|Votes:||+14 (100% positiv)|
|Created:||November 4, 2018 at 10:55 pm|
|Updated:||November 28, 2018 at 10:39 am|
|Planner:||⚙ Open in Build Planner|
Mutation guide: https://www.falloutbuilds.com/t/mutation-guide/
Changes: I’ve re-evaluated intelligence and now believe that we need at least 3 this gives us access to the double repair on weapons and armor. This actually improves our damage since over-repaired items deal more damage. For the most part we cab have makeshift warrior on to save our weapon durability, but I think I want to have the ability to go for a heavy melee damage option involving radicool, nerd rage, and unyielding armor. That alone is 35 strength and if we can also get our pieces to have +1 str that puts us up to 40 with no buffs
Strength: we are always at the front lines and barbarian allows us to take the heat. Later in the game if you get good sustainable armor, or if you want to use power armor you can instead finish out the expert slugger and master slugger perks. Martial artist and incisor are amazing perks and easily out dps the damage perks. and even gunned opponents try and hit us when we run up on them making blocker an amazing take as well.
perception: while it won’t allow us to target limbs concentrated fire will increase our damage on successive hits.
endurance: we love action points. Sprinting into battle and using vats to lunge into battle so we take rejuvinated for the added action point recovery. Extra hitpoints is just icong on the cake.
Charisma: squad maneuvers in combination with speed demon and strange in numbers will make you really fast. Suppressor is a great flat damage reducer and tenderizer is just more damage. The longer it takes to kill our foe the more hits we’ll take especially since we’re right in the line of fire. Field surgeon in combination with born survivor will save your butt a lot.
Intelligence: I already put a second point into intelligence so I’m putting this at two. This will give us even more survivability when we are getting pummeled on and give us some extra damage to clear a path to safety.
luck: starched genes is good for any build because mutations are over powered. Serendipity is another way to survive in the front lines. Class freak unlocks the ability to take multiple mutations each with their own benefits. It will be amazing in the late game. I have just reached level 39, so I’m not sure how effective four leaf clover will be and I personally won’t be using better criticals, because I already have two intelligence from a previous build plan.
there are 9 total mutations this build will eventually utilize. four of them can be done as soon as you get starched genes, and the other 5 should wait until you have class freak maxed out. You should definitely utilize the first two because they are very very good in this build
*twisted muscles- 25 percent melee damage with no real downside for us. YES PLZ
*speed demon- the extra speed is important in both closing the distance and skirmishing in melee.
grounded- less important than the other two but still useful to make up for our lower energy defense
herd mentality- a great way to make up for the negatives from other mutations. +2 str and +2 agility is nice
marsupial + bird bones- jump high and fall slowly, become superman lol. Looks like a lot of fun
empath- team mates take around 30 percent less damage at the cost of you taking around 8 percent more. seems very worth it, especially if two or more people have it. then you and the other guy take 22 percent less damage and everyone else takes 30 percent less. (i’m using 30 percent because of stranger in numbers)
scaly skin-50 DR for like 6.5 action points, seems worth it
Healing factor is an optional one for quality of life since it won’t regenrate health in combat. Once you have class freak your chems will only be 13 percent less effective.
electrically charged- we’re at the front lines getting hit quite a bit, this could be useful
General combat guide: getting surrounded by enemies can often lead to defeat, so for large groups of tougher enemies that use melee be sure to use your environment to prevent them from surrounding you. I usually start combat by sprinting and attacking which automatically does a quick power attack, follow it up with a regular swing and then do a counter clockwise corcle backing up to the left and returning back from the right with your third swing. Then back up and use your vats attacks. Unlike in fallout 4 you can move during your power attack swings, so you can circle kite while doing a power attack.
weapon guide: use any 2h weapon until you reach level 10, then kill scorched/supermutants until you find sledgehammers. If you have a friend with makeshift warrior 2 or if you want to get it yourself it will carry you far into the end game. You can use sledgehammers until level 30 when super sledges become available. Then super sledges will last you until level 50. Avoid the “visit the mayor’s office” quest until after you reach level 50 so that you can get the level 50 version of the weapon reward. I personally got the level 40 version and it was quickly out/classed by other things. Ultimately you want to use whatever deals the most damage. You’ll need to buy weapons from other players if you want to save your intelligence points for other stats.
Level up guide: (not updated see changes above)
2 str, inpsirational —– action boy/ action girl, concentrated fire
3 cha, inspirational
4 cha, inpsirational
5 str, action boy/ action girl—–picklock
6 str, slugger
7 str, slugger
8 str, slugger
9 agi, action boy/ action girl
10 agi, action boy/ action girl
11 str, serendipity
12 str, rejuvenated
13 agi, marathoner
14 agi, marathoner -exterminator x 3
15 agi, marathoner
16 str, martial artist
17 str, martial artist
18 str, martial artist
19 str, barbarian —–expert picklock
20 end, rejuvinated
21 str, blocker
22 str, blocker
23 str, blocker
24 agi, expert slugger
25 luk, serendipity
26 luk, serendipity
27 agi, evasive
28 agi, evasive
29 luk, four leaf clover
30 luk, starched genes
31 luk, starched genes, I’d recommend getting at least speed demon, or twisted muscles now through trial and error.
32 luk, four leaf clover
33 luk, four leaf clover —glow sighted
34 agi, incisor
35 agi, incisor
36 luk, incisor
37 luk, squad maneuvers
38 luk, squad maneuvers
39 luk, evasive
40 cha, suppressor —- master picklock
41 cha, suppressor
42 cha, strange in numbers —– bloody mess
43 cha, suppressor
44 cha, bloody mess
45 cha, bloody mess
46 luk, class freak —-tenderizer, nerd rage
47 luk, class freak
48 luk, class freak- finish off many of your mutations, once you get a good pool that includes at least your top 2 you can start saving up and finishing off with serums
49 per, master slugger
50 per, adrenaline
bloody mess, better criticals, tenderizer, nerd rage, lock pick, expert lock pick, master lock pick
glow sighted x 3, exterminator(14) x 3 concentrated fire x 3
when you get a perk card you are going to use out of a pack you can instead at one of those levels select one of your
extra cards that have been unlocked (I show them to the right at the level they are unlocked at. I recommend using this to get lockpicks as you level up although you can choose them yourself if you want.
I finally feel like this is a well rounded build and believe that it will be a very fun and powerful melee build for pve unfortunately in the process I have tainted my card choices and will need to level far beyond level 50 to get all my perks, but at least anyone following the build won’t necessarily have to make the same mistakes I did. The only statistic I have to live with is 2 intelligence, which means I won’t get 15 luk and will lose better criticals rank 1. rank 2 makeshift warrior has been useful in making powerful sledgehammers all the way up until level 40. Though I imagine the end game weapons I’ll go for I will end up purchasing from other players.
I’d love to hear any thoughts on the build.
November 4, 2018 at 10:55 pm