|Votes:||+13 (94% positiv)|
|Created:||November 13, 2018 at 6:32 am|
|Updated:||November 13, 2018 at 7:44 am|
|Planner:||⚙ Open in Build Planner|
Shotgun / Grenadier / Self-sufficiency Build
After many hours of playing in the FO76 B.E.T.A., this is a build that came to mind that I would like to try out on one of my characters. I love shotguns, but I also love explosives…WHY NOT BOTH! For sake of layout and ease of reading, I will share my thoughts in progressive order from left to right through all perk cards in the S.P.E.C.I.A.L.
- I think this is pretty obvious – 60% more boom stick power…yes please.
Scattershot LVL 3:
- 30% faster reload = more dps = faster living to dead conversion 💀. Also any of you that have played in the B.E.T.A. will have noticed that carry weight is a HUGE thing now. 90% less Shotgun weight = more options (win!).
Pack Rat LVL 3:
- As I mentioned earlier I wanted some self-sufficiency with this build meaning, I want to be able to craft ammo and mods whenever I need them. Crafting requires lots of junk so naturally 75% less weight from junk is a huge bonus. To maximize your trips, just tag components that you need for specific shotguns, shotgun shells, and explosives and go!
Fire in the Hole LVL 3:
- Obviously Shotguns are close range weapons which is why I imagined grenades being my secondary (long range) weapon. This perk gives you a throwing arc with ALL throwing weapons (bonus for early game throwing knives) which means better, more accurate throws and less wasted grenades. You also get 50% more throwing power so you can stand farther away from danger conserving those precious HP’s.
Grenadier LVL 3:
- Your explosives detonate with twice the radius. AKA more living to dead conversion potential (win!).
Skeet Shooter LVL 3:
- Your shotguns have excellent spread and accuracy. More buckshot on target = faster living to dead conversion (win!).
- Now for the most controversial part of my build. 9 points into endurance!?! Just hear me out…
Dromedary LVL 3:
- All drinks quench thirst by an additional 75%. If you played in the B.E.T.A., you will have noticed that thirst and hunger are things that can’t really go unignored unless you don’t care about suffering from negative side effects. Since your drinks are more effective, this means you need less, and less is more! Less drinks = less weight = more options = more win! 😎
Slow Metabolizer LVL 3:
- All food satisfies hunger by an additional 75%. Just like drinks, food can add to your weight in a hurry! More effective food = less food = less weight = more options = more win! 😎
Lead Belly LVL 3:
- You take no radiation from eating or drinking. This perk synergises perfectly with the other two perks. One of the most annoying things in Fallout is taking radiation damage from eating and drinking. Eventually this forces you to use Radaway if you haven’t already from all the other sources. With this perk you will take way less unnecessary radiation damage which in turn means you will be saving more Radaway for future endeavors. This perk also allows you to nearly forego carrying any liquids at all since you can freely drink from lakes, river, pools, waterfountains, and waterpumps without penalty. Forego carrying any food as well because oh that’s right, you can hunt whenever you need to eat and you can eat that bloody meat straight from the bone raw without penalty and it’s 75% more effective…BOOYAH!
Suppressor LVL 3:
- Reduce your target’s damage output by 30% for 2 seconds after you attack. This is a great perk for saving you HP’s over the long run and pretty much guarantees consistent protection as long as you keep shooting. More HP’s = less stimpacks used = more survivability = more win! This is my only Charisma perk and some of you may think, “Wow, not much of a team player”. On the other hand, I say I’m being the best team player I can by maximizing my killing power in other, more useful perks.
Demolition Expert LVL 5:
- Your explosives do 100% more damage. Absolute insanity…Frag grenade: 3oo ballistic damage with lvl 5 perk. Nuka grenade: 600 ballistic damage with lvl 5 perk. Plasma grenade: 400 balistic damage and 400 energy damage with lvl 5 perk! You get the point…
Gunsmith LVL 5:
- Since it still is unclear which weapons are in what tier, the absolute minimum needed level of this skill could vary if shotgun components are all low tier. I still think LVL 5 Gunsmith to be a wise choice for the 50% slower gun deterioration since we are afterall specializing in realistically one type of weapon.
Ammosmith LVL 2:
- Getting back to the self-sufficiency aspect of the build. Produce 80% more rounds when crafting ammunition. Nearly guarantees unlimited ammo as long as you are actively searching for tagged components for shotgun shells and desired explosives.
Enforcer LVL 3:
- Your shotguns gain 15% stagger chance and 30% chance to cripple a limb. More shotgun synergy. That’s pretty much 45% chance each shot to slow down any melee enemies in one of two ways. This will come in handy for those scorched, ghouls, mirelurk, and Deathclaws that decide to try and run up on ya’.
Bloody Mess LVL 3:
- 15% bonus damage means your enemies may explode into gory red paste. 75% total combined bonus shotgun damage…sweet mother of Mary! Also, there’s just some kind of sweet satisfaction to seeing your foes disintegrate into red mist 😈.
Super Duper LVL 3:
- When you craft anything, there is a 30% chance you’ll get double results! This perk pretty much guarantees unlimited ammo so long as you gather the neccessary components for ammunition. How’s that for self-sufficiency! If you get enough materials, why not become a part time munitions and explosives dealer for extra caps by undercutting those damn trade protectrons and vending machines!
Thanks for taking the time to read this build of mine! This concludes my Shotgun / Grenadier / Self-sufficiency build. Feel free to rate as you see fit. Constructive possitive feedback is welcome, blatent negative comments are useless and will be ignored.
November 13, 2018 at 6:32 am