That was the key reason for me to pick it first - it returns 6 perk points immediately. For me, that is the best card of all, although the combination of 5 perks and 5 attribute points when one of the SPECIALs is fully improved becomes better - but at a high cost.
I just started with this the other day on a lvl 1 character, such a great early game boost and fun for people trying to explore everything for the "story"
With the Ammo Factory, it might go up in usefulness for the "planners", now that the Ammo Storage Box is in play. Save up for piles of ammo production and make a day out of it. It would be interesting to see if an Ammo Factory plan can out-strip a Cannonball/Ammo Converter plan.
I always run out of ammo so this was the very first legendary perk I got. I have it leveled up to 100% more ammo currently and I do exactly this. Stockpiling ammo is easy with this and puts an end to ammo shortages. About the ammo converter, it's kinda ass tbh, the returns are terrible.
@@RedVRCC ammo converter is really nice if you use it very rarely and just save up on a bunch of crap ammo you find on your way. definetly not worth somehow "farming" for but a nice additional ammount of ammo every now and then for sure.
I use fully upgraded “S, P, E, I, A, L.” Because charisma is a pain to get working and sharing cards. To me, they have more universal use than stuff like “funky duds” which can be hard to obtain full armour set before level 50.
Fully upgraded SPEIAL because it’s hard to get a full set of armor before LVL 50? Wouldn’t you need to be like LVL 600 to fully upgrade six Legendary cards?
@@merkazoidduff7651 I think my writing is just bad. I mean it’s still easier to throw on any other legendary from the start, since it’s easier to do that, than find or make a full set of armour.
@@merkazoidduff7651 eventually at high level once it’s fully upgraded I still find it more useful to choose 5 perk points worth, on what I choose rather than this
Funky duds is only useful sometimes, if I choose for 3 points on luck, I can use better critical and do much more damage constantly .. for me it’s super specific use only :) but then I will just get into PA.
also, with the legendary special perks, you can get your SPECIAL above 15 but you can't get more than 15 perk point slots per special, legendary strength will bring your strength up to 20 if you have it maxed, you still only get 15 perk points for strength but it increases melee damage
This is a huge waste though, you can just get SPECIAL stats with Unyielding, by going above 15 with legendary special perks you are wasting perk cards you could be getting in other categories.
I would put Legendary Luck in S tier because there are too many good cards in Luck that you really would just be choosing to make things harder on yourself without them. Arguably as well Legendary Intelligence and Agility
also intelligence luck strength and endurance often used in overcap to boost experience, criticalchance(for pa users), melee dmg, and compare it to charisma agility or perseption
I have a question about this: Does it really matter which ones of these SPECIAL cards you use? Reason I ask is because you can subtract one hard point of that card to allocate to another attribute. So I picked on mine so far, S and P. So am I right in thinking it doesn’t matter if I selected L and A? Any help you can provide to explain if I’m wrong about this would be helpful. Oh also, dames for upgrading that same SPECIAL card. So for example: If have 3 stars into S, then I can allocate 3 hard points away from S to put into, let us say Luck.
@@Lettuce_Play it matters if you have a different loadout that doesn't really have overlap in whatever category. For example, I have a loadouts that only need 4 Endurance (Fireproof and Radicool), but need points elsewhere like perception. If I used Legendary Endurance, I'd have 6 points minimum in that category, potentially not optimizing 2 points Edit: also, as Synthetic Liberty said, you can over max an attribute just for the SPECIAL effect. For example, using Legendary Intelligence *and* setting Intelligence to 15 on the punch card machine will give you 20 INT for an XP loadout (even though you don't get to add 5 more cards) since maxing out INT is all that matters if your goal is XP
@Lettuce Play what you say is true but bear in mind that if you take,for instance, the Agility special, you will have the points to swap to whatever perk cards but your Special stats in the pip boy will increase by 5 Agility. That won’t change so best to use the card you want the increased stat for.
@@Lettuce_PlayAbsolutely matters. Lots of builds have low Perception and Endurance so if you invest 300 Legendary Perk Points into Perception but only need 3 points for your build you’ve wasted all those points since your minimum Perception is now 6. It’s better to use those Perk Points elsewhere like Follow Through and not rank up or equip Perception.
@@Mestari1Gaming this is what I want. more perks, new weapons and new legendary affixes. i wouldnt even be mad if they overhauled bloodied. Its the clear best build in the game. but that would definitely anger a lot of people lol.
The problem with Survival Shortcut is that food/drink buffs are so huge in this game (especially for melee) that it's worth it to use regular perks like Good With Salt, Cola Nut and Thru Hiker in your build so that you can keep the best food with you. Survival Shortcut is a fine lazy perk if you don't want to carry around a bunch of chems and food, though.
I use grocers mod backpack and then traveling pharmacy to get all my food and Chem weight down. Found this combo to be great for my commando stealth build
@@beastabuelos6421 I'd argue that with so many limited damage sources if the perks aren't giving you damage directly but still contributing such as food related perks, I think it's overall wise to consider them.
I mostly agree, but I'd put Far-Flung Fireworks a tier higher. It's really good to clear out groups of weak enemies at events. Also, it has a nice synergy with the Tesla rifle and you can chain those explosions on a lucky roll. Last time I tested it worked with shredder minigun too which adds a little bit AoE to already crazy build. I know all that stuff is highly situational, but when it works it's just amazing.
I do agree master infiltrator is quality of life. It also frees up 6 special slots for one legendary and time saver to getting things opened/terminal hacks. Ammo factory I think would be lower cause it got nerfed. Making creation ammo like 2mm useless cause how much i burn through.
For me I never saw it as a way to save 6 specials and see it as a way to save time switching cards. You can have 3 levels of both but only equip them when I want to open something and run other cards when you don't. Not needing to switch and having it auto unlock things is a nice QoL perk though.
I actually use Detonation Contagion when I farm XP with Nuka grenades in West-Tek as it feels like the exploding enemies provide some more clear aka more XP. Also I like Power Sprinter to some degree in power armor with melee auto weapons as you can sprint long distances and still have AP for attacking. I have Master Infiltrator always on for expeditions to open these safes in Union Dues or terminals in From Ashes. The first legendary perk I maxed when they got introduced was Ammo Factory, but it's dusting in my selection screen as I haven't crafted any ammo outside of daily/weekly challenges for years. I don't see much sense in Survival Shortcut as I'm already swimming in perfect bubblegums and have nothing else to spend my gold bullion on. Also I don't like Sizzling Style as the Fireproof perk and maybe one armor part with +25 fire resist is enough for most fire damage, for Earle you can use the Asbestos Linings torso mod if you have trouble. Same goes for Funky Duds - in armor I prefer having one or two pieces with +25 poison resist which is enough to slow down poison damage to outheal it, also the Union power armor makes this legendary perk fully obsolete. But I have to admit that I use most of my legendary perk slots for Legendary Special cards and they are clearly S tier for me. As I don't use mule characters and have everything on one character I need my carry weight and other quality of life perks and the extra special points give me this freedom to have them in addition to a full damage build.
I would argue that while taking one for the team is powerful, the fact that it requires a teammate means it is a+ tier since if you solo or your team mates leave for some reason it's useless
I have max rank Electric Absorbtion. I sometimes still die when the imposter sheepsquatch hits me with that nasty laser beam when I really need the perk to work the most. I have been thinking about swapping it out for more special points
Master Infiltrator is the best perk in the game. IMO. Not having to do the stupid Lockpicking or Hacking mini games is glorious. Edit: I have played 5,000+ hours of fallout 3/NV/4/76. I have done enough of those mini games in my lifetime. Lol
I also use speial no c. The other S tiers just aren't for me as I'm not stealth or aren't active often. Stuff dies so quick like you don't need 40% damage to something that hit you or to regen hp in power armor from one type of damage. You know what else replaces that. Killing the enemy before they hit you. You know what helps that. An extra TEN PERK POINTS and the associated cards
I would personally put What Rads in the top tier. For my full health char every little sliver of rads is annoying me, with What Rads i dont have to look at the health for rads at all. And while it doesnt keep me from taking rads on the big events, it does lower the rads so that rad away doesnt have to be popped constantly.
I use legendary perk cards which help me all the time...not situational ones. Especially since I solo in private 90 percent of the time. 4 four my 5 characters are unyielding. So I perfer to boost my special stats to max (15). In addition to low health boost from unyielding (30 plus total). Except Charisma and endurance (no boost from unyielding). On my fifth is PA build and I use ammo factory. This character make ammo for all my others.
I’m lvl 63 and I use infiltrator. It is amazing how much faster I can loot stuff and I’m not worried about Bobby pins. I just did a public event earlier tonight and I ran through an armory part of the building, and there were four ammo crates, and all of them were locked level one. I was able to unlock them all instantly instead of taking up to five seconds for each one so I could get back to the public event; absolutely undoubtably S tier in my book
The problem as I see it with Follow Through and Taking One For The Team is that outside of events it doesn’t help that much. Yes, it’s nice extra damage and very powerful for when it is actually needed. But those situations are not enough - for me - to warrant a legendary slot
Doesn't taking one for the team increase your own damage? I'd say the end game it's pretty much event, bosses, daily ops grind and then you log off for the day. I have the opposite opinion, outside these circumstances nothing really matters given normal enemies don't provide any challenge. It's events and bosses where your build actually matters. You could have 0 legendary perks and still steam roll 90% of the game.
@@ted8993 I see your point, my playtime just happens to only consist of that 10%. On a new character with all 6 slots available I can see a far wider use of the other legendary perk cards which may have been something that was intended. The special legendary perk card aren't as useful due to the lack of cards; what's rads, survival shot, infiltrator, are more useful. 90% of the content is something I will probably not see again unless I do a new character. To be honest even with 4 Special legendary cards ran out of useful cards to slot in and started duping cards in endurance. There just isn't challenging content that pushes builds to their max potential.
I used to have Electric Absorption equiped 24/7, but now I only ever put it on if I do a nuke bunker due to how surprisingly uncommon energy damage is. Aside from robots and aliens there aren't alot of enemies that do energy damage which makes it quite rare to activate or keep you alive in most normal gameplay.
Super mutants,Blood Eagles, and Commies also pack energy weapons. So that's five very common enemy types that have energy damage. I wonder where you grind that you don't end up facing off against these enemies regularly.
@@romxxii Communist are in like one area of the entire game aside from daily ops, and super mutants and blood eagles primarily use ballistic weapons. They CAN use energy weapons, but most don't, or if they do, they only use the standard laser gun which has a super low rate of fire, while the larger and stronger enemies of those groups carry assault rifles or miniguns. Edit: I just realized that you considered communist and aliens to be a "very common enemy type", which I'm sorry but just no unless you only play daily ops.
I get what your point, but from my perspective: Even when it triggers not very often, it's still helpful because you don't need to carry around any fusion cores at all. The one already in the power armor is already enough.
Your list is an universal list. No cookie cutter builds for this game, like the old WoW talent system. Least it's very simple and easy to use. Thank you for this video, Turtle.
for the perks that require a full set of armor it actually only needs to be 5 pieces, for my bloodied build I have a Secret Service chest piece with scout armor limbs and a scout mask for the fifth piece
Follow Through is significantly stronger for a semi/auto sneak build and I wouldn't use for a regular sneak sniper build; Unless you're specifically hunting big boi mobs there are less niche cards to use the slot for
I choose my legendary special perks based on which perks I want in every build. This way I can change my build without thinking about those slots. For me, the 3 required perks in every build are Traveling Pharmacy, Thru-Hiker and Good With Salt. So, STR, AGI, and LCK are required. That leaves me 3 perks to play around with.
Infiltrator doesn't just allow you to auto unlock, which only works at whatever level the card is compared to the tier of lock you are attempting, but it effectively gives you level 3 hacking AND lock picking with 1 card vs. SIX perk cards. Tier C? I think not. That's an A tier card, for sure.
It’s very situational card that take up an entire legendary slot You’d be better off just spending the 6 perk points and equipping the cards when necessary.
I think the best first card to get is master infiltrator, you immediately free up 6 perk cards. The SPECIAL cards need to be ranked up and that takes time
Why would you have those 6 cards equipped full time at level 50 or even 100? In most cases it saves you NOTHING, because there is no reason to have any hacker / picker perks equipped except when hacking / picking.
I might be confused but I swore I could craft more .45 ammo with maxed Ammo Factory and Ammosmith before. I use lots of different ammo types but thought I got more than x54 at max.
@@PROJEKT_R3D super duper does not work this way. Say basic ammo craft is 10 and ypu gwt it to 30 with ammo factory + ammosmith and let's say super duper triggers. You would get 40 ammo not 60. It only doubles the base ammount
@@PROJEKT_R3D you are either trolling or can't do basic math. I made railway spikes . Basic ammount is 3 i can craft 13 with ammosmith and ammo factory. I crafted once and i got 13. I tried again and super duper triggered. I got 16 . If it was like you said i would have gotten 26.
@7:13 Uhm, Scorchbeast breath is fire. Explosions are affected by Fireproof and assume this card as well. @9:56 Not all SPECIAL stats are equal Charisma is slightly weaker than the others as card sharing doesn't work (which you mentioned). Agility and Luck are the strongest. Intelligence is about midtier, but since you can use it to expand your XP gain even though you have 15 points in intelligence so it's the only one that matters if you equip it with a 15 intelligence.
@2:06 Rad Rumble pops, and Turtle continues on with the vid. Now that's dedication! Seriously, though, great list. Pretty accurate. I'd say Ammo Factory is fine where it is. Between Daily Ops and making a crafting alt character, for me it's F tier on my main and SSS Tier on alts.
In my humble opinion ammo factory is S-tier. Mainly cause i love heavy weapons. Particularly the .50 cal, gatling plasma, flamer, and gauss minigun. All of which chug ammo.
i think a good way they could change detonation contagion, is change it so it has a 50% chance to duplicate your explosion, but at 30% of the original damage (or some other amount)
Eh not necessarily. There is basically no reason to lock pick or hack anything other than a few select quests in which you can just swap cards really quick. I’d say it’s pretty much useless if you want a decent build.
This perk its only good for leveling up if you created another character and have a 50+ in the bench. Just the first rank its enough to go nuts unlocking everything. Just remember once you reach 40 there is no need to use this crap again
Depends how you play the game. I couldn't function without being able to unlock everything. I'm usually farming certain items that many are behind some sort of lock. If I'd stop trying to buy every plan in the game as quick as possible and stop spending 30k+ caps a day I'd probably stop these farms and then I'd rate it lower but that's about all I do. My fun is collecting every possible plan and building bases.
Electric Absorption is in B tier category I am a full Power Armor user never had the need to use it because fusion core is easy to farm on nuclear power plants or daily ops or in the pitt and you can use vampire weapons for healing
no, Electric absorption deserve to be in s tier, is so much powerful not because it can recharge your fusión core(it is useful btw), with electric absorption as long there is energy damage you're gonna be immortal
@@routrucks6329 that is correct. And why farm fusion cores to use in PA when we can use those same cores for ammo? Nothing goes to waste using EA. Cores get used and reused, not used up and tossed. And any surplus can be sold. It's a great effect imo and very efficient. Oh...and the healing? Ha. First time I tested it I had it at rank 3. Decided to make trouble with an Assaultron. Not only did the silly thing charge the equipped fusion core from 5% to 100% in mere seconds it restored all my HP while doing it. Ha! Take THAT silly robot😅
I agree with this. It is a very good QOL redundant perk if you're already a decent player with proper know-how. But for novice players who are ranking up, this perk is amazing to me, and should be in A tier for sure. But, for the veteran PA player, I agree it's just a very good QOL perk to have because staying alive is piss easy with Vampire guns in PA and like you said, core farming becomes a joke.
I’m not sure why it’s S tier either. It’s limited to energy attacks which alone makes it non-S tier. Fusion cores are cheap and easy to obtain. Just carrying like 5 will last an entire afternoon of playing. Or for ammo? Is Gatling laser better than plasma? And playing full health with decent power armor does one ever die anyway? What are we fighting? Level 900 assaultrons?
Ammo factory is A tier especially if you are using prime receivers on your weapons as it saves on flux Master infiltrator is also A tier unless you really like spending time hacking terminals and picking locks
I love survival shortcut. It's underrated I use it to save stimpaks and it turns stimpaks into caps which I sell everyday. I treat it like nuka cola quantums too I consume one before getting into a pvp fight since it doesn't require me to take damage to use unlike stims.
If you are looking to get caps, the golf outfits are great for that and they are plentiful at Whitesprings. With unyielding and being on a team you can get 29 caps each for them. Often times I can hit near my cap limit just with the outfits.
I don't understand how people ever have an issue with stims. ALL of the events and quests in the game (or damn near close) reward you with them. I sell at least 200 regular stims a day to the NPC when he resets, have 50-100 in my vendor for others to buy, and I just use super stims instead. Which I also get an absurd amount of.
All of the exploding parks, the actual exploding ones require a buff. They really need a buff hack and slash which isn’t even exploding. One does better damage and it’s controllable but the exploding ones aren’t really worth using an end of all of them. The unarmed one should do more damage. It is also by the way affected by demo, expert and grenadier unlike hack and slash so there’s that but it still doesn’t do as much damage.
I'd rather master infiltrator was just a set of normal perk cards, it's nothing 'legendary' to be able to auto open locks and terminals, it just bypasses the annoying minigames. They could have it as individual perk cards, with subsequent higher tier lock/terminal cards unlocked at higher levels and removing all the lockpick/hacking perks we already have to choose from.
I would put Charisma under-F tier. Unlike F tier, which simply don't make a difference, Charisma Legendary perk is actively making your character worse because taking it reduces the biggest perk of Charisma. There is no reason of every taking that card in any circumstance. If you need more Charisma you should equip a different Legendary Special and reallocate those extra points to Charisma using a Punch Card Machine.
I know blood sacrifice is bad but if I'm running like a gamma gun low health build I'm clumsy and accidentally hit myself (probably cause it's two shot) so it kinda helps outweigh my bad screw ups
Only one I would bump up would be legendary intelligence for xp gain. With normal intelligence maxed and legendary intelligence maxed that's a minimum of 20 intelligence for more xp gain.
Fusion core charging is definitely important to me. If I'm running low, I go out of my way to run into robots or keep enemies with energy weapons alive until I'm charged. I've only got it to rank 2 though. Build Progress Ramble: Legendary Perk Card 4* Intelligence 2* Ammosmith (unequipped) 4* Luck 3* Taking one for the Team 2* Electric Absorption 1* Agility 1* Infiltrator Perfect once I realized it replaces 6 perk cards. I want it permanent like in older games. I the locks are easy. Could have more, but I like having two sets of rank 1s and 3s for commando, heavy gunner, shotgunner, and ability to make it an explosive build with nuka launcher. Just started late last season 😅 and need to slow it down. Got the Nuka Launcher and got drunk on power and excavator with weight reduction legendaries for all categories. Girlfriend may be right. I need to get some space from it. Wait until next season.
I have a pretty lazy build, full health. What rads is a biggie for me. I don’t care about inflator, because there’s rarely rarely anything good behind a lock.
Thanks for clarifying the charisma-bug, I was of the opinion that the 5 points themselves don't add to the charisma-stat, but that wasn't what's wrong with the perk card.
I've wiped out entire groups of mole miners/scorched with Far Flung Procs on my plasma caster. I don't know for sure if it benefits from the grenadier and demolition perk I run on my build but thought the damage and size of the proc was rather big.
I agree with all of these, but as a full health build I always have What Rads maxed, along with Ghoulish maxed. Having the ability to take radiation damage from enemies (primarily glowing ones and charred ferals) instantly restore some health, and remove rads fairly fast is too good to pass for me. That being said though, utterly useless for bloodied, so I get your rank for it. Great video as always! :)
I think the legendary drug one should be giving you that crazy one that you get in the raider quest line I believe? The one that gives you crazy resistance and damage bonus
I thought this exact same thing when I first came across that quest. It's the one where you go "undercover" as a slave in the raider quest line. AS SOON as I saw the chems, I thought that those perk cards should make those, or something similar.
If you run automelee power armor, ap reduction for sprint can be A+ if you also like jetpacking. As an extra layer, after ap drain reduction in your arm mods.
Good job on the videos recently Angry Turtle, im a new player that just dove into the fallout 76 community and your videos have been pretty informative and answer the question I may have thanks!
I go around a sneaky rifle build so outside of follow through, I have all special stat legendaries I can get besidess charisma, they're s tier to me for giving a lot of handy extra damage or utility perk cards.
Master infiltrator belongs at least in the same league as the s.p.e.c.i.a.l. cards. It saves you SIX perk cards by removing the need to have the lockpick/hacking perks with no perk point investment The auto pick/hack is just the cherry on top. The only thing keeping it out of S tier imo is the fact that the loot from chests and doors isn't usually great. Though sometimes like the weapon shop it's definitely worth it.
It doesnt save anything. It takes 10 seconds to switch your perk cards to include lockpick or hacker and 99% of times you get crappy stuff anyway. Also how often do u find locked stuff? Z tier for me .
I have 2 characters. One rifle and one heavy. They both have all legendary stat boosting cards besides follow through on the rifleman and taking one for the team on my heavy. Best way to play without going into niche scenarios
Don't forget the other thing keeping sizzling style in a lower tier: it is completely supplanted by a single armor mod (asbestos). Unlike Funky Duds, which needs at least two legendary rolls (+25PR) or thousands of stamps to grind out the Union PA set.
One nice use of Master Infiltrator is spamming Nukes, it makes nuke runs just so much quicker when you can hack your way past 80% of the silo, I agree on quality of life but its definitly the best one of of that subset I would switch its position with ammo factory. Yes ammo factory is generally more useful, but if you aren't running the most ressource hungry ranged weapons it isn't a concern - still a good way to earn caps even as a meleebuild by farming and selling rounds. Electric Absorption is kinda meh, fusion cores arent a concern in PA and basically laser immunity is nice in robot heavy areas, especially when the assaultrons are just spamming their ranged attacks but it can be easily trumped with good armor or if necessary a troubleshooter suit. Also, lumping all the legendary stat perks together now begs the question - how do you rate them vs. each other? I'm aware that some builds need them more then others but from a generalists point of view it would also be interesting which to max first.
@@TheBouregard Using a mod isn't cheating because it's not interfering with the servers or other players. Mods for FO76 only change how the game is rendered on my screen.
ONCE AGAIN..... it saves you the time and hassle of having to stop and swap the cards out to do the pick/hack. Overall, Master Infiltrator is 100% a QoL perk for saving TIME not card spots. It makes all playing faster, and is essential to none.
Yeah I would choose cycle buff but if you don’t have the ability to acquire psychobuff, there is one upside to that Kim one it is you can get to the point where you’ll generate enough of them and two it doesn’t cause O addiction if you take them to cook quickly or too closely together and you can supplement it by using whatever cycle buffs you get and then when you run out you got that but you’re right, I never use it
Power armor still need swat, rats, turtle you still take damage rats build up and it’s really useful. If you’re doing radiation rumble going down in the tunnels in power armor.
Hey turtle i was wondering if you could try making a build that can use all weapon types effectively? Just as a fun build to showcase and put a theme behind like jack of all trades character.
I love *What Rads?* I have a mutated monk build, so unarmed. Can’t use power armor. I use ghoulish, so I never need to heal around any sort of radiation. I have all mutations, so no need for starched genes for regular play. And on nuke zones- ghoulish + secret service armor + starched genes and pharmacist allow me to walk around normal.
Your list is solid The only one I think is out of place is What About Rads?. The reason is its resistance & heals rads over time. If you don't use pa it's probably the first thing to get with healing factor serum as medical issues become a non-issue for the most part. Survival Shortcuts is still my first legendary at 75 but What About Rads? is very, very powerful with healing factor serum. I think you've undervalue it slightly, but even then I only move it up from B to the worse -A just below where you placed Legendary Charisma. I think its slightly better then Funky Duds cause you get constant use out of What About Rads?. Walking or swimming in water, eating, drinking, rad barrels, rad storms, being hit by enemies. What About Rads? is constantly useful.
What Rads is actually really great paired with PA. I run it and basically never take any radiation damage. And any I do take is immediately erased. Saves from needing to carry any radaway
I'm currently running a no power Armour build and am not using bloodied. With two handed melee weapons and max demolition expert on top. I only have 3 legendary perk slots atm, and am rocking 3 explosion ones (collateral dmg, explosion contagion, and the vats hit one with the death law on it.) I'm legally blind from all the blasts, but man do I clear a room fast.
Taking one for the team should go on every build unless you’re solo. Follow through should go on every stealth build. Literally better than a full set of damage cards.
We need a Mutation-boosting Legendary perk; imagine Herbivore builds not having to rely on Live & Love 3 to get the best boosts, or Marsupials needing mutated teammates to get the full jump height.
I love your attempt to be unbiased with master infiltrator, I think C is fair considering how bad the other perks are I think it should work for hacking as well tbh.
Interestingly ‘what rads’ combined with armours that have the highest rad resistance allow you to survive pretty well in a blast zone without power armour or a hazmat suit
I'd say ammo factory is a s tier, since it stacks with ammosmith. So with super duper, you can make a whole lot of ammo pretty quickly, if you have at least a couple hundred lead scrap.
My main has rank one infiltrator (at least temporarily until last perk card would be leveled), hack and slash and then +perk cards - melee character :)
I am using What Rads with power armor in order to sell all the Radways... I use a lot Nuka Grape or Brahmin Milk to heal rads becayse I am not using Starched Genes to make room to other Luck Perk cards that I think are more useful
I’m going with Taking one for the team when I can, I love playing with my friends so it will be nice to know I’m doing way more damage because they’re around😂👍🏿nice video🎉
Just have ammo factory on a mule, I'm not using Pay to Win aka Fallout first, so I have all junk on a mule and this one as well. Follow thougth and extra specials stats all the way !
Turtle, I hope you see this and I’m sorry if you already addressed it. Damage has been reduced like shredder and auto axe, etc., but do you think it’s because enemies aren’t attacking? Maybe the perks that make enemies take more damage when they attack us aren’t being triggered. Could Taking one for the team and tenderizer just not be activating? Would this explain the damage decrease?
So, hack and slash: My melee build has extreme ap refresh. combined with hard lemonade I can stay on earl with chainsaw or autoaxe almost indefinately (i switch to the other when one breeaks so im usually only stopping for repairs after two break) How beneficial would maxed H&S be in that scenario?
I’d put Ammo Factory in A tier just because it costs perk points to keep taking it off for combat often making it not worth it unless you’re someone who plays the game just to keep leveling up constantly but that’s not most players and definitely not me. And while yes you can just choose not to use it and get ammo via other means, it makes it so much objectively better (crafting is way superior to looting for ammo) that I find many builds but particularly heavy or commando ones just can’t afford to not have this card constantly equipped. Only if you’re the super trader type with a network could you afford not to depend on this I feel. Anyway I get not putting it in S tier but it’s definitely far more needed and useful than B tier. Same with What Rads imo. Even if you use power armor full health, as I do, I STILL find this perk so incredibly important for even more rad resist and not having to rely on any chems or radaway (constantly taking thirst and food down too) anymore to deal with radiation. And while it’s useless for bloody builds I think it’s still far too strong and useful for full health builds to leave in B tier. Other than those two I agree on every other placement. Well one more thing…while your S tier list certainly belongs at least in A, I think you just proved there IS NO S TIER in the game…because all the ones in your list are really A tier because they are situationally OP only. There’s not a SINGLE legendary perk that is so OP it’s almost mandatory for all of most builds in game, which is what S tier should be. M Follow through is only good for stealth builds no one else. Taking one for the team is only OP in teams but if you play solo or do both as I do you won’t find it near as useful or at all. And energy absorption I believe only works in power armor correct? If not, then yes that’s the ONLY perk literally I could see belonging in S tier, otherwise it’s just another powerful perk for specific play style or build, which is A tier. I don’t think there are any S tier perks.
I'm bloody and swap in taking one for the team for boss fights. Otherwise I run with Funky Duds because there's so much poison with mutated events and daily ops.
Taking one for the team works when you're alone in a team, sadly it takes a while to apply debuff after getting hit and and everything usually is dead before except bosses, useless perk sadly with the exception of world bosses so ask the question do you want quality of life/better perks equal to 5 perk card points all the time or a perk that is only for world bosses, not S tier for me. Follow through is nice except anything strong like a world boss you wont get a sneak attack most likely against everyone else there and everything else in the wild will most likely already die just as fast without it. Get specials all the way, if you're a power armor build maybe reboot, and melee hack n slash, I just feel getting specials and stacking up as many perk cards in all specials, especially weight reduction perks, will increase your quality of life and give you extremely strong builds that outweigh the legendary cards. Each legendary card needs to be better then potentially what 5 perk card points can give you which majority of the time with the exception of maybe one card and rest special cards in my opinion.
Does the lock pick/ computer hack legendary cards replace the need for the normal Intelligence lock pick and hacking cards? or do you need those active with it? If it replaces them I could see that one being useful because it would free up 6 intel points.
That's the point of the card, so that you don't have to have the normal ones equipped. BUT, this doesn't have to be done, you can just take a second to swap to the pick/hack normal cards, do the deed, and switch back to your normal cards. It saves you TIME of switching cards in and out, not the card slots themselves.
My big problem with master infiltrator is when you accidentally open something locked at a players camp and get a bounty.
So true!!! XD
that super annoys me when people break shit at my camp accidentally
Yeah, I kept master infiltrator at the lowest rank for that reason.
Ohh that's why I keep seeing wanted people
Yeah… stop spying on me
I think that if you're not very late-game, infiltrator is amazing as a 1 star. you get the equivalent of 6 perk cards.
That was the key reason for me to pick it first - it returns 6 perk points immediately. For me, that is the best card of all, although the combination of 5 perks and 5 attribute points when one of the SPECIALs is fully improved becomes better - but at a high cost.
I only have it equipped when I'm unlocking stuff
I just started with this the other day on a lvl 1 character, such a great early game boost and fun for people trying to explore everything for the "story"
With the Ammo Factory, it might go up in usefulness for the "planners", now that the Ammo Storage Box is in play. Save up for piles of ammo production and make a day out of it. It would be interesting to see if an Ammo Factory plan can out-strip a Cannonball/Ammo Converter plan.
I always run out of ammo so this was the very first legendary perk I got. I have it leveled up to 100% more ammo currently and I do exactly this. Stockpiling ammo is easy with this and puts an end to ammo shortages.
About the ammo converter, it's kinda ass tbh, the returns are terrible.
@@RedVRCC ammo converter is really nice if you use it very rarely and just save up on a bunch of crap ammo you find on your way.
definetly not worth somehow "farming" for but a nice additional ammount of ammo every now and then for sure.
I use fully upgraded “S, P, E, I, A, L.” Because charisma is a pain to get working and sharing cards. To me, they have more universal use than stuff like “funky duds” which can be hard to obtain full armour set before level 50.
Fully upgraded SPEIAL because it’s hard to get a full set of armor before LVL 50? Wouldn’t you need to be like LVL 600 to fully upgrade six Legendary cards?
@@merkazoidduff7651 I think my writing is just bad. I mean it’s still easier to throw on any other legendary from the start, since it’s easier to do that, than find or make a full set of armour.
@@merkazoidduff7651 eventually at high level once it’s fully upgraded I still find it more useful to choose 5 perk points worth, on what I choose rather than this
Funky duds is only useful sometimes, if I choose for 3 points on luck, I can use better critical and do much more damage constantly .. for me it’s super specific use only :) but then I will just get into PA.
If you max them out and use it right you can get like x4 15s to use perk cards in them
also, with the legendary special perks, you can get your SPECIAL above 15 but you can't get more than 15 perk point slots per special, legendary strength will bring your strength up to 20 if you have it maxed, you still only get 15 perk points for strength but it increases melee damage
Good to know!
This is a huge waste though, you can just get SPECIAL stats with Unyielding, by going above 15 with legendary special perks you are wasting perk cards you could be getting in other categories.
I would put Legendary Luck in S tier because there are too many good cards in Luck that you really would just be choosing to make things harder on yourself without them. Arguably as well Legendary Intelligence and Agility
also intelligence luck strength and endurance often used in overcap to boost experience, criticalchance(for pa users), melee dmg, and compare it to charisma agility or perseption
I have a question about this: Does it really matter which ones of these SPECIAL cards you use? Reason I ask is because you can subtract one hard point of that card to allocate to another attribute. So I picked on mine so far, S and P. So am I right in thinking it doesn’t matter if I selected L and A? Any help you can provide to explain if I’m wrong about this would be helpful. Oh also, dames for upgrading that same SPECIAL card. So for example: If have 3 stars into S, then I can allocate 3 hard points away from S to put into, let us say Luck.
@@Lettuce_Play it matters if you have a different loadout that doesn't really have overlap in whatever category. For example, I have a loadouts that only need 4 Endurance (Fireproof and Radicool), but need points elsewhere like perception. If I used Legendary Endurance, I'd have 6 points minimum in that category, potentially not optimizing 2 points
Edit: also, as Synthetic Liberty said, you can over max an attribute just for the SPECIAL effect. For example, using Legendary Intelligence *and* setting Intelligence to 15 on the punch card machine will give you 20 INT for an XP loadout (even though you don't get to add 5 more cards) since maxing out INT is all that matters if your goal is XP
@Lettuce Play what you say is true but bear in mind that if you take,for instance, the Agility special, you will have the points to swap to whatever perk cards but your Special stats in the pip boy will increase by 5 Agility. That won’t change so best to use the card you want the increased stat for.
@@Lettuce_PlayAbsolutely matters. Lots of builds have low Perception and Endurance so if you invest 300 Legendary Perk Points into Perception but only need 3 points for your build you’ve wasted all those points since your minimum Perception is now 6. It’s better to use those Perk Points elsewhere like Follow Through and not rank up or equip Perception.
We need a new full suite of standard perk cards to add variety to builds!
I agree and we need more character slots
New perk cards would make the game more exciting!
Yes!
@@Mestari1Gaming this is what I want. more perks, new weapons and new legendary affixes. i wouldnt even be mad if they overhauled bloodied. Its the clear best build in the game. but that would definitely anger a lot of people lol.
@@hoofhearted4 True.
The problem with Survival Shortcut is that food/drink buffs are so huge in this game (especially for melee) that it's worth it to use regular perks like Good With Salt, Cola Nut and Thru Hiker in your build so that you can keep the best food with you. Survival Shortcut is a fine lazy perk if you don't want to carry around a bunch of chems and food, though.
I use grocers mod backpack and then traveling pharmacy to get all my food and Chem weight down. Found this combo to be great for my commando stealth build
@atomic_hok8091 same. Not worth wasting 3 agility perks on thru hiker.
food and chems. And if you luck out and get a full set of 20% WR for food, drinks, and chems, you won't even need Thru Hiker.
That's way too many perk points wasted on maintaining food buffs
@@beastabuelos6421 I'd argue that with so many limited damage sources if the perks aren't giving you damage directly but still contributing such as food related perks, I think it's overall wise to consider them.
I mostly agree, but I'd put Far-Flung Fireworks a tier higher. It's really good to clear out groups of weak enemies at events. Also, it has a nice synergy with the Tesla rifle and you can chain those explosions on a lucky roll. Last time I tested it worked with shredder minigun too which adds a little bit AoE to already crazy build. I know all that stuff is highly situational, but when it works it's just amazing.
I do agree master infiltrator is quality of life. It also frees up 6 special slots for one legendary and time saver to getting things opened/terminal hacks. Ammo factory I think would be lower cause it got nerfed. Making creation ammo like 2mm useless cause how much i burn through.
For me I never saw it as a way to save 6 specials and see it as a way to save time switching cards. You can have 3 levels of both but only equip them when I want to open something and run other cards when you don't. Not needing to switch and having it auto unlock things is a nice QoL perk though.
I actually use Detonation Contagion when I farm XP with Nuka grenades in West-Tek as it feels like the exploding enemies provide some more clear aka more XP. Also I like Power Sprinter to some degree in power armor with melee auto weapons as you can sprint long distances and still have AP for attacking. I have Master Infiltrator always on for expeditions to open these safes in Union Dues or terminals in From Ashes. The first legendary perk I maxed when they got introduced was Ammo Factory, but it's dusting in my selection screen as I haven't crafted any ammo outside of daily/weekly challenges for years. I don't see much sense in Survival Shortcut as I'm already swimming in perfect bubblegums and have nothing else to spend my gold bullion on. Also I don't like Sizzling Style as the Fireproof perk and maybe one armor part with +25 fire resist is enough for most fire damage, for Earle you can use the Asbestos Linings torso mod if you have trouble. Same goes for Funky Duds - in armor I prefer having one or two pieces with +25 poison resist which is enough to slow down poison damage to outheal it, also the Union power armor makes this legendary perk fully obsolete. But I have to admit that I use most of my legendary perk slots for Legendary Special cards and they are clearly S tier for me. As I don't use mule characters and have everything on one character I need my carry weight and other quality of life perks and the extra special points give me this freedom to have them in addition to a full damage build.
Ok we get it, you use different perk cards.
I have arms set to Optimized Bracers for my PAs, plus I huff Canned Coffee, Nuka Cola, and Nuka Candy, so there's no need for power sprinter.
Technically swapping to ammo factory costs 2 coins as you'll most likely put whichever perk you swapped out back
I would argue that while taking one for the team is powerful, the fact that it requires a teammate means it is a+ tier since if you solo or your team mates leave for some reason it's useless
I have max rank Electric Absorbtion. I sometimes still die when the imposter sheepsquatch hits me with that nasty laser beam when I really need the perk to work the most. I have been thinking about swapping it out for more special points
Yeah 20% is pretty low, I would swap it out.
Master Infiltrator is the best perk in the game. IMO. Not having to do the stupid Lockpicking or Hacking mini games is glorious.
Edit: I have played 5,000+ hours of fallout 3/NV/4/76. I have done enough of those mini games in my lifetime. Lol
I also use speial no c. The other S tiers just aren't for me as I'm not stealth or aren't active often. Stuff dies so quick like you don't need 40% damage to something that hit you or to regen hp in power armor from one type of damage. You know what else replaces that. Killing the enemy before they hit you. You know what helps that. An extra TEN PERK POINTS and the associated cards
THIS! NOTHING BUT THIS! ALL DAY THIS!
@@danielschander6586 YASSS!!! THIS!!! ALL NIGHT LONG IN MOMMY'S D BED!!!!
I would personally put What Rads in the top tier. For my full health char every little sliver of rads is annoying me, with What Rads i dont have to look at the health for rads at all. And while it doesnt keep me from taking rads on the big events, it does lower the rads so that rad away doesnt have to be popped constantly.
What Rads+Ghoulish🤌🤌🤌
I use legendary perk cards which help me all the time...not situational ones. Especially since I solo in private 90 percent of the time. 4 four my 5 characters are unyielding. So I perfer to boost my special stats to max (15). In addition to low health boost from unyielding (30 plus total). Except Charisma and endurance (no boost from unyielding).
On my fifth is PA build and I use ammo factory.
This character make ammo for all my others.
I’m lvl 63 and I use infiltrator. It is amazing how much faster I can loot stuff and I’m not worried about Bobby pins. I just did a public event earlier tonight and I ran through an armory part of the building, and there were four ammo crates, and all of them were locked level one. I was able to unlock them all instantly instead of taking up to five seconds for each one so I could get back to the public event; absolutely undoubtably S tier in my book
Master Infiltrator is the only S tier perk! \o/
Great to grab as your first to open all those lv3 safes for weapon plans early on.
saves 6 levels on lock pick and hacker cards too
Should I level master infiltrator or keep it at level 1?
The problem as I see it with Follow Through and Taking One For The Team is that outside of events it doesn’t help that much. Yes, it’s nice extra damage and very powerful for when it is actually needed. But those situations are not enough - for me - to warrant a legendary slot
excellent point, I normally am in a team but by myself doing my thing unless its a daily op or an event/boss
Doesn't taking one for the team increase your own damage? I'd say the end game it's pretty much event, bosses, daily ops grind and then you log off for the day.
I have the opposite opinion, outside these circumstances nothing really matters given normal enemies don't provide any challenge. It's events and bosses where your build actually matters. You could have 0 legendary perks and still steam roll 90% of the game.
Agreed 100%. I used to run both but now only funky duds and legendary special cards.
@@wormwoodmain6677 True. But my point is that I’d rather optimise for the 90% and have some improvement on the 10% instead of the opposite
@@ted8993 I see your point, my playtime just happens to only consist of that 10%. On a new character with all 6 slots available I can see a far wider use of the other legendary perk cards which may have been something that was intended. The special legendary perk card aren't as useful due to the lack of cards; what's rads, survival shot, infiltrator, are more useful. 90% of the content is something I will probably not see again unless I do a new character. To be honest even with 4 Special legendary cards ran out of useful cards to slot in and started duping cards in endurance. There just isn't challenging content that pushes builds to their max potential.
I used to have Electric Absorption equiped 24/7, but now I only ever put it on if I do a nuke bunker due to how surprisingly uncommon energy damage is. Aside from robots and aliens there aren't alot of enemies that do energy damage which makes it quite rare to activate or keep you alive in most normal gameplay.
Super mutants,Blood Eagles, and Commies also pack energy weapons. So that's five very common enemy types that have energy damage. I wonder where you grind that you don't end up facing off against these enemies regularly.
@@romxxii Communist are in like one area of the entire game aside from daily ops, and super mutants and blood eagles primarily use ballistic weapons. They CAN use energy weapons, but most don't, or if they do, they only use the standard laser gun which has a super low rate of fire, while the larger and stronger enemies of those groups carry assault rifles or miniguns.
Edit: I just realized that you considered communist and aliens to be a "very common enemy type", which I'm sorry but just no unless you only play daily ops.
I get what your point, but from my perspective: Even when it triggers not very often, it's still helpful because you don't need to carry around any fusion cores at all. The one already in the power armor is already enough.
Survival shortcut is my number one go to. No need to carry stims and reduce weight
Your list is an universal list. No cookie cutter builds for this game, like the old WoW talent system. Least it's very simple and easy to use. Thank you for this video, Turtle.
for the perks that require a full set of armor it actually only needs to be 5 pieces, for my bloodied build I have a Secret Service chest piece with scout armor limbs and a scout mask for the fifth piece
5 pieces for normal armor. Power armor needs the full 6.
Follow Through is significantly stronger for a semi/auto sneak build and I wouldn't use for a regular sneak sniper build; Unless you're specifically hunting big boi mobs there are less niche cards to use the slot for
I choose my legendary special perks based on which perks I want in every build. This way I can change my build without thinking about those slots.
For me, the 3 required perks in every build are Traveling Pharmacy, Thru-Hiker and Good With Salt. So, STR, AGI, and LCK are required. That leaves me 3 perks to play around with.
Infiltrator doesn't just allow you to auto unlock, which only works at whatever level the card is compared to the tier of lock you are attempting, but it effectively gives you level 3 hacking AND lock picking with 1 card vs. SIX perk cards.
Tier C? I think not. That's an A tier card, for sure.
It's not saving the card space so much as saving the time to switch to them. Hence.. very very good, but overall 100% toss able.
It’s very situational card that take up an entire legendary slot
You’d be better off just spending the 6 perk points and equipping the cards when necessary.
I think the best first card to get is master infiltrator, you immediately free up 6 perk cards. The SPECIAL cards need to be ranked up and that takes time
Why would you have those 6 cards equipped full time at level 50 or even 100? In most cases it saves you NOTHING, because there is no reason to have any hacker / picker perks equipped except when hacking / picking.
@@sebwiers1 because I'm not swapping in 3 cards just to open a safe🤷🏻♂️.
@@matthewluttrell9413I’m not waisting a legendary to get 3 pre war money
I might be confused but I swore I could craft more .45 ammo with maxed Ammo Factory and Ammosmith before. I use lots of different ammo types but thought I got more than x54 at max.
Technically 108 with super duper but nah 54 is max for basic .45
@@PROJEKT_R3D super duper does not work this way. Say basic ammo craft is 10 and ypu gwt it to 30 with ammo factory + ammosmith and let's say super duper triggers. You would get 40 ammo not 60. It only doubles the base ammount
@@Klausiancliff89 I've literally tested it myself. I've gotten double.
@@PROJEKT_R3D i'll test it myself should be pretty easy
@@PROJEKT_R3D you are either trolling or can't do basic math. I made railway spikes . Basic ammount is 3 i can craft 13 with ammosmith and ammo factory. I crafted once and i got 13. I tried again and super duper triggered. I got 16 . If it was like you said i would have gotten 26.
@7:13 Uhm, Scorchbeast breath is fire. Explosions are affected by Fireproof and assume this card as well.
@9:56 Not all SPECIAL stats are equal Charisma is slightly weaker than the others as card sharing doesn't work (which you mentioned). Agility and Luck are the strongest. Intelligence is about midtier, but since you can use it to expand your XP gain even though you have 15 points in intelligence so it's the only one that matters if you equip it with a 15 intelligence.
@2:06
Rad Rumble pops, and Turtle continues on with the vid. Now that's dedication!
Seriously, though, great list. Pretty accurate.
I'd say Ammo Factory is fine where it is. Between Daily Ops and making a crafting alt character, for me it's F tier on my main and SSS Tier on alts.
In my humble opinion ammo factory is S-tier. Mainly cause i love heavy weapons. Particularly the .50 cal, gatling plasma, flamer, and gauss minigun. All of which chug ammo.
i think a good way they could change detonation contagion, is change it so it has a 50% chance to duplicate your explosion, but at 30% of the original damage (or some other amount)
Master infiltrator is A or S, it saves 6 normal cards and saves so much time.
Eh not necessarily. There is basically no reason to lock pick or hack anything other than a few select quests in which you can just swap cards really quick. I’d say it’s pretty much useless if you want a decent build.
@@horridfuture3835 Well yeah, if you're purely obsessed with numbers.
@@TattleDeltabruh the most you get out of a safe is like 3 pre war money and a silver watch
This perk its only good for leveling up if you created another character and have a 50+ in the bench. Just the first rank its enough to go nuts unlocking everything. Just remember once you reach 40 there is no need to use this crap again
Depends how you play the game. I couldn't function without being able to unlock everything. I'm usually farming certain items that many are behind some sort of lock. If I'd stop trying to buy every plan in the game as quick as possible and stop spending 30k+ caps a day I'd probably stop these farms and then I'd rate it lower but that's about all I do. My fun is collecting every possible plan and building bases.
Electric Absorption is in B tier category I am a full Power Armor user never had the need to use it because fusion core is easy to farm on nuclear power plants or daily ops or in the pitt and you can use vampire weapons for healing
no, Electric absorption deserve to be in s tier, is so much powerful not because it can recharge your fusión core(it is useful btw), with electric absorption as long there is energy damage you're gonna be immortal
@@routrucks6329 that is correct. And why farm fusion cores to use in PA when we can use those same cores for ammo? Nothing goes to waste using EA. Cores get used and reused, not used up and tossed. And any surplus can be sold. It's a great effect imo and very efficient. Oh...and the healing? Ha. First time I tested it I had it at rank 3. Decided to make trouble with an Assaultron. Not only did the silly thing charge the equipped fusion core from 5% to 100% in mere seconds it restored all my HP while doing it. Ha! Take THAT silly robot😅
I agree with this. It is a very good QOL redundant perk if you're already a decent player with proper know-how. But for novice players who are ranking up, this perk is amazing to me, and should be in A tier for sure. But, for the veteran PA player, I agree it's just a very good QOL perk to have because staying alive is piss easy with Vampire guns in PA and like you said, core farming becomes a joke.
@@jdh9676 yeah that's exactly what I do, thanks to EA I never ran out of cores for my PA and my gatling laser
I’m not sure why it’s S tier either. It’s limited to energy attacks which alone makes it non-S tier. Fusion cores are cheap and easy to obtain. Just carrying like 5 will last an entire afternoon of playing. Or for ammo? Is Gatling laser better than plasma? And playing full health with decent power armor does one ever die anyway? What are we fighting? Level 900 assaultrons?
Ammo factory is A tier especially if you are using prime receivers on your weapons as it saves on flux
Master infiltrator is also A tier unless you really like spending time hacking terminals and picking locks
I love survival shortcut. It's underrated I use it to save stimpaks and it turns stimpaks into caps which I sell everyday. I treat it like nuka cola quantums too I consume one before getting into a pvp fight since it doesn't require me to take damage to use unlike stims.
If you are looking to get caps, the golf outfits are great for that and they are plentiful at Whitesprings. With unyielding and being on a team you can get 29 caps each for them. Often times I can hit near my cap limit just with the outfits.
I don't understand how people ever have an issue with stims. ALL of the events and quests in the game (or damn near close) reward you with them. I sell at least 200 regular stims a day to the NPC when he resets, have 50-100 in my vendor for others to buy, and I just use super stims instead. Which I also get an absurd amount of.
All of the exploding parks, the actual exploding ones require a buff. They really need a buff hack and slash which isn’t even exploding. One does better damage and it’s controllable but the exploding ones aren’t really worth using an end of all of them. The unarmed one should do more damage. It is also by the way affected by demo, expert and grenadier unlike hack and slash so there’s that but it still doesn’t do as much damage.
I Just reached level 50
I'd rather master infiltrator was just a set of normal perk cards, it's nothing 'legendary' to be able to auto open locks and terminals, it just bypasses the annoying minigames.
They could have it as individual perk cards, with subsequent higher tier lock/terminal cards unlocked at higher levels and removing all the lockpick/hacking perks we already have to choose from.
I would put Charisma under-F tier. Unlike F tier, which simply don't make a difference, Charisma Legendary perk is actively making your character worse because taking it reduces the biggest perk of Charisma. There is no reason of every taking that card in any circumstance. If you need more Charisma you should equip a different Legendary Special and reallocate those extra points to Charisma using a Punch Card Machine.
Swap in and out infiltration and ammo and usually use the special ones for boosted specials.
I know blood sacrifice is bad but if I'm running like a gamma gun low health build I'm clumsy and accidentally hit myself (probably cause it's two shot) so it kinda helps outweigh my bad screw ups
Only one I would bump up would be legendary intelligence for xp gain. With normal intelligence maxed and legendary intelligence maxed that's a minimum of 20 intelligence for more xp gain.
Fusion core charging is definitely important to me. If I'm running low, I go out of my way to run into robots or keep enemies with energy weapons alive until I'm charged. I've only got it to rank 2 though.
Build Progress Ramble:
Legendary Perk Card
4* Intelligence
2* Ammosmith (unequipped)
4* Luck
3* Taking one for the Team
2* Electric Absorption
1* Agility
1* Infiltrator Perfect once I realized it replaces 6 perk cards. I want it permanent like in older games. I the locks are easy.
Could have more, but I like having two sets of rank 1s and 3s for commando, heavy gunner, shotgunner, and ability to make it an explosive build with nuka launcher.
Just started late last season 😅 and need to slow it down. Got the Nuka Launcher and got drunk on power and excavator with weight reduction legendaries for all categories.
Girlfriend may be right. I need to get some space from it. Wait until next season.
I have a pretty lazy build, full health. What rads is a biggie for me. I don’t care about inflator, because there’s rarely rarely anything good behind a lock.
This us a great idea tbh mate.
Would love to see more teir lists.
Maybe each weapon or armour category.
Just an idea 😅
Pretty much. It's worth noting that one star Master Infiltrator allows you to throw away all of your hacking and lockpicking perk cards.
Thanks for clarifying the charisma-bug, I was of the opinion that the 5 points themselves don't add to the charisma-stat, but that wasn't what's wrong with the perk card.
I've wiped out entire groups of mole miners/scorched with Far Flung Procs on my plasma caster. I don't know for sure if it benefits from the grenadier and demolition perk I run on my build but thought the damage and size of the proc was rather big.
I agree with all of these, but as a full health build I always have What Rads maxed, along with Ghoulish maxed. Having the ability to take radiation damage from enemies (primarily glowing ones and charred ferals) instantly restore some health, and remove rads fairly fast is too good to pass for me. That being said though, utterly useless for bloodied, so I get your rank for it. Great video as always! :)
I think the legendary drug one should be giving you that crazy one that you get in the raider quest line I believe? The one that gives you crazy resistance and damage bonus
I thought this exact same thing when I first came across that quest. It's the one where you go "undercover" as a slave in the raider quest line. AS SOON as I saw the chems, I thought that those perk cards should make those, or something similar.
You have helped me so much with videos like this thanks bro 🙏🏻
If you run automelee power armor, ap reduction for sprint can be A+ if you also like jetpacking. As an extra layer, after ap drain reduction in your arm mods.
power sprinter doesn't affect jetpacking or jumping
Good job on the videos recently Angry Turtle, im a new player that just dove into the fallout 76 community and your videos have been pretty informative and answer the question I may have thanks!
Much appreciated!
I go around a sneaky rifle build so outside of follow through, I have all special stat legendaries I can get besidess charisma, they're s tier to me for giving a lot of handy extra damage or utility perk cards.
Master infiltrator belongs at least in the same league as the s.p.e.c.i.a.l. cards. It saves you SIX perk cards by removing the need to have the lockpick/hacking perks with no perk point investment
The auto pick/hack is just the cherry on top. The only thing keeping it out of S tier imo is the fact that the loot from chests and doors isn't usually great. Though sometimes like the weapon shop it's definitely worth it.
It doesnt save anything. It takes 10 seconds to switch your perk cards to include lockpick or hacker and 99% of times you get crappy stuff anyway. Also how often do u find locked stuff? Z tier for me .
@@Klausiancliff89dude on god, people really think a crap card is that good 😂 nothing in this game is worth running this card or the lock pick cards
Waited legendary perk
The sprinting legendary perk also works with slower drain when using an automated melee weapon like the auto axe
I have 2 characters. One rifle and one heavy. They both have all legendary stat boosting cards besides follow through on the rifleman and taking one for the team on my heavy. Best way to play without going into niche scenarios
Why did you make it two different toons then lol
Don't forget the other thing keeping sizzling style in a lower tier: it is completely supplanted by a single armor mod (asbestos). Unlike Funky Duds, which needs at least two legendary rolls (+25PR) or thousands of stamps to grind out the Union PA set.
One nice use of Master Infiltrator is spamming Nukes, it makes nuke runs just so much quicker when you can hack your way past 80% of the silo, I agree on quality of life but its definitly the best one of of that subset I would switch its position with ammo factory. Yes ammo factory is generally more useful, but if you aren't running the most ressource hungry ranged weapons it isn't a concern - still a good way to earn caps even as a meleebuild by farming and selling rounds. Electric Absorption is kinda meh, fusion cores arent a concern in PA and basically laser immunity is nice in robot heavy areas, especially when the assaultrons are just spamming their ranged attacks but it can be easily trumped with good armor or if necessary a troubleshooter suit.
Also, lumping all the legendary stat perks together now begs the question - how do you rate them vs. each other? I'm aware that some builds need them more then others but from a generalists point of view it would also be interesting which to max first.
Or just use the no nuke silo doors mod and walk right into the main room.
@@MrSnivvel Then just duplicate stuff if you wanna cheat anyway.
@@TheBouregard Using a mod isn't cheating because it's not interfering with the servers or other players. Mods for FO76 only change how the game is rendered on my screen.
@@MrSnivvel I do believe you just won the award for most untrue comment i've seen in this comment section.
@@danielschander6586 Whatever, don't care.
Master Infiltrator at rank 0 allows me to pick any lock and hack any terminal, freeing up 6 normal perk cards, which is a huge bonus.
ONCE AGAIN..... it saves you the time and hassle of having to stop and swap the cards out to do the pick/hack. Overall, Master Infiltrator is 100% a QoL perk for saving TIME not card spots. It makes all playing faster, and is essential to none.
Waisted legendary
@@atleastimtrying5391 It’s not a waste when speed launching nukes. 😉
Yeah I would choose cycle buff but if you don’t have the ability to acquire psychobuff, there is one upside to that Kim one it is you can get to the point where you’ll generate enough of them and two it doesn’t cause O addiction if you take them to cook quickly or too closely together and you can supplement it by using whatever cycle buffs you get and then when you run out you got that but you’re right, I never use it
I think you’re on it right now
@@markvalencia6185 I think you’re a troll
@@markvalencia6185 a muted troll
Power armor still need swat, rats, turtle you still take damage rats build up and it’s really useful. If you’re doing radiation rumble going down in the tunnels in power armor.
Hey turtle i was wondering if you could try making a build that can use all weapon types effectively? Just as a fun build to showcase and put a theme behind like jack of all trades character.
Clearly not how the game works...
@@spacequack5470 that sounds like a challenge, good sir
I love *What Rads?* I have a mutated monk build, so unarmed. Can’t use power armor. I use ghoulish, so I never need to heal around any sort of radiation. I have all mutations, so no need for starched genes for regular play. And on nuke zones- ghoulish + secret service armor + starched genes and pharmacist allow me to walk around normal.
Your list is solid
The only one I think is out of place is What About Rads?. The reason is its resistance & heals rads over time. If you don't use pa it's probably the first thing to get with healing factor serum as medical issues become a non-issue for the most part. Survival Shortcuts is still my first legendary at 75 but What About Rads? is very, very powerful with healing factor serum. I think you've undervalue it slightly, but even then I only move it up from B to the worse -A just below where you placed Legendary Charisma. I think its slightly better then Funky Duds cause you get constant use out of What About Rads?. Walking or swimming in water, eating, drinking, rad barrels, rad storms, being hit by enemies. What About Rads? is constantly useful.
Hack and Slash pairing with chainsaw or auto axe is amazing
What Rads is actually really great paired with PA. I run it and basically never take any radiation damage. And any I do take is immediately erased. Saves from needing to carry any radaway
I think blood sacrifice was made for noob teammates. I mean, they can help to us at least through dying :D
Can we please get rid of having to use coins to swap cards? It just discourages using different legendary cards for different builds
And allow our loadouts to swap our legendary also
I'm currently running a no power Armour build and am not using bloodied. With two handed melee weapons and max demolition expert on top. I only have 3 legendary perk slots atm, and am rocking 3 explosion ones (collateral dmg, explosion contagion, and the vats hit one with the death law on it.) I'm legally blind from all the blasts, but man do I clear a room fast.
Taking one for the team should go on every build unless you’re solo. Follow through should go on every stealth build. Literally better than a full set of damage cards.
We need a Mutation-boosting Legendary perk; imagine Herbivore builds not having to rely on Live & Love 3 to get the best boosts, or Marsupials needing mutated teammates to get the full jump height.
Bro, I need my full jump potential met.
I live this idea but it would still not be worth it vs charisma special.
I love your attempt to be unbiased with master infiltrator, I think C is fair considering how bad the other perks are I think it should work for hacking as well tbh.
Interestingly ‘what rads’ combined with armours that have the highest rad resistance allow you to survive pretty well in a blast zone without power armour or a hazmat suit
☢ NUKE ZONE on Shrooms, No Hazmat, No PA, Can You Survive? - Turtle's Lab - Fallout 76
th-cam.com/video/JFbPGPLoIg0/w-d-xo.html
I'd say ammo factory is a s tier, since it stacks with ammosmith. So with super duper, you can make a whole lot of ammo pretty quickly, if you have at least a couple hundred lead scrap.
My main has rank one infiltrator (at least temporarily until last perk card would be leveled), hack and slash and then +perk cards - melee character :)
I am using What Rads with power armor in order to sell all the Radways... I use a lot Nuka Grape or Brahmin Milk to heal rads becayse I am not using Starched Genes to make room to other Luck Perk cards that I think are more useful
Good morning fallout
I’m going with Taking one for the team when I can, I love playing with my friends so it will be nice to know I’m doing way more damage because they’re around😂👍🏿nice video🎉
My tier list was base on wen you may need them but as usual your spot on
Just have ammo factory on a mule, I'm not using Pay to Win aka Fallout first, so I have all junk on a mule and this one as well.
Follow thougth and extra specials stats all the way !
Nice review. Saving so much time to have this good research report from Angry Turtle.
Turtle, I hope you see this and I’m sorry if you already addressed it. Damage has been reduced like shredder and auto axe, etc., but do you think it’s because enemies aren’t attacking? Maybe the perks that make enemies take more damage when they attack us aren’t being triggered. Could Taking one for the team and tenderizer just not be activating? Would this explain the damage decrease?
Sorry other video ended before comment was finished and posted here
Thanks Turtle! I bowed out of the game for a bit, good to have current guides running.
I felt like I was dying more often from fire damage than poison, so I swapped funky duds for sizzling style.
Would ricochet proc with the explosive radius to enemies or is it only for range?
Does the legendary weapon effect of bonus damage % whilst aiming work in V.A.T.S, anyone know?
" what rads" legendary card is perfect,never loose the mutation, you don't need any aid for radiation,just need a good armor build for health
So, hack and slash: My melee build has extreme ap refresh. combined with hard lemonade I can stay on earl with chainsaw or autoaxe almost indefinately (i switch to the other when one breeaks so im usually only stopping for repairs after two break) How beneficial would maxed H&S be in that scenario?
Super good. Could probably get under a min melee runs
I’d put Ammo Factory in A tier just because it costs perk points to keep taking it off for combat often making it not worth it unless you’re someone who plays the game just to keep leveling up constantly but that’s not most players and definitely not me.
And while yes you can just choose not to use it and get ammo via other means, it makes it so much objectively better (crafting is way superior to looting for ammo) that I find many builds but particularly heavy or commando ones just can’t afford to not have this card constantly equipped. Only if you’re the super trader type with a network could you afford not to depend on this I feel.
Anyway I get not putting it in S tier but it’s definitely far more needed and useful than B tier.
Same with What Rads imo. Even if you use power armor full health, as I do, I STILL find this perk so incredibly important for even more rad resist and not having to rely on any chems or radaway (constantly taking thirst and food down too) anymore to deal with radiation.
And while it’s useless for bloody builds I think it’s still far too strong and useful for full health builds to leave in B tier.
Other than those two I agree on every other placement.
Well one more thing…while your S tier list certainly belongs at least in A, I think you just proved there IS NO S TIER in the game…because all the ones in your list are really A tier because they are situationally OP only.
There’s not a SINGLE legendary perk that is so OP it’s almost mandatory for all of most builds in game, which is what S tier should be. M
Follow through is only good for stealth builds no one else. Taking one for the team is only OP in teams but if you play solo or do both as I do you won’t find it near as useful or at all.
And energy absorption I believe only works in power armor correct? If not, then yes that’s the ONLY perk literally I could see belonging in S tier, otherwise it’s just another powerful perk for specific play style or build, which is A tier.
I don’t think there are any S tier perks.
I'm bloody and swap in taking one for the team for boss fights. Otherwise I run with Funky Duds because there's so much poison with mutated events and daily ops.
We need new Legendary Perks!
I would think Master Infiltrator would rank higher because it allows you to free up 6 normal SPECIAL card slots.
Taking one for the team works when you're alone in a team, sadly it takes a while to apply debuff after getting hit and and everything usually is dead before except bosses, useless perk sadly with the exception of world bosses so ask the question do you want quality of life/better perks equal to 5 perk card points all the time or a perk that is only for world bosses, not S tier for me. Follow through is nice except anything strong like a world boss you wont get a sneak attack most likely against everyone else there and everything else in the wild will most likely already die just as fast without it. Get specials all the way, if you're a power armor build maybe reboot, and melee hack n slash, I just feel getting specials and stacking up as many perk cards in all specials, especially weight reduction perks, will increase your quality of life and give you extremely strong builds that outweigh the legendary cards. Each legendary card needs to be better then potentially what 5 perk card points can give you which majority of the time with the exception of maybe one card and rest special cards in my opinion.
does Eletric absorbsion work if u not in power amor ?
Does the lock pick/ computer hack legendary cards replace the need for the normal Intelligence lock pick and hacking cards? or do you need those active with it? If it replaces them I could see that one being useful because it would free up 6 intel points.
That's the point of the card, so that you don't have to have the normal ones equipped. BUT, this doesn't have to be done, you can just take a second to swap to the pick/hack normal cards, do the deed, and switch back to your normal cards.
It saves you TIME of switching cards in and out, not the card slots themselves.
Master Infiltration should be at least a B. It's a great perk for silos and quality of life.