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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.
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.
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.
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.
Thank you for the complete info
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
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?
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
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
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.