Fallout 76

Fallout 76

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Reyhan Aug 9, 2021 @ 3:10am
Which legendary card
First to pick?
Originally posted by FormerFishFarmer:
If you are constantly opening doors and hacking terminals, then Master Infiltrator. It's a great one point skill.
If you are not playing Bloodied, then What Rads? can work wonders with a couple of points invested.
If you are always out of bullets, then Ammo Factory can be a life changer.
Other than that, the S.P.E.C.I.A.L. cards plug holes in your build, letting you run many, many more Perk Cards.
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Showing 1-15 of 15 comments
insert food here Aug 9, 2021 @ 3:50am 
What is your build? What area do you feel you need to boost or would gain the most benefit from?

For me the legendary SPECIAL have been great. I'm not a fan of time saving QoL perks like Master infiltrator. I can do the same thing just by swapping perks. The benefit that the extra 5 SPECIAL points has been amazing at rounding out my build. I ended up doing 5 legendary SPECIAL perks.

I also went for legendary ammo factory but it is really not needed with daily ops giving heaps of ammo back when using ammo efficient weapons. I just picked it as i'm bored with daily ops and do not particularly enjoy it. Also did Funky duds for the poison resistance. Again not needed but it is useful when i'm on an xp farming run when double xp is on, as i encounter mirelurks and other poison dealing enemies regularly. I just swap out funky duds for ammo factory when i need to craft ammo. It does cost 1 coin each time I do this though.
Last edited by insert food here; Aug 9, 2021 @ 3:58am
CGI_Lantern Aug 9, 2021 @ 3:54am 
IMO master infintrator... It is gives you instan lv3 lockpick and hacking skill so you can free up 3 precision and 3 int for other perk card..
Ju87gstukas Aug 9, 2021 @ 3:59am 
Always go for special points, can't go wrong.
insert food here Aug 9, 2021 @ 4:01am 
Originally posted by CGI_Lantern:
IMO master infintrator... It is gives you instan lv3 lockpick and hacking skill so you can free up 3 precision and 3 int for other perk card..

You are only adding the hacking and lockpicking perks when you need them though. Unless you are leaving perks that are useless in combat in your build all the time you are not freeing up anything.

Each to their own. If it works for you then great.
Last edited by insert food here; Aug 9, 2021 @ 4:12am
Skipper Aug 9, 2021 @ 4:10am 
SPECIAL points give you a lot more flexibility in your build. If you want to have the unique perks though, most of them are useless, don't work properly or can be ignored. Master Infiltrator is a must have though.
The author of this thread has indicated that this post answers the original topic.
FormerFishFarmer Aug 9, 2021 @ 4:21am 
If you are constantly opening doors and hacking terminals, then Master Infiltrator. It's a great one point skill.
If you are not playing Bloodied, then What Rads? can work wonders with a couple of points invested.
If you are always out of bullets, then Ammo Factory can be a life changer.
Other than that, the S.P.E.C.I.A.L. cards plug holes in your build, letting you run many, many more Perk Cards.
Lord of Cinder Aug 9, 2021 @ 5:39am 
What a HUGEEE load of crap.

There are TWO Legendary perk cards you ALWAYS take depending on your build.

If you are stealth take "Follow Through":

https://fallout.fandom.com/wiki/Follow_Through

If you are anything that is not stealth then pick "Taking One for the Team"

https://fallout.fandom.com/wiki/Taking_One_for_the_Team

These perk cards will add a 40% damage bonus that is MULTIPLICATIVE and will help you more than anything else listed by the previous posters.

Master Infiltrator you take when you are too lazy to switch a few cards before picking a lock or hacking a terminal. Never a priority.

Funky Duds if you don't own a single piece of armor with poison resistance.

Ammo Factory is good, but probably best on a heavy gunner and still, you have Daily Ops to farm ammo, so not mandatory.

Electric Absorption is also ok for heavy gunners since they have to stay in power armor. (Energy damage recharges Fusion Cores in power armor with this card). Nice, but hardly game-breaking.

Of the SPECIAL perk cards always level Intelligence first for max leveling speed and then any other SPECIAL.

Conclusion: MAX FT or TOftT, then max Intell, and then the other SPECIALS. Rest are personal taste.





Reyhan Aug 9, 2021 @ 5:49am 
Originally posted by FormerFishFarmer:
If you are constantly opening doors and hacking terminals, then Master Infiltrator. It's a great one point skill.
If you are not playing Bloodied, then What Rads? can work wonders with a couple of points invested.
If you are always out of bullets, then Ammo Factory can be a life changer.
Other than that, the S.P.E.C.I.A.L. cards plug holes in your build, letting you run many, many more Perk Cards.

Thank you for the complete info
Phantom Aug 9, 2021 @ 7:28am 
Originally posted by Lord of Cinder:
What a HUGEEE load of crap.

There are TWO Legendary perk cards you ALWAYS take depending on your build.

If you are stealth take "Follow Through":

https://fallout.fandom.com/wiki/Follow_Through

If you are anything that is not stealth then pick "Taking One for the Team"

https://fallout.fandom.com/wiki/Taking_One_for_the_Team

These perk cards will add a 40% damage bonus that is MULTIPLICATIVE and will help you more than anything else listed by the previous posters.

Master Infiltrator you take when you are too lazy to switch a few cards before picking a lock or hacking a terminal. Never a priority.

Funky Duds if you don't own a single piece of armor with poison resistance.

Ammo Factory is good, but probably best on a heavy gunner and still, you have Daily Ops to farm ammo, so not mandatory.

Electric Absorption is also ok for heavy gunners since they have to stay in power armor. (Energy damage recharges Fusion Cores in power armor with this card). Nice, but hardly game-breaking.

Of the SPECIAL perk cards always level Intelligence first for max leveling speed and then any other SPECIAL.

Conclusion: MAX FT or TOftT, then max Intell, and then the other SPECIALS. Rest are personal taste.


Eh

follow through is extremely situational... vs regular enemies its useless they die to quick, vs bosses it only works if you get the first shot on them as soon as they are aggroed this won't proc... good for min/max speed runs of earle and the queen solo but otherwise i'd avoid it (and it was my first max)

taking one for the team is absurdly good, as it will proc over and over again in fights making the enemy take 1.5x damage from you and your buddies... good vs bosses... but again regular enemies won't benefit from this because they'll be dead

Both are effective 1.5x damage multipliers

master Infiltrator is objectively bad from any metric, anyone who says to take it doesn't understand the difference between this and previous games... nothing unique or special is hidden in a locked chest or behind locked computers... This is a minor time save for people obsessed with checking everything. The downside is that this WILL for sure make you wanted OFTEN (which will cost you caps, junk, and allow players to murder you in "pvp" where you can get slaughtered without fighting back)

funky duds is extremely niche for bloodied unyielding builds who have poor reflexes and want to avoid the extremely rare poison damage attacks and can't hit a stimpack or drink some water when they get hit with it, also requires matching gear

Ammo Factory is only good when your a quite new, by the time you can max it and it'll be good you'll have infinite ammo from a dozen other sources anyway

Electric Absorption is another extremely niche pick that isn't anything other than a minor help and the perks can be better obtained otherways

Onto SPECIAL - you simply CANNOT go wrong with any of them (except the maliciously and intentionally bugged charisma) having an extra 5 perk points to spend per special is truely beneficial

my int build over max's intelligence (15 base + 5 perk) just to get the extra 15% exp from the over 5 perk (base total exp bonus of 105% with unyielding before any perks or food or other buffs)

I would strongly recommend

5-6x SPECIAL cards
1 taking one for the team

Ammo factory is a good pick but again its a perk card that isn't as helpful as others
tprx Aug 9, 2021 @ 2:44pm 
Originally posted by Phantom:
my int build over max's intelligence (15 base + 5 perk) just to get the extra 15% exp from the over 5 perk (base total exp bonus of 105% with unyielding before any perks or food or other buffs)

I've been meaning to ask this for some time. Doesn't the legendary perk cards explains that you can't get your special over the natural 15 points? So if I have 15 in Int, getting the Int Legendary won't add anything, or will it take it to 20?
Phantom Aug 9, 2021 @ 3:34pm 
you can't get more than 15 points worth of perk cards

but you can sacrifice 5 points that could have gone elsewhere to have your base intelligence higher

so you'll have 20 in int but you still will only be able to use 15 perk slots
Dracul Aug 9, 2021 @ 5:18pm 


Originally posted by tprx:
Originally posted by Phantom:
my int build over max's intelligence (15 base + 5 perk) just to get the extra 15% exp from the over 5 perk (base total exp bonus of 105% with unyielding before any perks or food or other buffs)

I've been meaning to ask this for some time. Doesn't the legendary perk cards explains that you can't get your special over the natural 15 points? So if I have 15 in Int, getting the Int Legendary won't add anything, or will it take it to 20?

You can only get 15 perk slots per SPECIAL but you can go a bit inherently higher (IE 19 base with a fully leveled legendary special) or do like I do and use it to free up SPECIAL points. (IE you can have 11 in a stat, then 4 in a legendary special - giving you the 15 needed to get as many possible perk slots open, and put the freed four special points elsewhere.)
Phantom Aug 9, 2021 @ 5:25pm 
Originally posted by Dracul:
You can only get 15 perk slots per SPECIAL but you can go a bit inherently higher (IE 19 base with a fully leveled legendary special) or do like I do and use it to free up SPECIAL points. (IE you can have 11 in a stat, then 4 in a legendary special - giving you the 15 needed to get as many possible perk slots open, and put the freed four special points elsewhere.)

They go

1st star - 1 SPECIAL
2nd star - 2
3rd star - 3
4th star - 5
tprx Aug 9, 2021 @ 6:30pm 
Thanks all, that cleared out my confusion about SPECIAL legendary perk cards :)
insert food here Aug 9, 2021 @ 6:52pm 
Yeah Follow Through is a waste of a legendary perk IMHO. It is only going to be useful on enemies that are actually going to still be alive in 5-10 seconds after I have attacked. This rules out 95% of the enemies I face as they all die in a few shots.

For bosses like SBQ and Earle and Earle junior yeah it is good. Even for Sheep squatch and Mirelurk Queens maybe, but for me not needed. The extra utility granted from the legendary SPECIALs is just too good to pass up.
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Date Posted: Aug 9, 2021 @ 3:10am
Posts: 15