Fallout 4

Fallout 4

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Moonbane May 20, 2016 @ 8:54am
Looking for a discussion on the Far Harbor story completion perks [mild spoiler]
http://www.ign.com/wikis/fallout-4/Far_Harbor_Perks

So you get a specific unique perk for the resolution you chose for the island. Which I learned off when I finished my first run, which was a peace run.


Destroyer of Acadia

Effect: Grants massive damage boost when at low health for 30 seconds.
Obtained: Incite Alan Lee and the people of Far Harbor to march upon Acadia and destroy it, as part of The Way Life Should Be Quest.

Note that choosing this path will lock you out of the Protector of Acadia perk.


Crusader of Atom

Effect: Grants you increased weapon damage the higher your current radiation is.
Obtained: Trigger the Wind Farm Kill Switch to destroy Far Harbor, as part of the Cleansing the Land Quest.

Note that choosing this path will lock you out of the Protector of Acadia perk.


Far Harbor Survivalist

Effect: Grants a bonus to all damage reistance types.
Obtained: Activate the Launch Key for the Nucleus Submarine, as part of the Cleansing the Land Quest.

Note that choosing this path will lock you out of the Protector of Acadia perk.


Protector of Acadia

Effect: Grants a massive boost to energy resistance when health is low for 30 seconds.
Obtained: Bring peace to all three factions as part of the Reformation Quest.

Note that choosing this path will lock you out of the other potential perks.

Both Protector and Destroyer of Acardia seems like a disappointment to me, its not very healthy to rely on something that kicks in at super low health. Both requiring the 20% health threshold to activate.

Far Harbor Survivalist and Crusader of Atom seems to be far superior perks. In particular Crusader as it should fit well with a radiation oriented build like: Ghoulish, Solar Powered plus using Hancock till you have his isodoped companion perk. The survivalist perk is an all purpose survival increase that is always useful, plus by pursuing it you wont alienate Old Longfellow and can aquire his companion perk as well:

Maxed approval with Old Longfellow grants the Sole Survivor the Hunter's Wisdom perk, which reduces damage and energy resistance of animals and sea creatures by 25%.
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Moonbane May 20, 2016 @ 9:41am 
Any oppinions?
Defektiv May 20, 2016 @ 9:44am 
The low health perks can be useful. Nerd Rage is the obvious perk they compliment but there's also a new legendary affix that gives +3 to all stats when low on health.
oripash Aug 22, 2016 @ 5:16pm 
I'm running an oddball (but very powerful and fun) build and have gone to far harbor only at level 170. This build is hugely affected by these perks. Got 3 phases.
Phase 1 - All Jet & Berry Mentats, no VATS combat at all, ever. Maxed chemist and Biocommmesh. High DPS fast action in slow-mo. Maxed sneak. Lots of high-fire-rate sniping.
Phase 2 - As above, only perpetually radiated to 24.9% of health, maxed DR, refractor, rad resistant and rooted perks, aquaboy/girl, BOS armor, and refreshing beverages rather than radaway when radiation dips health below 20%. Everything that gives extreme damage-related bonuses and "triggers at 10%/20%/25%/lots-of-rads" is super-interesting. While your health is between a quarter and fifth, your DR and resistances are hugely increased.
There are two ways to run this one - radded to a bit above the 20% line (taking maximal advantage of the 40% damage bonus of nerd rage and using nerd rage as the main time-slower) or mostly in the 24.9% range (using jet to slow-down-on-demand), bumping it back up when rads are over 80%.

If you're doing the first variant, Protector of Acadia is for you. because it kicks in at 20% and gives you 1000DR for enough time to re-heal and clean up around you.

If you're doing the second like me, Crusader of Atom is *the thing*, as it affects damage all time you're heavily radiated, which is kind of all the time.

A bit of an aside, there's a third phase to this build. You go into it only
- when SPECIAL doesn't matter anymore (at level ~170-200 it kinda stops mattering for this build. AP aren't used for anything, you can sprint virtually indefinitely, you can run when overencumbered at 140% speed from items and strong back 3 so carrying capacity is meh (and you get in the habbit of coming back carrying 2500 weight, so whether you had 2-3 more points of STR or not is moot), you pass all speech checks.. END/STR/INT matter.. a little.. and PER/AGI/CHA/LUC matter not.
- however, you're still looking for ways to improve your.. umm. DPGS. damage per game second.
- you were smart enough to avoid the alcohol and drug addiction immune perks
- you built up a stash of useful Junkie weapons
- you built up a stash of all 11 exotic drugs
- you built up a stash of X-111 to manage radiation, refreshing beverages will no longer work.
- optional: you have the unyielding/rad-powered armor pieces to undo the massive SPECIAL hit.
Then you addict yourself to all drugs and let yourself go into withdrawal. The trick is not to pick and choose. If you're going to pick and choose, you're better off staying with a two-shot weapon and not bothering. But if you do it right...

Result:
135% when Jet and Berry mentats are taken
165% weapon damage when they're not taken.
Last edited by oripash; Aug 22, 2016 @ 5:31pm
H.Honor Aug 22, 2016 @ 5:18pm 
Protector of Acadia combo's very well with nerdrage imo :D
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Date Posted: May 20, 2016 @ 8:54am
Posts: 4