Rifleman is my favorite weapon perk because it affects both rifles and shotguns. Two guns for one perk. Rifle is good for range and shotgun is good for up close.
Better if you are more of a sniper build. Really depends on your style and weapon choice, but since most weapons aren't fixed semi-auto or auto, we can say the same for Commando. Sidenote, automatic weapons use less AP if you like to use VATS and ultimately deal more dps in the long run if you have trigger discipline because automatic weapons all essentially have a hair trigger and are more spammable. Sorry hunting/gauss rifle users. For example, I've gone both ways with Overseer's Guardian and Kiloton Radium Rifle and Commando was the superior choice. Where the game really shines is stacking one of these with another perk. Like an explosive automatic combat shotgun with Commando/Demolition Expert. Everything dies, including yourself if you engage at too close of a distance. Side Sidenote, taking Rifleman on this new playthrough though to maximize the Chinese Grenade Launcher because it's fixed semi-auto 😅
Commando perk affect rifles, shotguns, pistols, machine guns. Stick a scope onto Overseer Guardian with powerful automatic receiver and it will work as a sniper rifle.
@@jayedson3408 depends what weapon mods you equip depends on Vats usage. for max VATS usage, light reciever, short light barrel, short stock, quick med eject mag, Reflex sight, no barrel mod. A rifle with that set-up would output more damage than using a piercing auto receiver.
If you use Power Armor, is worth it. Watching an enemy shit their pants while trying to shoot an incoming steel wall right before being bonked to oblivion is priceless
@@Nimbus3000 for melee isnt good either, blitz is a lot better insta teleporting to bonk enemies plus dont affect rooted, moving targent is just for meme pain train builds
A few perks I consider more valuable than half of the perks listed here (and following the same rules to omit damage boosters): Stealth, rank 3 makes you immune to enemy mines. Oh so good. Aquaboy level 1 makes water safe for you. This perk is much better than you'd think. Cross rivers anywhere alone is worth it. 1 level of Scrounger is almost mandatory. Investing more is questionable, but the 1st level of scrounger gives you a huge boost in ammo found. Demolition Expert has a hidden feature. You need levels in Demolition expert (and Science) to craft the good explosives. But what if you don't like using grenades? No problem, put 1 level into Inspirational and give the grenades to your companion. 1 level makes you immune to your companion's attacks, so give them explosives and watch them get outrageous. 2 levels into Inspirational and your companion is immune to your attacks. Load up that Fatman and let fly. Never feel like you need to apologize to your companion again!
Definitely second all of your suggestions. I'm using explosive weapons so companions are useless without inspirational, but I hate companion dialog so I'm a lone wanderer guy. Scrounger is a huge money maker because you can just trade ammo and it's weightless unless you play survival, far better than Fortune Finder. I still don't take Aquaboy/girl though since Radaway is so available and hazmat suits are easy to find low level - but again this is limited to non-survival. Otherwise radaway is another big money vendor trade item. But who am I kidding when you can build 5-10 water purifiers straight out of the gate in Sanctuary and never worry about caps again.
Aquaboy/Aquagirl as soon as it is available. Use the rivers as a (mostly) safe way to get to the coast then swim in the ocean to get close to the Atom Cats base. Help them out for some new power armor. Atom Cats are my favorite "faction."
Critical Banker plus Four-Leaf Clover gives a player an incredible amount of ongoing crits. Sometimes, just _using_ a crit will proc another one for you.
I find Grim Reaper's Sprint level 3 gives me more than enough crits. I do take one point of Four Leaf Clover on pistol builds because it pairs well with the Deliverer.
You know what is underrated? Ghoulish. I play on survival mode and at level 200+ have only used 7 stimpacks. Life Giver 3 plus the magazine from the Boston Mayoral Shelter and rank 4 Ghoulish (level 48, I think), means your health bar always resets to max on its own. Rad storms actually heal you. Far Harbor and its ambient radiation from the Fog become your ally. Low on health? Stand near a barrel of radioactive waste.
Rooted is probably the better choice, but both are useless when you can get ballistic weave without committing to the RR and get more DR from just under armor clothing. Plus DR falls off at higher level, % based perks and armor are better.
If you use Power Armor, is worth it. Watching an enemy shit their pants while trying to shoot an incoming steel wall right before being bonked to oblivion is priceless
only useful to a low perception, gunslinger build capitalizing on Min AP cost weapons. basically you can sprint in close and spam a VATs friendly weapon. Can be pretty effective
As a survival enthusiast, i think one of the most under appreciated perks has to be aqua boy/girl. Having the ability to escape or travel via water while taking no rads is just SO convenient
It sounds like something I'd have to exit my power armor to make use of... I don't even know what color my character's skin is. I'm always in Power Armor... 😁J/K I exit to use my charisma bonus clothes when buying / selling... which is what this whole game is for me, I'm a settlement building water baron who occasionally has to fight things...
Agree. Aquaboy is always one of my early perk grabs. Also, on a straight line, swimming is faster than my normal jog or even walking while over encumbered.
When Idiot Savant triggers at the end of a quest you can get massive XP, I had it trigger for the final quest of the main story and got 9000XP (4 levels )
I love IS, but.. In my current run I'm at 13 int unless in power armor, without consumable yet. The IS chance is down to slightly over 1%. Next time that I go high int, I think I'll not go for IS and just get better cha.
Concentrated Fire with a crippling gun (Eddie's Peace, for instance), adding Gunslinger, VATS costs reduction in power armor and armor, etc. you can pretty much destroy limbs and toy around with enemies, even more powerful than you (nothing like putting a Deathclaw at your mercy with his legs destroyed before you).
The most overpowered perk combination is Chem Resistant, Big League, and Chemist. Eating a Yao Guai roast... An hour of +10 melee. I can one hit any enemy in slow motion with jet, and dispatch a crowd before any of them know what's going on. Mirelurk Queen, one hit. Deathclaw... oops. Behemoth, not a chance... For extra fun, with a kneecapper weapon, they can't even move. I rarely have to repair armor.... I actually don't even need power armor anymore. I just use it for carry weight. (also using Strong back and Lone Wanderer but not needed. I am a hoarder after all. ).
I think chemist is a good perk I don't play on survival but I feel like having chems last 3 times as long is very useful since their effects stack and can be pretty darn good plus they last real time. Jet fuel especially works well with it for a huge AP regen boost
Definetly, paired with BioCommMesh - especially if you're playing an Intelligence build, Berry Mentats will last for 36 minutes, which is half a Fallout day. Let's say you take them between 6PM and 6 AM and are using Night Person, +8 Intelligence is pretty solid.
Love lone wanderer and how Dogmeat does not affect it… only downside is companions are such a PITA when they open doors and get in the way when you are trying to open things and go through doors…
Yeah, just take Lone Wanderer and only use Dogmeat until you get fed up with him aggroing off screen enemies, finding things in settlment containers where you purposely left them, and barking at walls. I only use him to transfer buttloads of water to vendors. The fetch mechanic is still broken so he can carry an unlimited amount when needed.
Roger the PITA. I often park my Companions just to keep them out of my way. Their primary purpose is to be my pack mules although I sometime use them as a distraction to draw the enemy into my sights.
Every video about best perks has Lone Wanderer on the list and they always explain how Dogmeat works with it. If you are like me, you don't pay enough attention to the explanations on those perks you think you already have a handle on.
@@edmartin875the perk is already powerful even without dogmeat, but it's nice of the devs to let us have our good boy with us without any extra condition.
Originally, dog meat was not supposed to be a companion, he was just an npc that followed you and your chosen companion around. Bethesda scrapped that idea in the final release of the game, but never changed the code to classify dogmeat as a true companion.
I finally got a legendary explosive combat rifle and that does just fine without being automatic. I have a fast trigger finger and it goes thru ammo like a hot knife thru butter.
Agree with this. Once you get gun perks high enough, ive never really had many problems killing anything , so I dont see the point in critical damage or other perks that help in combat. I suppose if you want to use lesser modded guns for more of a challenge, than the uploader has more of a point, but when you get good guns and upgrade them, everything is swiss cheese.
@@chocolatetownforever7537once you get past level 80-85 enemies start getting really tanky, my explosive combat shotgun takes multiple shots for raiders and i have rifleman maxxed demo expert maxxed
Both fortune finder and scrounger should be high on the list for the sheer value they give. Scrounger gives you more value than nuclear physicist because you can sell spare ammo for caps and find far more fusion cores. Moving target should not be on this list. 50 damage and energy resist while sprinting becomes insignificant once you get decent armor or wear power armor. Personally I rarely sprint in combat anyway. Solar powered provides far more value by increasing your endurance, which scales your hp with your level.
Using a plasma weapon gets you just as much caps without searching boxes, just sell the nuclear material which has the highest junk selling point. Easily pays for your bullets back and more (sitting on 80k caps and over 10k plasma rounds that way).
Lone wanderer has always been my favorite I literally haven't played the game with companions unless required for a mission. I just run with dogmeat . It really helps tremendously in early game usually I start 1st perk I pick is idiot savant the the next 3 are lone wanderer . And it makes the start so much easier and you can still build your character any way you want after that it's only the first 4 levels which go by pretty fast.
its only 15% damage reduction and requires 2 special points. enemies at the beginning, weapon damage is something like 13. if your armour rating is equal to an enemies weapon damage thats 50% damage reduction. Grab the army helmet in sanctuary and a full set of raider armour, you got 30 Damage resistance. Upgrade the armour (its super cheap for materials) and being raider you'll find plenty of it with the top tier protection. Even better, you can take mods off standard armours, and place them onto the sturdy and heavy variants when you find them. no need for armourer now either and save another 2 special points in STR to spend elsewhere. waaay better than lonewanderer. Stop picking up junk (except ciggarettes and pre war money) , craft chems, and obtain perks to find more caps, and buy/sell improvements, and just buy shipments of materials that you need/want.
If you are playing a stealth character, Dogmeat is the worst character to take with you, as he often knocks you off high ledges, or can knock you into a river while wearing power armour. For some reason his AI causes him to hug the player character when stealthed, and he is constantly nudging you.
The strongback perk has changed for me for some reason. The first two points are the same but the most useful one being able to fast travel while over encumbered is no longer there. It says something about not taking damage while over encumbered
For your list, I would put Idiot Savant as #1 since you don't have to worry about it. Just do all the stuff you would do normally and wait for it to trigger. For myself, I don't like to run without Chemist and Chem Resistant. You can make your own chems, they last longer, AND no addiction? Sign me up!
Second playthrough, about 200 levels in between the two. Yet to get the lockpicking or terminal hacking perks. Forever 1 INT and Perception and nobody can stop me
Grim Sprint...at level 3 it refills your crit meter every 3 kills. Don't need to invest in Four Leaf Clover. Invest in critical banker, more crit dam, concentrated fire, ninja and sneak, and you'll be unstoppable at level 50.
Chemist and Chem Resistant are an amazing duo, makes chems into risk-free extremely powerful consumables. Jet is probably the best because slow time is great for on-the-run accuracy while being the easiest to get more of and pairing well with psycho.
Nerdrage is way too situational for me. I tend to not let my HP go below 20%. So I'd like to take up Lifegiver instead. Early to get and level 3 gives heal over time. Also Aquaboy/girl is one heck of a good convinience perk. Nuclear Physicist is so, so for me. It's increafible good for a Powerarmor run, but everything else... meh. Radiation damage isn't all that good, when compared to explosive damage. So unless I decide to go full brotherhood, I take Demolition Man before this. That doesn't mean I won't take the perl at all, but there are better ones for my playstyle. Sharpshooting, gunslinging and settlement building. And don't forget Action Boy/Girl. More AP is always good.
you can invest just one point in nerd rage as the following levels of the perk comes really late. Sometimes you can be caught off guard by a random enemy's damage so nerd rage is a good way to prevent you from being bursted down in survival.
I’m sorry but I have to disagree with Moving Target as Sentinel armor effect can negate almost all damage when standing still . Better perks available IMHO
Tip for lone wander. Bring companion along for fight and looting then after giving yiur companion as much as they can carry, dismiss them activating lone wander. Enjoy more inventory space for further looting.
This is a very VATS focussed build. Surely nice for everyone who uses VATS constantly, but it is mostly useless for people playing mainly without VATS.
Aiming is much easier on PC. I play on Xbox and trying to move a couple joysticks with my thumbs to aim is a challenge in and of itself. Besides, I'm a natural born Clutz anyway.
A little more of an explanation of Idiot Savant. At level 3 every time you do an action that can trigger IS it rolls it twice, once for the level 2 perk and a second time for the level 3 perk. Due to this while those 60 seconds are active you can’t trigger it again. The main reason that this is an issue is that the notification for the regular IS and the 60s IS are both exactly the same. It is impossible to know which one has triggered unless you’ve memorised all xp gains in the game.
I have around 2600 hours and im pretty comfortable to agree a lot here. I do play with munitions, scourge and true damage which alters some perks to make them less OP. For survival and damage: Solar powered Messiah Night person Lone wanderer Bloody mess Concentraded fire Vans (for 2 perception) Basher Major leagues Commando Pick pocket Sneak Sandman Ninja Four leaf clover Better crits for non vats crits
I run Idiot Savant on a max INT build. I skipped level 14 entirely because it procked on a main quest event. Even at 11 INT base, it still goes off quite regularly.
Yeah no matter how low/high your INT is Idiot Savant always gets you more experience. The issue is that you’re going to be a higher level which means that enemies are also higher level and do more damage, however your own weapons and armour tend to be under leveled. Also it does have greatly diminishing returns. When you get high leveled you’re going to be wishing you had perk points to put into the stuff that actually benefits you rather than just getting levels quicker.
Two that made me unstoppable in my last play through were the demolition perk and adamantium skeleton. I used the explosive shotgun and was just cleaning house
Moving target only works if you are using the sprint button . I tend to skip it. The perk blitz for a mele vats build is insane, especially at max rank and a weapon with reduced ap cost . ( there is a baseball bat you can get from Arturo I think on your 1st trip to diamond city that has this)
Blitz pairs well with Rooted, as the game sees you as stationary. You teleport to the enemy and attack. Toss Ninja on top of that & being the stabby merc-type becomes a breeze.
It's totally sneezable. Snot worthy, unless you feel you have to get to level 30 in the first hour of gameplay. All you have to do is spend an hour wandering around and you can get more XP. Not like it's a limited commodity.
@@matthewhudson5685 True, but I prefer to get the early levels for my favorite convinience perks to build a solid base, then branch out into specialisations.
@@darrekworkman5595 Don't even have to do that. Find a hot respawn point for critters and just hunt for a bit. Wait, hunt again. Easy XP without wasting a perk.
@@matthewhudson5685 A quick loot-run cleaning out Concord and Lexington is good enough for me. It doesn't take many of those to level up in the early game. My present character is level 62 so I'm working farther south since I need the loot for all the settlements I have started but not quite advanced to where I want them.
Strong Back is even better than that. The game doesn't tell you, but if you have all five ranks and play on survival mode, you will no longer take leg damage when over your weight limit. Max rank of Lone Wanderer pairs well with the max rank of Attack Dog, adding an additional 10% damage reduction. Get the Pack Alpha perk on top of those & any damage you take is automatically reduced by 65% before damage resistance from armor & perks are applied. Top that off with yao guai ribs or Med-X and you cap the damage reduction at 85%. Taking 30 damage instead of 200 makes you incredibly difficult to injure. For VATS users, Penetrator is invaluable. The player can target the right arm on a suicider regardless of which way his body is oriented. The same goes for power armor users & sentry bots. The fusion core is always a viable target & therefore vulnerable to a crit.
When you are in survival mode, the display changes to note what you just said, on the specials screen. I don't play on survival usually, but after doing it one time, now on all my playthroughs, it displays the survival version, even when I'm playing on Very Hard.
I prefer to kill the suicider before he triggers the mini-nuke. I can then loot it. I am presently playing on Very Hard Difficulty so if I'm carrying a fatman, I want ammo for it.
Nerd rage is,grrat if you have all your armor unyealding and keep your rads at the point that your only 5 hp from !ctivating nerd rage you become an incincable monster lol with a piece of armor that has the effect that puts +3 to all stats at 20% helth just makes you ridiculously strong
The rank 3 Idiot Savant doesn't trigger a secret lockout; it's the duration of the proc, which is 60 seconds. But I would note getting 3X xp for every combat kill, will add up to a way more xp than you lost, during the 60s lockout. A guaranteed 3x on every kill, is far more xp than a chance at 5x. Also, it doesn't prevent you from getting your usual 5x procs all the time, only when the other proc is active, which you can check in your Pip-Boy, in the event you are spamming something.
Life Giver 3 in combination with the Astoundingly Awesome Tales magazine from the Boston Mayoral Shelter means you'll rarely need a use items to heal between fights.
@@Mr._Anderpson In almost 9 years of playing FO 4 I have never selected Life Giver, perhaps I should give it a try. Especially since the Magazine by itself is a bummer.
@@edmartin875 Definitely pays off for me, especially when combined with Ghoulish 4 and the Solar-Powered perks. The magazine is very easy to get early in the game. I became hooked on playing on survival, so maximizing damage reduction & healing are concerns.
Atom's Judgement + PA build with lone wanderer + nuclear physicist + pain train is always my go-to, taking down the courser with 3-4 hits on very hard is funny as hell considering Virgil just said a few minutes before that the chances were not with me.
New sub. Great video. Just started a new game. Only played it once before and not for long. So this is helpful. I watch ESO who also recommended Lone Wanderer. I put 10 into Intelligence and have Lone Wanderer. It's crazy.
Nice list ... Although, personally, the only 1 perk I can justify over more SPECIAL stat increases is Armorer. I'll grab others once there's no more stats to upgrade.
I play survival and Demolitionist perk makes the mode a cake walk, everything dies within 2-3 frags which arent even the most powerful of the grenades. And you can use the duplication exploit as soon as sanctuary to get started early on that build. Also Ghoulish is very strong on survival too but a heavy investment is required in endurance is the main draw back.
I love being a cannibal in survival. Takes longer for you to get actually hungry. And unless you're doing a pacifist playthrough, you get a ton of food around you. And you can better avoid irradiated foods since you don't take radiation damage from consuming humans, ghouls, or super mutants. And each meal refills your health bar at a decent amount by the 3rd tier. Just in case you don't want to build up your Lead Belly, or over encumber yourself with carrying around food.
@@SuperbTube Or buy a hazmat suit at Fallon's Basement in Diamond City. However a lot of this was made a moot point because of the update. We can now build decontamination arches in a settlement that instantly removes all rad damage.
@@chadharger9323 We have had that capability for years. To get to that point was kinda convoluted but I was using them in Sanctuary for several years before the update.
Im finishing my 2nd playthrough running a bit of a gunslinger/melee build with chemist and Chem resistant. My character has transformed into a psudo Bane. Psycho buff on top of mysterious serum witth some level of big leagues and iron fist is pretty fun, especially when I whack off a robot's arm with a deathclaw gauntlet or my heavy sledge hammer.
If you like the heavy sledgehammer get the nukaworld DLC to make normal bats rocket powered or farharbour for atom’s judgement super sledge for a cool look and heaps of rad damage too
Nerd rage is definitely not worth the investment to be so situational. If the goal is to run to the center of a room and shoot, i can see how one would think this is useful. The goal should be to not take damage if you have high Int. So maybe you've made some weird melee Int build where this would be useful, but if you're doing a melee build, you're better off dumping points into the indurance tree. I just can't think of any situations where Nerd Rage is in any way useful unless you're playing like this is your first experience with a shooter.
Interesting point. I think it’s a perk that’s worth it if you have already high intelligence, as wasting perk points to build up your intelligence just to solely get this perk is a waste of levels. But I would argue that the perk is definitely useful. Having a perk that essentially auto-deploys jet and a superior psycho, if you’re in a sticky situation, is never useless. It’s certainly worth getting if it’s available to your character easily, but not worth building up to.
@@SuperbTube Exactly, or for a low Int character just get a piece of Martyr's armor if you like the slow time. You don't get the dmg boost, but you get the free jet effect. I'm too lazy and don't want to allocate a hotkey to a useless weapon, but you can also get a weapon with Resolute and leave it with one round chambered. Whenever you switch to it you will slow time for the full duration of the effect, just switch back to your primary weapon and go to town.
One way to abuse Nerd Rage; let your character get 75-80% rad damage. NR will always proc. Just make sure to have a good defense equipment and perks. I recommend toughness, refractor, and maybe even adamantium skeleton.
1: I hardly ever sprint in combat and if you're sprinting chances are high that they miss you. The reduced AP cost is nice for traveling on survivor mode though.
Its interesting how others view the game. Where you consider locksmith and hacker essential, I consider them useless. I played with both in F3 and thought I cant give them up as well, but in F4 here, I vent for different builds and was just fine. Its also interesting to see how you look at lone wanderer. It might look like pure upsides, but once you consider the downsides, the perk might even be underpowered. With 1 charisma, you can still have companion for free. Consider paladin dense with his permanent power armour and his extra fire power. You are gonna save so many bullets and stimpacs having a good companion around. When you consider this, you really go for lone vanderer only if you like being alone, but that doesnt make you powerfull. Dont belive me? Try 10 int, 8 charisma build. Finish automatron and rebuild codsworth into sentrybot with 2 infinite ammunition gatling lasers, 500 carry weight, huge health and 2 back mounted nuclear launchers that cant harm you thanks to inspirational. Alternatively you can go 10 int, 1 charisma if you dont plan on using nuclear launchers and want smaller robot instead of sentribot to allow him to go with you indoors. But still... 2 gatling guns with infinite ammunition. The robot´s damage, health and ammo efficiency can outperform player character.
So you want your companion to do everything for you and don’t want any loot or quests because you are missing out on every Termin and locked door? Sounds boring as hell
I would put chemist on my list, as drugs, especially combined drugs like psychojet or bufftats are very strong, and greater duration means your super powers last much longer.
Disagree with your REASONING on your very first one. Because, although, yes, we are moving during firefights, we are not sprinting during firefights. Or, I should say, the amount of time we are sprinting DURING a firefight is so minimal, this point would be better spent somewhere else.
Chemist is op. Berry mentats for exp , psychojet for any combat situation like nerd rage but at your command. Combine chems for exp , and caps. Just need to get the addiction immunity as well. Nothing like hitting an idiot savant with the berry mentats boost INT by 5 when completing quests either.
INTIMIDATION allows you to point at an enemy and command him to fight WITH YOU or to have him turn against his OWN people, which is about the same thing. Nonetheless, you can walk into a building and turn a bunch of baddies into allies and avoid a lot of the fight.
as a survival player, i wonder if i can use the strong back perk to fast travel to the institute while encumbered? (since fast traveling isn’t really a thing in survival other than for the institute)
IMO, Idiot Savant is #1 by far. Lore Wanderer #2. Gun Nut is an awesome perk at low levels (and is good at high levels too)...get a combat rifle and keep upgrading as you level up...who needs legendries? Level 1 aqua boy is very handy...use the waterways to move about (especially good in Far Harbor)...get the magazine to make you swim 25% faster in water. Stealth is almost mandatory to avoid dying to traps
Yeah with just level 1 gun nut you can upgrade your starting 10mm pistol to do almost double damage just from scrap around sanctuary. Insanely overpowered, especially on survival with the damage boost on there. 1-2 taps pretty much everything early game but mirelurks.
Ghoulish, solar power, night person, aquaboy all better than anything you listed (and Lone wanderer since your specifications of what was excluded surprisingly does not include this) except strong back which I include a necessity perk, can't play without it.
Set up idiot savant with no intelligence, quick save in your texts promt, complete mission, reload and repeat till you hit your savant bonus. You can hit level 20 in a few hours of game play.
The absolute strongest perk in the game the Kim's part I am one of the biggest wasteland junkies I have whatever Kim I want at my disposal without absolutely no repercussions of being addicted Man I go into any battle I know I'm going to win I'll just bought me some and I'm good
i halted on the main storyline currently on the cursor chip decoding cause i even though i have decent armor i still feel less powerful with the heated super sledge being able to deal good damage to high health enemies. pretty much my only thing about the perk system compared to last gen is that the special stats are also part of the chart. kind of dislike that there's so many ranks to each perk some of them are kind of a obvious rip off like having to get the sprint when overweight before you can get the fast travel should of had magazines that let you assign more of them i had gotten the season pass last week so that i could use the dlc as a way to level up more. going through a lot of the side quests in the commonwealth ive pretty ran out of them and things to do. I've been having to wait some time just for preston to give me a new quest since he's said to always have one
Did Bugthesda redo the perk system with the April update? I'm playing on very hard but the perk that allows you to fast travel when overencumbered is no longer available. In its place is the perk that prevents damage when overencumbered which is normally available when playing on survival. This has happened to me twice now.
I believe lone wanderer teamed up with dog meat is probably one of the most Under. Rated perks to select.I don't even have the perk.Where it enables dog meat to hold And n p c down and he does it
I can think of 2 perks that you might want to add to a video cut to help you generate health without having to use stem packs or have to use a thief's right away there both in the endurance tree at end of is
Lone Wanderer and Idiot Savant are the best of the bunch since they are accessible early with most builds. Force Idiot Savant by save scumming your speech checks and quest turn ins. Moving Target and Rooted really aren't worth it for flat DR when you can just get Ballistic weave and not have to constantly move or stand still. Just 1 piece of Sentinel or Cavalier armor is better since they are % based and scale with lvl vs wasting a bunch of perk points on these.
everything you mentioned comes later in the game and requires RNG luck. its nothing more than a potential bonus until you actually have it. if it is something that would benefit my build, its better to have it right now.
@@jayedson3408 no I didn't, I replied to you. Moving target is 25 damage resistance while sprinting yeah!?. At level 1, 25 resistance is a lot and I could have it very early guaranteed (depending on my special distribution) Waiting for a legendary drop of cavalier might not happen till level 30 where the 25 resistance is basically worthless. Sure they both do the same thing ultimately, but it was *when* I could utilise it, thats what makes the difference. Right now is always superior to what could be. Ones man's trash is anothers treasure I guess.
@@Christina-g4s You do understand the difference between straight DR and % based DR right? Moving target is flat DR that falls off very early and requires 6 in AGI to even take rank 1. It's the equivalent of finding a better piece of armor. Might as well just put an extra point into END for the HP. Cavalier's is 15% DR, meaning it scales as you and enemies level, so it does not drop off. It's available on Legendary gear as early as lvl 5, I've had it drop from Roaches in the Concord Public Access (not 25+, so no, these aren't things that only start to appear "later in the game" and RNG for Legendary items and effects is easily manipulated with save scumming, just like Idiot Savant). You can also purchase the Destroyer's Left Arm from Deb in Bunker Hill immediately by just walking down there if you are looking for a "right now" solution, before even clearing Concord. Unless you are focused on collecting companions to romance or just gain affinity with, Lone Wanderer works the same way. It's % based so it will scale and, of course, if you need a mule you can still use Dogmeat. It also doesn't require you to be constantly moving so it's superior to both of the previous options. I know you have this "right now" mindset, but when the "when I can utilize it" is literally a 10 min walk away vs wasting a perk point on something that is nearly useless, that's just poor planning and impatience. Set yourself up early for long term success, not failure.
@@jayedson3408 we just have very different playstyles then. You know how damage resistance works right? If DR is equal to incoming damage you resist 50% of that damage. Considering in the early game, a pipe weapon is the scariest thing you'll come across With 13 damage, extra 25 DR is something like 60-70% reduction in damage. You can literally sprint towards an enemy get in his face and give him a whack with a melee weapon. And take very little damage for your effort. From my own playing, legendary enemies to save scum don't appear till something around level 10. So how you getting level 5? I don't save scum, see no point In it I never design a build off of random legendaries. If it gives me something that compliments the build, great. If it gave me something awkward to my build, like an explosive combat shotgun, and I had a rifles build then I'll leave it or sell it. Guessing you would use it because of effectiveness. I personally hate the legendary drops in this game.
No it really sucks when you get over encumbered but still have a lot of a mission left you just go so slow and breath heavy so annoying but ya adding carry weight is never useless
@@toddparker514 With Power Armor you almost have to try to get yourself over encumbered. If you dont use power armor for whatever reason, Strong Back might be a thing if you go into missions with a ton of stuff.
@@toddparker514 Sometimes I feel I have loot stashed in every workstation I find outside my settlements. I don't actually, but I do not hesitate to use one when needed.
@@Silly2smart Roger that. I had to cut back on the guns I like to carry just to be able to pick up loot. I hate leaving loot behind, even the stuff I sell for only a couple caps. It's a waste of carry weight, I know. But I'm a natural hoarder.
moving target is completely useless after you get armored clothes recipe from PAM. third level of this perk was added for it to be even remotely useful. Until you max out endurance. four leaf clover is useless after you max out your luck, since your critical meter fills within 3 shots, trying to make it 2 or 1 is not worth spending perk points. nuclear physicist is useless, it can only save you some carry capacity, since you don't need to carry as much FC's with you. Using gattling laser as your primary weapon might justify having that perk though. Nerd rage is meh. It is just too situational. Better stick to perks that work all the time, like critical banker. Lone Wanderer is fine, but you might want getting companion perks first. Deacon, McCready, Hancock. Optionally Piper.
The only part of the video I do not agree with is using Dogmeat, He constantly gets in the way so after my first playthrough I just leave him in Sanctuary
The perks that only activate when sprinting are of almost no use to me, as I almost never sprint, and never in combat. Sprinting in combat is makes it much harder to hit a target, negating any bonus those perks might otherwise grant.
Rooted is a better perk than most mentioned here...and nerd rage can be simulated with martyr gear and/or psyhcojet but it's only 25 % damage and you don't need int 10
Top 1 is the ability to walk on water without radiation effect. Top 2 Ignoring mines. Any damage boost apart from explosives or heavy weapons is unnecessary as the game is too easy, even on the hardest survival (playing with VATs).
Rifleman is my favorite weapon perk because it affects both rifles and shotguns. Two guns for one perk. Rifle is good for range and shotgun is good for up close.
Better if you are more of a sniper build. Really depends on your style and weapon choice, but since most weapons aren't fixed semi-auto or auto, we can say the same for Commando.
Sidenote, automatic weapons use less AP if you like to use VATS and ultimately deal more dps in the long run if you have trigger discipline because automatic weapons all essentially have a hair trigger and are more spammable. Sorry hunting/gauss rifle users. For example, I've gone both ways with Overseer's Guardian and Kiloton Radium Rifle and Commando was the superior choice.
Where the game really shines is stacking one of these with another perk. Like an explosive automatic combat shotgun with Commando/Demolition Expert. Everything dies, including yourself if you engage at too close of a distance.
Side Sidenote, taking Rifleman on this new playthrough though to maximize the Chinese Grenade Launcher because it's fixed semi-auto 😅
Commando perk affect rifles, shotguns, pistols, machine guns. Stick a scope onto Overseer Guardian with powerful automatic receiver and it will work as a sniper rifle.
all best rifles can be automatic too, commando is the superior perk
@@jayedson3408 depends what weapon mods you equip depends on Vats usage.
for max VATS usage, light reciever, short light barrel, short stock, quick med eject mag, Reflex sight, no barrel mod.
A rifle with that set-up would output more damage than using a piercing auto receiver.
@@jayedson3408 Pair that with Sandman and Ninja and you're unstoppable.
Moving around while in a fire fight is NOT sprinting. You don't get the perk benefits just dodging about while shooting, only when running fast.
I was gonna say. The perk is actual dog water as it's only good use is for running away from a fight
If you use Power Armor, is worth it.
Watching an enemy shit their pants while trying to shoot an incoming steel wall right before being bonked to oblivion is priceless
Honestly, never used that perk cuz it kinda sucks 😅
@@mobius235 yeah I guess it could make sense for a melee build but for most it is not good.
@@Nimbus3000 for melee isnt good either, blitz is a lot better insta teleporting to bonk enemies plus dont affect rooted, moving targent is just for meme pain train builds
A few perks I consider more valuable than half of the perks listed here (and following the same rules to omit damage boosters): Stealth, rank 3 makes you immune to enemy mines. Oh so good. Aquaboy level 1 makes water safe for you. This perk is much better than you'd think. Cross rivers anywhere alone is worth it. 1 level of Scrounger is almost mandatory. Investing more is questionable, but the 1st level of scrounger gives you a huge boost in ammo found. Demolition Expert has a hidden feature. You need levels in Demolition expert (and Science) to craft the good explosives. But what if you don't like using grenades? No problem, put 1 level into Inspirational and give the grenades to your companion. 1 level makes you immune to your companion's attacks, so give them explosives and watch them get outrageous. 2 levels into Inspirational and your companion is immune to your attacks. Load up that Fatman and let fly. Never feel like you need to apologize to your companion again!
Definitely second all of your suggestions. I'm using explosive weapons so companions are useless without inspirational, but I hate companion dialog so I'm a lone wanderer guy. Scrounger is a huge money maker because you can just trade ammo and it's weightless unless you play survival, far better than Fortune Finder. I still don't take Aquaboy/girl though since Radaway is so available and hazmat suits are easy to find low level - but again this is limited to non-survival. Otherwise radaway is another big money vendor trade item. But who am I kidding when you can build 5-10 water purifiers straight out of the gate in Sanctuary and never worry about caps again.
Agreed.
Aquaboy/Aquagirl as soon as it is available.
Use the rivers as a (mostly) safe way to get to the coast then swim in the ocean to get close to the Atom Cats base.
Help them out for some new power armor.
Atom Cats are my favorite "faction."
Oh. I completely missed the point of companions not being able to injure you with this.
I really don't like shooting Dog meat so that's a early pick . along with lone wanderer
Critical Banker plus Four-Leaf Clover gives a player an incredible amount of ongoing crits. Sometimes, just _using_ a crit will proc another one for you.
Also using a weapon that instantly refills your ap after each critical, you’ll be playing as the ghoul.
Both of those together with Kellogg's pistol is ridiculous
@@Ps1guy618 oh, it sure is. And it's a beautiful thing at that.
I find Grim Reaper's Sprint level 3 gives me more than enough crits. I do take one point of Four Leaf Clover on pistol builds because it pairs well with the Deliverer.
I played the game for 2500 hours and have never used a critical
That’s pretty insane!
@@SuperbTube
it isn't part of the tutorial so I didn't know about it at first.
In Fallout 3 and New Vegas they were automatic.
@@sammymartin7891
Bruh, at First. 😂😂😂
Same Here but i Had 250h before realizing it
Me either, completely useless when my guns go way over 100 and 200
So the glowing bar that fills up during vats is there just for funzies?
You know what is underrated? Ghoulish. I play on survival mode and at level 200+ have only used 7 stimpacks. Life Giver 3 plus the magazine from the Boston Mayoral Shelter and rank 4 Ghoulish (level 48, I think), means your health bar always resets to max on its own.
Rad storms actually heal you. Far Harbor and its ambient radiation from the Fog become your ally. Low on health? Stand near a barrel of radioactive waste.
Ah, that's cool, strat. In my playthrough, I was cooking everything and collecting every single bottle I found.
@MrVeryfrost it's really good in survival imo, highly underrated people generally don't like going down endurance tree though.
@@jozsva8064 Their loss. Life Giver, Rad Resistant, Ghoulish, & Solar-Powered can turn you into something nearly unstoppable.
I discovered the joys of this perk a few years ago, and have used it in every playthrough ever since.
I'll need to up these perks before I start Far Harbor. *the more you know* 🌠
Blitz + Ninja is the most overpowered combination in this game
It’s so funny how overpowered it is, you can sneak up on swan with a bat and take him down in one hit
Not seeing the huge benefit of the moving target one. Don’t sprint a lot in fights.
Rooted is probably the better choice, but both are useless when you can get ballistic weave without committing to the RR and get more DR from just under armor clothing. Plus DR falls off at higher level, % based perks and armor are better.
If you use Power Armor, is worth it.
Watching an enemy shit their pants while trying to shoot an incoming steel wall right before being bonked to oblivion is priceless
only useful to a low perception, gunslinger build capitalizing on Min AP cost weapons.
basically you can sprint in close and spam a VATs friendly weapon.
Can be pretty effective
The 3rd tier is really good since it doubles your sprint duration, but other than that its kind of a waste
As a survival enthusiast, i think one of the most under appreciated perks has to be aqua boy/girl. Having the ability to escape or travel via water while taking no rads is just SO convenient
Even when not playing survival, this perk is really usefull.
It sounds like something I'd have to exit my power armor to make use of... I don't even know what color my character's skin is. I'm always in Power Armor... 😁J/K I exit to use my charisma bonus clothes when buying / selling... which is what this whole game is for me, I'm a settlement building water baron who occasionally has to fight things...
Agree. Aquaboy is always one of my early perk grabs. Also, on a straight line, swimming is faster than my normal jog or even walking while over encumbered.
@@edmartin875 I think there is a Wasteland comic that improves swim speed also.
@@Tijuanabill there is, it gives you 25% bonus swimming speed and can also be found early into the game
When Idiot Savant triggers at the end of a quest you can get massive XP, I had it trigger for the final quest of the main story and got 9000XP (4 levels )
I love IS, but..
In my current run I'm at 13 int unless in power armor, without consumable yet.
The IS chance is down to slightly over 1%.
Next time that I go high int, I think I'll not go for IS and just get better cha.
same lol
Concentrated Fire with a crippling gun (Eddie's Peace, for instance), adding Gunslinger, VATS costs reduction in power armor and armor, etc. you can pretty much destroy limbs and toy around with enemies, even more powerful than you (nothing like putting a Deathclaw at your mercy with his legs destroyed before you).
Give them a minute or two and their legs regenerate. I was busy gloating & learned that one the hard way.
The most overpowered perk combination is Chem Resistant, Big League, and Chemist. Eating a Yao Guai roast... An hour of +10 melee. I can one hit any enemy in slow motion with jet, and dispatch a crowd before any of them know what's going on. Mirelurk Queen, one hit. Deathclaw... oops. Behemoth, not a chance... For extra fun, with a kneecapper weapon, they can't even move. I rarely have to repair armor.... I actually don't even need power armor anymore. I just use it for carry weight. (also using Strong back and Lone Wanderer but not needed. I am a hoarder after all. ).
Now that's just a good tip, thanks lol
I think chemist is a good perk I don't play on survival but I feel like having chems last 3 times as long is very useful since their effects stack and can be pretty darn good plus they last real time. Jet fuel especially works well with it for a huge AP regen boost
Definetly, paired with BioCommMesh - especially if you're playing an Intelligence build, Berry Mentats will last for 36 minutes, which is half a Fallout day. Let's say you take them between 6PM and 6 AM and are using Night Person, +8 Intelligence is pretty solid.
Love lone wanderer and how Dogmeat does not affect it… only downside is companions are such a PITA when they open doors and get in the way when you are trying to open things and go through doors…
Or when they cross your line of sight when firing an explosive weapon
Yeah, just take Lone Wanderer and only use Dogmeat until you get fed up with him aggroing off screen enemies, finding things in settlment containers where you purposely left them, and barking at walls. I only use him to transfer buttloads of water to vendors. The fetch mechanic is still broken so he can carry an unlimited amount when needed.
Roger the PITA. I often park my Companions just to keep them out of my way. Their primary purpose is to be my pack mules although I sometime use them as a distraction to draw the enemy into my sights.
As a survival only player I speak for all my hardcore buddies, Solar Powered is the best thing since sliced Mirelurk cakes.
How did I not know you could have dogmeat with lone wanderer
Every video about best perks has Lone Wanderer on the list and they always explain how Dogmeat works with it. If you are like me, you don't pay enough attention to the explanations on those perks you think you already have a handle on.
@@edmartin875the perk is already powerful even without dogmeat, but it's nice of the devs to let us have our good boy with us without any extra condition.
Originally, dog meat was not supposed to be a companion, he was just an npc that followed you and your chosen companion around. Bethesda scrapped that idea in the final release of the game, but never changed the code to classify dogmeat as a true companion.
Once you get explosive legendary auto weapons everything becomes obsolete
I finally got a legendary explosive combat rifle and that does just fine without being automatic. I have a fast trigger finger and it goes thru ammo like a hot knife thru butter.
Including my face. I always manage to blow myself up somehow.
I love my explosive legendary shotgun and spray and pray.
Agree with this. Once you get gun perks high enough, ive never really had many problems killing anything , so I dont see the point in critical damage or other perks that help in combat.
I suppose if you want to use lesser modded guns for more of a challenge, than the uploader has more of a point, but when you get good guns and upgrade them, everything is swiss cheese.
@@chocolatetownforever7537once you get past level 80-85 enemies start getting really tanky, my explosive combat shotgun takes multiple shots for raiders and i have
rifleman maxxed demo expert maxxed
Both fortune finder and scrounger should be high on the list for the sheer value they give. Scrounger gives you more value than nuclear physicist because you can sell spare ammo for caps and find far more fusion cores. Moving target should not be on this list. 50 damage and energy resist while sprinting becomes insignificant once you get decent armor or wear power armor. Personally I rarely sprint in combat anyway. Solar powered provides far more value by increasing your endurance, which scales your hp with your level.
Using a plasma weapon gets you just as much caps without searching boxes, just sell the nuclear material which has the highest junk selling point. Easily pays for your bullets back and more (sitting on 80k caps and over 10k plasma rounds that way).
@@scott8448 You either have mods that alter it in some way, you're trolling, or you're really stupid.
The only one of these "overpowered" perks I have is Strongback, I concentrated on my Specials. especially Charisma.
I started farming Purified water pretty early and strong back was so vital for making use of this
This will be useful to send to my friend who just started playing FO4, thanks!
Lone wanderer has always been my favorite I literally haven't played the game with companions unless required for a mission. I just run with dogmeat . It really helps tremendously in early game usually I start 1st perk I pick is idiot savant the the next 3 are lone wanderer . And it makes the start so much easier and you can still build your character any way you want after that it's only the first 4 levels which go by pretty fast.
Companion perks are pretty OP get them then toss the companion or kill them ie cage/Longfellow
its only 15% damage reduction and requires 2 special points.
enemies at the beginning, weapon damage is something like 13.
if your armour rating is equal to an enemies weapon damage thats 50% damage reduction.
Grab the army helmet in sanctuary and a full set of raider armour, you got 30 Damage resistance.
Upgrade the armour (its super cheap for materials) and being raider you'll find plenty of it with the top tier protection.
Even better, you can take mods off standard armours, and place them onto the sturdy and heavy variants when you find them.
no need for armourer now either and save another 2 special points in STR to spend elsewhere.
waaay better than lonewanderer.
Stop picking up junk (except ciggarettes and pre war money) , craft chems, and obtain perks to find more caps, and buy/sell improvements, and just buy shipments of materials that you need/want.
If you are playing a stealth character, Dogmeat is the worst character to take with you, as he often knocks you off high ledges, or can knock you into a river while wearing power armour. For some reason his AI causes him to hug the player character when stealthed, and he is constantly nudging you.
The strongback perk has changed for me for some reason. The first two points are the same but the most useful one being able to fast travel while over encumbered is no longer there. It says something about not taking damage while over encumbered
No fast travel in survival if I remember, fast travel still works for me on brutal difficulty
Honorable mention to the mysterious stranger perk 😂
For your list, I would put Idiot Savant as #1 since you don't have to worry about it. Just do all the stuff you would do normally and wait for it to trigger.
For myself, I don't like to run without Chemist and Chem Resistant. You can make your own chems, they last longer, AND no addiction? Sign me up!
Second playthrough, about 200 levels in between the two. Yet to get the lockpicking or terminal hacking perks.
Forever 1 INT and Perception and nobody can stop me
Grim Sprint...at level 3 it refills your crit meter every 3 kills. Don't need to invest in Four Leaf Clover. Invest in critical banker, more crit dam, concentrated fire, ninja and sneak, and you'll be unstoppable at level 50.
Chemist and Chem Resistant are an amazing duo, makes chems into risk-free extremely powerful consumables. Jet is probably the best because slow time is great for on-the-run accuracy while being the easiest to get more of and pairing well with psycho.
Nerdrage is way too situational for me. I tend to not let my HP go below 20%. So I'd like to take up Lifegiver instead. Early to get and level 3 gives heal over time.
Also Aquaboy/girl is one heck of a good convinience perk.
Nuclear Physicist is so, so for me. It's increafible good for a Powerarmor run, but everything else... meh. Radiation damage isn't all that good, when compared to explosive damage. So unless I decide to go full brotherhood, I take Demolition Man before this. That doesn't mean I won't take the perl at all, but there are better ones for my playstyle. Sharpshooting, gunslinging and settlement building. And don't forget Action Boy/Girl. More AP is always good.
you can invest just one point in nerd rage as the following levels of the perk comes really late. Sometimes you can be caught off guard by a random enemy's damage so nerd rage is a good way to prevent you from being bursted down in survival.
@@m.rak804
When I have a point to spare. Probably not before level 100. Finished my last game 2 years ago with level 182.
You forgot about the cap earner perk or the one the gives you more ammunition-- at max level you can get a maximum amount of ammunition
Strong back is a MUST in survival mode. The 4th level prevents you from becoming crippled when moving while over-encumbered.
Bro is level 126 but have 199 perk points.
I’m sorry but I have to disagree with Moving Target as Sentinel armor effect can negate almost all damage when standing still . Better perks available IMHO
Tip for lone wander. Bring companion along for fight and looting then after giving yiur companion as much as they can carry, dismiss them activating lone wander. Enjoy more inventory space for further looting.
2:10 am I missing something here? “When overencumbered running costs 50% less” that’s like saying once both your legs are cut off you can jump higher
This is a very VATS focussed build. Surely nice for everyone who uses VATS constantly, but it is mostly useless for people playing mainly without VATS.
Aiming is much easier on PC. I play on Xbox and trying to move a couple joysticks with my thumbs to aim is a challenge in and of itself. Besides, I'm a natural born Clutz anyway.
I did the railroad mission and it x5. Gave me almost a whole level at 40
A little more of an explanation of Idiot Savant. At level 3 every time you do an action that can trigger IS it rolls it twice, once for the level 2 perk and a second time for the level 3 perk. Due to this while those 60 seconds are active you can’t trigger it again.
The main reason that this is an issue is that the notification for the regular IS and the 60s IS are both exactly the same. It is impossible to know which one has triggered unless you’ve memorised all xp gains in the game.
I have around 2600 hours and im pretty comfortable to agree a lot here. I do play with munitions, scourge and true damage which alters some perks to make them less OP.
For survival and damage:
Solar powered
Messiah
Night person
Lone wanderer
Bloody mess
Concentraded fire
Vans (for 2 perception)
Basher
Major leagues
Commando
Pick pocket
Sneak
Sandman
Ninja
Four leaf clover
Better crits for non vats crits
I run Idiot Savant on a max INT build. I skipped level 14 entirely because it procked on a main quest event. Even at 11 INT base, it still goes off quite regularly.
Yeah no matter how low/high your INT is Idiot Savant always gets you more experience. The issue is that you’re going to be a higher level which means that enemies are also higher level and do more damage, however your own weapons and armour tend to be under leveled.
Also it does have greatly diminishing returns. When you get high leveled you’re going to be wishing you had perk points to put into the stuff that actually benefits you rather than just getting levels quicker.
Two that made me unstoppable in my last play through were the demolition perk and adamantium skeleton. I used the explosive shotgun and was just cleaning house
Moving target only works if you are using the sprint button . I tend to skip it.
The perk blitz for a mele vats build is insane, especially at max rank and a weapon with reduced ap cost . ( there is a baseball bat you can get from Arturo I think on your 1st trip to diamond city that has this)
Blitz pairs well with Rooted, as the game sees you as stationary. You teleport to the enemy and attack. Toss Ninja on top of that & being the stabby merc-type becomes a breeze.
When you habd in a major quest, save and hope it triggers Idiot Savant. If not, reload. 2000 EXP instead of 400 EXP is nothing to sneeze at.
It's totally sneezable.
Snot worthy, unless you feel you have to get to level 30 in the first hour of gameplay.
All you have to do is spend an hour wandering around and you can get more XP.
Not like it's a limited commodity.
@@matthewhudson5685 True, but I prefer to get the early levels for my favorite convinience perks to build a solid base, then branch out into specialisations.
It's easy to get caps and xp without leaving diamond city. Crafting and selling poison caltrops, it's boring but it works.
@@darrekworkman5595 Don't even have to do that.
Find a hot respawn point for critters and just hunt for a bit. Wait, hunt again. Easy XP without wasting a perk.
@@matthewhudson5685 A quick loot-run cleaning out Concord and Lexington is good enough for me. It doesn't take many of those to level up in the early game. My present character is level 62 so I'm working farther south since I need the loot for all the settlements I have started but not quite advanced to where I want them.
Bloody mess is q great one . I took out a death claw with one shot because he exploded . Plus my Luck was high (9) at that time .
No aquaboy/aquagirl? You can breathe under water AND take no radiation damage while swimming? That's awesome stuff.
Strong Back is even better than that. The game doesn't tell you, but if you have all five ranks and play on survival mode, you will no longer take leg damage when over your weight limit.
Max rank of Lone Wanderer pairs well with the max rank of Attack Dog, adding an additional 10% damage reduction. Get the Pack Alpha perk on top of those & any damage you take is automatically reduced by 65% before damage resistance from armor & perks are applied. Top that off with yao guai ribs or Med-X and you cap the damage reduction at 85%. Taking 30 damage instead of 200 makes you incredibly difficult to injure.
For VATS users, Penetrator is invaluable. The player can target the right arm on a suicider regardless of which way his body is oriented. The same goes for power armor users & sentry bots. The fusion core is always a viable target & therefore vulnerable to a crit.
When you are in survival mode, the display changes to note what you just said, on the specials screen. I don't play on survival usually, but after doing it one time, now on all my playthroughs, it displays the survival version, even when I'm playing on Very Hard.
I prefer to kill the suicider before he triggers the mini-nuke. I can then loot it. I am presently playing on Very Hard Difficulty so if I'm carrying a fatman, I want ammo for it.
@@edmartin875 Gotcha. Those things weigh 12 pounds each. They're more useful to me as two bits of nuclear material.
The intimidation perk can save you ammo and stimpaks to pacify whoever's attacking you and below your level
Lone wanderer and attack dog is a good mix, since dogmeat doesn't count as a companion you can carry a LOT more loot and get a companion for fighting
Nerd rage is,grrat if you have all your armor unyealding and keep your rads at the point that your only 5 hp from !ctivating nerd rage you become an incincable monster lol with a piece of armor that has the effect that puts +3 to all stats at 20% helth just makes you ridiculously strong
The rank 3 Idiot Savant doesn't trigger a secret lockout; it's the duration of the proc, which is 60 seconds. But I would note getting 3X xp for every combat kill, will add up to a way more xp than you lost, during the 60s lockout. A guaranteed 3x on every kill, is far more xp than a chance at 5x. Also, it doesn't prevent you from getting your usual 5x procs all the time, only when the other proc is active, which you can check in your Pip-Boy, in the event you are spamming something.
Life giver, for 3 perks 60hp (huge when starting out) and passive life regeneration
I like this too, but it's less useful if you use the creation club backpack since you can upgrade it with a regen effect too.
Life Giver 3 in combination with the Astoundingly Awesome Tales magazine from the Boston Mayoral Shelter means you'll rarely need a use items to heal between fights.
@@Mr._Anderpson In almost 9 years of playing FO 4 I have never selected Life Giver, perhaps I should give it a try. Especially since the Magazine by itself is a bummer.
@@edmartin875 Definitely pays off for me, especially when combined with Ghoulish 4 and the Solar-Powered perks.
The magazine is very easy to get early in the game. I became hooked on playing on survival, so maximizing damage reduction & healing are concerns.
Atom's Judgement + PA build with lone wanderer + nuclear physicist + pain train is always my go-to, taking down the courser with 3-4 hits on very hard is funny as hell considering Virgil just said a few minutes before that the chances were not with me.
The Penetrator perk allows you to target the fusion core of power armor or sentry bots. Combined with a critical, you can one-shot both of them.
New sub.
Great video. Just started a new game. Only played it once before and not for long. So this is helpful. I watch ESO who also recommended Lone Wanderer. I put 10 into Intelligence and have Lone Wanderer. It's crazy.
If you run the Beast Master mod the animal and wasteland creature Pacification perks are also really good, new pets without using control chips
Aquaboy is a good one in my opinion
Nice list ...
Although, personally, the only 1 perk I can justify over more SPECIAL stat increases is Armorer.
I'll grab others once there's no more stats to upgrade.
I play survival and Demolitionist perk makes the mode a cake walk, everything dies within 2-3 frags which arent even the most powerful of the grenades. And you can use the duplication exploit as soon as sanctuary to get started early on that build. Also Ghoulish is very strong on survival too but a heavy investment is required in endurance is the main draw back.
I love being a cannibal in survival. Takes longer for you to get actually hungry. And unless you're doing a pacifist playthrough, you get a ton of food around you. And you can better avoid irradiated foods since you don't take radiation damage from consuming humans, ghouls, or super mutants. And each meal refills your health bar at a decent amount by the 3rd tier. Just in case you don't want to build up your Lead Belly, or over encumber yourself with carrying around food.
Idiot Savant is good even with 10 INT. It actually gives more XP with 10 int and Savant than 1 int and Savant.
personally I would say aquaboy/aquagirl
Definitely an underrated perk! It saves you having to guzzle down some Rad-X or Radaway every time you cross some water.
@@SuperbTube I mostly just like it because I like spectacle island
@@SuperbTube Or buy a hazmat suit at Fallon's Basement in Diamond City. However a lot of this was made a moot point because of the update. We can now build decontamination arches in a settlement that instantly removes all rad damage.
@@chadharger9323 I use aquaboy because I am too lazy to put all my armor and stuff back on after using a hazmat suit
@@chadharger9323 We have had that capability for years. To get to that point was kinda convoluted but I was using them in Sanctuary for several years before the update.
Im finishing my 2nd playthrough running a bit of a gunslinger/melee build with chemist and Chem resistant. My character has transformed into a psudo Bane. Psycho buff on top of mysterious serum witth some level of big leagues and iron fist is pretty fun, especially when I whack off a robot's arm with a deathclaw gauntlet or my heavy sledge hammer.
If you like the heavy sledgehammer get the nukaworld DLC to make normal bats rocket powered or farharbour for atom’s judgement super sledge for a cool look and heaps of rad damage too
@@scott8448 I never get a weapon or armor for it's "looks". I guess I'm not into playing dress-up. More into functionality.
Nerd rage is definitely not worth the investment to be so situational. If the goal is to run to the center of a room and shoot, i can see how one would think this is useful. The goal should be to not take damage if you have high Int.
So maybe you've made some weird melee Int build where this would be useful, but if you're doing a melee build, you're better off dumping points into the indurance tree.
I just can't think of any situations where Nerd Rage is in any way useful unless you're playing like this is your first experience with a shooter.
Interesting point. I think it’s a perk that’s worth it if you have already high intelligence, as wasting perk points to build up your intelligence just to solely get this perk is a waste of levels.
But I would argue that the perk is definitely useful. Having a perk that essentially auto-deploys jet and a superior psycho, if you’re in a sticky situation, is never useless. It’s certainly worth getting if it’s available to your character easily, but not worth building up to.
@@SuperbTube Exactly, or for a low Int character just get a piece of Martyr's armor if you like the slow time. You don't get the dmg boost, but you get the free jet effect. I'm too lazy and don't want to allocate a hotkey to a useless weapon, but you can also get a weapon with Resolute and leave it with one round chambered. Whenever you switch to it you will slow time for the full duration of the effect, just switch back to your primary weapon and go to town.
One way to abuse Nerd Rage; let your character get 75-80% rad damage. NR will always proc. Just make sure to have a good defense equipment and perks. I recommend toughness, refractor, and maybe even adamantium skeleton.
Need rage is my reminder to use a stimpack
Power Armour Build is where its useful.
Your not sneaking, not using Vats, not using scopes.
your walking tank is in the thick of things.
1: I hardly ever sprint in combat and if you're sprinting chances are high that they miss you. The reduced AP cost is nice for traveling on survivor mode though.
Its interesting how others view the game.
Where you consider locksmith and hacker essential, I consider them useless.
I played with both in F3 and thought I cant give them up as well, but in F4 here, I vent for different builds and was just fine.
Its also interesting to see how you look at lone wanderer.
It might look like pure upsides, but once you consider the downsides, the perk might even be underpowered.
With 1 charisma, you can still have companion for free.
Consider paladin dense with his permanent power armour and his extra fire power.
You are gonna save so many bullets and stimpacs having a good companion around.
When you consider this, you really go for lone vanderer only if you like being alone, but that doesnt make you powerfull.
Dont belive me? Try 10 int, 8 charisma build. Finish automatron and rebuild codsworth into sentrybot with 2 infinite ammunition gatling lasers, 500 carry weight, huge health and 2 back mounted nuclear launchers that cant harm you thanks to inspirational.
Alternatively you can go 10 int, 1 charisma if you dont plan on using nuclear launchers and want smaller robot instead of sentribot to allow him to go with you indoors.
But still... 2 gatling guns with infinite ammunition.
The robot´s damage, health and ammo efficiency can outperform player character.
So you want your companion to do everything for you and don’t want any loot or quests because you are missing out on every Termin and locked door? Sounds boring as hell
I would put chemist on my list, as drugs, especially combined drugs like psychojet or bufftats are very strong, and greater duration means your super powers last much longer.
Thanks for revealing the strong back, moving target, action boy combo to me. Now I haz planz... :)
I've played for years and never used the vats system, I think it's more fun that way .
Disagree with your REASONING on your very first one. Because, although, yes, we are moving during firefights, we are not sprinting during firefights. Or, I should say, the amount of time we are sprinting DURING a firefight is so minimal, this point would be better spent somewhere else.
Chemist is op. Berry mentats for exp , psychojet for any combat situation like nerd rage but at your command. Combine chems for exp , and caps. Just need to get the addiction immunity as well. Nothing like hitting an idiot savant with the berry mentats boost INT by 5 when completing quests either.
INTIMIDATION allows you to point at an enemy and command him to fight WITH YOU or to have him turn against his OWN people, which is about the same thing. Nonetheless, you can walk into a building and turn a bunch of baddies into allies and avoid a lot of the fight.
as a survival player, i wonder if i can use the strong back perk to fast travel to the institute while encumbered? (since fast traveling isn’t really a thing in survival other than for the institute)
Such a good list thanks!
IMO, Idiot Savant is #1 by far. Lore Wanderer #2. Gun Nut is an awesome perk at low levels (and is good at high levels too)...get a combat rifle and keep upgrading as you level up...who needs legendries? Level 1 aqua boy is very handy...use the waterways to move about (especially good in Far Harbor)...get the magazine to make you swim 25% faster in water. Stealth is almost mandatory to avoid dying to traps
Yeah with just level 1 gun nut you can upgrade your starting 10mm pistol to do almost double damage just from scrap around sanctuary. Insanely overpowered, especially on survival with the damage boost on there. 1-2 taps pretty much everything early game but mirelurks.
Ghoulish, solar power, night person, aquaboy all better than anything you listed (and Lone wanderer since your specifications of what was excluded surprisingly does not include this) except strong back which I include a necessity perk, can't play without it.
Gotta wait for my lone wanderer perk. Im trying to get all companion perks so It would be useless to get points into something Im locked out of.
Set up idiot savant with no intelligence, quick save in your texts promt, complete mission, reload and repeat till you hit your savant bonus. You can hit level 20 in a few hours of game play.
Which one is the one where you get multiple crits? Like the star things next to the crit meter in vats
The absolute strongest perk in the game the Kim's part I am one of the biggest wasteland junkies I have whatever Kim I want at my disposal without absolutely no repercussions of being addicted Man I go into any battle I know I'm going to win I'll just bought me some and I'm good
i halted on the main storyline currently on the cursor chip decoding cause i even though i have decent armor i still feel less powerful with the heated super sledge being able to deal good damage to high health enemies.
pretty much my only thing about the perk system compared to last gen is that the special stats are also part of the chart. kind of dislike that there's so many ranks to each perk some of them are kind of a obvious rip off like having to get the sprint when overweight before you can get the fast travel
should of had magazines that let you assign more of them i had gotten the season pass last week so that i could use the dlc as a way to level up more.
going through a lot of the side quests in the commonwealth ive pretty ran out of them and things to do. I've been having to wait some time just for preston to give me a new quest since he's said to always have one
Why you killed everyone in diamond city? 😢😢😢
should rename the vid to 9 perks you will never need and 1 that is decent.
Did Bugthesda redo the perk system with the April update? I'm playing on very hard but the perk that allows you to fast travel when overencumbered is no longer available. In its place is the perk that prevents damage when overencumbered which is normally available when playing on survival. This has happened to me twice now.
Were you once playing on survival mode on that same character?
@@SuperbTube Nope, new game each time and deleted all saves associated with each game.
I was wondering about that. I'd rather have the fast travel instead of poor man's rooted. I thought the change was because of one of my mods.
I believe lone wanderer teamed up with dog meat is probably one of the most Under.
Rated perks to select.I don't even have the perk.Where it enables dog meat to hold And n p c down and he does it
I can think of 2 perks that you might want to add to a video cut to help you generate health without having to use stem packs or have to use a thief's right away there both in the endurance tree at end of is
Ghoulish and Solar powered are pretty niche. Low endurance builds are more fun.
There's also Life Giver that gives regen without those other conditions.
Clocked over 1k hrs and have never taken lone wanderer. To busy getting all the comp perks, and frankly comps are just to useful.
Lone Wanderer and Idiot Savant are the best of the bunch since they are accessible early with most builds. Force Idiot Savant by save scumming your speech checks and quest turn ins.
Moving Target and Rooted really aren't worth it for flat DR when you can just get Ballistic weave and not have to constantly move or stand still. Just 1 piece of Sentinel or Cavalier armor is better since they are % based and scale with lvl vs wasting a bunch of perk points on these.
everything you mentioned comes later in the game and requires RNG luck.
its nothing more than a potential bonus until you actually have it.
if it is something that would benefit my build, its better to have it right now.
@@Christina-g4s I think you replied to the wrong comment.
@@jayedson3408 no I didn't, I replied to you.
Moving target is 25 damage resistance while sprinting yeah!?.
At level 1, 25 resistance is a lot and I could have it very early guaranteed (depending on my special distribution)
Waiting for a legendary drop of cavalier might not happen till level 30 where the 25 resistance is basically worthless.
Sure they both do the same thing ultimately, but it was *when* I could utilise it, thats what makes the difference.
Right now is always superior to what could be.
Ones man's trash is anothers treasure I guess.
@@Christina-g4s You do understand the difference between straight DR and % based DR right?
Moving target is flat DR that falls off very early and requires 6 in AGI to even take rank 1. It's the equivalent of finding a better piece of armor. Might as well just put an extra point into END for the HP.
Cavalier's is 15% DR, meaning it scales as you and enemies level, so it does not drop off. It's available on Legendary gear as early as lvl 5, I've had it drop from Roaches in the Concord Public Access (not 25+, so no, these aren't things that only start to appear "later in the game" and RNG for Legendary items and effects is easily manipulated with save scumming, just like Idiot Savant). You can also purchase the Destroyer's Left Arm from Deb in Bunker Hill immediately by just walking down there if you are looking for a "right now" solution, before even clearing Concord.
Unless you are focused on collecting companions to romance or just gain affinity with, Lone Wanderer works the same way. It's % based so it will scale and, of course, if you need a mule you can still use Dogmeat. It also doesn't require you to be constantly moving so it's superior to both of the previous options.
I know you have this "right now" mindset, but when the "when I can utilize it" is literally a 10 min walk away vs wasting a perk point on something that is nearly useless, that's just poor planning and impatience.
Set yourself up early for long term success, not failure.
@@jayedson3408 we just have very different playstyles then.
You know how damage resistance works right?
If DR is equal to incoming damage you resist 50% of that damage.
Considering in the early game, a pipe weapon is the scariest thing you'll come across With 13 damage, extra 25 DR is something like 60-70% reduction in damage.
You can literally sprint towards an enemy get in his face and give him a whack with a melee weapon. And take very little damage for your effort.
From my own playing, legendary enemies to save scum don't appear till something around level 10.
So how you getting level 5?
I don't save scum, see no point In it
I never design a build off of random legendaries.
If it gives me something that compliments the build, great.
If it gave me something awkward to my build, like an explosive combat shotgun, and I had a rifles build then I'll leave it or sell it.
Guessing you would use it because of effectiveness.
I personally hate the legendary drops in this game.
Strong Back is almost useless if fast travel is enabled.
If disabled, it's a good pick
No it really sucks when you get over encumbered but still have a lot of a mission left you just go so slow and breath heavy so annoying but ya adding carry weight is never useless
@@toddparker514 With Power Armor you almost have to try to get yourself over encumbered. If you dont use power armor for whatever reason, Strong Back might be a thing if you go into missions with a ton of stuff.
Actually I carry way more without power armor . When I use power armor I lose like 200 lbs of carry weight my max so far is 650 carry weight lol .
@@toddparker514 Sometimes I feel I have loot stashed in every workstation I find outside my settlements. I don't actually, but I do not hesitate to use one when needed.
@@Silly2smart Roger that. I had to cut back on the guns I like to carry just to be able to pick up loot. I hate leaving loot behind, even the stuff I sell for only a couple caps. It's a waste of carry weight, I know. But I'm a natural hoarder.
moving target is completely useless after you get armored clothes recipe from PAM. third level of this perk was added for it to be even remotely useful. Until you max out endurance.
four leaf clover is useless after you max out your luck, since your critical meter fills within 3 shots, trying to make it 2 or 1 is not worth spending perk points.
nuclear physicist is useless, it can only save you some carry capacity, since you don't need to carry as much FC's with you. Using gattling laser as your primary weapon might justify having that perk though.
Nerd rage is meh. It is just too situational. Better stick to perks that work all the time, like critical banker.
Lone Wanderer is fine, but you might want getting companion perks first. Deacon, McCready, Hancock. Optionally Piper.
The only part of the video I do not agree with is using Dogmeat, He constantly gets in the way so after my first playthrough I just leave him in Sanctuary
Wild wild wasteland from New Vegas should be with all versions of new fallout games.
Penetrator makes sentry bots so easy its unbelievable
The perks that only activate when sprinting are of almost no use to me, as I almost never sprint, and never in combat. Sprinting in combat is makes it much harder to hit a target, negating any bonus those perks might otherwise grant.
Deliverer + Kellogg's pistol + crit banker means endless vats and crits...😁
Nice one. Thank you.
Rooted is a better perk than most mentioned here...and nerd rage can be simulated with martyr gear and/or psyhcojet but it's only 25 % damage and you don't need int 10
I always get crit banker and lone wanderer is essential on survival mode
great info...thank you! 😀
Top 1 is the ability to walk on water without radiation effect. Top 2 Ignoring mines. Any damage boost apart from explosives or heavy weapons is unnecessary as the game is too easy, even on the hardest survival (playing with VATs).
Do all these Perks stack together?
Yes of course every perk stacks
@@felipegaeteroman thanks bro figured but haven’t really checked it out
250+ hours in fallout... i never use critical 😭😭😭 NEVER this could've saved me hours on killing enemies not only time but also ammunition.