|Votes:||+6 (100% positiv)|
|Created:||November 2, 2019 at 3:18 am|
|Updated:||November 2, 2019 at 3:52 am|
|Planner:||⚙ Open in Build Planner|
About this build I love shotguns in video games. The overall feel of making someones head explode at such a close range gives me such a thrill. I also love making currency in games. So if I have the choice to be a trader I will definitely do it. Based off my research I figured I would try my hand at a scavenger/crafter/tradesman. I want something more solo oriented as I tend to be more of a lone wolf anyways. So I am trying to make a build that balances what I will refer to as my "MAIN FOUR" which are Combat + Protection + Carry Weight + Crafting. I will go over the Main Four in detail, and then the individual perks and the reasoning behind them as well later on in this description. Keep in mind that some of these perks, such as the picklock, hacker, fix it good, gunsmith, etc. are all conditional perks. Meaning you don't HAVE to have them equipped at all times. So technically you could work this around to spend significantly less on perk trees and still be able to use all of these perks. Essentially what this means is that you only have to place 5 points into the intelligence tree. Which means you could beef up your secondary weapon more or even turn this into a build that does utilize power armor.
THE MAIN FOUR Combat: Many Scavenger/Trader builds, I find, tend to lack in the combat department. Obviously you can't really get through FO76 without engaging in combat. Whether it be mole rats, ghouls, the scorched, super mutants, etc. you are going to get into a scrap. So I decided to attempt a scavenger build that provides a Primary and Secondary weapon skill set. I went with Shotgun for Primary, and Automatic for secondary. Protection: Next I chose a few perks that help with protection. I originally wanted to go with Power Armor (PA), mostly because I enjoy it's use and it's potential for increasing carry weight. But after trying to balance it all out I found that PA was more of a hassle than it's worth and ultimately landed on perks focused more on standard armor protection. Carry Weight: Obviously carry weight will play a big role in scavenging. If you are like me you find yourself picking up virtually all junk. This plays another big role in why I chose shotgun as my primary. More strength points means more carry weight. NOTE: Upon the release of Fallout: 1st, carry weight is less of an issue IF YOU HAVE THE SUBSCRIPTION. The scrap box and portable tent make the need for more carry weight less important. I don't personally have any qualms with the use of this subscription service as I do not feel it's my place to tell someone how to spend there money. But if you do use it feel free to substitute certain perks that pertain to overall carry weight. Crafting: And finally we have crafting. After getting all that junk you're going to want to use it. Whether it be to repair weapons/armor, craft better weapons/armor, craft ammo, or just make your shop look nicer. No matter what your reason is crafting will help make a profit. I've found that I get most of my caps from selling ammunition. SO I have become quite good at finding the components used to craft it. But most importantly for me, crafting makes the game more enjoyable.
PERKS Now it's time to cover the various perks chosen and why I think they will be beneficial in the long run. So there's a lot to cover in this section. Let's get to it. -STRENGH- SHOTGUNNER Rank 3: The Shotgun is going to be your primary means of combat. It's good for most situations the way I see it. Due to our scavenging nature most of the areas you will enter will be close quarters. And even when you are out on an open battlefield you will find the shotgun has some pretty gnarly range. This perk, when ranked up MAX, grants you a 20% damage increase. EXPERT SHOTGUNNER Rank 3: Again, the Shotgun is your best friend. The peanut butter to your jelly, the pea to your pod, the radiation to your mutation, the... well you get the point. Other vault dwellers know your shotgun is your pal because of how many marks you've etched into it't stock. So it makes sense that you'd want another 20% damage added onto that sucker. MASTER SHOTGUNNER Rank 3: Because 40% more damage wasn't good enough. Now deal an additional 20% damage with your trusty girl... or boy, I don't discriminate. SCATTERSHOT Rank 3: Carry weight is essential to being a scavenger. I don't know if you've ever held a shotgun before but you don't need a video game to tell you they aren't light. Every pound counts, now your shotgun weighs 90% less. Oh, and you also reload 30% faster too. It's like killing things with a feather. An incredibly powerful feather. PACK RAT Rank 3: If you didn't see this one coming you must be newer to the game than I am. 75% weight reduction on all junk items? Sounds like a scavengers dream to me. NOTE: Again, if you have Fallout: 1st you really don't need the PACK RAT perk. Save it for some honorable mentions. -Perception- COMMANDO + Expert + Master Rank 1: Okay, so maybe you're asking yourself "Why only one rank?" and the answer is quite simple. See, the automatic rifle is your secondary. It's not what you'll be leading with nine times out of ten. But sometimes the shotgun's range just won't cut it. Also, I really like automatic rifles too. Now that being said this was chosen as secondary and not primary because of overall ammo consumption. Now, if you sink 1 point into COMMANDO, Expert Commando, and Master Commando, you still get a nice 30% damage increase to automatic rifles. Whereas if you spent 3 points to each perk you are spending 9 points for 60% damage increase and that's just a waste for a secondary weapon. Alternatively you can leave these out altogether and save yourself some perk points for something else. It's completely doable to play through the game using only a shotty. PICKLOCK + EXPERT + MASTER: I'm a curious George by nature. So when I am locked out of something, I want in. A good scavenger takes every single item available to them. That includes items locked in toolboxes and safes. That being said, I've found that MOST locked containers to reap good rewards. So you could potentially skip these perks as well and save the points. But it will always linger in the back of your mind that you could be missing out on some nice loot. Can you live with that? -Endurance- DROMEDARY Rank 3: If you aren't careful, food and drink can really weigh you down. Proper Aid management is a must for my playstyle. With DROMEDARY, all drinks quench thirst by an additional 75%. So you don't have to weigh yourself down with water and Nuka-Cola. I see that as an absolute win. LEAD BELLY Rank 3: Like food and drink, rad-away can weigh you down. Not to mention it sells for a good price. If your goal is to earn some caps and carry more stuff, it only makes sense to not use your product or weigh yourself down with it. Less radiation from necessity means less need for rad-away. SLOW METABOLIZER Rank 3: Last but not least for Endurance we have SLOW METABOLIZER. Same concept as DROMEDARY, but with food! GOOD DOGGY: Dog food only weighs 0.50. Now add that onto the fact that you are gaining an additional 75% food bonus from SLOW METABOLIZER and slap it onto dog food having THREE TIMES the benefits of eating it without this perk. You may want to change your name to Fido. -Charisma- LONE WANDERER Rank 2: PAY ATTENTION! Unless you choose to save yourself some perk points with my previous recommendations it's very important that you only rank this up to 2. As stated previously, I tend to be a lone wolf. So I don't spend too much time with my Charisma. But they do have a few good perks. One being LONE WANDERER. But you don't need to go all out with it if you are wearing armor. So I feel a rank 2 is solid. SUPPRESSOR Rank 3: At the moment, I'm still unsure about this one. I suppose the benefits of reduced damage dealt by 30% by a target is good. But further testing is needed before I decide if this is beneficial. Any input would be appreciated. -Intelligence- HACKER + EXPERT + MASTER: Who knows? Maybe as you read my build you feel I lack in the intelligence department. That being said, much lick picking a lock to get into a container, hacking a terminal to enter a room is just as rewarding on occasion. I recommend taking these over picnicking if you had to choose between the two. I find more stuff in a locked maintenance cage than I do in a toolbox. And sometimes you can even open a safe with terminals. FIX IT GOOD Rank 3: Sure, you can spend your perk points on the Armorer perk. But why do that when you can repair your armor AND power armor (should you choose to pick alternatives to previously mentioned perks and go with a more PA oriented build) a whopping 200% of normal maximum condition? GUNSMITH Rank 5: Sure, you can travel the wasteland and HOPE to find a better shotgun. But I find it to be more satisfying building your own death machine. Weapons break 50% slower, which is handy for your trusty boot-blaster considering they tend to break fast, especially in the early stages of this build. -AGILITY- AMMOSMITH Rank 2: You may be wondering what being agile and making ammo have in common. The answer? Who knows. I don't. But I do know that ammo is ONE of the biggest reasons players resort to melee builds. If you don't pay attention you blow through it pretty quick. So it's important that when you make it, you make 80% more of it. ENFORCER Rank 3: In close quarters combat situations it's important that your enemy dies as quickly as possible. But not all enemies go down easy. So I will settle for slowing them down too. The slower they move, the less chance they will turn your face into hamburger meat. With a 15% stagger chance and a 30% chance to cripple the enemy limbs, you'll find your enemies can't get close enough to touch you as you tookie the crap out of THEIR faces. -Luck- BLOODY MESS Rank 3: Look, as much as I would like to beef my luck perk out so I can get that pie from the Port-O-Diner, I just feel like turning my enemies into a pile of red goo with 15% bonus damage to be much more satisfying.
November 2, 2019 at 3:18 am
4 +8 3B+10
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