|Votes:||+7 (100% positiv)|
|Created:||November 6, 2018 at 11:52 am|
|Updated:||November 16, 2018 at 6:09 pm|
|Planner:||⚙ Open in Build Planner|
Bad Buddy, a Buddy who is also Bad.
This set up using two handed melee but you can easily switch to Unarmed, which Min/Maxed will more than likely be the strongest End game (or one handed, but don’t hope too much.)
Being a Strength (STR) build, it helps a bit with carrying (+70 carry wt with 15/15 STR). Not only this but if you don’t yet know Melee appears to be the highest damage and best pvp builds atm.
There are drawbacks, as in snipers and rifle men can just kite from afar (limits their locations as some are in city). And pistol men do get many run-and-gun kiting abilities. In Melee you have to grin and bare the damage. Additionally, A Sniper (the play style not the perk) on your team verse weak mobs will one shot them often and you and your team mates will get zero (0) exp from these kills (true of all non Sniper builds). Also compared to Guns, Melee feels very clunky and sluggish.
This build itself is the strongest i could make it while allowing for a great team member, with no real large drawbacks in solo play (the biggest being destroying a ton of weak mobs could be done better with more luck and less charisma). I must stress, for ALL BUILDS, even pure solo, 4 CHA is required in any build and a minimum 5 CHA should be strongly considered.
THE 50 BUILD
Use two hand melee weapons they outclass one handed (however unarmed might be nice). Not a Robot (no power armor). If you are going to lower any Special choose INT (3 is totally viable; 1 is doable but your friends will hate you) or/and 1 point from AGI. Luck, CHA, and END are optional places to put more points in if you don’t go as far into AGI or INT.
Adds 5 carrying wt per and 1 melee damage per (maybe of throwing weapons also, unsure).
- +40% damage with two-handed melee weapons, +30% attack speed with melee weapons, 60% decreased wt for melee weapons, 45% less melee damage taken, and 75% armor ignore with melee weapons, +40 Damage reduction DR.
- Incisor (ignore 75% target’s armor) is the best melee weapon dps talent. The more you need damage (high hp targets), the more this should provide you. Compared this to Tank Killer, perception’s rifle skill, which ignores 36% of target’s armor. Yes Incisor is BIG, but less effective on low DR Targets and with large damage hits. Honestly, 3/3 might be overkill, not in pvp however (a 500 DR PA user will have 125 DR, 300 Dr will have 75 DR.)
- Blocker (45% less melee damage taken; 3/3 stars.) This is a wonderful talent, it may beat out Barbarian by the end of the game (with best armor and other Damage Resist [DR] Perks). TLDR: It appears better than 80 DR from Barbarian (More so when you can get a single point of Barbarian for 40 DR). As you will be in melee, it should get good use. Also very good in pvp. Drawbacks are some mobs never really Melee. Theory crafting at the end of this build about which is better.
– You can get Pack Rat; if you want it first take 2/3 stars from Slugger (use a 1/3 Slugger Card) and then 1 star from Blocker (use a 2/3 Blocker card.) But honestly at eve level 20 your 400 WT limit stash will be full anyways so you don’t have any where to take the junk and +10% damage and 15% less melee damage is a hard trade. But it is an option that might fit a team’s needs (Such as Perk Sharing it so now everyone can carry a ton on a long outing).
5 Health per point, decreases Action Point (AP) cost of sprinting, increases disease resist.
- Ironclad (50 DR and ER; 5/5 stars.) is unbeatable. Ironclad is the best sharable Perk if you have it at 5 and CHAat 15 (which is possible with this build). But more than likely people will have it already (not sure about it stacking.)
- Rejuvenated (Doubles effect of well fed and satiated; 2/2 stars.) +25 HP and +25 AP Regen for two points … sign me up.
*Optional: (4 stars)
- Fireproof (+20 Fire Resistance [FR] per star [max of +60]; x/3 stars). As FR is even less common than DR or ER its a really good pick up, however, its one of these Perks that verse many enemies will not help. But verses those that does help with its one of the best perks there is (and honestly there are a lot of scorched and some crazy fire looking lvl 50 dragon-like mobs). I think in the long run this Perk will be the optional choice.
- Lifegiver (max +45 HP; 4 point cost.) A good choice and +45 HP is a good amount (350 vs 395, or +12.9% Health).
- Adamantium Skeleton is nice; keeps you moving.
- Rad Resistant is nice for vs rads. 1/3 stars will give you 10 rad resist, which actually should cut most radiation damage you take in 1/2.
- Aquaboy/Aquagirl is useful at times (but i would just swap when needed.)
– Lead Belly (No rads from water or food; 3/3 stars). This is stronger with Rejuv., but good regardless. Rad damage is an issue from my experience so far, this is one way you can just eat meat and water you find it. But it is my last choice as its more QoL than min/max. (Note- probably one of the best starting perks in the game. You never have to worry about hp, food, water, and it helps protect you from disease.)
A ton of options here with the Perks themselves very strong. In four (4) member teams Charisma Perks and the Special itself are far superior to every other Special group. These are also the Perks that we will swap between Solo to Party play. Father Down is a solo build link you can Perk swap to. The reason Charisma is so strong is because every team member can share a Perk Card with all his teammates (It active on everyone.) The limit to sharing is the Shared Card’s Star cost * 3 = Charisma. So if you have 9 CHA you can share any 3 star card with your team mates. If you have 15 CHA, you can share a 5 star card (Ironclad, with your entire team, even if they only have 1 END.) Remember each person can do this effectively providing an each member in a four man team with an extra 9 star points worth of perks (at 9 CHA after Perks).
- Suppressor (target does 30% less damage after being attacked for 2 secs; 3/3 stars). This is the ONLY Perk you will keep solo or in a team. Its just very strong and stacks with DR, Fire Resist, etcetera and works for anyone the target attacks helping your team out. Only one person should have it (someone else should have Tenderizer. Even The Weird isn’t bad, if you have a third person)
- Team Medic (Stimpacks also heal teammateS, see that S, for same amount; 3/3 stars) Many people seem to be missing that this is possibly strongest Perk in the game. Think about it, if 2-3 people in a team have this its a ton more healing. Or better yet, have a person with 3 Star in it share. Now EVERYONE in your team has it. If you plan on Sharing this perk , other players only need 3-7 CHA for this build (as they can pick up Magnetic Personality for +4-8 [2 from card cost and +2 from each additional team member] allowing them to share 3-4 star cards.)
- Squad Maneuver (20% faster in a team; 2/2 stars) – You’re melee come on.
- Strange in Numbers (1/1 star) – If you and your group are playing using mutations a 25% buff to them is impossible to beat. If you haven’t, or don’t plan on working to, obtaining good mutations just drop this for 1/5 stars in Bodyguards. Check the mutations section to see why this Perk is the strongest in the game (min/maxed, but otherwise could be useless).
* Optional (Swaps for above points):
- Tenderizer (target takes 5% more damage for 5 sec after attack; 1/3 stars) – [so this was 15% for 3/3 stars, but now just 7%. Only ever go 1 point… but its still an unbeatable 1 point.]
- Bodyguards (+6-18 (2-4 sized group) DR and ER. So 18 DR and ER for a single point. Nice.
- Magnetic Personality (+2 Charisma for each teammate, excluding yourself; 2/2 stars.) This is only for people getting under 9 points in Charisma. If you wanted Bodyguard (1 star), Squad Maneuver (2 stars), and Magnetic Personality (2 stars); this is 5 CHA base cost (special) but with a three member team you will get +4 CHa for a total of 9 CHA allowing you to share a 3 Star card. OR: Strange in Numbers (1 star), The Weird (2/3 stars), Squad Maneuver (2 stars), and Magnetic Personality (1/2 stars); this is 6 CHA base cost (special) but with a three member team you will get +3 CHA for a total of 9 CHA allowing you to share a 3 Star card. In a two member team you need 7 CHA counting 2 stars in Magnetic Personality for a 3 star card share (9 CHA).
– There are so many options here and if you have 1-2 other team members with 5-7+ base charisma then they have a lot of options they can pick up also like The Weird (up to +30 Rad resist for the entire team), Philanthropist (Eating an drinking deceases parties hunger and thirst), Friendly fire (flame attacks heal party members- no Molotov Cocktails), many resurrection options, and many more one pointers that add utility.
Durability of crafts and scrap amount. Unless you have a great friend (or an alt) get 5 INT so you can swap perks to craft max tier items; the exceptions is energy weapons which may need 3-6 Int. 3+ Int will allow you to repair items to 200% their durability, which is an issue in this game; also craft armor mods. If you want to let others craft and/or repair for you you can get some very nice Luck, CHA, or END Perks.
*Optional (2 stars):
- Pharmacist (+60% increase effect of Radaway; 2/3 stars.) Disease, damage, DR, etc are largely covered by this build, but Radiation is an issue in FO76. This helps manage it rather well and in combat areas when needed. I would suggest skipping it if you have Lead Belly, as it does cut down your rads.
- Makeshift Warrior (Melee weapons break 20% slower and you can craft Tier 2 melee weapons; 2/5 stars.) While you will be getting a 5/5 card of this to Perk swap to craft your melee weapons, it does provide a 20% durability for melee weapons increase if left active.
- – Wrecking Ball (deal +80% damage to workshop objects; 2/3 stars.) not a bad option if you’re raiding some workshops, massive dps increase.
- Demolition Expert (2/5 stars) 40% increase explosive damage is really nice (could see having 5/5 here).
– I don’t like Nerd Rage. It kicks in at 68 Health with Lifegiver and 59 Health without. And is a FLAT DR (and some AP and damage buff) which just isn’t enough to care much about or think it will save you.
As you can see INT is rather underwhelming without power armor use; however, its does let you craft your own items and with at least three (3) INT you can do 200% repairs and full armor mods and max Hacking Perks. Additionally, you can pick up Scrapper Perk for 1 star to swap to for additional scrap returns.
+10 Action Points per point and sneak ability. Possibility of going just 9 points for main Perks.
- Action Boy (45% AP regen; 3/3 stars.)
- Marathoner (Sprinting consumes 30% fewer Action Points; 2/3 stars.) this could be 1/3, your call.
- Evasive (+3 DR and ER per AGI, so +30 DR and ER; 3/3 stars.)
- Born Survivor (under 20% HP use a stimpack… once every 20 sec; 1/3 stars). Currently lets say someone launches a mini nuke at your forehead. You die… nope this actually auto-resurrects you once every 20secs. Yeah… Its good just playing also ghouls beating on you , at 20% HP you’ll stim yourself with no delay.
*Optional (1 star):
- Adrenaline (+6% [up to 36%] damage per kill for 30s. Duration refreshes with kills; 1/5 stars.) This is good for killing a lot of weaker stuff. +36% damage isn’t nothing. Far less useful on some larger/ harder mobs.
- Moving Target (+15 DR and ER while sprinting; 1/3 stars.) Never worth more than 1 star. Its actually really good (more so early on), you will be sprinting to most targets to gap close, and +15 DR & ER is nothing to scoff at.
- Thru-hiker (30% [max 90%] reduction of food and water wt per star; 1/3 stars.) Water and food can easily be much of the weight a melee build will carry (or stims/chems). Don’t write it off.
- 1 Less special in AGI.
- White Knight (armor breaks 30% [90% at 3/3 stars] more slowly and is cheaper to repair.) Could be helpful for longevity.
Increases recharge rate of Critical Hits and durability of items looted. Has good DPS Perks we don’t get.
- Bloody Mess (+15% bonus damage enemies may explode; 3/3 stars.) Flat unconditional DPS increase.
- Starched Genes (cannot mutate from rads and Radaway doesn’t cure mutations; 2/2 stars.) This is used to use mutations (which you will see below are very strong and this keeps you from getting bad ones as well.) Can skip if not planning on using, but its prevention of bad mutations is very nice (most of which are -hp, carry wt, or -4 str). The trick to using this is to remove this perk until you get a/many mutations you want, then swap it on.
– Serendipity (Below 35%HP, 45% chance to avoid attacks; 3/3 stars.) This is also not to be underrated. Another great option if you want to play the super tank in this build.
– Why not Grim Reaper’s Sprint? I believe YOU have to get the kill and its 35% chance at that. In a 3 or 4 man team… Not worth just always doing 15% more damage. Also again favors weak mobs, but solo it may be better than Bloody Mess.
The only changes are in Charisma (click the title for the build link):
- Lone Wanderer (20% less damage taken, 30% action point regen; 4/4 stars)
- Suppressor (For 2 seconds after being attacked target does 30% less damage; 3/3 stars.) Kept from team build.
*Optional (2 Stars):
- Bloodsucker (Blood packets no longer irradiate, 100% more healing, satisfy more thirst; 2/3 stars). The reason to use this would be as an alternative to stimpacks and water that you would use more in groups. So store these up in group play for us in solo play, and then you can store more water and stims for group play while solo playing.
- Tenderizer (target takes 10% more damage for 5 sec after attack, 2/3 star). 10% damage.
- Field Surgeon (Stims and rad away work faster (heal same amount over shorter time; 2 stars). I don’t prefer this, but solo pvp its good.
– Again there are a ton of options for these two (2) points. 30% less cap cost with traveling, double liquor effectiveness, while effected by alcohol 2 extra luck, and more.
These can be randomly acquired via radiation gains and removed with Radaway and other radiation removal methods. Some of these can also be purchased via mutagen serums (You drink it you get the mutation).
- Twisted Muscles (+25% to melee and limb damage, -50% to weapon accuracy.) Unknown if this effect melee weapon accuracy (so far it always has 95% in VATS if in range.) If this does effect melee accuracy its a toss up. I don’t think it does. Still +25% damage is massive. Remember the Charisma Perk Strange in Numbers that increases this by 25% for 1 star (+6% additional damage from the Perk)? There is a question to if this works with Unarmed, if it does Unarmed is the best melee end game.
- Speed Demon (+20% move and reload speed, increase thirst and hunger [probably 20%.]) 20% movement speed is crazy, you already have a flat 20% that is a base increase of 40% move speed.. Oh also Strange in Numbers (+5% move and reload speed).
- Grounded (+100 ER, -20% energy damage.) Thats right… +125 ER with Strange in Numbers … massive.
- Herd mentality (+2 to all Specials when in a team, -2 when not.) Really strong, allows for easier 3 Star Perk Card sharing also. Yes, you always have to be in a group, but people will make friend lists to just group for this to work. You don’t even have to be near each other or in same servers.
- Scaly Skin: +50 (+62.5) damage and energy resistance, -25 AP (-8) [some peopel have been reporting this is -50ap; its still good]. I mean, Yes please.
- Carnivore/Herbivore: Meat/Plant items give 2x benefits and no disease, but no vegetables/meat. Its possible for these to give ~12-15% Damage. With this build Carnivore is the go to.
– Talons (+25% damage unarmed and bleed damage chance, but -50% range accuracy). This is why Unarmed maybe the king of melee end game. If this and Twisted muscle stack that is +50% damage (plus the perk its +62.5 damage). This is more of an increase to damage than all of three damage type cards from STR (Otherwise stated, its 6+ some stars worth of damage increase.)
- Electrically Charged: Chance to shock enemies upon being melee attacked.
- Healing factor: Health regen +300% (375%, only works out of combat or in combat regen is so low you don’t really see it), chem effects -55% (-17.2% with Class Freak). Very nice the down side is largely mitigated, and for Stims well you get a Perk bonus anyway.
- Marsupial: +20 (+25) carry weight and improved jump height, -4 Intelligence (-1 INT).
- Unstable Isotope (chance to explode in an AOE to enemy melee attackers). Wonder if it scales with explosive damage 🙂
– Empath (teammates take -25% damage, you take +25% damage). With Class Freak its only ~6% more damage taken.
- This is probably better on a mid range support class than a melee one (But it is doable). A Melee Power Armor build might be able to pull it off, but still don’t like it with melee. Ideally a Heavy weapons (has an extra damage reduction perk, often in Power Armor, also mid range) or a mid range support. One person a team should always have this if you are min/maxing (its very strong).
- If it stacks drop every defensive on this build or just follow a different build. Depending on the formula if stacking you should see: if it effects DR it makes 100 DR equal something like 410 or 200 DR = 820, if its multiplicative it reduces 67% damage taken (so you take 32% damage – not including DR or other Perks), or if its additive it reduces 83% damage taken (take 17% damage – not including DR or other Perks). In any case, if it stacks it renders all other defensive options, save Suppressor, pointless. (It would kinda be lame for solo play, but as stated before, find anyone to group with then go your separate ways = benefit.)
No mutations build – Pick any 2 luck, and swap Stranger in numbers with Bodyguards.
So Bethesda has addressed the Perk Pack Bug. If you are like no way i can follow this level progression that is only because the game is buggy atm. But just get close and you’ll be fine.
This is for a first character, so it picks up some QoL Perks that are not needed later on. Its best to follow the Special distribution, the build does count on Perk Packs helping out a bit. If you get very unlucky you might need to be lvl maybe 52 or 53 to complete the build. This is unlikely as there are a few gaps where you can pick whatever you want. Don’t worry too much about it Perks are very flexible Specials aren’t.
(click the title for the build link)
So you have two options, most people go directly with Gladiator (increases one handed melee damage), but for the first levels you often find two handed weapons, .45 pistols, and hunting rifles. And honestly most mobs die really easy off the bat. This is why i prefer skipping Gladiator and waiting on two handed weapon Perks. The Perk Pack bug only makes this a smarter move.
My preferred choices for first characters:
- 2 – End point, pick Lead Belly (want a total of 2 if possible).
- 3 – End point, pick Lead Belly
- 4 – CHA point, pick Lead Belly if you don’t have 3 stars of it yet. (Perk Pack) Otherwise, if solo Lone Wanderer, First Aid if grouped. You should get another perk pack at this level. If you get say extra Lone Wanderer or First Aids you can pick from the other 1 Star card you don’t have yet (Like Action Boy Pharma Farma, etc. Still you will want three Lone Wanderer and first aids soon so you could just pick these anyway.)
- 5 – INT point, pick First Aid (1-2/3 stars). We are increasing INT early because it opens crafting. (Pick Iron Fist if going unarmed.)
- 6 – STR point, pick Slugger. (Perk Pack)
- 7 – INT point, pick Slugger. (Pack Rat if you prefer)
Don’t worry if things aren’t going perfectly, if you get a Perk Pack or two you should have cards for your 1 points Specials. For the rest of the Perks they are ideal if you get lucky from Perk packs.
So here we move in to STR more. We will be picking up Makeshift Warrior to craft better weapons (this is why we invested into INT. 3 INT gives you access to most INT Perks).
From here on out it really opens up. Just work toward the build. I recommend picking up when possible a 1-3 star Lone Wanderer, 3 in Makeshift Warrior, the hacking perk, and other INT and CHA cards for repairing, crafting, and selling.
- 12 – Pick Rejuvenated, i would just pick one off the bat and then see if i get a lucky one in a pack.
- 13 – AGI point, could pick Marathoner. (You could use a 2 star Action Boy)
- 14 – Pick Barbarian. Keep it at 1/3 stars.
- 15 – Pick Action Boy or Marathoner. You could invest the AGI points now or later and instead raise STR). (Perk Pack)
- 16, 17, 18 – Pick Martial Artist.
So here we are going more STR, CHA, and AGI. (It is possible to take get 5 INT here instead of AGI for top tier crafting).
- 20, 21 – Pick 2 Team Medic, and with Magnetic Personality 1/2 (pick at 21 if you don’t have it and then at 22 get your 2nd team medic); this will give you a total of 6 CHA in a team of one; this allows you to share a 2 star Team Medic so everyone’s Stims heal everyone. This really should help team survival.
- 22, 23 – Pick Blocker
- 24 – Pick Expert Slugger Keep it at one point.
- If you have not gotten an Evasive Card yet, consider picking one for later or now.
Move into more INT (get your crafting skills up) .
- 27, 28 – Fireproof
- 30, 31 – Starched Genes (30 – Perk Pack) Star picking up 2-3 Ironclads (maybe 1 Rad Resistant) when you have type and hope on lucky Perk Packs.
- 34, 35, 36 – Pick Incisors; unless you get one in your 35 Perk pack, then get another ironclad (35 – Perk Pack). You can replace Lead Belly with ironclad now (even if its 2-3/5 card).
- 37, 38 – Pick Squad Maneuvers
After this work toward the lvl 50 build.
- 40, 41, 42 – pick Suppressor
- 43 – Make sure you get 9 CHA at this level. Remove Magnetic Personality, upgrade (pick or use Perk Pack) to upgrade team medic to 3/3 star. Use Strange in Numbers if you have a good Mutation, if not 1/3 Bodyguards works fine. At 43 hopfully your Charisma Perk will look like the end build’s. If not get it there ASAP. This will provide you the ability to share any three point Perk, i prefer team medic if others haven taken it. Blocker, Action Boy, and Marathoner are other good options that other may not have.
- 1/3 Rad Resistant goes a long way. As most rad damage is many small hits. Pick one of these before more ironclad or Fireproof.
- 48 – Master Slugger. Keep at one point.
- 49 – Adrenaline. Keep at one point.
Theory Crafting -Skip if you like your brain intact- This is more informative than directly accurate and assumes much.
Barbarian Vs Blocker – The way DR and ER work is say enemy hits for 10 damage if you have 10 DR that cuts the damage in half, 25 damage vs 25 DR is 50% damage reductions for 12.5 damage taken. 25 damage vs 10 DR its 30% damage reduction so 17.5 damage.
- All said and done Blocker at 3/3 stars is much better than Barbarian at 3 stars. Now 1 star Barbarian is very nice. 86 DR from Perks, not including Barbarian, 76DR from Armour at lvl 35 is doable, so maybe ~185+ DR at lvl 50 from armor (If it ends up 185 DR this makes Barbarian less attractive, but still good), Barbarian would be a 45.5% increase of DR from perks (176 DR to 256 DR.) Its very possible that DR are damage multipliers are nested so that you get significantly less damage reductions form flat damage reductions. Effectively lowering the initial damage at which DR applies to calculated damage. In other words, its maybe a DR modifier (an 100 damage hit would look like a 50 damage hit for figuring out the actual damage multiplier, which is still multiplied by the 100 damage). In this case, if you had 100 DR and Blocker 45% less melee damage taken, it would look like a 55 damage hit versus DR thus Blocker would only provide ~10% less damage (This actually could make moderate levels of DR 100-150 act like 300 for the benefit per point they provide; which is not bad). If it doesn’t work this way and its just a multiplier then the following is accurate:
- 25 DMG vs 256 DR = 5.4 DMG (22% taken) Barbarian
- 25 DMG vs 256 DR + 30% = 3.8 DMG (15% taken) Suppressor and Barbarian
- 25 DMG vs 176 DR = 6.4 DMG (26% taken)
- 25 DMG vs 176 DR + 45% = 3.6 Melee DMG (14% taken) Blocker
- 25 DMG vs 176 DR + 45% + 30% = 2.5 Melee DMG (10% taken). Suppressor and Blocker
- 100 DMG vs 256 DR = 35.7 DMG (36% taken) Barbarian
- 100 DMG vs 256 DR + 30% = 25 DMG (25% taken) Suppressor
- 100 DMG vs 176 DR = 42.5 DMG (43% taken)
- 100 DMG vs 176 DR + 45% = 23.4 Melee DMG (23% taken) Blocker
- 100 DMG vs 176 DR + 45% + 30% = 16.4 Melee DMG (16% taken). Suppressor and Blocker
- 250 DMG vs 256 DR = 124.9 DMG (50% taken) Barbarian
- 250 DMG vs 256 DR + 30% = 87.4 DMG (35% taken) Suppressor and Barbarian
- 250 DMG vs 176 DR = 150 DMG (60% taken)
- 250 DMG vs 176 DR + 45% = 82.5 Melee DMG (33% taken) Blocker
- 250 DMG vs 176 DR + 45% + 30% = 57.8 Melee DMG (23% taken). Suppressor and Blocker
- Flat damage reductions are so strong. 176 DR (Perks) + 184 DR (armor) = 360 DR. Adding another 80 its nice, but its not a flat 45% less damage from melee. Blocker and flat damage reductions use the weaker formula, its still ~9-10% less damage taken for Blocker and about 6% for Suppressor (Of course the larger the hit the stronger this becomes. EX. a 350 DMG, with both Perks, provides a total of 20% less damage taken with the weak formula).
Please feel free to provide any feedback. Am i missing something? Is a Perk currently bugged, etcetera.
November 6, 2018 at 11:52 am