+2

Modular Rifle Build

A Fallout 76 Build by Phill.

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Author: Phill
Votes: +2 (100% positiv)
Created: November 11, 2018 at 7:49 pm
Planner: ⚙ Open in Build Planner

Welcome

This little build here is what i planned on using once the game went live.

Part of what I had in mind is mostly using the Non-Automatic Rifles together with Vats while having some kind of melee Option for Backup if something gets to close or I’m fighting in confined Interiors.

For those I had Shotguns and either 1h or 2h melee Weapons in Mind.

I also wanted to have the ability to change builds between different play styles without having to create new characters.

I thought of posting this build to simply share it and also maybe get some Feedback on what others think of it.

S.P.E.C.I.A.L-Stats

Strength:

I went with 9 Strength for two Reasons. The first would be simply the increased carry weight and the ability to swap in Perks like Travelling Pharmacy.

The Second would be the ability to take the secondary perks the melee support since they are both in the strength tree, as well as the ability to switch into other build options.

Blocker is here because it’s just overall useful to protect against the biggest heavy Hitters out there.

Perception:

The Perception is here for the V.A.T.S accuracy as well as all the perks related to V.A.T.S and rifle damage. The Rifle Mods here could be switched for automatic rifle perks depending on the situation/the enemy type, but non-automatic is the main focus.

Endurance:

This was a tough one. I tool Rejuvenated because I see much potential in the Food Buffs and think that its not that hard to keep them up. I would have liked to fit in Adamantium Skeleton, but didn’t know where to take the point(s) from.

Charisma:

Quite straight forward here. Lone Wanderer for solo play and Squad Maneuver & Bodyguards for team play.

Intelligence:

I went for 5 Intelligence since the current knowledge lets most assume, that this is enough for crafting.  We will have to wait and see if this holds true, or if higher level Weapons might require Gun Smith and Science at the same time.

For Combat I switch in First Aid for the better healing an take Demolition Expert for the odd Grenade and the unending hope of finding a exploding damage legendary weapon. Still this one is up for debate which is why I’m happy for ideas.

Agility:

Pretty much the same reasoning as in Perception. The idea is to improve the AP household and get some extra Damage with Adrenaline. Marathoner is here to for Quality of life and because i have so little Endurance. Evasive is something i thought would be nice. I also thought about putting in Gun-Fu which would be an alternative to either Evasive on Level 3 or to replace Marathoner and use it on level 1.

Luck:

Well here we go. Luck provides the Critical Shot improvement as well as even more AP generation with Grim Reapers Sprint. Serendipity is here to give survivability if worst comes to worst.

Closing Words

Well that’s it. Like I said this is my current start build idea to dip into all the different ways of playing, without having to create a new character each time. I would love some feedback and idea’s to improve on the build. I will post some modular builds to switch into with the Special distribution.

Anyways thanks for reading this far and maybe even sharing some opinions.😄

Modular Builds

Heavy Gunner-PA

This one is for focusing on Power Armor usage and Heavy Weapons. Also some Explosives to add to the overall Experience.

Hit and Run Shotgunner

This one is for running up to the Enemies and showing them the Business end of a Boom stick.

Melee

Same as above just with a normal Stick.

November 11, 2018 at 7:49 pm

Phill
Guest

Dieses Thema mit Freunden teilen:

+4

Modular Rifle Build

A Fallout 76 Build by Phill.

Author: Phill
Votes: +4 (100% positiv)
Created: November 11, 2018 at 7:48 pm
Planner: ⚙ Open in Build Planner

Welcome

This little build here is what i planned on using once the game went live.

Part of what I had in mind is mostly using the Non-Automatic Rifles together with Vats while having some kind of melee Option for Backup if something gets to close or I’m fighting in confined Interiors.

For those I had Shotguns and either 1h or 2h melee Weapons in Mind.

I also wanted to have the ability to change builds between different play styles without having to create new characters.

I thought of posting this build to simply share it and also maybe get some Feedback on what others think of it.

S.P.E.C.I.A.L-Stats

Strength:

I went with 9 Strength for two Reasons. The first would be simply the increased carry weight and the ability to swap in Perks like Travelling Pharmacy.

The Second would be the ability to take the secondary perks the melee support since they are both in the strength tree, as well as the ability to switch into other build options.

Blocker is here because it’s just overall useful to protect against the biggest heavy Hitters out there.

Perception:

The Perception is here for the V.A.T.S accuracy as well as all the perks related to V.A.T.S and rifle damage. The Rifle Mods here could be switched for automatic rifle perks depending on the situation/the enemy type, but non-automatic is the main focus.

Endurance:

This was a tough one. I tool Rejuvenated because I see much potential in the Food Buffs and think that its not that hard to keep them up. I would have liked to fit in Adamantium Skeleton, but didn’t know where to take the point(s) from.

Charisma:

Quite straight forward here. Lone Wanderer for solo play and Squad Maneuver & Bodyguards for team play.

Intelligence:

I went for 5 Intelligence since the current knowledge lets most assume, that this is enough for crafting.  We will have to wait and see if this holds true, or if higher level Weapons might require Gun Smith and Science at the same time.

For Combat I switch in First Aid for the better healing an take Demolition Expert for the odd Grenade and the unending hope of finding a exploding damage legendary weapon. Still this one is up for debate which is why I’m happy for ideas.

Agility:

Pretty much the same reasoning as in Perception. The idea is to improve the AP household and get some extra Damage with Adrenaline. Marathoner is here to for Quality of life and because i have so little Endurance. Evasive is something i thought would be nice. I also thought about putting in Gun-Fu which would be an alternative to either Evasive on Level 3 or to replace Marathoner and use it on level 1.

Luck:

Well here we go. Luck provides the Critical Shot improvement as well as even more AP generation with Grim Reapers Sprint. Serendipity is here to give survivability if worst comes to worst.

Closing Words

Well that’s it. Like I said this is my current start build idea to dip into all the different ways of playing, without having to create a new character each time. I would love some feedback and idea’s to improve on the build. I will post some modular builds to switch into with the Special distribution.

Anyways thanks for reading this far and maybe even sharing some opinions.😄

Modular Builds

Heavy Gunner-PA

This one is for focusing on Power Armor usage and Heavy Weapons. Also some Explosives to add to the overall Experience.

Hit and Run Shotguner

This one is for running up to the Enemies and showing them the Business end of a Boom stick.

Melee

Same as above just with a normal Stick.

November 11, 2018 at 7:48 pm

Phill
Guest

Dieses Thema mit Freunden teilen:

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