Fallout 76

Fallout 76

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My Personal FO76 Build
By og.hotdogwater
I figured I would share my build to new players/veterans alike with the new popularity this game has had. I don't think this build is really "meta" but it is overall a sustainable and fun build to try out.
   
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The Concept of The Build
This build incorporates two different weapon styles, allowing for versatility or a fresh change of pace while playing through the game. In the early levels I focused this build to mainly be 2H Melee Weapons, while prioritizing acquiring Power Armor as early as I could.
For early game SPECIAL, I prioritized Strength, Intelligence, and Agility. I also bumped Charisma a decent chunk, but only for persuasion checks, so you can bump as much Charisma as you please.
After completing the Wastelanders story and unlocking the Gold Store, I acquired the full Secret Service set, as well as the Gauss Shotgun. This is where the second weapon style comes in, as this build will be using Shotguns and 2H Melee Weapons. I started this build around level 150-175 and I'm posting screenshots as of level 250.

What Makes This Build S.P.E.C.I.A.L.

In this portion, I will explain the SPECIAL points and perks I use as of level 250. You don't have to use these to the exact specification, it's just what I use in my build.
STRENGTH:15
Strength is my maxed out stat as it holds the main dmg bonus perks for both melee and shotguns. The perks cards I use for strength are all level 3 and are as follows:
Master Shotgunner, Expert Shotgunner, Expert Slugger, Incisor, Martial Artist.
I chose 2 Shotgun damage perks over melee because most 2H melee weapons have a high base dmg, which allows for more bonus to be added to the Gauss Shotgun. Incisor and Martial Artist I believe are very necessary for Melee builds, especially when using weapons like a Super Slege, Baseball bat, or any slow swinging melee weapon.
Perception:9
Perception isn't a very vital part of this build, as I think 8 is only required. Skeet Shooter (3) for Shotgun accuracy and spread improvement, Concentrated fire (1) for V.A.T.S, and Refractor (4) for some bonus Energy DMG resist. Refractor can be seen as an unnecessary perk if you acquire the Electric Absorption legendary perk, but I use it because I don't spend 100% of the time in Power Armor.
Endurance:6
Endurance is the least useful for this build. The only two perks I use are Lifegiver (4) for some bonus HP, and Chem Fiend (2) for recreational chem usage. Another good perk could be Ironclad if you plan on spending time out of Power Armor, or you could spend extra points in another place.
Charisma:9
Charisma is at 9 only because of story charisma checks, and sharing level 3 perk cards. Most of the perk cards like Bodyguards (2), Team Medic (2), and Magnetic Personality (2) are based on how many players are on your team. I think Field Surgeon (2) for better Stims/Rad Away is a good choice for a Tank build.
Intelligence:9
Intelligence is good for the Power Armor side of the build, as well as a good chunk of base building features. I use Nerd Rage (3), Power User (3) to save energy, First Aid (2) for better healing, and Portable Power (1) for carry weight reduction.
Agility:11
The second highest stat in this build, revolving around the VATS side and utilizing crits. I use Adrenaline (5) for extra damage, perfect for a tank/melee build, Action Boy (3) for AP regeneration, and Enforcer (3) for shotgun stagger chance and limb damage.
Luck:5
Luck in this build is used to buff crits with Better Criticals (3), and Grim Reaper's Sprint (2): for chance to restore AP on kills.
The Legendary Perks

All legendary perks can be upgraded as many times as you please. I chose Master Infiltrator to negate having to use any hacker/lockpick perk in their respective skill trees. Intelligence +2 and Charisma +3, and finally Hack and Slash (5) for an amazing melee VATS bonus.
The Arsenal
Here are the weapons I personally use while playing, I will also include some early game recommendations towards the end. All 3 of these weapons have custom names.

The Boomstick
The main weapon of this build, the Gauss Shotgun. You can acquire this weapon and the mods attached through the Gold Reserve in Vault 79, after completing the Wastelanders storyline.
I wouldn't say the legendary perks are perfect but I personally am not entirely too picky on having the perfect 3 traits. This gun uses Gourmand (DMG increase while you keep your Hunger & Thirst meters high), Last Shot (last shot in magazine has a 25% chance to do +100% DMG), and Lucky (Vats Critcal Charge +15), The final 2 perks are built into the weapon itself.

Oh Baby!
A super sledge doesn't have many customization options, but is an excellent workhorse to use especially with power armor. I use the perks Bloodied (DMG increase as health decreases), Inertial (Replenish 15 AP with each kill), and Lucky (+15 Bonus VATS Critical Charge).

The Buzzsaw
The Auto-Axe was introduced in The Pitt update, and it is just as fun as it was using in Fallout 3.
I acquired the Electrified upgrade via the Merchant who exchanges expedition tickets in the Whitespring. This is an excellent crowd-kill weapon and for excellent DPS in boss battles. The legendary perks I use are Anti-Armor (+50% Armor Penetration), Crippling (+50% Limb Damage), and Agility (+1 Agility).

In the early game, I would recommend using weapons like an upgraded baseball bat, pump action shotguns, combat shotguns, anything high damage you can get your hands on. I will also add that it may be easier to focus on one weapon damage type while you are leveling up your character, instead of trying to balance both shotgun and melee. I used only melee until probably around level 150 before I introduced the Gauss Shotgun into the mix, so I consider this to be a pretty late game build. In terms of Power Armor, I acquired the Excavator set first, then Ultracite from the Scorchbeast Queen, and then the X-01 Prototype (which you will need to research yourself because I forgot where I looked it up)
Final Notes

Overall this build shouldn't fail you, it is fairly easy in terms of questing and small enemies, but you may find yourself lacking in dps in boss battles unless you use a weapon like the Auto-Axe or Chainsaw. Let me know if you think there is anything that could be improved on in this build as far as perks/SPECIAL allocation, I would love to know.



Thank you for reading, and I hope you try this build and enjoy it.
3 Comments
waste lander147 Jan 21 @ 8:38am 
Wow this is garbage. Please don’t post builds ever again
elvis has left the building May 23, 2024 @ 3:23pm 
i rely on being wanted to they hit me and then i kill them and take their flux ;)
Cain May 7, 2024 @ 10:02pm 
I just wanted to add two notes here: 1) X-01 is acquired through the main story of the game near the end where you obtain the ability to launch nukes. You have to craft it and many see it as a rite of passage since it is one of the entry level "end game" sets, though with legendary power armor parts if you find some really nice modifiers beforehand it might not be as much of an upgrade as it was originally. 2.) That legendary lockpick perk might get you into trouble AFAIK in terms of going into other players camps and interacting with locked objects. I am not 100% sure on this but bear in mind that breaking into player objects that are locked (such as doors, containers, etc) will make you wanted and disable your ability to see other players on the map. Everyone will be able to see you and you might get unwanted pvp attention. Otherwise good guide for people looking for some build direction and one that I personally followed generally on my ventures through irradiated Appalachia.