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However, I would strongly advise against taking the perks for all 4 ranged weapon classes, its just a waste.
All three small arms groups (rifles, pistols and autos) are capable of filling any major role, be it VATS, hip fire, sniping, free aim or whatever you need if you purpose build your weapons decently. Different groups will be better at certain roles of course, but they can all fill any.
Just pick one small arm group and stick with it until you find yourself having more perk points than you know what to do with. Rifles are the most popular due to the variety (includes shotguns and most classic sniper weapons), comes with a great additional bonus in armour piercing and are very newbie friendly.
Heavy weapons on the other hand are trash, theres only one genuinely good weapon in the entire group....
I would also avoid fortune finder. Once you get a little experience you will find that caps practically fall from the sky. FO4 has the most easily broken economy of any fallout game yet.
Demolition Expert is an amazing perk that I would strongly recommend (throwing arc is even more important than the damage), as is Ninja (much better than sandman!). There are lots of other very strong ones too such as gun fu, critical banker, penetrator, idiot savant, grim reaper's sprint, sniper (first and third rank are meh, but the second is flat out gamebreaking), chemist, along with others, and I completely ignored melee based stuff.
You can build up your SPECIAL with perk points so you shouldn't consider them anything close to fixed.
I recommend focusing on one weapon type at first. You can eventually branch out anyway, and SPECIAL stats can always be increased.
I would recommend getting Luck to 3 for Bloody Mess and charisma to 6 for Local Leader. Bloody Mess increases ALL damage and is good for any build. Local Leader is important if you want to enjoy the settlement system at all.
On the other hand, I think you could drop a few points of strength and drop the following perks:
- Heavy Gunner: no good heavy weapons for quite a while
- Lone Wanderer: you'll want to try all the companions at first
- Attack Dog
- Hacker: much less useful than lockpicking
- Fortune Finder: totally unnecessary
Some of those perks make sense later, but initially you might want to focus on doing one thing well and maybe increase your stats a bit before branching out.
I think I'd recommend making a VATS build with Rifleman. Go for high Perception, Agility and Luck in the long run. It's a super powerful build once you get some decent weapons.
While playing at a lower difficulty is probably recommended to get your feet wet, I'd actually say that the funnest way that Fallout 4 can be played is on Survival. It adds new mechanics, makes the game more difficult and rewarding overall, and changes quite a few things. To many, myself included, it's considered the only way to play.
Having said that, it's your call, but my advice will be aimed a bit more at that.
Your S.P.E.C.I.A.L. stats look good overall, but I'd say you want to lean towards either more Int for a higher xp bonus, or get more Luck and get Idiot Savant. Or you could get both. I generally prefer Int since I like to go with a Power Armor build and get Nuclear Physicist. XP is king of Fallout 4- the more you earn, the more levels you get, the more perks you get, the more powerful you are.
There's no real level cap (there is but you won't reach it in your lifetime without using the console to cheat), so makes sense to make this a top priority, at least if you want to be as strong as possible as early as possible. If I had to pick, I'd say pull a point or two out of Strength, or one out of Strength and and one out of Charisma, and then sink them into either Int or Luck.
I personally like to go with 8 Int at the start, then use the book to jump to 9, then pretty early on, maybe early teen levels and once I can survive the trip, make my way for Diamond City and then the Boston Library for the Int bobble. Then you can really begin to maximize your xp gains early, especially if you haven't begun building on settlements and/or crafting yet.
Variety is good and fun, but realistically, you don't need all those weapon damage perks (Rifleman, Gunslinger, etc.). At least as an early priority. You can always boost S.P.E.C.I.A.L. stats later, too, by investing a perk point and aim to get them later if you want to try new things out.
Generally speaking, Rifleman is the way to go for a sniper/stealth sniper build and if you want the one-shot kill.
Gunslinger is where it's at for VATS builds and for minimizing your carry weight.
Commando is high overall dps when maxed out, but early game, automatics are a bit wanting and ammo will be more scarce. They also tend to hit weaker on higher armored stuff, as you have no penetration bonus unlike Rifleman (save for if you get the Legendary affect, but then Powerful or Furious are still better). Once fully perked and kitted, and especially with all the bonuses like Sandman and a suppressor, they will hose most everything down in a matter of seconds.
Heavy Gunner is pretty situational, and the weight requirements of the weapons and ammo, again with scarcity, make it more of an end-game, specialty kinda thing- I like them sometimes with my Power Armor build, though. Survival mode makes for them being even more situational and hard to warrant because of the reductions to your base carry weight. The trade-off is that you get the highest damage potential out there (Instigating tracking Missile Launcher and Two-Shot Fat Mans are many lulz).
Demolitions Expert is actually really amazing and shouldn't be overlooked- explosives are extremely powerful and a few of the heavy weapons along with the Explosive Legendary effect on weapons scale with it. A suped up grenade or luring a tough foe into a mine field you set-up beforehand can be very clutch in certain situations. Works equally well with stealth and loud builds, too. 4 Perception is a good start though- you can find the bobble for it very early on, which will bump you to the 5 you need for D.E. The grenade arc for the second rank is reason alone to invest points, in my humble view.
Unarmed and Melee skills require more specific builds and gear to be as effective, I'd say, and are probably best left for a second or third character and not your first.
Crafting skills are most often the top priority for me, along with Scrapper and Scrounger. Locksmith and Hacker, as well.
Strong Back is primo, especially if you plan to try to carry more than two or three weapons, or suffer from the notorious kleptomania that Bethesda games tend to induce in people (guilty here :P).
Scrap is lifeblood if you intend to mod a lot of gear, and even moreso if you intend to build up settlements (and you should, the bonuses and xp as well as gameplay aspects add a lot to the overall experience). To that end, Local Leader is also a must, at least the first rank, but I'd say get both.
Last ranks of Locksmith and Hacker are useless, I'll say, though. You'll never run out of bobby pins and you can't get permanently locked out of computers unlike in previous Fallout entries. Unless you use a single shot weapon like a Missile Launcher, Fat Man, or otherwise, final rank of Scrounger is also blah, unless you condition yourself to never manually reload (mostly a bad idea and something that makes my OCD itch as a longtime shooter aficionado).
Toughness is kind of meh, honestly, and 5 ranks is an awful lot of perk points for what is mostly a small return in the long run. Early game, it might help you survive a few more hits.
Life Giver is definitely the better choice, but if your priority is to use stealth, you may not need it as much. Life regen is much more useful in Survival than other modes, I'd say, too, since you want to minimize consumable use and rad intake.
Of course, effective stealth requires a lot of levels to get all the ranks of Sneak, as well as high Agility stat, magazines, the bobblehead, and gear/armor with that aim in mind, to truly get the most out of it, imo, so the extra health will likely come in handy until then.
If your intention is to use stealth as much as possible, you probably want to 86 your companion and run solo, even if you intend to use Dogmeat-he will guarantee ♥♥♥♥ up your stealth at the most inopportune moments (you can get mods that will negate this for the most part but I'll assume you're on vanilla). For that reason, I'd say ditch Attack Dog, too.
Consider getting Inspirational in the longrun, as you may decide to bring companions along anyhow, if only for their perks and dialogue, or if you get bored. Deacon and MacCready are probably the best stealth companions.
Lone Wanderer is THE perk for running solo. The 100 carry weight is the icing on the cake- the real chubby-inducing aspects of it are the 30% flat damage reduction (notice this is percentage not just 30 flat armor, like as in the armor Toughness or equips gives), and once you hit that 25% extra damage...yum. Godly.
Sandman and Ninja are the musts for maximizing your stealth damage (suppressor damage and sneak crit damage, respectively), along with Deacon's perk from maxing his affinity. Just make sure you take them in the proper order to maximize your damage (this was fixed to a degree but still stands true). If you have Nuka-World, I'm pretty sure the Operator's perk doesn't matter in which order you receive it.
Cap Collector and Medic are also arguable perks to take.
Even in Survival, unless you are getting rocked constantly (and if that's the case, you're probably dying and reloading from your last bed), there's not much to warrant taking Medic other than being able to have doctors at your settlements, which only takes rank 1, as well as requiring Local Leader 2. The bonus healing from stims you shouldn't really need though (stims, food, and water to heal, are all easy enough to come by as it is), and you want to avoid using Rad-X/Rad Away as much as you can, at least on Survival, since it slams you with immune system debuffs.
Once you build a Decontamination Arch in your home settlement, rads are mostly non-issue unless you are hugging barrels of radioactive waste and swimming everywhere without Aqua Boy/Girl (another highly recommended early game perk).
Cap Collector, eh, maybe less arguable, as being able to make a ton of caps allows you to gear out considerably depending on where you are in the game, but I'd say with Scrounger it's less necessary, and you only get the most out of it with cranked out Charisma (stat plus using chems and clothing) and after having certain renewable farms set up that let you generate the items to sell (Purified Water/starch/Mutfruit/so-on).
Fortune Finder also is an unnecessary perk in my eyes. Especially, if you have Cap Collector and/or Scrounger. But really with Scrounger alone, you'll find so much ammo, you can just sell whatever you don't end up using, and negate the need for either. There are also not too many money sinks in the game, either (unfortunately), so it doesn't serve as much to be stinking rich over being ruthlessly overpowered. ;)
That's my 2 cents. Sorry for the wall of text but wanted to be thorough. Hope it was helpful. Welcome to the game and good luck surviving the Commonwealth!
S 2 for melee.
P 2 for rifle.
E 7 get me close to 10 for Solar Powered
C 8 for Inpirational, gets me companion power. (7+1 from the Book)
I 1 don't need int stuff
A 4 for Sandman to boost Deliverer.
L 5 for Idiot Savant.
As they say, any build is good. My fav perks are Influential-2 and Solar Powered-2.
[difficulty Very Hard]
Lv1 aquaboy, Lv2 pistol, and go get "the gainer" and some bullets.
2) If you're going to take sneak, you might as well add a few more agility and take Ninja too. It works great for stealth and sniping.
3) Luck can be ignored if you want. You're fine if you want more ammo, but I wouldn't bother with the bonus caps perk, after a little while you should have more caps than you know what to do with.
4) Play whatever build you want and don't worry about what others think is most effecient or best. I know this goes against my other suggestions, but its the best advice overall. What I enjoy and find to be best may not work so well with your preferred playstyle. Fallout 4 was designed in such a way that you would have to intentionally make a bad or unplayable build. You can safely get away with picking perks while blindfolded.
Gunslinger allows you to use vats a lot and really rack up those criticals.
There is a really cool synergy between agility, luck and melee: Blitz + ninja + grim reapers sprint lets you teleport around the battlefield one shotting all opponents with melee until you are detected.
Luck 9, Agi 10, Str 9 cover all the essenial perks. You might want to start with end 4 though just to give you that extra hp (and it gives you access to aqua boy once you get the bobblehead should you want it). You can increase the main perks as you level up, I especially recommend leaving str low at the start as big leagues is only level 2 and melee only really becomes broken once you get blitz and high sneak.
If you need extra help Chemist (int7) lets you make full use of the "get out of jail free card", aka (psycho-)jet.
Should you find a good legendary gauss rifle or assault rifle you can diversify into rifleman, but before that the lower vats cost of pistols compensate for their slightly lower per bullet damage.
Charisma comes first. Intelligence second. just a tribute to ourselves... ;-)
You will find plenty of ammo on dead enemies with a luck of one, believe me. I save .38's by the boxload to use in trade. Speaking of which you want to get your intelligence to a 7. You can and should get chemist one, not so much because you need it to make almost all healing chems, but because the jets, buffjets, and psychojets you use will last several game seconds longer, possibly saving your life.
For the same reson as above don't waste perks on energy reflection and rad resistance. Picking up lead stomach might be good, so you don't have to see a doctor every couple of days to get radiation removed.
Settlements are a giant pain, but you need at least one to produce your crafting glue. Build one big one, get its defenses up. That's all you need.
Don't listen to a single word Preston Garvey tell you, or you will turn into a general ith the duties of a lap dog. I wouldn't start on survival mode, but if you do, realize you can drop back to an easier mode it necessary. You can't, later on, readvance to survival mode. You'll ned to start a new character.
Good luck.