I've found the best switch between team play and solo play is to sub Inspirational 3 and Strange In Numbers, for Lone Wanderer. But of course if you aren't using any mutations, that other point can be whatever team-oriented Charisma card you like.
I wouldn't say Traveling Pharmacy is an end game perk, I'd say it's even more useful in the early game as you're gonna need way more Stimpaks and Radaways and so on. End game builds mostly have the mutation Healing Factor and legendary effects on the equipment targeting healing and rad cure.
Interesting point, glad to get another perspective on this! By assumption, usefulness likely depends on build and playstyle. I tend to keep a decent stack of Stimpaks, Radaways, Psychobuff and such, as they do see quite a bit of use. I do play with bloodied build and rather aggressively, so that could be why I feel the need to have some aid backup.
The one perk card that I'm confused is the unarmed (punching) one. Which weapons uses the unarmed card or weapons that can integrate both the unarmed and the slugger, or unarmed and one handed.
There are a few unarmed weapons such as Power Fist and Deathclaw Gauntlet. I'll just leave a link below to make it easy for ya. fallout.fandom.com/wiki/Fallout_76_weapons#Unarmed Stacking different melee perk cards was removed quite a long time ago, where unarmed & 1-handed cards worked together for unarmed weapons. Nowadays there is no crossover, so go with "Iron Fist" if you're unarmed, "Gladiator" for 1-handed, and "Slugger" for 2-handed. Hope that helps!
Very thorough guide. You do not lean toward Agility I see. You did not mention my key VATS card, Gun Fu. It auto-seeks the next VATS target + increases damage on said target. Lets me sneak around in my SS armor with a Fixer and VATs-down groups of Super Mutants.
My intention was to give a more generalized build, and for that reason there was less focus on VATS. I'll be looking to make a video specifically on VATS (bloodied) in the future though!
For players over level 50 you completely left out legendary perks. Especially the 2 that can help you save perk points. Like the ammosmith leg perk abs the legendary perk that gives you lock Smith and hacker perks
Why bother with adrenalin at 5 ? The diminishing return and large size of the perk make first rank better. save 4 points for something else because 1 perk space for 1 percent increase is dog poo when rank one is a 6 percent return. Also the stack effect up to 6 enemies to gain increased damage isn't as relevant as it may seem, unless you use rifleman melee or pistols giving you greater one shot potential and then still its only 24per increase in damage.
I enjoyed the video; however weight reduction perk cards are a crutch, and I personally don't recommend people using them (especially new players) (ammo reduction cards are ok if you don't have fallout 1st). Weight and storage management is what people really need to learn how to do. Good with salt is not needed either ever since the freezer has been introduced to the game.
Great tips here for the new guys, I have a feeling your channels going to blow up.
as a new player, i welcome this useful and concise information very much. thank you
Glad you found it useful!
You can just use another loadout for crafting and camp builds so you don't have to move things a lot.
Good point, should've mentioned loadouts!
Great tip about 1-star weapon cards of all 3 before you spent any 2nd stars. Good job looking at Perk Point value.
I've found the best switch between team play and solo play is to sub Inspirational 3 and Strange In Numbers, for Lone Wanderer. But of course if you aren't using any mutations, that other point can be whatever team-oriented Charisma card you like.
I've been a player since the start and this is really a good help. Thank you!
Glad I could help!
greatly appreciate the tips, about level 90 and been wondering how to balance my build without a direct build setup, this will help a lot thx
I wouldn't say Traveling Pharmacy is an end game perk, I'd say it's even more useful in the early game as you're gonna need way more Stimpaks and Radaways and so on.
End game builds mostly have the mutation Healing Factor and legendary effects on the equipment targeting healing and rad cure.
Interesting point, glad to get another perspective on this! By assumption, usefulness likely depends on build and playstyle. I tend to keep a decent stack of Stimpaks, Radaways, Psychobuff and such, as they do see quite a bit of use. I do play with bloodied build and rather aggressively, so that could be why I feel the need to have some aid backup.
Very helpful videos I only returning to 76 from a very long break and I'm creating a brand new crossbow/bow hunter great vids
The one perk card that I'm confused is the unarmed (punching) one. Which weapons uses the unarmed card or weapons that can integrate both the unarmed and the slugger, or unarmed and one handed.
There are a few unarmed weapons such as Power Fist and Deathclaw Gauntlet. I'll just leave a link below to make it easy for ya.
fallout.fandom.com/wiki/Fallout_76_weapons#Unarmed
Stacking different melee perk cards was removed quite a long time ago, where unarmed & 1-handed cards worked together for unarmed weapons. Nowadays there is no crossover, so go with "Iron Fist" if you're unarmed, "Gladiator" for 1-handed, and "Slugger" for 2-handed. Hope that helps!
@@prizmere thx for the info!
Missed the mutations perks, absolutely musts
Absolutely agree! Must've edited it out due to rambling about it. In hindsight I should've made sure to fit it in or do a re-take about it.
finally a video that explains it clearly❤
excellent tutorial
Very thorough guide. You do not lean toward Agility I see. You did not mention my key VATS card, Gun Fu. It auto-seeks the next VATS target + increases damage on said target. Lets me sneak around in my SS armor with a Fixer and VATs-down groups of Super Mutants.
My intention was to give a more generalized build, and for that reason there was less focus on VATS. I'll be looking to make a video specifically on VATS (bloodied) in the future though!
For players over level 50 you completely left out legendary perks. Especially the 2 that can help you save perk points. Like the ammosmith leg perk abs the legendary perk that gives you lock Smith and hacker perks
Great video.... knew most but sone needed more clarification on thx you
Why bother with adrenalin at 5 ? The diminishing return and large size of the perk make first rank better. save 4 points for something else because 1 perk space for 1 percent increase is dog poo when rank one is a 6 percent return.
Also the stack effect up to 6 enemies to gain increased damage isn't as relevant as it may seem, unless you use rifleman melee or pistols giving you greater one shot potential and then still its only 24per increase in damage.
PEW PEW!
I enjoyed the video; however weight reduction perk cards are a crutch, and I personally don't recommend people using them (especially new players) (ammo reduction cards are ok if you don't have fallout 1st). Weight and storage management is what people really need to learn how to do. Good with salt is not needed either ever since the freezer has been introduced to the game.
I really need to give yall info cause this aint it