ambush when you’re running low on HP and Medic gives your Stimpacks a healing boost- they are basic needs for your survival. Hacker allows you to bypass security and unlock doors you might not be able to pick. Now, Robotics expert is where it’s at.
You’ll eventually encounter Robots that you can use against your enemies. You can program them to self destruct and kill a bunch of enemies without entering a room using your hacking skills. These perks are the must haves; the rest you can pick and choose to your liking. Happy hacking!
Melee BuildSo you want to play a melee build in Fallout 4? Smart choice. This style of gameplay is very fun, but also very risky. To get you started making the best melee character available, here are the SPECIAL stats and perks you should focus your upgrade points on.STRENGTH - 10PERCEPTION - 3ENDURANCE - 4CHARISMA - 2INTELLIGENCE - 2AGILITY - 2LUCK - 5Obviously, for a strong melee character you should give yourself points in Strength. Depending on how gung-ho you are, it’s easy to drop 10 points right into strength.
Go for it, you’ll be knocking Supermutants around like nothing. Adding a few points to endurance is also smart, along with some agility points to round out your athleticism.From here, the first two perks in the Strength column are the ones you want to focus on. These are the Iron Fist and Big Leagues perks. If you know you want to use your fists, go with the first one.
If you prefer knocking people around with baseball bats or tire irons, go with the second.You’ll also want to give yourself points in Blacksmith and Armorer. These will let you build better melee weapons and armor. You’ll definitely want great armor, since this play style means you are throwing yourself in front of enemies to knock their skulls in.Lastly, if you want to use the Power Armor, you’ll definitely need points in Intelligence. This will allow you to get the Science! Perk, unlocking new Power Armor upgrades.
If you did drop 10 points into Strength, the Pain Train perk is also pretty fun. Charisma buildSTRENGTH - 3PERCEPTION - 4ENDURANCE - 3CHARISMA - 8INTELLIGENCE - 4AGILITY - 3LUCK - 2With Fallout 4 being fully-voiced, there’s a lot of satisfaction to be found in exploring the Charisma tree, with many opportunities to relish your Vault Dweller’s witticisms. Here’s a run-down of the most useful perks in the Charisma tree.Summary: I skipped all pacification perks, cutting out 3 of the 10 perks.
In my play-through, I found combat bonus and settlement perks the most useful in addition to simply maxing out Charisma itself.Note: I skipped the “Party Girl” because I did more of an Agility/Perception build, but if you’re doing a Strength build, you’ll want that perk.Cap Collector: If you’re into settlements, you want this perk, which only requires CHR 1. You need Rank 2 (level 20) to access the option of building more advanced Stores. If you’re really into settlements, Rank 3 (level 41) will allow you to spend money to make money and diversify the inventory of your stores.Black Widow/Lady Killer: A build with tons of charisma will need all the combat bonuses it can get. Only requiring CHR 2, rank 1 provides +5% damage in combat to the game’s other gender and makes them easier to persuade in dialogue. At rank 2 (level 7), the combat bonus is +10% and makes the Intimidation perk work better on the other gender. At rank 3 (level 22), the combat bonus increases to 15% and the Intimidation perk is even better. Max this ASAP.Attack Dog: Requiring CHR 4, If you find yourself traveling with Dogmeat often (I can’t blame you; he never judges you), then you’ll want this perk to increase his effectiveness.
Rank 1 enables him to hold enemies so your V.A.T.S chances increase; Rank 2, at level 9, gives Dogmeat the chance to cripple the limb he’s biting; and at Rank 3, at Level 25, Dogmeat also has the chance to inflict bleeding.Local Leader: Requiring CHR 6, if you’re interested in settlements this is a requirement. It enables you to establish supply lines between your workshop settlements. At Level 14, it enables you to build stores and workstations. You should at least get the first rank.Inspirational: Requiring CHR 8, this perk increases your companion’s damage. Rank 1 makes you immune to them as well as increasing their damage; at level 19/Rank 2, they resist more damage and are immune to you; at level 43/rank 3, they can carry more items.
I would max this ASAP. Stealth Sniper BuildVATS is the stand-out feature in Fallout 4’s combat system and you would be wise to exploit it.
Not just wise, but thoroughly entertained. Unless the idea of slow-mo.50-caliber decapitations isn’t entertaining to you, in which case you should find another game. Because exploiting VATs for all its worth, combined with some key stealth perks, will turn you into a lethal shadow cast across the wasteland.
First, your starting stats:STRENGTH - 3PERCEPTION - 8ENDURANCE - 3CHARISMA - 1INTELIGENCE - 3AGILITY - 7LUCK - 3High perception and high agility will give you greater accuracy in VATS, more shots to take too. Plus the agility will make you harder to detect while sneaking. Of course, the perks are what really help this build get going. Here’s what you want to invest in early.Perception Perks:Rifleman - Non-automatic rifles do 20% more damage, then increase by 20% with each level. There are a lot of non-automatic rifles in the game and many of them use high caliber bullets.
Plus, rifles have excellent range which allows you to hide far away and use VATS to target headshots or, even better, manually aim those shots and get bonus damage while sneaking.Sniper - The first level increases the length of time you can hold your breath while targeting, which reduces the jumpiness of your crosshairs while aiming. The second level adds a chance to knock enemies down, which may not seem too useful until you encounter aggressive melee attackers or super mutant suicide bombers, both of which charge at you and deal heavy damage up close. Being able to knock targets down buys you time to focus on other threats, or you can just pump them full of lead while they recover on the ground. The third level really pays off, adding a 25% accuracy bonus to headshot in VATS.Awareness - A one-time perk, this analyzes each enemy in VATS and shows you their weaknesses.
This is really important early in the game when ammo is scarce. Why dump tons of regular ammo into a foes who has pathetic energy resistance when a few well-timed laser shots will do? Avoid wasted ammo with trial-and-error combat and become a knowledgeable foe on the battlefield.Agility Perks:Ninja: The most important perk for stealth sniper builds, Ninja perk adds 2.5x damage to ranged sneak attacks at first, then does 3x and then 3.5x.
If you incorporate melee this perk really pays off, adding 10x damage to sneak attacks at max level.Mister Sandman: Instantly kill sleeping enemies, which will include a lot of feral ghouls that look like corpses on the floor. Che la luna ringtone. It also adds 15% more damage to silenced weapons during a sneak attack. Level two adds 30% more sneak damage and level three does 50% more. Add that to your ninja bonuses and you can see why this build becomes a late-game powerhouse.Sneak: Obviously you need to sneak if you want to be stealthy. Get a 20% bonus to sneak on the first level, but the real benefits come at levels two and three, which grant immunity to floor-based mines and traps while sneaking.
The first time a landmine ruins a perfect run through an enemy lair you’ll realize why you need this perk.Luck Perks:Bloody Mess - Not only does this result in awesome gore-tastic explosions it adds 10% more damage at level two and 15% more at level three.Intelligence Perks:Gun Nut - Get to level two on this perk as fast as you can because it’s what allows you to build silencers for your weapons, a key component of being a lethal ghost in Fallout 4.
Author:Votes:+5 (86% positiv)Created:November 10, 2018 at 2:05 amUpdated:November 22, 2018 at 2:27 amPlanner:The RangerIf you’ve played Fallout 4 then you’d probably know that one of the more popular builds is the Sneaky build. This build’s trademarks of high agility, luck, and perception make the game incredibly easy. But does this translate over to Fallout 76? This build is bound and determined to find out!The Ranger went through a slight tweak under the Charisma tree. We’re still at 6 but we’re losing in favor of Rank 2 and.When it comes to sniping, there’s no better SPECIAL stat than Perception. This is going to be home to all your hardest hitting abilities.
Is going to be the icing on the cake for all your headshots. We’re already going to be doing 60% more damage with all 3 levels of, combine that with which ignores 36% armor and you’re doing well over 100% extra damage per shot, and we haven’t even calculated in yet.A good is never seen. A max agility is going to ensure that your sneakiness is God Tier. Not good enough for you? How’s about level 3 to give your enemy an extra 75% more difficulty spotting where you’re shooting from. Your attacks are going to hit like trucks with all the front loaded damage perks, is going to take that damage and multiply it by 2.5x. Once your begins to kick in, we’re going to be doing another 10% more damage per kill (Up to 60%) This buff lasts for 30s per kill!
That’s plenty of time to line up a target, take a couple breaths, make a sandwich, go eat said sandwich, come back and squeeze the trigger and still have enough time left over for your next unlucky target. Unfortunately this is going to be one of the last perks you unlock but it’ll be 100% worth it! And in the off chance that you’re spotted, you have. Hide again and go to town!Luck is at lucky number 8, and it holds all the perks dear to a savage beast such as yourself. Is going to keep your AP maxed out, is going to keep your crit meter maxed out. Also if you come across an Eagle Eyes mutation, for the love of God put on! It gives you +25% crit damage +4 perception, and -4 Strength, but who needs strength anyway?Speaking of Strength, we’re just about finished with this build.
Is going to be your best option here.Last but actually one of the earlier perks you should grab is. This hidden gem of a perk gives you increased AP regen which plays nicely with but you need to eat properly. If you do go down and a teammate picks you up, gives you an additional 50% damage bonus to revenge bullets for 2 mins, use it wisely.And there you have it!
A build without the Lone Wolf mentality! Of course if you wanted to use you certainly could. Thanks for reading!
Fallout 4 offers great options to customize your character. First you must properly distribute your statistic points, later in the game you can pick from 70 different abilities every time you gain a level. But what if you don't have an idea how to develop your character or this is the first time you play a Fallout game?
How to start? On what should you spend your statistic points? What perks to choose? Below you will find the basic and most versatile character build. It should be effective in most situations.The character we present will focus on using and upgrading gunfire. It will be rarely using the V.A.T.S. System during battle and will have basic armor upgrade.
Universal soldier must be able to pick the locks, at least on medium level and he should be able to hack basic terminals. You cannot forget about skills related to leadership and provide your character with perks that will allow you to manage the settlements, which are an important aspect of Fallout 4. StatisticsYou will have 21 points to distribute. The character you create should have below statistics:Strength7Perception4Endurance5Charisma6Intelligence3Agility2Luck1Recommended perksTo provide versatility to your character, you must select perks from different 'trees'.
Below you will find a list of 8 best skills for your character. The order in which you pick them has some importance, but the world won't fall if you change it slightly.
When you have some spare points, you can distribute them on other abilities. MedicRank 1: Stimpaks restore 40% of lost Health, and RadAway removes 40% of radiation.
(Requirements: Intelligence 2);Rank 2: Stimpaks restore 60% of lost Health, and RadAway removes 60% of radiation. (Requirements: Level 18, Intelligence 2);Rank 3: Stimpaks restore 80% of lost Health, and RadAway removes 80% of radiation. (Requirements: Level 30, Intelligence 2);Rank 4: Stimpaks and RadAway restore all lost health and radiation, and work much more quickly. (Requirements: Level 49, Intelligence 2). CommandoRank 1: Rigorous combat training means automatic weapons do 20% more damage (Requirements: Agility 2);Rank 2: Attacks with automatic weapons do 40% more damage, with improved hip fire accuracy.
(Requirements: Level 11, Agility 2);Rank 3: Attacks with automatic weapons do 60% more damage. Hip fire accuracy is improved even more.
(Requirements: Level 21, Agility 2);Rank 4: Attacks with automatic weapons do 80% more damage and gain a chance to stagger opponents. (Requirements: Level 35, Agility 2);Rank 5: Your automatic weapons now do double damage and have a greater chance to stagger opponents. (Requirements: Level 49, Agility 2).