Monday, May 23, 2016

Fallout 4 – Specs generic build

Fallout 4 – Specs generic build

In Fallout 4 I have found a few things that can be useful. First, the crafting system is pretty sweet. Second looting is just awesome; everything is useful in some form within the game. All that junk that was sitting around in the area you are exploring? Well, it can be used to craft better guns, make nicer living areas, defend against raiders, super mutants and even Synths looking to take your goodies from those settlements you created. There are numerous ways to play this game. It just depends on your style. These stats are what work for my play style and can be used to go pretty much in any direction you wish.

•    Strength - 3
•    Perception - 4
•    Endurance - 1
•    Charisma - 6
•    Intelligence - 6
•    Agility - 3
•    Luck – 2

This point allocation structure leaves you 3 points in the beginning to do with as you please to fit into a specific build. The reason for these starting stats is that they each meet the minimum for the most useful perks in their respective trees.

The Reasoning



Strength (affects carrying weight and damage with melee weapons) at 3

This level of distribution gives you access to the armorer perk. Which allows you to craft modifications to your armor as you need them. This perk is vital to keeping you alive. With three more in this stat, you can go down the melee tree and heavy guns. You would probably want to add a couple later on through leveling to get Pain Train (If you are going to wear Power Armor) or Rooted (great for melee and heavy gunners). At three though you get the most valuable perk in my opinion from this tree, and you will also have some better carrying capacity.

Perception (Affects Weapon VAT accuracy) at 4

This individual stat is useful for VATs, so you will want it high if you plan to use the VAT system to do your fighting. At 4 Perception it allows you to get the locksmith perk, crucial if you want to get through doors, boxes, and safes that are locked tight.  IF you like snipers, you can add your 3 points here and get the special book to give you access to the sniper perk in this tree.

Endurance (Your health and action point drain from sprinting) 1

I will admit I am not in love with the perks in this tree. So at 1 I can get toughness with gives me damage resistance at +50 at level 46. Many might not think it is worth it, and honestly, I believe that it is on the higher difficulties, especially the early game that +10 or +20 is quite handy when you are still developing armorer and finding better armors to keep you alive. Plus it is hard to maintain the power suit going without fusion cores, so any damage mitigation is nice to have.

Charisma (affect dialogue options and prices at vendors) at 6

I love the discussions and being able to influence people in the game. Plus, being sarcastic and funny is quite entertaining, especially the reactions you get. But, the real reason is that I love settlements and building things. This point investment gives me a chance at Local Leader perk, which allows me to create supply chains and links my settlements for easier building. It also at max level gives me access to level 3 shops with the Cap collector perk, making it simpler to buy ammo, and other equipment I might need. Or just selling things at my local vendors and not having to run all over the Commonwealth to do it. Also, if you do not wish to use any other companion but Dogmeat, the lone wander perk will help you in reducing damage and dealing more damage as the game progresses.

You can always use your 3 points here and get the other perks like Wasteland whisper and the bobble head for Intimidation to force or get people to help you in your adventures. You can even calm them down and then shoot them in the head til they die, quite a bit of fun if you are into that.

Intelligence (effects experience earned) at 6

This attribute tree has some of the most useful perks in the same tree out of all the special attributes. First, you want the gun nut, without you will not be able to modify your weapons. Second you want Medic, more health from stim packs is a good thing. While the food you cook will heal more and help, you will want to get that boost from the stim pack if you have to use them. Third Hacker, there are numerous terminals in the game that have some goodies locked behind them. You can get a companion to go with you once you reach Diamond city name Nick Valentine that can access the terminals. So, you can avoid this if you want to, but I like doing them for the experience. Scrapper is so very useful to breaking down those weapons and armors you find to get materials to do other things in the game. The last one is Science, without this perk you cannot modify your Power armor; you cannot modify lasers and plasma guns and most important you will not be able to build industrial water purifiers. If you plan to use your Power armor a lot, then at 9 points in this attribute you can get the Nuclear physicist that helps make the fusion cores last longer. Nerd Range at 10 is interesting as well.

Agility (Affects number of points to use while in VATS) at 3

The first three perks in this tree are the most useful to basic play. If you like pistols, then gunslinger is the way to go. This skill is also important as it affects the number of action points you have to use in vats. Same with automatic weapons (all types) then commando. Those two boost your damage with those weapons and help as you grow. The one I take is sneak; I like sneaking around and taking head shots at people. Sneaking and head shots are possible with nearly any weapon in the game. It is fun try to one shot people with my 10 mm pistol early game, or Gauss Rifle later on. IF you want to be real deadly as a sneaking character then adding your points here and getting this attribute to 7 will allow you to access the Ninja Perk, great at increasing damage while in sneak mode.

Luck (affects critical recharge while in VATS) at 2


There are many useful perks here too depending on your build. If you are going to use VATS a lot, then getting that critical bar up is very helpful. I choose 2 for the minimum because of the Scrounger perk, that allows me to find ammo easier than normal. It is quite handy and a cap saver. The other useful perks are a Bloody mess, Idiot Savant, Better Criticals, critical banker, and Mysterious Stranger. Fortune Finder is good if you want to gain some extra caps at the first perk in the tree.

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