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Edit: and I would remove tormentor for starched genes, when you're using mutations.
My rifleman also has 8 int because 5 int is required for Gunsmith and + 3 Batteries included helps me keep my Gauss rifle in good condition with little ammo weight. If you don't intend to use Gauss better lower the intellect.
This is a very important ability that will help you regain your stealth during combat.
Weapon Artisan is a swap in perk.
This is a card you swap in at your camp when you need the skill. It is completely useless the moment you leave the workbench.
Strong back
Do the math. Traveling Pharmacy and Bandolier can reduce far more weight than those 20 lbs it provides.
People have the "Fallout 4 nostalgia" and grab this perk out of instinct.
Ironclad/Rad Resist
These perks simply do not give enough of a bonus to justify the point spent.
Skeet Shooter (Missing)
When using shotguns this perk makes a huge difference in your damage because it allows more pellets per shot to hit.
Rifle/Shotgun combo kinda make it rough to have this in your build.
Longshot
This is a perk that is overlooked quite often. Every gun has a "fall off range" where past that range you start doing less damage. You can see this much easier by having your display show damage numbers.
This is a VERY beneficial perk for Scorched Earth since you cna do more damage while the queen is airborne and you can snipe her on the ground form farther away and maintain stealth easier.
Iron Stomach
I have never caught a disease from eating cooked food in Fallout 76.
Carnivore/Herbivore mutation also makes this perk useless.
(You could move this to Luck and get Starched Genes and grab Carnivore or Herbivore)
Lead Belly
Personally I vendor at lest 30-50 Radaway every day. So with Radaway being that common it seems kind of like a waste of perk points.
You can offset reducing Gunsmith by taking Luck of the Draw, especially with automatic weapons. Slower firing weapons is meh because the effect trigger is low.
Also keep in mind Gunsmith only controls how often you have to repair your gun. Keep a rank 5 for modding, but you can make a lower rank card for outside camp. You may also have piles of repair kits form Scorched Earth and Encryptid.
I'm not a black powder guy but don't sweat the Dragon. I scrapped my first and found another non legendary later(looking to sell/trade this).
Ouch good luck with that. Grahm literally has a path that takes him all over the damn map.
As much as I know about the game I doubt I could find Grahm if I tried, lol.
I think I need to dive in to what all those 'legendary' perks do in the armor department, and how to acquire them...I've neglected this so far. It looks really complicated...
Also I think you might be better off using the legendary perks to raise specials(you can get =3 to a special, but not go over 15), i think you will get far more "bang for your buck."
Weapon artisan and hacker are cards you can swap in when you need them.
here is a pretty good guideline: its as vanilla and bland as you can think of, but surprisingly effective:
https://www.falloutbuilds.com/builds/ladydeath/
Tailor your own toon based on those recommendations. But trust me that you really want Gunsmith 24/7.
I do have the Ultricite armour, but I'm saving it for a rainy day.µ
https://nukesdragons.com/fallout76/perks?v=1&s=2f648ab&d=pd2pp2pk2pl2p02eo2c72ic4a72an2lt2s01eh2ir2la2lu2l71ao0au2&m=c29fb3