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Top ranked fallout 76 builds
Top ranked fallout 76 builds











top ranked fallout 76 builds

Coincidentally, four Intelligence gives the best return on XP with “Idiot Savant”, and Intelligence scores of five and six aren’t much worse, either, so a moderate Intelligence build will also score you plenty of bonus XP with “Idiot Savant” in the long run. On the other hand, you can get your hands on the Bobblehead pretty early but for the sake of argument, make life easy on yourself and just start out with four points in Intelligence, and boost it up to five with the Bobblehead, then six to get Science if/when you find an Energy Weapon you’ve fallen in love with. Hacking, however, is something that will make life easier from the get-go, and there’s really no point in ignoring every terminal in the Commonwealth because you’re waiting for the Intelligence Bobblehead.

top ranked fallout 76 builds

For the early-going, however, you don’t need Energy Weapons, so Science! can wait a bit. The highest perk you should aspire for in Intelligence is Science!, which at rank six requires a bit of an investment. Start out with one point in Endurance, and if you bother leveling to the point where you have perks to burn, consider getting Life Giver.

top ranked fallout 76 builds

The rest of the perks in this tree are pretty much garbage, or so expensive that they’re not really worth it (Solar Powered, which is a slight improvement over Life Giver). As for perks, the determining factor of starting attributes, Life Giver (requires three Endurance) is decent. Endurance ¶Įndurance is entirely a dump stat - even though it does give a nice Health bonus per point, this is retroactive and can be obtained later on - if that strikes your fancy. Start the game with six Perception, the Bobblehead is found very early on, and make do without Concentrated Fire until much later. Any high Action Point build would be wise to invest in Concentrated Fire, which requires boosting Perception quite a bit, but since the best rank of Concentrated Fire requires you to hit level fifty, it can wait. This is unfeasible at the start, as it would require you to gut other perks that are arguably more valuable. Locksmith, however, is not the second great skill that was mentioned earlier (although it is very good in its own right), that honor belongs to Concentrated Fire, which requires a Perception score of ten. Rifleman requires only a measly rank two, and is arguably the best weapon skill in the game, while Locksmith requires rank four. The low starting score for Perception is deceptive, because two of the best skills are in this tree. Since the perks you have access to are far more important than the derived statistic you’ll get from the attribute itself, the suggested starting SPECIAL attributes will be based on what perks are worth getting, although it may be a good idea later to boost certain stats for perks that become useful later on. If you have, say, a Strength score of four, you can buy the first four perks in the Strength tree (Iron Fist, Big Leagues, Armorer and Blacksmith). You can start with a score of 1-10 in each attribute, and at each level up you gain a point to assign in a perk (which have between one and five ranks per perk) or you can use that point to increase a SPECIAL attribute, which will give you whatever derived statistic that attribute governs as well as access to higher tier perks. Simply put, each SPECIAL attribute now has ten perks tied to it, one for each base rank you can have in that Attribute. In Fallout 4, some still do, although the primary purpose of SPECIAL attributes in Fallout 4 is determining what perks you have access to. In older Fallout games, your SPECIAL attributes greatly affected various derived statistics.













Top ranked fallout 76 builds