![]() Phases: Survival, Establishment, Hustler, Playboy The whole build is centered around not having to think too much, you don’t worry about positioning or stealth, you don’t worry about traps, landmines or the size of your enemy - you literally just wade into the fight and decimate everything. This is a power build- designed to get you to end game easily and as soon as possible. If you ever fall below 10,000 caps we’d be astonished. You’ll weather any and all damage and have a bottlecaps stack piled as high as Everest. You won’t find anything challenging beyond Level 10. Lumping these two perks together, not a bad thing to finish off these perks because it makes upgrading weapons a lot easier (no more shopping) and gives you a few more advanced options in settlement building.A warning - this build is over-powered in regular difficulty. ![]() The following perks don't apply strictly to any of the particular paths mentioned above but offer some sort of quality of life improvements to the build. Criting a sneak attack for 250% more damage is pretty awesome. ![]() Luck Trainingīetter Crits allows you to make your opening attack even stronger. This perk is very situational, but you can normally plan your attack by creating a choke point to get more value from this perk. Gun Fu is a situational perk that makes fighting groups of enemies much easier. Since the build is so close to the bottom of the agility tree, the question is "Why not?" Gun Fu I don't really like the sniper perk all that much until the accuracy boost at level 26 and I'd probably even prioritize Penetrator over the Sniper perk, but since this perk should be mentioned and it makes sense most if you decide to snipe.Īgility training is pretty much the defintion of value proposition. One drawback is that it slightly pigeonholes you using ballistic rifles over energy rifles. Three perks and adding a suppressor to your weapon for 50% more damage is worth it. Reengaging stealth to get another sneak attack almost bumps this perk into the required category but ultimately cost a little too much. ![]() Sneakįive points to make your sneak attacks more consistent is worth it. Ninja was originally part of the core build but this perk doesn't offer enough value to warrant inclusion (an unbuffed 2x sneak attack is enough). The stealth path can also steal the Gun Fu idea from the versatile build path but benefits a little less from the perk as sneak attacks won't carry over. Each path will spend points until roughly level 60. With 10 additional perks at level 50, there are three of different routes you can take. Since the build invests a lot of perks into VATS stats, this is a good option considering it's only two points. Perks Core Perks (40 levels)Īrmorer 4, Rifleman 5, Locksmith 3, Concentrated Fire 3, Life Giver 3, Caps Collector 2, Local Leader 2, Medic 1, Gun Nut 1, Hacker 3, Science! 1, Action Boy 2, Ninja 3, Bloody Mess 3, Perception Training 2, Penetrator 2 Penetrator You'll need to spend 2 perks to get PER to 10 with the You Are Special book and the bobblehead very early. Starting stats should be 2-6-2-5-5-6-2. 2 luck opens up Bloody Mess after picking up the bobblehead so you don't waste a bobblehead. Truely a stat dump build, the rifleman build dumps your remaining stats into PER to get Concentrated Fire (arguably the most consistent 10 point perk, but isn't all that useful until level 50).
0 Comments
Leave a Reply. |