That's a necessary perk. It's one that is just a basic requirement it's like lockpick or hacker you need them so with 60 more to choose from go with them in a video
Am I the only one who doesn't use chems at all in fallout games? I occasionally will bring a beer or something when I need to fast travel to a shop or something, But thought Fallout 3, New Vegas, and 4 I haven't used chems almost at all...
I think it's for high level or early level thing when u get in tough fights. Plus with the perks u can he then bonuses on all the time which is handy. If u know what ure doing and got good gear, I'd sell the chems
Locksmith early on is crucial, I hate missing out on good treasure after a decent battle. But I often write down high difficulty locks so I can go back later when I have enough skill to get the treasure! I hate missing treasure.. I must have it ALL!!!!
Eric Dietz same here. In Dying Light, if I see a box I can pick, I WILL pick it even if I know it's not worth it. I am a collector and this game fuels that craving so damn much.
That's one thing I like about Skyrim, you can attempt to pick any lock, but if the lock is at a higher level than your skill, the pin will break quicker.
So, in my opinion the aqua boy/aqua girl perks are extremely useful in survival mode because it lets you use what I like to call the water highway. The water highway is rather simple actually as what you are effectively doing is using the large rive, and the ocean to traverse the landscape of fallout 4 in almost complete safety at a reasonably high speed which works so well that it can actually contend with vertabirds in my opinion. This also makes the institute a much more viable choice as it allows you to teleport to the CIT ruins which are right next to the river which you'd can take you much closer to many of the places you'd need to go including places like good neighbor, diamond city, and many other places.
The negative effects acquired from fishing are super easy to remove. If they don’t get removed, however, it’s really not that impactful even in survival. Edit: Supposed to say Swimming, not fishing I think. This edit is 2 months after making the comment.
getting infections for swimming and missing out on tons of random encounters and loot because I’m swimming everywhere is hit or miss. Not a bad perk but annoying to deal with. I wouldn’t even choose it in survival
@@viggotallknog3877 It worked for me recently, I just tried it, maybe it depends on whether you're on PC or Console But as of April 2020, it still works on Xbox One
If you have a survival play through that doesn’t primarily, or if at all use power armor, aqua boy/aqua girl perk is invaluable for the disabled fast travel aspect alone.
@André Stinky well have we considered that, relatively speaking, it IS one of the worst perks in the game, but is also very useful and nice to have? from a point of relativity, something can be awful but still good at the same time. He might be a neckbeard but dont call him a liar on this one 🤔
@@andrestinky9674 this video is pretty old though. Was survival mode even out in its current form at that point? In survival it means quick safe access to diamond city. In the regular game its pretty pointless though as you can just fast travel.
One of my favorites was scrapper. I was big on building nice settlements, and having MUCH more Resources to build with and make weapons with was a huge help.
Captainoob Yeah, my mistake, i said meatball, because my game is in spanish and the dog is called ''albóndiga'' wich translated to english is ''meatball''
Critical Hits also never miss. You can get some pretty impressive kills with Critical Banker from insanely far away. Combining this perk with Penetrator allows you to knock anyone out of their power armor and kill sentry bots effortlessly from extremely long distances.
10:08 you were fighting a mirelurk and had been targeting its torso in vats but then removed those attacks so you could target the fking shell......why would you ever do that
I think he did that on purpose because he was talking about the critical perk, so he wanted to show off a crit I think and if he would have shot the torso the lurk might have died before he could execute the crit 🤷♂️🤓
I accidentally made somewhat of a luck build. I can actually sustain every second of combat in VATS, making the game more like a cut-scene more than an actual game. I have critical banker rank 2, rank 1 grim reaper and rank 1 4 leaf clover, and rank 1 better criticals. But even without these perks, I can still sustain combat completely in VATS using only 2 guns, these perks just make it easier. My strategy involves 2 guns. The Deliverer (railroad pistol) and Kellog's .44. So I just get a bunch of hits with the deliverer in vats to build my critical meter, but I only use about 75% of my action points, this way I have enough left over for at least one shot with Kellog's .44 to use my critical hits with. Then after I build my critical meter, which is guaranteed with the high accuracy and low AP cost of the Deliverer, I switch to the .44 and use at least one critical and it completely restores my AP due to the legendary effect. So I can just keep doing this over and over. Critical banker and those other luck perks compliment this really nicely. I can save up about 3 critical hits using 75% of my AP on deliverer. As long as I get one critical shot with my .44, my AP will completely restore and I can do the whole process over again, spending all my combat time doing massive, easy damage in VATS. What's nice about critical banker is that I don't just have to use these two guns, I can build my meter, get a shot with a .44, full AP, maybe switch to a sniper of any weapon of choice you want to use to get criticals with and then use another critical with the .44, full AP, repeat. The great thing about this is that I don't have to invest any perks on Action boy, this process actually makes action boy pretty redundant.
U dont need gun nut cuz u can find any mod u need. But sometimes u just want the full capacitors on your gauss rifle without scouring the Earth for it i get it
Step 1 kill enemy using same weapon as you Step 2 take gun that has weapon attachment you want Step 3 go to weapon work bench take mod of gun and put it on your gun Step 4 profit!?
One year ago? Damn, joined the party pretty late then, but I can't say that I regret it. ^^ Thank you btw for your Tops n' Flops videos Puma, much apprechiated.
I dunno if this is worthwhile... there are plenty of radaways and stimpaks in the game without it. Rather get something I can't compensate with items, especially early. 10 Endurance is quite the opportunity cost too... a lot less agility, perception, intelligence and luck perks which are honestly better.
@@syxoedgotta agree w katie here, i Feel like endurance is one of weaker special stats to go deep into. Just carry rad X put level into aqua boy and carry a hazmat suit. Also it doesn’t always regen health. Only does when your actively taking rad damage… just oay the doc to rid u of rads
lone wanderer anyone? increased damage,damage resistance and up to a 100 pounda of extra carry weight. besides companions are worthless (except for carrying your shit)
I use Lone Wanderer all the time, After using Piper, Cait and Curie, I decided I would take Dogmeat from now on, Lone Wanderer goes good with the Attack Dog perks because Dogmeat dosnt count has a companion, I just keep him around because It's dogmeat
yup, was even surprised that he said we need it... besides finding everything you have so much caps and nothing to spend it on by lvl 20. I always buy all adictol, antibiotics, psycho from vendors. Making my own Jet and you dont need a perk for it, just plastic and fertilizer. After that combine psycho to create PsychoJet and go crazy ;D
Yeah - I held onto a perk point for "when" I ran out of antibiotics. I'm level 37 with 16; + more spread out across settlements I mean, right at the start of the game I got sick, and every day I went to bed, I woke up sick 5 days in a row. If you scavenge enough in one 16 hour period, you will come out on top of the sick game (you find a lot of resist meds which I pop before bed, since I'm prone to nighttime sickness ; P )
Cait can lockpick anything. Aqua boy is crucial. You can skip so many fights and travel so much quicker by cutting through water. Max intellect means faster XP which means more levels and more perks.
Not master locks. Plus why would you want to skip fights that reward you xp and weapons and are generally just fun to do? You like skipping parts of the game?
my fav build hands down is the always encumbered build, takes a minute to get everything but once you have the perks and speed gear its quite liberating to never worry about making trips to dump loot or having to care about weapon/ammo weight downside is it doesnt really work with power armor very well
Not sure why Chemist/Chem Resistance is in the list.. well, I guess that it's handy for some or most Fallout 4 players, because all of you may use chems. Except for me... I rarely use chems. I'm just living on Stimpaks and RadAways. The only times I'm using chems is when I'm like level 4, I found some Jet, Med-X and Buffout and I see a enemy with a higher level than me with pretty good (starter) armor. Because heck: I don't want to fucking die. But still, most of the time, I find chems pretty useless.
lone wanderer is must hav for me ı almost always use it the dmg reduction then later extra dmg it gives is amazing ı always use dogmeat anyway ı don't wanna deal with affinity of other companions
I did the combination of critical banker and gun Fu. This gives me the opportunity to raid the glowing sea and not get overrun by hordes of enemy's : the first three enemy's will be shot by using critical banker and then gun Fu starts to deal crits of its own. The deliverer does its job and so I'm able to eliminate for example the guhls in the covered church in the glowing sea in one animation :-) anyway, thank you for your time to make this entertaining rankings because they helped me a lot not learning things the hard way
Hahaha, I've been getting back into Fallout 4 again even though it's been ages since its release. Your channel has been really entertaining, thanks for the vids
A valid and thought provoking list. I've never felt the need to scavenge more stuff or have more caps. I know you're trying not to favor a particular playing style, but I'd still go for "Gun Nut" or "Commando" instead. One perk not mentioned , "Sneak" is extremely valuable to all players.
Unless the armor peice in question weighs around or more than 10 weight then go ahead and use ultra lightweight build the reduction in weight in that situation is better than extra carry weight
half correct. deep pocket does not reduce weight, it adds a small amount of weight and increases carry cap for a net total of slightly increased carry cap.
A universal Top Ten perks for Fallout 4 is doomed to be wrong because it depends on your play style. In any case, one of the top ten perk should be of your primary weapon of choice: gunslinger? Rifleman? Heavy Weapons, Melee? 10. Locksmith: agreed. It is a must for loot, opening doors, etc. Should be higher on the list. 9. Armorer. Nope. Not for me. I never spend points on this perk until about level 20. Everytime I loot a dead body with armour, I only pick the parts with mods, strip them, stock the for later use on my armor or for my settlers, companions. etc. Also, I don't like to use power armor. 8. Chem-related perks. Never, ever picked those in all the games I've played. The only chems I use are stimpaks (which are ridiculously abundant in the Commonwealth), Bufftats for when I am overloaded with junk, and grape mentats to lower the price of the expensive stuff. And you can make those at a chem station without any special perks. Addiction is not a concern, as doctors can remove the for very cheap. 7. Scrapper. Is very useful for me as I like to craft, but, again, it depends on your play style. If you are not heavily invested into crafting that much, you can manage fine without it. 6. Science. As with armorer, I usually pick ranks in this later in the game. Not a top ten for my type of games. As I prefer ballistic weapons to energy weapons. A must if your style has a preference for energy weapons, power armor, robots, etc. 5. Fortune Finder/Scrounger. Scrounger is much better. Ammo is like money anyway. Unless you play in survival mode it weights nothing. The cheapest bullet is worth at least 1 caps. Higher end ammo are worth a lot more. I often find a bunch of cores (worth LOTS of caps depending on your charisma). Plus, you can't shoot a bottle cap (make bombs with them? yes). In quests where you starting to go low on ammo, you will be a lot more happy to find more ammo then caps. 4. Demolition. Again, depends on you style. This I pick very late in the game when I start to run out of good options. As weapon perks go, this would be in 3rd or 4th position for me. I prefer, by far, Gunslinger and Rifleman, much more useful than Demolition. Explosives is almost never the main weapon of a player. It is more a support thing. 3. Action Boy/Girl. Vats is fun and useful, but I get along fine without having to need this perk. I don't like to abuse or rely mainly on Vats. 2. Ninja/Sandman. I love both, as sniping-sneak is my prefered type of play. But for people who prefer to charge boldly into action, it is far from their top ten. 1. Critical Banker. Fun and useful bonus , but later in the game. Not a priority.
Black widow is also a good perk because you can pass speech checks from men easier, and do more damage to men in combat. There are actually more male enemies than female enemies so this really helps!
Honestly, I think it'd be easier to make a list of perks that AREN'T worth getting. It seems like a lot of perks in this game are usually worth unlocking-which is a good thing. But some perks I would definitely add to your list would be: 1 -- Rifleman (PER 2). Non-automatic weapons are the best weapon type in this game imo. 2 -- Life Giver (END 3). Especially at rank 3, you'll never have to use stimpaks again. 3 -- Lone Wanderer (CHR 3). If you're gonna go about your playthrough with no companions, this perk is a 100% must have. 30% dmg resistance, 25% dmg increase, and +100 carry weight at rank 3? Hell yes. 4 -- Local Leader (CHR 6). The ultimate convenience perk. If you're not into settlements, skip this one. But even if you're gonna dip your toe into them, you NEED this perk, otherwise this game will turn into an absolute grind-fest. 5 -- Medic (INT 2). For obvious reasons. 6 -- Gun Nut (INT 3). You mention Science! being an important perk for crafting weapons, but Gun Nut is even more important imo. 7 -- Idiot Savant (LCK 5). This is quite honestly the best perk in the game and no one can convince me otherwise. Even if your INT is at 1 or 10, it's worth taking. Yeah, the stereotypical "DURRRR" sounds can be a bit much, but I think it's hilarious. 8 -- Better Criticals, Critical Banker, Grim Reaper's Sprint, and Four Leaf Clover (LCK 6, LCK 7, LCK 8, and LCK 9). You mentioned one of these perks already, but if you truly wanna just be broken and OP, having all of these perks are gonna be what you want. I ran all of these in a playthrough once and it's beyond stupid how strong they are when maxed out and used together.
I juste love the passage where he vats a mirelurk, takes his time to choose the part to shoot, and finally chooses the shell... Well seems you didn't understand things...
Aqua boy/girl is extremely useful on survival. Makes traversing the commonwealth so much easier and you don't have to worry about little puddles of water irradiating you.
gun nut is pretty much a must have for all fire arms users as well. as most if not all mods for fire arms are locked behind that perk save for the energy weapons that appear to exclusively relay on science.
10. Aquaboy/gal (Rank 1) 9. Pain Train 8. Fortune Finder (Rank 3/4) 7. Local Leader (Rank 1 & especially 2) 6. Armorer (Rank 4) 5. [Insert Unarmed/Melee/Rifle/Pistol/ Automatic Damage Perk here] 4. Science! (Rank 4) 3. Critical Banker (Rank 4) 2. Sneak (Rank 4 or 5) 1 (tied). Idiot Savant (Rank 2 or 3…if you don’t mind the full minute of 3x XP after the x5) 1 (tied): Strong Back (Rank 4)…enough said. Honorable Mentions: - Mister Sandman, Ninja, and Pickpocket to go with Sneak - Inspirational IF you’re going for 10 CHR and prefer certain companions - Lone Wanderer + Attack Dog IF you don’t like companions other than Dogmeat - VANS (Rank 2) for +2 Perception to further improve 10 PER w/ Apparel (Hats + Eyeglasses + certain clothes) + Legendary Armor Pieces (Sharp/ Champion’s Right Arm) and Perception Bobblehead for nearly 20 PER!!! - Blitz + Ninja + Blacksmith + [Unarmed/Melee Weapon Damage Perk(s)] to Max Out your potential damage without using ammo!!! - Scrapper (Rank 3) to triple the amount of stuff scrapped at Workbenches and Workshops - Party Guy/Gal (Rank 3) and Chemist (Rank 3) to get the best of both worlds [Hint: you can always Quicksave to prevent yourself from becoming addicted w/o Chem Resistant…but not Double or TRIPLE a Chem’s Effects!]
My 2 combo perks that are working surprisingly well in survival is Aqua boy and Lead belly, because it removes the inane amount of radiation from water and allows you to drink it as well.
I know which perks I like and which I would take. My biggest struggle in the game was and still is weather I should put deep pocketed or ultra-light mod on armors
Depends on the weight of the piece. Pocketed mods add a fixed amount of carry capacity, while light and ultra-light reduce the armor's weight by a percentage. So many times ultra-light will shave off more weight than deep pockets would give you... and it adds AP which is another bonus.
The best perk in the game is Idiot Savant. If you like leveling up, and you like getting new perks, Idiot Savant is the way to go. Even with high intelligence it tends to happen alot.
Anonymous person The maths has already been done by at least two people independently; it's not complicated stuff. Picking idiot savant always has a advantage over not having it, ranging from fairly modest at high intelligence to very significant at low intelligence.
One of my favourites is Grim Reaper's Sprint. It has quite high requirement on Luck, but when fully upgraded the chance of filling action points after any kill is high and it may also fill the critical meter after a kill as well. A great choice if character build lacks in Agility.
I considered Grim Reaper's Sprint, but once I got Kellogg's Pistol it became a low-priority Perk. With my levels in Four Leaf Clover , Gun Fu and other crit-related Perks, I'm basically dishing out crits as much as possible and my Action Bar stays comfortably full.
Thing about chem resistant though is you build up UMON, that guarantees an addiction regardless of the percentage chance. So theres no getting lucky and popping a lot of chems and avoiding addiction. It also makes utilizing the junkie legendary effect impossible or extremely costly(more so than just buying addictol/cooking radscorpion omelettes). You can also skip the 4th level of chemist and use the biocomm mesh in order to save a perk. The most important reason to go chemist 4 is the pneumatic chest armor mod.
Tom Sawyer I don't.... The VATS system in bethesda fallout games, at least for myself, has always felt like a gimmick. A tacky add on that just makes combat way too easy and takes my immersion and throws it in a dumpster. It's something they put in their game because it's a fallout game and you have to have it in a fallout game. I was hoping they'd leave it out in Fallout 4. It is optional so I never use it, it does annoy me however that a majority of the perks are made worthless if you dont use vats. Nearly the entire luck tree is worthless without vats. :/ Sorry I got on a bit of a ramble there. :P
Tom Sawyer To each his own I suppose, I play on survival with mods that modify enemy damage to 3x rather than the 2x you get normally. I don't use Vats and I find it too easy sometimes. :/
Actually seems i agree with you what you say. That VATS is a bad thing in a game...this is my opinion breaks many things. I asked already, but i wrote here also then. Does also VATS include a critical hits or possiblity outside from it also ? I have not play a newer Fallout games so much like Fallout3, Vegas something or whatever it was, and just start it a Fallout 4. As i have beeen enjoying before a very long time a older Fallout series like 1,2 and tactics. Also a companions feels immortal and too '' unfair'' to use for excample in a survial mode, in a early levels you encounter in a lexington for excample a raider with a power armor type on him/her with a fatman. I have found easier is to send immortal companion send as a bait and laugh in a corner while they blown themselves up and, my companion runs happily back to me after a short moment, and loot is mine. :)
I have almost never used chems, to be honest. Gun Nut, like Science!, is essential for settlement builds, on top of standard weapon customization. Heavy Machinegun Turrets and Missile Turrets are dependent on it. Local Leader is also good for that, if your plan is to secure/provide resources between settlements and set up shops. Because of that, I start most playthroughs on 6 Charisma. Armorer, like you said, is good, but I would like to emphasize on its importance. If you don't want your character build to use standard armor pieces, Armorer is great to have if you want to build ballistic weave into clothing. At each rank, you can build stronger variants, and accumulate easy stacks of damage resistance on clothing items.
if I run a melee character I tend to start the game with 1 perception but shortly after I invest into it enough to get the lock picking perk because of the way melee works you can afford to do that early game with little consequence
Love how I stopped playing fo4 after far harbour came out, yet I still watch these vids, I'm gonna start playing again, the mind minigame in far harbour just turned me off and I forgot about it tbh
If you're going for a VATS build then literally every Luck perk I also agree with Chemist and Chem Resistant. I use a lot of PsychoJet to fight high level enemies or large groups. The time slow effect is a life saver
The game is so well balanced that it does not even matter what kind of perks you choose. You can pick them up randomly and you will have the same experience. THERE ARE NO USELESS PERKS ,if you solve problem A you will have problem B, or vice versa.
Great video. The best way to start this game is. Put all your points in, Intelligence, Agility, and spread what's left evenly through out the rest. Quickest way to level up, Which means more points to add to perks. Make sense right ?
forgot to tell the ones that are pretty far in to stay away from action boy/girl third rank. if you take the third rank it resets you back to zero. but if you start a new character it works fine. just don't take the third rank unless you started a new character after installing far harbor
(10) Lockpick - absolutely and never take the 4th rank. (9) Armorer - absolutely, every character needs all the ranks either to max your power armor or max your ballistic weave, neither of which can be feasibly purchased and moved like weapon mods simply because they are not sold. (8) Chemist is GREAT. Chem resistant is crap. The reason you run chems is to get addicted, as the Junkie Build is THE MOST POWERFUL build in the game. Taking all those perks just to use chems in combat means your build needs to use chems in combat (meaning it is a bad build). Note that the Junkie Build with max addictions (12) still gets to use two chems at a time while getting the full Junkie effect for weapons. There is no build that uses chems that isn't better done as a Junkie and survival doesn't need Chemist because you don't need to craft healing supplies - you will get most of your healing from all the eating, drinking, and sleeping you have to do. Anything else you need can be looted or purchased. (7) Scrapper? Strictly an ease of life perk. You can scavenge/purchase all the junk you need easily. Sure, the green glow for tagged stuff is nice, but you can learn what has what in it rather quickly. No perk that gets you stuff is ever going to be a great perk because it does not improve your character or what they can do - that includes cap and ammo generators as well. At level 60, which would you rather have: 5,000 more caps? 1,000 more rounds? 500 more scrap? 10% more damage? The last one is clearly the best. (6) Science - sure, it is good and needed for most builds to make power armor good, build high end things for your settlements and robots, and to upgrade your energy weapons and rocket-bat/sledge. (5) Caps and Ammo? No. No, no, no, no, and no. There are plenty of caps and ammo in the game if you loot and sell. Usually only Commando and Pistol builds ever have to buy ammo. Again, by the mid/late game which would you rather have - more caps and ammo or more power? Worse, is to be worthwhile you have to take these "stuff perks" early on when the power boosts are the most needed. These are ease of life perks that you will hardly miss if you don't have them, won't need later in the game, and make getting perks that are good take more levels. (4) Demolition? Certainly. Pistol, Rifle, and Commando builds are bound to have some Explosive weapons in the mix (Spray and Pray, Kiloton, and random drops). Heavy gunners may farm for the Minigun - but they also get bonuses with the Missile Launcher and Fat Man. Only if you are melee/unarmed and don't plan to use explosives is this a "pass" perk. Once you run a character with the perk and get used to that throwing arc, it is hard not to want it for every build - tossing in a wider, more powerful grenade through a small window or the crack of a doorway is an awesome way to smoke out enemies. Also, a quick draw pistol build that throws grenades and then shoots them next to the enemy is super cool to do. (3) Action Boy/Girl? Certainly. AP regen helps with VATS, but also helps with running around, power attacks, etc. It is powerful enough that I have never needed all the ranks. (2) Ninja/Sandman/Deacon's Perk - heavy weapon and commando don't get much from this. Unarmed and melee only do if you have invested in sneaking. For snipers and sneaking melee, however, they are gold. (1) Critical Banker - yes, this is great (with improved crits, of course). (0) So, remove caps, ammo, and scrap from the list, add in the weapon damage type perk of your choice instead, and remember that often the most powerful perk you can choose i to raise a SPECIAL stat. Also, Lone Wanderer is an awesome late game perk for when you are done collecting the companion perks and are ready to strike out on your own. If you do plan to keep a companion (you can have both Lone Wanderer and Dogmeat at the same time), get the perk that protects you from their damage so that you can give them useful legendary weapons (wounding and explosive are great) without getting killed by them yourself.
At least Scrounger helps you breath a little bit better. I always only take the second rank and stop in order to balance the game. Absolutely no need for Fortune Finder
For me i will not pick chemist, caps, demoliton and lockpicking perk .. i dont use chemist and granade at all through my 200ish gameplay, caps?? Just build some purified water then sell it, for lockpicking, i just make a robot that have lockpicking module and upgrade its carry weight to max.. Edit: sorry, he didnt list medic perk?? Lol, good luck fighting tougher enemy while keeps healing yourself..
I use Mister Sandman+Ninja on my Sniper profile. When I use it with my Instigating 50. Cal rifle, I one shot almost everything. Same with when I use two-shot 50. Cal.
With nearly 200 hours into survival mode, I can safely say I've never used chemist or chem resistant... or chems in general lol. Kinda cool to know how useful those perks are, but I've just never needed them. I'm sure if I do a survival melee build these will be 100% necessary though.
hot tip if you use the cleansing torso mod for power armor which only requires one science and use the chem resistant perk you have almost no chance of getting addicted to chems early game so pop down those psycho jets like candy also in power armor you actually heal quicker because a animation doesn't play so you get the affects of stimpacks sooner
Gabriel Henrique Marques Fernandes It really depends on what you're looking for. If you want an action first person shooter and want to free roam then fallout 4 and if you want a medieval rpg then choose skyrim. I prefer Skyrim since its a better RPG, has a huge map, better DLC, have better uniques and also FUGGIN DRAGONS!!! Fallout 4 on the other hand has a better and faster combat and the followers are interesting and fun, but is a very weak RPG compared to Skyrim. All in all I would choose Skyrim in the emd rather than fallout 4. Hope it helps ;)
I agree with Critical Banker at #1 slot, but surprised you didn't even mention better criticals to go along with it. Deadly combo.#6 - Science: Also, the guasse rifle requires science for the best mods.
The list is for trolling purposes right? Majority of these perks are pretty useless and are typical noob traps. I would not take them within first 50-60 levels (with the exception of critical banker and maybe scrounger). The whole intelligence tree is like this. They are quality of life perks but when you are playing perma death, survival, no fast travel they contribute very little. A simple example: Lock picking, hacking - why waste perks on this when you have Cait, Nick, Ada (can do both). Scrapper? Why bother if you can buy everything you need, just maintain good economy. Action boy? Really? It gives you close to nothing when compared with a single piece of "powered" legendary armor. I could go on. Science? You can buy gatling laser with charging barrels directly from Teagan and that is all you really need from Science. The best perks? In no particular order: sneak, lone wanderer, idiot savant (and most of luck tree really), critical banker, penetrator, concentrated fire, , local leader, barter, inspirational, gunslinger, endurance attribute, armorer.
Um are you trolling? I wouldn't say these are quality of life. Most of these perks are very useful. Scrounger/Fortune Finder is useful no matter what, like with the two perks almost maxed I literally end up with 1,000+ ammo in my builds. Lockpick is incredibly useful because good loot is almost always behind locked doors. The Limitless potential is locked behind a master lock, and is a really good weapon, especially if you have the Unique Uniques mod that makes the unique weapons like Krimvah's tooth (the LP is just friggin awesome). For me, I always do stealth assassin characters, and guess what? Every companion BUT dog meat is a pile of garbo because they have a lower stealth bonus than dogo. So fuck them, I'd rather have the skill myself so I don't have to rely on those who I don't use. And for Teagan you're going on the limb assuming players are joining the brotherhood. I never play with the brotherhood, PLUS it is cheaper to have the perk and make the barrels instead of use the caps you could use on stock piling up asshole tons of stimpaks. Scrapper is almost a must because of how rare some components are. I just wish you could scrap adhesive from weapons, then it would be the best perk in the game
Most of these lists from VinylicPuma are pretty good. I may not agree 100%, but that is to be expected, they are all subjective. I have a lot of issues with this one, however. It is supposed to be a list of perks that are useful for just about every character build or play style, but less than half are. 10. Locksmith -- agree for almost all play-throughs 9. Armorer -- again, agree for most play-throughs 8. Chem resistant/Chemist -- chem resistant is useless to non-chem builds/play-styles. Chemist is NOT needed for survival mode: you use less stimpacks in survival, and only need to buy a handful of antibiotics above what's found by looting 7. Scrapper -- agree, but can be avoided via extra junk loot runs 6. Science! -- agree, unless using only ballistic weapons and no power armor 5. Fortune Finder/Scrounger -- fortune finder is really only useful early game, scrounger is only useful early game or in an automatic weapons play-through (or maybe for fusion cores in a power armor play-through) 4. Demolition Expert -- only if you use a lot of grenades and/or heavy weapons. Or with a gun with the explosive legendary effect, but a perk just to boost one gun? 3. Action Boy/Girl -- very useful in power-attack heavy melee builds and crucial in VATS heavy builds. Pretty much useless otherwise 2. Mister Sandman/Ninja -- vary from useless to crucial depending on the stealthieness of your build and how often you use silenced weapons 1. Critical Banker -- only useful in VATS heavy builds
as far as chemist goes i feel like crafting healing items isn’t too necessary. you find supplies everywhere and as long as you stick around diamond city until you are like level 10+ you always have a bed and a doctor
I'd say the robot hacking is by far the best. having Sentry Bot and Assualtron variants fight by your side (if you upgrade it enough) is quite OP, and essentially eliminates robots as a threat at all.
My playstyle: Typically I get Aqua Boy perk immediately It's very useful to get early on I just never get the 2nd level I also only ever carry 10 radaway on me at once I find it useful that once you get about 50 Stimpacks The only Aid you should have in your inventory are Stimpacks, 10 Radaway, Robot Medkits, and then store the rest in a container I typically don't find any reason to have any more as in battle I'll typically result to stims anyway I'll also always get Lockpicking and Hacking perks all the way to master as long as they're available, put one or two into both non-automatic Rifles and pistols, then just max out all my SPECIAL trees, so I can collect the Bobbleheads and get them up to 11 First filling out Charisma, Lone Wanderer perk, then Strength, Intelligence, Science and Gun Nut, Perception, the last 3 perks of Perception, Endurance, Luck, and then Agility, then get the most physicslly offensive/defensive ones There are exceptions, like the perks needed for Power Armor Stations in-between And I ALWAYS get every single Companion Perk (except Paladin Danse if I didn't choose BOS)
My Starting Stats are Strength: 3 (for weight) Perception: 4 (Immediate Lockpicking) Endurance: 5 (Immediate Water Boy) Charisma: 8 (I like succeeding speeches) Intelligence: 4 (Immediate Hacking) Agility: 2 (Give it something) Luck: 2 (Immediate ammo and bottlecap perk)
I would say the way hacking and lockpicking works in this game the final perk level is useless, getting to master in both is great. As a sniper or power armor player rooted is very good IMO. Sandman, Ninja, Rifleman, Sniper, Rooted, Lone Wanderer and Bloody Mess is a must IMO for damage as a ranged sneak player. Rooted is for the case when the opponent guesses correct in the direction when they panic fire or when the guy/girl you didn't see get a drop on you.
i think you should've paired critical banker with "better criticals" might as well make each crit actually mean something for some ridiculous on-demand burst
Local Leader. If you plan on having settlements, this makes them so much easier to build and manage.
Agreed. Just to build armor and weapon benches make it worth it alone.
I'll do it then
That's a necessary perk. It's one that is just a basic requirement it's like lockpick or hacker you need them so with 60 more to choose from go with them in a video
@@magincap70 bro should I get the one that increases damage resistance
@@hanselcroache7992 I still haven't on my latest playthrough. I do have ballistic weave though. Once you have that +10 damage ain't shit.
Am I the only one who doesn't use chems at all in fallout games? I occasionally will bring a beer or something when I need to fast travel to a shop or something, But thought Fallout 3, New Vegas, and 4 I haven't used chems almost at all...
I think it's for high level or early level thing when u get in tough fights. Plus with the perks u can he then bonuses on all the time which is handy. If u know what ure doing and got good gear, I'd sell the chems
I craft jet and that's basically it, it only takes 2 fertilizer and 1 plastic
I use them only rarely, most of the time I just never remember to use them, not even alcohol
I almost never remember to use them and most of the time I have a companion who dislikes me using them anyway.
I'm with ya, I never have had the need for them.
Locksmith early on is crucial, I hate missing out on good treasure after a decent battle. But I often write down high difficulty locks so I can go back later when I have enough skill to get the treasure! I hate missing treasure.. I must have it ALL!!!!
Eric Dietz same here. In Dying Light, if I see a box I can pick, I WILL pick it even if I know it's not worth it. I am a collector and this game fuels that craving so damn much.
Respect
I'm a serious loot hound too. At level 70+ and have more steel, gears and screws than I'll ever use, I still grab office fans.
That's one thing I like about Skyrim, you can attempt to pick any lock, but if the lock is at a higher level than your skill, the pin will break quicker.
Get cait she is in the combat zone
Gun nut is essential throughout the game
Justin Hummel Not really. You can just be patient and wait for the mods that you want on random loot to appear. Science is more useful IMO
@@Phenom98 Well i Personally never use laser And plasma weapons even though ive heard theyre good. i just stick with ballistic
@@jimmbo7542
Ballistic is convenient and can be suppressed. So I stick with ballistic too. My settlers are usually equipped with laser weapons though.
Melee builds
I can't believe you could have a top ten without gun nut?
So, in my opinion the aqua boy/aqua girl perks are extremely useful in survival mode because it lets you use what I like to call the water highway. The water highway is rather simple actually as what you are effectively doing is using the large rive, and the ocean to traverse the landscape of fallout 4 in almost complete safety at a reasonably high speed which works so well that it can actually contend with vertabirds in my opinion. This also makes the institute a much more viable choice as it allows you to teleport to the CIT ruins which are right next to the river which you'd can take you much closer to many of the places you'd need to go including places like good neighbor, diamond city, and many other places.
Outside of survival aqua boy should never be used in my opinion
Boston is, quite famously, a harbor.
That's quite fucking interesting, actually 😲
The negative effects acquired from fishing are super easy to remove. If they don’t get removed, however, it’s really not that impactful even in survival.
Edit: Supposed to say Swimming, not fishing I think. This edit is 2 months after making the comment.
getting infections for swimming and missing out on tons of random encounters and loot because I’m swimming everywhere is hit or miss. Not a bad perk but annoying to deal with. I wouldn’t even choose it in survival
Says that having perk is useful for unlocking the cryolator case.
Puts the cryolator on a useless unique weapons list
I used dogmeat to make him bring me the cryolator
Dogmeat can get the cryolator for you without needing to pick the lock.
Warboss West not anymore, no.
@@viggotallknog3877 It worked for me recently, I just tried it, maybe it depends on whether you're on PC or Console
But as of April 2020, it still works on Xbox One
Im pretty sure it still works but its a pain in the ass to get the right spot.
If you have a survival play through that doesn’t primarily, or if at all use power armor, aqua boy/aqua girl perk is invaluable for the disabled fast travel aspect alone.
He said that aqua boy-girl is one of worst perks which is just a dumb lie
@André Stinky well have we considered that, relatively speaking, it IS one of the worst perks in the game, but is also very useful and nice to have? from a point of relativity, something can be awful but still good at the same time. He might be a neckbeard but dont call him a liar on this one 🤔
@@andrestinky9674 this video is pretty old though. Was survival mode even out in its current form at that point? In survival it means quick safe access to diamond city. In the regular game its pretty pointless though as you can just fast travel.
@@andrestinky9674 I don't think survival mode was out when this was released.
The negative effects from swimming can just be removed at a doctor, right?
I'm glad that eventhough it has been a year you still keep making these helpful videos on fallout :))
Sairas Croissant ikr thanks puma
Sairas Croissant
Sairas Croissant a
Scrounger is so great, I find 4 fusion cores in containers so often.
Your so lucky :0
What level of scrounger does fusion cores come from
@@daddydiesel7177 2
Ive gotten 6 at once twice before. Fuckin luck builds never cease to amaze me. Too bad i wasnt using the laser gat or PA for that playthrough
One of my favorites was scrapper. I was big on building nice settlements, and having MUCH more Resources to build with and make weapons with was a huge help.
1:50 if you want the cryolator, just bring dogmeat there and ask it to look for lot and it will grab it trhough the case
Jaime Moyano meatball? XD
the glitch got patch few months ago(more or less since nuka world), so sorry
"Meatball" is also a pretty accurate description of that dog's intelligence.
nope, still works, I did it on a survival character of mine, like, yesterday
Captainoob Yeah, my mistake, i said meatball, because my game is in spanish and the dog is called ''albóndiga'' wich translated to english is ''meatball''
I watched his worst perk video and my goodness, power armor this, power armor that.
agreed,he is thinking on his main way to play, how he says negatively about non-power armors and how vulnerable it is not wearing one
I hate how slow power armor is I never use it just let my settlers rock it lol
He plays like a Juggernaut, tanking everything and assbalsting all in his path.
Power armour is just too much work.
Always needing to repair it.
literally the only reason i use power armor is so i can carry more desk fans and cigs
Critical Hits also never miss. You can get some pretty impressive kills with Critical Banker from insanely far away. Combining this perk with Penetrator allows you to knock anyone out of their power armor and kill sentry bots effortlessly from extremely long distances.
10:08 you were fighting a mirelurk and had been targeting its torso in vats but then removed those attacks so you could target the fking shell......why would you ever do that
Lol
I think he did that on purpose because he was talking about the critical perk, so he wanted to show off a crit I think and if he would have shot the torso the lurk might have died before he could execute the crit 🤷♂️🤓
@@martijn769 He was talking about action boy not crits
I accidentally made somewhat of a luck build. I can actually sustain every second of combat in VATS, making the game more like a cut-scene more than an actual game. I have critical banker rank 2, rank 1 grim reaper and rank 1 4 leaf clover, and rank 1 better criticals. But even without these perks, I can still sustain combat completely in VATS using only 2 guns, these perks just make it easier.
My strategy involves 2 guns. The Deliverer (railroad pistol) and Kellog's .44. So I just get a bunch of hits with the deliverer in vats to build my critical meter, but I only use about 75% of my action points, this way I have enough left over for at least one shot with Kellog's .44 to use my critical hits with. Then after I build my critical meter, which is guaranteed with the high accuracy and low AP cost of the Deliverer, I switch to the .44 and use at least one critical and it completely restores my AP due to the legendary effect. So I can just keep doing this over and over.
Critical banker and those other luck perks compliment this really nicely. I can save up about 3 critical hits using 75% of my AP on deliverer. As long as I get one critical shot with my .44, my AP will completely restore and I can do the whole process over again, spending all my combat time doing massive, easy damage in VATS. What's nice about critical banker is that I don't just have to use these two guns, I can build my meter, get a shot with a .44, full AP, maybe switch to a sniper of any weapon of choice you want to use to get criticals with and then use another critical with the .44, full AP, repeat.
The great thing about this is that I don't have to invest any perks on Action boy, this process actually makes action boy pretty redundant.
Gun nut?
Where is it
Riffleman?
Gunsligner?
Heavy gunner?
Winter Weasel I asked that too
Yeah and blacksmith and science
U dont need gun nut cuz u can find any mod u need. But sometimes u just want the full capacitors on your gauss rifle without scouring the Earth for it i get it
Step 1 kill enemy using same weapon as you
Step 2 take gun that has weapon attachment you want
Step 3 go to weapon work bench take mod of gun and put it on your gun
Step 4 profit!?
Armourer: let's you make a hat (in my case a Fedora) stronger than the best power armour
130 or so ballistic and energy damage is definitely not stronger than power armor
420 or 430 for maxed out power armor
Lets all agree never to be special again
@@barackobama129 but Power Armor drains your fusion cores, and bulletproof hats look cooler and give SPECIAL bonuses
The Internet Police true, but his statement was objectively wrong
One year ago? Damn, joined the party pretty late then, but I can't say that I regret it. ^^
Thank you btw for your Tops n' Flops videos Puma, much apprechiated.
I like the perk that sunlight heals you and removes radiation
Discount kryptonian.
Yes!! That’s my favorite perk.
I dunno if this is worthwhile... there are plenty of radaways and stimpaks in the game without it. Rather get something I can't compensate with items, especially early. 10 Endurance is quite the opportunity cost too... a lot less agility, perception, intelligence and luck perks which are honestly better.
@@Katie-hb8iq survival mode exists
@@syxoedgotta agree w katie here, i Feel like endurance is one of weaker special stats to go deep into. Just carry rad X put level into aqua boy and carry a hazmat suit. Also it doesn’t always regen health. Only does when your actively taking rad damage… just oay the doc to rid u of rads
lone wanderer anyone? increased damage,damage resistance and up to a 100 pounda of extra carry weight. besides companions are worthless (except for carrying your shit)
I use Lone Wanderer all the time, After using Piper, Cait and Curie, I decided I would take Dogmeat from now on, Lone Wanderer goes good with the Attack Dog perks because Dogmeat dosnt count has a companion, I just keep him around because It's dogmeat
Maarten Pennings its only real competition is nuclear physicist but thats only if your doing the power armor only thing
+sinclair21Ikr, it makes the game so much easier in survival mode. espacialy that extra 100 pounds carry
They can be useful. Some can hack terminals or pick locks for you. They also provide extra damage and can act as health fodder in some situations.
Maarten Pennings and u get to keep dogmeat
I'm level 42 in survival mode and I've never needed chemist, I just find everything I need.
What?
same
yup, was even surprised that he said we need it... besides finding everything you have so much caps and nothing to spend it on by lvl 20. I always buy all adictol, antibiotics, psycho from vendors. Making my own Jet and you dont need a perk for it, just plastic and fertilizer. After that combine psycho to create PsychoJet and go crazy ;D
Yeah - I held onto a perk point for "when" I ran out of antibiotics. I'm level 37 with 16; + more spread out across settlements
I mean, right at the start of the game I got sick, and every day I went to bed, I woke up sick 5 days in a row.
If you scavenge enough in one 16 hour period, you will come out on top of the sick game (you find a lot of resist meds which I pop before bed, since I'm prone to nighttime sickness ; P )
Chemist makes drugs last longer the perk gate for crafting is more like a secondary thing
Cait can lockpick anything. Aqua boy is crucial. You can skip so many fights and travel so much quicker by cutting through water. Max intellect means faster XP which means more levels and more perks.
Not master locks. Plus why would you want to skip fights that reward you xp and weapons and are generally just fun to do? You like skipping parts of the game?
@@barackobama129so you dont die during a low level?
my fav build hands down is the always encumbered build, takes a minute to get everything but once you have the perks and speed gear its quite liberating to never worry about making trips to dump loot or having to care about weapon/ammo weight downside is it doesnt really work with power armor very well
Not sure why Chemist/Chem Resistance is in the list..
well, I guess that it's handy for some or most Fallout 4 players, because all of you may use chems.
Except for me... I rarely use chems. I'm just living on Stimpaks and RadAways. The only times I'm using chems is when I'm like level 4, I found some Jet, Med-X and Buffout and I see a enemy with a higher level than me with pretty good (starter) armor. Because heck: I don't want to fucking die. But still, most of the time, I find chems pretty useless.
proper thicc m8 has in
proper thicc m8 iii
the only chems i use are PsychoJets
I use psychobuff when I run out of carry weight, and thats it
Stipmaks and radaways are consider chems btw
lone wanderer is must hav for me ı almost always use it the dmg reduction then later extra dmg it gives is amazing ı always use dogmeat anyway ı don't wanna deal with affinity of other companions
I did the combination of critical banker and gun Fu. This gives me the opportunity to raid the glowing sea and not get overrun by hordes of enemy's : the first three enemy's will be shot by using critical banker and then gun Fu starts to deal crits of its own. The deliverer does its job and so I'm able to eliminate for example the guhls in the covered church in the glowing sea in one animation :-) anyway, thank you for your time to make this entertaining rankings because they helped me a lot not learning things the hard way
Hahaha, I've been getting back into Fallout 4 again even though it's been ages since its release. Your channel has been really entertaining, thanks for the vids
Shoot I just restarted a play and it's November of 2022 😆 2023 here I come maybe if ww3 don't start 🤔
A valid and thought provoking list. I've never felt the need to scavenge more stuff or have more caps. I know you're trying not to favor a particular playing style, but I'd still go for "Gun Nut" or "Commando" instead. One perk not mentioned , "Sneak" is extremely valuable to all players.
Drew Lucy except sneak is useless for a power armour Minigun berserker
FYI for armor deep pocketed is usually better than the ultra light because it reduces weight and adds carrying capacity
Unless the armor peice in question weighs around or more than 10 weight then go ahead and use ultra lightweight build the reduction in weight in that situation is better than extra carry weight
half correct. deep pocket does not reduce weight, it adds a small amount of weight and increases carry cap for a net total of slightly increased carry cap.
I just realized you sound like Hiccup from How to Train your Dragon.
Holllly f”ck he dose to
Jesus christ what have you done
Oh shit
A universal Top Ten perks for Fallout 4 is doomed to be wrong because it depends on your play style. In any case, one of the top ten perk should be of your primary weapon of choice: gunslinger? Rifleman? Heavy Weapons, Melee?
10. Locksmith: agreed. It is a must for loot, opening doors, etc. Should be higher on the list.
9. Armorer. Nope. Not for me. I never spend points on this perk until about level 20. Everytime I loot a dead body with armour, I only pick the parts with mods, strip them, stock the for later use on my armor or for my settlers, companions. etc. Also, I don't like to use power armor.
8. Chem-related perks. Never, ever picked those in all the games I've played. The only chems I use are stimpaks (which are ridiculously abundant in the Commonwealth), Bufftats for when I am overloaded with junk, and grape mentats to lower the price of the expensive stuff. And you can make those at a chem station without any special perks. Addiction is not a concern, as doctors can remove the for very cheap.
7. Scrapper. Is very useful for me as I like to craft, but, again, it depends on your play style. If you are not heavily invested into crafting that much, you can manage fine without it.
6. Science. As with armorer, I usually pick ranks in this later in the game. Not a top ten for my type of games. As I prefer ballistic weapons to energy weapons. A must if your style has a preference for energy weapons, power armor, robots, etc.
5. Fortune Finder/Scrounger. Scrounger is much better. Ammo is like money anyway. Unless you play in survival mode it weights nothing. The cheapest bullet is worth at least 1 caps. Higher end ammo are worth a lot more. I often find a bunch of cores (worth LOTS of caps depending on your charisma). Plus, you can't shoot a bottle cap (make bombs with them? yes). In quests where you starting to go low on ammo, you will be a lot more happy to find more ammo then caps.
4. Demolition. Again, depends on you style. This I pick very late in the game when I start to run out of good options. As weapon perks go, this would be in 3rd or 4th position for me. I prefer, by far, Gunslinger and Rifleman, much more useful than Demolition. Explosives is almost never the main weapon of a player. It is more a support thing.
3. Action Boy/Girl. Vats is fun and useful, but I get along fine without having to need this perk. I don't like to abuse or rely mainly on Vats.
2. Ninja/Sandman. I love both, as sniping-sneak is my prefered type of play. But for people who prefer to charge boldly into action, it is far from their top ten.
1. Critical Banker. Fun and useful bonus , but later in the game. Not a priority.
pretty sure he said top 10 for all builds.
Rangersly critical banker is op. You can clear out a whole room without missing a shot
Rangersly i
Wiggy Clips I do this anyway..
If you join the Railroad, Armorer is necessary for ballistic weave upgrades.
How does his minigun shoot explosive bullets?
Edit: never mind, its a legendary effect
Damn, I expect to see V.A.N.S in this video.
VANS sucks shit through a straw
Gavin Free how big of a straw?
Beet r/woosh
😂
I'd say Life Giver is the best perk in the game no matter what build you're making.
Tristian Bernier although it needs to be maxed out before it’s really useful; but yes maxed Life Giver is a must have in every play through.
Justin Stimson Idiot Savant is the best.
Unless your build doesn't get hit at all, like an assassin/sniper.
Black widow is also a good perk because you can pass speech checks from men easier, and do more damage to men in combat. There are actually more male enemies than female enemies so this really helps!
Adding up, the male version is Lady Killer
Honestly, I think it'd be easier to make a list of perks that AREN'T worth getting. It seems like a lot of perks in this game are usually worth unlocking-which is a good thing.
But some perks I would definitely add to your list would be:
1 -- Rifleman (PER 2). Non-automatic weapons are the best weapon type in this game imo.
2 -- Life Giver (END 3). Especially at rank 3, you'll never have to use stimpaks again.
3 -- Lone Wanderer (CHR 3). If you're gonna go about your playthrough with no companions, this perk is a 100% must have. 30% dmg resistance, 25% dmg increase, and +100 carry weight at rank 3? Hell yes.
4 -- Local Leader (CHR 6). The ultimate convenience perk. If you're not into settlements, skip this one. But even if you're gonna dip your toe into them, you NEED this perk, otherwise this game will turn into an absolute grind-fest.
5 -- Medic (INT 2). For obvious reasons.
6 -- Gun Nut (INT 3). You mention Science! being an important perk for crafting weapons, but Gun Nut is even more important imo.
7 -- Idiot Savant (LCK 5). This is quite honestly the best perk in the game and no one can convince me otherwise. Even if your INT is at 1 or 10, it's worth taking. Yeah, the stereotypical "DURRRR" sounds can be a bit much, but I think it's hilarious.
8 -- Better Criticals, Critical Banker, Grim Reaper's Sprint, and Four Leaf Clover (LCK 6, LCK 7, LCK 8, and LCK 9). You mentioned one of these perks already, but if you truly wanna just be broken and OP, having all of these perks are gonna be what you want. I ran all of these in a playthrough once and it's beyond stupid how strong they are when maxed out and used together.
Life Giver doesn't regen fast enough to offset injury in the heat of combat, and if it did, you wouldn't have included Medic on your own list.
I juste love the passage where he vats a mirelurk, takes his time to choose the part to shoot, and finally chooses the shell...
Well seems you didn't understand things...
i like aqua girl tier 1. saves me so much rads o.o
Better to get medic and just heal the rads
Unless of course you play in survival. Rad Away can fuck you over on occasion.
Aqua boy/girl is extremely useful on survival. Makes traversing the commonwealth so much easier and you don't have to worry about little puddles of water irradiating you.
True, survival is a different story, but in any other case you're set with medic.
I took Aqua boy/girl also for a quest related, and for purpose of diving in a lakes as there seems have been loot also including a power armors.
2:55 The BOS Storyline gets you a T-60 Medic Pump and T - 60 Jet Pack, plus 2 different sets of BOS Power armor
1:31 yeah but there are a lot of Power Armor suits that can only be acquired by the Hacker at Hacker level 1 or 2, aka Advanced or Expert
its also skyrim''s annivarsary today
No mysterious stranger love? That guy comes through in the clutch for me so much. I cheer when I see him. Goat perk 🐐
Mysterious stranger
Mysterious stranger
Mysterious stranger
Mysterious stranger
Mysterious stranger
Mysterious
Mysterious
Stranger
Stranger
Mysterious stranger
Best perk ever
Chance of instant kill in vats best perk ever
x4GZx it start at twelve percent if you don't kill a person in vats the person will be killed by the stranger
10/10
Billy Bob i got it. its pretty koo but not top 10
That is a Awsome Perk
No
you can actually get cyrolator as soon as you get dogmeat. you just tell him to inspect the case in vault 111 and u can get it.
"Armor isn't sexy"
I mean, synth armor without clothes under it...
I lowkey hate synth armor looks honestly. Probably the worst design out of all armors in FO4. Only the synth field helmet is badass looking.
gun nut is pretty much a must have for all fire arms users as well. as most if not all mods for fire arms are locked behind that perk save for the energy weapons that appear to exclusively relay on science.
Love the vids, Very professional.
ProperMods you should watch his FO NV vids. If you compare them to RN, he really improved.
But the audio
10. Aquaboy/gal (Rank 1)
9. Pain Train
8. Fortune Finder (Rank 3/4)
7. Local Leader (Rank 1 & especially 2)
6. Armorer (Rank 4)
5. [Insert Unarmed/Melee/Rifle/Pistol/ Automatic Damage Perk here]
4. Science! (Rank 4)
3. Critical Banker (Rank 4)
2. Sneak (Rank 4 or 5)
1 (tied). Idiot Savant (Rank 2 or 3…if you don’t mind the full minute of 3x XP after the x5)
1 (tied): Strong Back (Rank 4)…enough said.
Honorable Mentions:
- Mister Sandman, Ninja, and Pickpocket to go with Sneak
- Inspirational IF you’re going for 10 CHR and prefer certain companions
- Lone Wanderer + Attack Dog IF you don’t like companions other than Dogmeat
- VANS (Rank 2) for +2 Perception to further improve 10 PER w/ Apparel (Hats + Eyeglasses + certain clothes) + Legendary Armor Pieces (Sharp/ Champion’s Right Arm) and Perception Bobblehead for nearly 20 PER!!!
- Blitz + Ninja + Blacksmith + [Unarmed/Melee Weapon Damage Perk(s)] to Max Out your potential damage without using ammo!!!
- Scrapper (Rank 3) to triple the amount of stuff scrapped at Workbenches and Workshops
- Party Guy/Gal (Rank 3) and Chemist (Rank 3) to get the best of both worlds [Hint: you can always Quicksave to prevent yourself from becoming addicted w/o Chem Resistant…but not Double or TRIPLE a Chem’s Effects!]
Also Nick Valentine can unlock terminals for you instead and he is a good companion.
My 2 combo perks that are working surprisingly well in survival is Aqua boy and Lead belly, because it removes the inane amount of radiation from water and allows you to drink it as well.
Anyone else think it would funny if Puma has a tattoo of the Borderlands vault symbols tattoo on one ass cheek and a Vault boy head on the other?
I'm suddenly confronting suicidal thoughts
Medic… need I say more, having stimpaks and radaway do more is always great
i got Dogmeat to get me the cryolator then went back and unlocked the container to flex on Hodd Toward.
I know which perks I like and which I would take. My biggest struggle in the game was and still is weather I should put deep pocketed or ultra-light mod on armors
a bit late lmao but deep pocketed 99% of the times gives more carry space than you would gain with ultra light build
Depends on the weight of the piece. Pocketed mods add a fixed amount of carry capacity, while light and ultra-light reduce the armor's weight by a percentage. So many times ultra-light will shave off more weight than deep pockets would give you... and it adds AP which is another bonus.
The best perk in the game is Idiot Savant. If you like leveling up, and you like getting new perks, Idiot Savant is the way to go. Even with high intelligence it tends to happen alot.
VintageSteelo not really, I have intelligence at 3 and charisma at 7 yet it only happens once ever 20 things I do for exp
Crymsonize
You are wrong. The maths has been done. It is known.
mrbouncelol yeah it's equivalent of 10 intelligence and is better to have it in the long run of high intelligence builds
VintageSteelo i always get high intelligence and idiot savant because its always good to have a chance of getting x5 xp for something
Anonymous person
The maths has already been done by at least two people independently; it's not complicated stuff. Picking idiot savant always has a advantage over not having it, ranging from fairly modest at high intelligence to very significant at low intelligence.
One of my favourites is Grim Reaper's Sprint. It has quite high requirement on Luck, but when fully upgraded the chance of filling action points after any kill is high and it may also fill the critical meter after a kill as well. A great choice if character build lacks in Agility.
I tried Grim Reaper's Sprint, reloaded a save from before I took it after I figured out where that annoying sound was coming from...
I considered Grim Reaper's Sprint, but once I got Kellogg's Pistol it became a low-priority Perk. With my levels in Four Leaf Clover , Gun Fu and other crit-related Perks, I'm basically dishing out crits as much as possible and my Action Bar stays comfortably full.
Every single clip has him playing in ppwer armor lmao.
You make the assault rifle look so cool with your mods. It makes me think i should get it
The assault rifle blows. Combat rifle better in every way, especially on survivor
Easy riflemen for guass rifle or heavy gunner and demo expert for Fatman
Edit: sorry if I triggered anyone but they have the highest damage output
Scoundrel to find fusion cores, and the Radiology perk (int. 9) that allows fusion cores to last longer. Power armour for years...
You should have included rifleman it's op
Thing about chem resistant though is you build up UMON, that guarantees an addiction regardless of the percentage chance. So theres no getting lucky and popping a lot of chems and avoiding addiction. It also makes utilizing the junkie legendary effect impossible or extremely costly(more so than just buying addictol/cooking radscorpion omelettes). You can also skip the 4th level of chemist and use the biocomm mesh in order to save a perk. The most important reason to go chemist 4 is the pneumatic chest armor mod.
The #1 perk is completely worthless for players that dont use vats lol.
Tom Sawyer I don't.... The VATS system in bethesda fallout games, at least for myself, has always felt like a gimmick. A tacky add on that just makes combat way too easy and takes my immersion and throws it in a dumpster.
It's something they put in their game because it's a fallout game and you have to have it in a fallout game. I was hoping they'd leave it out in Fallout 4. It is optional so I never use it, it does annoy me however that a majority of the perks are made worthless if you dont use vats. Nearly the entire luck tree is worthless without vats. :/
Sorry I got on a bit of a ramble there. :P
Tom Sawyer To each his own I suppose, I play on survival with mods that modify enemy damage to 3x rather than the 2x you get normally. I don't use Vats and I find it too easy sometimes. :/
Actually seems i agree with you what you say. That VATS is a bad thing in a game...this is my opinion breaks many things. I asked already, but i wrote here also then. Does also VATS include a critical hits or possiblity outside from it also ? I have not play a newer Fallout games so much like Fallout3, Vegas something or whatever it was, and just start it a Fallout 4. As i have beeen enjoying before a very long time a older Fallout series like 1,2 and tactics.
Also a companions feels immortal and too '' unfair'' to use for excample in a survial mode, in a early levels you encounter in a lexington for excample a raider with a power armor type on him/her with a fatman. I have found easier is to send immortal companion send as a bait and laugh in a corner while they blown themselves up and, my companion runs happily back to me after a short moment, and loot is mine. :)
honestly how many play fo4 without using vats
A lot of people including me.
I have almost never used chems, to be honest.
Gun Nut, like Science!, is essential for settlement builds, on top of standard weapon customization. Heavy Machinegun Turrets and Missile Turrets are dependent on it.
Local Leader is also good for that, if your plan is to secure/provide resources between settlements and set up shops. Because of that, I start most playthroughs on 6 Charisma.
Armorer, like you said, is good, but I would like to emphasize on its importance. If you don't want your character build to use standard armor pieces, Armorer is great to have if you want to build ballistic weave into clothing. At each rank, you can build stronger variants, and accumulate easy stacks of damage resistance on clothing items.
Lockpicking? Ever heard of Cait?
Mtg Master have you ever heard of dogmeat hes the best
10 months late, Have you ever heard of Lone Wanderer?
Ephemis Priest nah, i just bring a robot, put lockpicking module, upgrade to able carry tons of item.. profit.
No companions. Ever.
Ever heard the tragedy of Darth Plagueis the Wise?
if I run a melee character I tend to start the game with 1 perception but shortly after I invest into it enough to get the lock picking perk because of the way melee works you can afford to do that early game with little consequence
Love how I stopped playing fo4 after far harbour came out, yet I still watch these vids, I'm gonna start playing again, the mind minigame in far harbour just turned me off and I forgot about it tbh
I hated that minigame. The only saving grace is that you only have to do the first 3 levels.
Thomas Kirkness-Little that sweet sweet heavy ass marine armor tho
If you're going for a VATS build then literally every Luck perk
I also agree with Chemist and Chem Resistant. I use a lot of PsychoJet to fight high level enemies or large groups. The time slow effect is a life saver
The game is so well balanced that it does not even matter what kind of perks you choose. You can pick them up randomly and you will have the same experience. THERE ARE NO USELESS PERKS ,if you solve problem A you will have problem B, or vice versa.
there is a perk that want to speak with you. vans
Helleuw123 don’t speak the forbidden word
I really wished Bethesda would bring back something like implant GRX. That perk was so legendary.
Have they patched the Scrounger + Gatling Laser glitch that gave you 500 Fusion Cores yet?
Great video. The best way to start this game is. Put all your points in, Intelligence, Agility, and spread what's left evenly through out the rest. Quickest way to level up, Which means more points to add to perks. Make sense right ?
Please, don't Watch this videos on 0.25 Speed, is torture.
#1 rule of the internet:
Don’t tell someone not to look something up or do something because they will most likely do exactly that
forgot to tell the ones that are pretty far in to stay away from action boy/girl third rank. if you take the third rank it resets you back to zero. but if you start a new character it works fine. just don't take the third rank unless you started a new character after installing far harbor
(10) Lockpick - absolutely and never take the 4th rank.
(9) Armorer - absolutely, every character needs all the ranks either to max your power armor or max your ballistic weave, neither of which can be feasibly purchased and moved like weapon mods simply because they are not sold.
(8) Chemist is GREAT. Chem resistant is crap. The reason you run chems is to get addicted, as the Junkie Build is THE MOST POWERFUL build in the game. Taking all those perks just to use chems in combat means your build needs to use chems in combat (meaning it is a bad build). Note that the Junkie Build with max addictions (12) still gets to use two chems at a time while getting the full Junkie effect for weapons.
There is no build that uses chems that isn't better done as a Junkie and survival doesn't need Chemist because you don't need to craft healing supplies - you will get most of your healing from all the eating, drinking, and sleeping you have to do. Anything else you need can be looted or purchased.
(7) Scrapper? Strictly an ease of life perk. You can scavenge/purchase all the junk you need easily. Sure, the green glow for tagged stuff is nice, but you can learn what has what in it rather quickly. No perk that gets you stuff is ever going to be a great perk because it does not improve your character or what they can do - that includes cap and ammo generators as well. At level 60, which would you rather have: 5,000 more caps? 1,000 more rounds? 500 more scrap? 10% more damage? The last one is clearly the best.
(6) Science - sure, it is good and needed for most builds to make power armor good, build high end things for your settlements and robots, and to upgrade your energy weapons and rocket-bat/sledge.
(5) Caps and Ammo? No. No, no, no, no, and no.
There are plenty of caps and ammo in the game if you loot and sell. Usually only Commando and Pistol builds ever have to buy ammo.
Again, by the mid/late game which would you rather have - more caps and ammo or more power? Worse, is to be worthwhile you have to take these "stuff perks" early on when the power boosts are the most needed.
These are ease of life perks that you will hardly miss if you don't have them, won't need later in the game, and make getting perks that are good take more levels.
(4) Demolition? Certainly. Pistol, Rifle, and Commando builds are bound to have some Explosive weapons in the mix (Spray and Pray, Kiloton, and random drops). Heavy gunners may farm for the Minigun - but they also get bonuses with the Missile Launcher and Fat Man. Only if you are melee/unarmed and don't plan to use explosives is this a "pass" perk.
Once you run a character with the perk and get used to that throwing arc, it is hard not to want it for every build - tossing in a wider, more powerful grenade through a small window or the crack of a doorway is an awesome way to smoke out enemies. Also, a quick draw pistol build that throws grenades and then shoots them next to the enemy is super cool to do.
(3) Action Boy/Girl? Certainly. AP regen helps with VATS, but also helps with running around, power attacks, etc. It is powerful enough that I have never needed all the ranks.
(2) Ninja/Sandman/Deacon's Perk - heavy weapon and commando don't get much from this. Unarmed and melee only do if you have invested in sneaking. For snipers and sneaking melee, however, they are gold.
(1) Critical Banker - yes, this is great (with improved crits, of course).
(0) So, remove caps, ammo, and scrap from the list, add in the weapon damage type perk of your choice instead, and remember that often the most powerful perk you can choose i to raise a SPECIAL stat.
Also, Lone Wanderer is an awesome late game perk for when you are done collecting the companion perks and are ready to strike out on your own. If you do plan to keep a companion (you can have both Lone Wanderer and Dogmeat at the same time), get the perk that protects you from their damage so that you can give them useful legendary weapons (wounding and explosive are great) without getting killed by them yourself.
(1) critical banker, only usefull if your vats user i think you need to make it
At least Scrounger helps you breath a little bit better. I always only take the second rank and stop in order to balance the game. Absolutely no need for Fortune Finder
For me i will not pick chemist, caps, demoliton and lockpicking perk .. i dont use chemist and granade at all through my 200ish gameplay, caps?? Just build some purified water then sell it, for lockpicking, i just make a robot that have lockpicking module and upgrade its carry weight to max..
Edit: sorry, he didnt list medic perk?? Lol, good luck fighting tougher enemy while keeps healing yourself..
I use Mister Sandman+Ninja on my Sniper profile. When I use it with my Instigating 50. Cal rifle, I one shot almost everything. Same with when I use two-shot 50. Cal.
Bloody mess is aight.
With nearly 200 hours into survival mode, I can safely say I've never used chemist or chem resistant... or chems in general lol. Kinda cool to know how useful those perks are, but I've just never needed them. I'm sure if I do a survival melee build these will be 100% necessary though.
I use chems to replace VATS
This list is pretty bizarre lol . The best perks in this game are idiot savant , lone wanderer , armorer, solar powered.
This is very helpful for new people who are playing fallout 4!
lockpick is sort overrated in that I have never gotten a cant miss item out of a locked box and you can find keys most of the time.
cryolator atleast is one cant miss right?:)
hot tip if you use the cleansing torso mod for power armor which only requires one science and use the chem resistant perk you have almost no chance of getting addicted to chems early game so pop down those psycho jets like candy also in power armor you actually heal quicker because a animation doesn't play so you get the affects of stimpacks sooner
do you all think is better i buy skirym ordem fallout 4
or
Gabriel Henrique Marques Fernandes your english?! :D also get skyrim, or if you really want a fallout game, buy new vegas
Gabriel Henrique Marques Fernandes It really depends on what you're looking for. If you want an action first person shooter and want to free roam then fallout 4 and if you want a medieval rpg then choose skyrim. I prefer Skyrim since its a better RPG, has a huge map, better DLC, have better uniques and also FUGGIN DRAGONS!!! Fallout 4 on the other hand has a better and faster combat and the followers are interesting and fun, but is a very weak RPG compared to Skyrim. All in all I would choose Skyrim in the emd rather than fallout 4. Hope it helps ;)
Sairas Croissant new vegas was super underrated, thats my favorite one by far
XxPossessedNightz xX thanks
Scrounger, yes. Must. I got 3 FUSION CORES from an ammo crate. I kid you not.
You can find fusion cores from ammo boxes even without scrounger perk. Scrounger just allows you to find those slightly more often.
I enjoy the content, but can yoy stop the "You're watching vinylicpumagaming" intro. We are well aware of who you are.
Not to seem like I'm hatimg btw. It's just a little nark I have.
I agree, you don't need to say who you are each video. I'm not hating on him either, it's his channel and he can do what ever he wants.
Alot of people do that, its helpful when his videos are shared or used somewhere else.. its like a stamp of ownership.
I though about this and he does it so people know who they are watching.
Liquid Turd That would make sense. Though it's hard to take you seriously because your name is liquid turd..... I'm dying
I agree with Critical Banker at #1 slot, but surprised you didn't even mention better criticals to go along with it. Deadly combo.#6 - Science: Also, the guasse rifle requires science for the best mods.
The list is for trolling purposes right? Majority of these perks are pretty useless and are typical noob traps. I would not take them within first 50-60 levels (with the exception of critical banker and maybe scrounger). The whole intelligence tree is like this. They are quality of life perks but when you are playing perma death, survival, no fast travel they contribute very little. A simple example: Lock picking, hacking - why waste perks on this when you have Cait, Nick, Ada (can do both). Scrapper? Why bother if you can buy everything you need, just maintain good economy. Action boy? Really? It gives you close to nothing when compared with a single piece of "powered" legendary armor. I could go on. Science? You can buy gatling laser with charging barrels directly from Teagan and that is all you really need from Science. The best perks? In no particular order: sneak, lone wanderer, idiot savant (and most of luck tree really), critical banker, penetrator, concentrated fire, , local leader, barter, inspirational, gunslinger, endurance attribute, armorer.
Um are you trolling? I wouldn't say these are quality of life. Most of these perks are very useful. Scrounger/Fortune Finder is useful no matter what, like with the two perks almost maxed I literally end up with 1,000+ ammo in my builds. Lockpick is incredibly useful because good loot is almost always behind locked doors. The Limitless potential is locked behind a master lock, and is a really good weapon, especially if you have the Unique Uniques mod that makes the unique weapons like Krimvah's tooth (the LP is just friggin awesome). For me, I always do stealth assassin characters, and guess what? Every companion BUT dog meat is a pile of garbo because they have a lower stealth bonus than dogo. So fuck them, I'd rather have the skill myself so I don't have to rely on those who I don't use. And for Teagan you're going on the limb assuming players are joining the brotherhood. I never play with the brotherhood, PLUS it is cheaper to have the perk and make the barrels instead of use the caps you could use on stock piling up asshole tons of stimpaks. Scrapper is almost a must because of how rare some components are. I just wish you could scrap adhesive from weapons, then it would be the best perk in the game
scrapping those weapons hurt me on a new level
Scrapping any weapons hurts me JUST SELL THEM
There are some perks that are fairly useful in all builds and some that are amazing in specific builds.
luck/aligity builds are insane especially with a relentless gun
Most of these lists from VinylicPuma are pretty good. I may not agree 100%, but that is to be expected, they are all subjective. I have a lot of issues with this one, however. It is supposed to be a list of perks that are useful for just about every character build or play style, but less than half are.
10. Locksmith -- agree for almost all play-throughs
9. Armorer -- again, agree for most play-throughs
8. Chem resistant/Chemist -- chem resistant is useless to non-chem builds/play-styles. Chemist is NOT needed for survival mode: you use less stimpacks in survival, and only need to buy a handful of antibiotics above what's found by looting
7. Scrapper -- agree, but can be avoided via extra junk loot runs
6. Science! -- agree, unless using only ballistic weapons and no power armor
5. Fortune Finder/Scrounger -- fortune finder is really only useful early game, scrounger is only useful early game or in an automatic weapons play-through (or maybe for fusion cores in a power armor play-through)
4. Demolition Expert -- only if you use a lot of grenades and/or heavy weapons. Or with a gun with the explosive legendary effect, but a perk just to boost one gun?
3. Action Boy/Girl -- very useful in power-attack heavy melee builds and crucial in VATS heavy builds. Pretty much useless otherwise
2. Mister Sandman/Ninja -- vary from useless to crucial depending on the stealthieness of your build and how often you use silenced weapons
1. Critical Banker -- only useful in VATS heavy builds
You can get the cryolater as soon as you get the dog
as far as chemist goes i feel like crafting healing items isn’t too necessary. you find supplies everywhere and as long as you stick around diamond city until you are like level 10+ you always have a bed and a doctor
I'd say the robot hacking is by far the best. having Sentry Bot and Assualtron variants fight by your side (if you upgrade it enough) is quite OP, and essentially eliminates robots as a threat at all.
WestDakotaOfficial I definitely wouldn’t call it THE best, because I find it rather obsolete unless I am planning on making robots with automatron
My playstyle:
Typically I get Aqua Boy perk immediately
It's very useful to get early on
I just never get the 2nd level
I also only ever carry 10 radaway on me at once
I find it useful that once you get about 50 Stimpacks
The only Aid you should have in your inventory are Stimpacks, 10 Radaway, Robot Medkits, and then store the rest in a container
I typically don't find any reason to have any more as in battle I'll typically result to stims anyway
I'll also always get Lockpicking and Hacking perks all the way to master as long as they're available, put one or two into both non-automatic Rifles and pistols, then just max out all my SPECIAL trees, so I can collect the Bobbleheads and get them up to 11
First filling out Charisma, Lone Wanderer perk, then Strength, Intelligence, Science and Gun Nut, Perception, the last 3 perks of Perception, Endurance, Luck, and then Agility, then get the most physicslly offensive/defensive ones
There are exceptions, like the perks needed for Power Armor Stations in-between
And I ALWAYS get every single Companion Perk (except Paladin Danse if I didn't choose BOS)
My Starting Stats are
Strength: 3 (for weight)
Perception: 4 (Immediate Lockpicking)
Endurance: 5 (Immediate Water Boy)
Charisma: 8 (I like succeeding speeches)
Intelligence: 4 (Immediate Hacking)
Agility: 2 (Give it something)
Luck: 2 (Immediate ammo and bottlecap perk)
The first two under LUCK help u find free ammo and caps. Friggin LOVE THEM
I would say the way hacking and lockpicking works in this game the final perk level is useless, getting to master in both is great. As a sniper or power armor player rooted is very good IMO. Sandman, Ninja, Rifleman, Sniper, Rooted, Lone Wanderer and Bloody Mess is a must IMO for damage as a ranged sneak player. Rooted is for the case when the opponent guesses correct in the direction when they panic fire or when the guy/girl you didn't see get a drop on you.
The most necessary perk to me is Waterboy. I haven't done the 2nd one but to not get radiation from swimming or walking in water is huge.
If you don't want to put points toward lockpick Cait can unlock any lock if you give her Bobby pins
i think you should've paired critical banker with "better criticals" might as well make each crit actually mean something for some ridiculous on-demand burst