If you use Power Armor, is worth it. Watching an enemy shit their pants while trying to shoot an incoming steel wall right before being bonked to oblivion is priceless
@@Nimbus3000 for melee isnt good either, blitz is a lot better insta teleporting to bonk enemies plus dont affect rooted, moving targent is just for meme pain train builds
Critical Banker plus Four-Leaf Clover gives a player an incredible amount of ongoing crits. Sometimes, just _using_ a crit will proc another one for you.
I find Grim Reaper's Sprint level 3 gives me more than enough crits. I do take one point of Four Leaf Clover on pistol builds because it pairs well with the Deliverer.
You know what is underrated? Ghoulish. I play on survival mode and at level 200+ have only used 7 stimpacks. Life Giver 3 plus the magazine from the Boston Mayoral Shelter and rank 4 Ghoulish (level 48, I think), means your health bar always resets to max on its own. Rad storms actually heal you. Far Harbor and its ambient radiation from the Fog become your ally. Low on health? Stand near a barrel of radioactive waste.
Rifleman is my favorite weapon perk because it affects both rifles and shotguns. Two guns for one perk. Rifle is good for range and shotgun is good for up close.
Better if you are more of a sniper build. Really depends on your style and weapon choice, but since most weapons aren't fixed semi-auto or auto, we can say the same for Commando. Sidenote, automatic weapons use less AP if you like to use VATS and ultimately deal more dps in the long run if you have trigger discipline because automatic weapons all essentially have a hair trigger and are more spammable. Sorry hunting/gauss rifle users. For example, I've gone both ways with Overseer's Guardian and Kiloton Radium Rifle and Commando was the superior choice. Where the game really shines is stacking one of these with another perk. Like an explosive automatic combat shotgun with Commando/Demolition Expert. Everything dies, including yourself if you engage at too close of a distance. Side Sidenote, taking Rifleman on this new playthrough though to maximize the Chinese Grenade Launcher because it's fixed semi-auto 😅
Commando perk affect rifles, shotguns, pistols, machine guns. Stick a scope onto Overseer Guardian with powerful automatic receiver and it will work as a sniper rifle.
@@jayedson3408 depends what weapon mods you equip depends on Vats usage. for max VATS usage, light reciever, short light barrel, short stock, quick med eject mag, Reflex sight, no barrel mod. A rifle with that set-up would output more damage than using a piercing auto receiver.
As a survival enthusiast, i think one of the most under appreciated perks has to be aqua boy/girl. Having the ability to escape or travel via water while taking no rads is just SO convenient
It sounds like something I'd have to exit my power armor to make use of... I don't even know what color my character's skin is. I'm always in Power Armor... 😁J/K I exit to use my charisma bonus clothes when buying / selling... which is what this whole game is for me, I'm a settlement building water baron who occasionally has to fight things...
Agree. Aquaboy is always one of my early perk grabs. Also, on a straight line, swimming is faster than my normal jog or even walking while over encumbered.
Concentrated Fire with a crippling gun (Eddie's Peace, for instance), adding Gunslinger, VATS costs reduction in power armor and armor, etc. you can pretty much destroy limbs and toy around with enemies, even more powerful than you (nothing like putting a Deathclaw at your mercy with his legs destroyed before you).
Rooted is probably the better choice, but both are useless when you can get ballistic weave without committing to the RR and get more DR from just under armor clothing. Plus DR falls off at higher level, % based perks and armor are better.
If you use Power Armor, is worth it. Watching an enemy shit their pants while trying to shoot an incoming steel wall right before being bonked to oblivion is priceless
only useful to a low perception, gunslinger build capitalizing on Min AP cost weapons. basically you can sprint in close and spam a VATs friendly weapon. Can be pretty effective
I think chemist is a good perk I don't play on survival but I feel like having chems last 3 times as long is very useful since their effects stack and can be pretty darn good plus they last real time. Jet fuel especially works well with it for a huge AP regen boost
Definetly, paired with BioCommMesh - especially if you're playing an Intelligence build, Berry Mentats will last for 36 minutes, which is half a Fallout day. Let's say you take them between 6PM and 6 AM and are using Night Person, +8 Intelligence is pretty solid.
Every video about best perks has Lone Wanderer on the list and they always explain how Dogmeat works with it. If you are like me, you don't pay enough attention to the explanations on those perks you think you already have a handle on.
@@edmartin875the perk is already powerful even without dogmeat, but it's nice of the devs to let us have our good boy with us without any extra condition.
Originally, dog meat was not supposed to be a companion, he was just an npc that followed you and your chosen companion around. Bethesda scrapped that idea in the final release of the game, but never changed the code to classify dogmeat as a true companion.
I finally got a legendary explosive combat rifle and that does just fine without being automatic. I have a fast trigger finger and it goes thru ammo like a hot knife thru butter.
Agree with this. Once you get gun perks high enough, ive never really had many problems killing anything , so I dont see the point in critical damage or other perks that help in combat. I suppose if you want to use lesser modded guns for more of a challenge, than the uploader has more of a point, but when you get good guns and upgrade them, everything is swiss cheese.
@@chocolatetownforever7537once you get past level 80-85 enemies start getting really tanky, my explosive combat shotgun takes multiple shots for raiders and i have rifleman maxxed demo expert maxxed
Love lone wanderer and how Dogmeat does not affect it… only downside is companions are such a PITA when they open doors and get in the way when you are trying to open things and go through doors…
Yeah, just take Lone Wanderer and only use Dogmeat until you get fed up with him aggroing off screen enemies, finding things in settlment containers where you purposely left them, and barking at walls. I only use him to transfer buttloads of water to vendors. The fetch mechanic is still broken so he can carry an unlimited amount when needed.
Roger the PITA. I often park my Companions just to keep them out of my way. Their primary purpose is to be my pack mules although I sometime use them as a distraction to draw the enemy into my sights.
When Idiot Savant triggers at the end of a quest you can get massive XP, I had it trigger for the final quest of the main story and got 9000XP (4 levels )
Lone wanderer has always been my favorite I literally haven't played the game with companions unless required for a mission. I just run with dogmeat . It really helps tremendously in early game usually I start 1st perk I pick is idiot savant the the next 3 are lone wanderer . And it makes the start so much easier and you can still build your character any way you want after that it's only the first 4 levels which go by pretty fast.
its only 15% damage reduction and requires 2 special points. enemies at the beginning, weapon damage is something like 13. if your armour rating is equal to an enemies weapon damage thats 50% damage reduction. Grab the army helmet in sanctuary and a full set of raider armour, you got 30 Damage resistance. Upgrade the armour (its super cheap for materials) and being raider you'll find plenty of it with the top tier protection. Even better, you can take mods off standard armours, and place them onto the sturdy and heavy variants when you find them. no need for armourer now either and save another 2 special points in STR to spend elsewhere. waaay better than lonewanderer. Stop picking up junk (except ciggarettes and pre war money) , craft chems, and obtain perks to find more caps, and buy/sell improvements, and just buy shipments of materials that you need/want.
This is a very VATS focussed build. Surely nice for everyone who uses VATS constantly, but it is mostly useless for people playing mainly without VATS.
Aiming is much easier on PC. I play on Xbox and trying to move a couple joysticks with my thumbs to aim is a challenge in and of itself. Besides, I'm a natural born Clutz anyway.
The strongback perk has changed for me for some reason. The first two points are the same but the most useful one being able to fast travel while over encumbered is no longer there. It says something about not taking damage while over encumbered
@@SuperbTube Or buy a hazmat suit at Fallon's Basement in Diamond City. However a lot of this was made a moot point because of the update. We can now build decontamination arches in a settlement that instantly removes all rad damage.
@@chadharger9323 We have had that capability for years. To get to that point was kinda convoluted but I was using them in Sanctuary for several years before the update.
For your list, I would put Idiot Savant as #1 since you don't have to worry about it. Just do all the stuff you would do normally and wait for it to trigger. For myself, I don't like to run without Chemist and Chem Resistant. You can make your own chems, they last longer, AND no addiction? Sign me up!
Grim Sprint...at level 3 it refills your crit meter every 3 kills. Don't need to invest in Four Leaf Clover. Invest in critical banker, more crit dam, concentrated fire, ninja and sneak, and you'll be unstoppable at level 50.
Two that made me unstoppable in my last play through were the demolition perk and adamantium skeleton. I used the explosive shotgun and was just cleaning house
Nerdrage is way too situational for me. I tend to not let my HP go below 20%. So I'd like to take up Lifegiver instead. Early to get and level 3 gives heal over time. Also Aquaboy/girl is one heck of a good convinience perk. Nuclear Physicist is so, so for me. It's increafible good for a Powerarmor run, but everything else... meh. Radiation damage isn't all that good, when compared to explosive damage. So unless I decide to go full brotherhood, I take Demolition Man before this. That doesn't mean I won't take the perl at all, but there are better ones for my playstyle. Sharpshooting, gunslinging and settlement building. And don't forget Action Boy/Girl. More AP is always good.
you can invest just one point in nerd rage as the following levels of the perk comes really late. Sometimes you can be caught off guard by a random enemy's damage so nerd rage is a good way to prevent you from being bursted down in survival.
Nice list ... Although, personally, the only 1 perk I can justify over more SPECIAL stat increases is Armorer. I'll grab others once there's no more stats to upgrade.
Moving target only works if you are using the sprint button . I tend to skip it. The perk blitz for a mele vats build is insane, especially at max rank and a weapon with reduced ap cost . ( there is a baseball bat you can get from Arturo I think on your 1st trip to diamond city that has this)
Blitz pairs well with Rooted, as the game sees you as stationary. You teleport to the enemy and attack. Toss Ninja on top of that & being the stabby merc-type becomes a breeze.
I’m sorry but I have to disagree with Moving Target as Sentinel armor effect can negate almost all damage when standing still . Better perks available IMHO
INTIMIDATION allows you to point at an enemy and command him to fight WITH YOU or to have him turn against his OWN people, which is about the same thing. Nonetheless, you can walk into a building and turn a bunch of baddies into allies and avoid a lot of the fight.
Strong Back is even better than that. The game doesn't tell you, but if you have all five ranks and play on survival mode, you will no longer take leg damage when over your weight limit. Max rank of Lone Wanderer pairs well with the max rank of Attack Dog, adding an additional 10% damage reduction. Get the Pack Alpha perk on top of those & any damage you take is automatically reduced by 65% before damage resistance from armor & perks are applied. Top that off with yao guai ribs or Med-X and you cap the damage reduction at 85%. Taking 30 damage instead of 200 makes you incredibly difficult to injure. For VATS users, Penetrator is invaluable. The player can target the right arm on a suicider regardless of which way his body is oriented. The same goes for power armor users & sentry bots. The fusion core is always a viable target & therefore vulnerable to a crit.
When you are in survival mode, the display changes to note what you just said, on the specials screen. I don't play on survival usually, but after doing it one time, now on all my playthroughs, it displays the survival version, even when I'm playing on Very Hard.
I prefer to kill the suicider before he triggers the mini-nuke. I can then loot it. I am presently playing on Very Hard Difficulty so if I'm carrying a fatman, I want ammo for it.
I love being a cannibal in survival. Takes longer for you to get actually hungry. And unless you're doing a pacifist playthrough, you get a ton of food around you. And you can better avoid irradiated foods since you don't take radiation damage from consuming humans, ghouls, or super mutants. And each meal refills your health bar at a decent amount by the 3rd tier. Just in case you don't want to build up your Lead Belly, or over encumber yourself with carrying around food.
Life Giver 3 in combination with the Astoundingly Awesome Tales magazine from the Boston Mayoral Shelter means you'll rarely need a use items to heal between fights.
@@Mr._Anderpson In almost 9 years of playing FO 4 I have never selected Life Giver, perhaps I should give it a try. Especially since the Magazine by itself is a bummer.
@@edmartin875 Definitely pays off for me, especially when combined with Ghoulish 4 and the Solar-Powered perks. The magazine is very easy to get early in the game. I became hooked on playing on survival, so maximizing damage reduction & healing are concerns.
Atom's Judgement + PA build with lone wanderer + nuclear physicist + pain train is always my go-to, taking down the courser with 3-4 hits on very hard is funny as hell considering Virgil just said a few minutes before that the chances were not with me.
I run Idiot Savant on a max INT build. I skipped level 14 entirely because it procked on a main quest event. Even at 11 INT base, it still goes off quite regularly.
I play survival and Demolitionist perk makes the mode a cake walk, everything dies within 2-3 frags which arent even the most powerful of the grenades. And you can use the duplication exploit as soon as sanctuary to get started early on that build. Also Ghoulish is very strong on survival too but a heavy investment is required in endurance is the main draw back.
I would put chemist on my list, as drugs, especially combined drugs like psychojet or bufftats are very strong, and greater duration means your super powers last much longer.
IMO, Idiot Savant is #1 by far. Lore Wanderer #2. Gun Nut is an awesome perk at low levels (and is good at high levels too)...get a combat rifle and keep upgrading as you level up...who needs legendries? Level 1 aqua boy is very handy...use the waterways to move about (especially good in Far Harbor)...get the magazine to make you swim 25% faster in water. Stealth is almost mandatory to avoid dying to traps
Its interesting how others view the game. Where you consider locksmith and hacker essential, I consider them useless. I played with both in F3 and thought I cant give them up as well, but in F4 here, I vent for different builds and was just fine. Its also interesting to see how you look at lone wanderer. It might look like pure upsides, but once you consider the downsides, the perk might even be underpowered. With 1 charisma, you can still have companion for free. Consider paladin dense with his permanent power armour and his extra fire power. You are gonna save so many bullets and stimpacs having a good companion around. When you consider this, you really go for lone vanderer only if you like being alone, but that doesnt make you powerfull. Dont belive me? Try 10 int, 8 charisma build. Finish automatron and rebuild codsworth into sentrybot with 2 infinite ammunition gatling lasers, 500 carry weight, huge health and 2 back mounted nuclear launchers that cant harm you thanks to inspirational. Alternatively you can go 10 int, 1 charisma if you dont plan on using nuclear launchers and want smaller robot instead of sentribot to allow him to go with you indoors. But still... 2 gatling guns with infinite ammunition. The robot´s damage, health and ammo efficiency can outperform player character.
So you want your companion to do everything for you and don’t want any loot or quests because you are missing out on every Termin and locked door? Sounds boring as hell
Im finishing my 2nd playthrough running a bit of a gunslinger/melee build with chemist and Chem resistant. My character has transformed into a psudo Bane. Psycho buff on top of mysterious serum witth some level of big leagues and iron fist is pretty fun, especially when I whack off a robot's arm with a deathclaw gauntlet or my heavy sledge hammer.
If you like the heavy sledgehammer get the nukaworld DLC to make normal bats rocket powered or farharbour for atom’s judgement super sledge for a cool look and heaps of rad damage too
Set up idiot savant with no intelligence, quick save in your texts promt, complete mission, reload and repeat till you hit your savant bonus. You can hit level 20 in a few hours of game play.
Nerd rage is definitely not worth the investment to be so situational. If the goal is to run to the center of a room and shoot, i can see how one would think this is useful. The goal should be to not take damage if you have high Int. So maybe you've made some weird melee Int build where this would be useful, but if you're doing a melee build, you're better off dumping points into the indurance tree. I just can't think of any situations where Nerd Rage is in any way useful unless you're playing like this is your first experience with a shooter.
Interesting point. I think it’s a perk that’s worth it if you have already high intelligence, as wasting perk points to build up your intelligence just to solely get this perk is a waste of levels. But I would argue that the perk is definitely useful. Having a perk that essentially auto-deploys jet and a superior psycho, if you’re in a sticky situation, is never useless. It’s certainly worth getting if it’s available to your character easily, but not worth building up to.
@@SuperbTube Exactly, or for a low Int character just get a piece of Martyr's armor if you like the slow time. You don't get the dmg boost, but you get the free jet effect. I'm too lazy and don't want to allocate a hotkey to a useless weapon, but you can also get a weapon with Resolute and leave it with one round chambered. Whenever you switch to it you will slow time for the full duration of the effect, just switch back to your primary weapon and go to town.
One way to abuse Nerd Rage; let your character get 75-80% rad damage. NR will always proc. Just make sure to have a good defense equipment and perks. I recommend toughness, refractor, and maybe even adamantium skeleton.
as a survival player, i wonder if i can use the strong back perk to fast travel to the institute while encumbered? (since fast traveling isn’t really a thing in survival other than for the institute)
No it really sucks when you get over encumbered but still have a lot of a mission left you just go so slow and breath heavy so annoying but ya adding carry weight is never useless
@@toddparker514 With Power Armor you almost have to try to get yourself over encumbered. If you dont use power armor for whatever reason, Strong Back might be a thing if you go into missions with a ton of stuff.
@@toddparker514 Sometimes I feel I have loot stashed in every workstation I find outside my settlements. I don't actually, but I do not hesitate to use one when needed.
@@Silly2smart Roger that. I had to cut back on the guns I like to carry just to be able to pick up loot. I hate leaving loot behind, even the stuff I sell for only a couple caps. It's a waste of carry weight, I know. But I'm a natural hoarder.
Rooted is a better perk than most mentioned here...and nerd rage can be simulated with martyr gear and/or psyhcojet but it's only 25 % damage and you don't need int 10
I have never used VATS in a Fallout game. It's so much easier to just unload ammo into an enemy because you don't have to wait for the stupid animation to get finished. Not to mention it's almost useless unless you have gear and perks put towards it and there's so many perks that make it irrelevant and unnecessary.
i halted on the main storyline currently on the cursor chip decoding cause i even though i have decent armor i still feel less powerful with the heated super sledge being able to deal good damage to high health enemies. pretty much my only thing about the perk system compared to last gen is that the special stats are also part of the chart. kind of dislike that there's so many ranks to each perk some of them are kind of a obvious rip off like having to get the sprint when overweight before you can get the fast travel should of had magazines that let you assign more of them i had gotten the season pass last week so that i could use the dlc as a way to level up more. going through a lot of the side quests in the commonwealth ive pretty ran out of them and things to do. I've been having to wait some time just for preston to give me a new quest since he's said to always have one
Did Bugthesda redo the perk system with the April update? I'm playing on very hard but the perk that allows you to fast travel when overencumbered is no longer available. In its place is the perk that prevents damage when overencumbered which is normally available when playing on survival. This has happened to me twice now.
Most of your choices are highly depending on what type of build you're running, and are so obvious that you'd have to be blind to skip them. Let me clarify! For any kind of VATS-build, Better Criticals, Critical Banker, Grim Reaper's Sprint and Four Leaf Clover are more or less MANDATORY! Not underrated! The same thing is true for Idiot Savant when you're running a low INT build. Next obvious choice, when using power armor... Nuclear Physicist! Moving on... Moving Target is great for a Run'n'Gun build, but the enemies will have a harder time to hit you in the first place, so it's more like an added bonus. For such builds, I'd much rather pick Scrounger. The times when you really need some extra damage reduction, is when you stop to aim. Rooted is a great perk for that. It's also a great perk for melee builds. And speaking of melee, you will definetly want to pick up Blitz (as long as you're using VATS). Now, for your more questionable choices. Strong Back and Bloody Mess. The perks are not bad, in that they make your character weaker. They just require a pretty high investment for very small returns. If you're around level 50-60, and your build is complete, then they're solid options. But, while leveling up, I wouldn't dream of picking any of them. Lone Wanderer is FANTASTIC! No arguments there! I'd also argue that Penetrator is fantastic. It requires a very high investment in the Perception tree, but the ability to hit the sweet spots on tough enemies like Sentry Bots, Power Armors and Mirelurks makes things so much easier. Being able to hit the fusion core means instakilling Sentry Bots, and forcing enemies in power armors to exit the armor. There's also the delayed explosion, and who doesn't like those.
@@ginonunes843 If you have high AP, and/or a weapon with very low AP-cost, you might not need constant replenishment from Grim Reaper's Sprint. If you're using a weapon with the Relentless effect on it, You will refill your AP every time you land a crit, thus making GRS completely redundant. GRS has a chance to refill when you kill an enemy, while Four Leaf Clover has a chance to fill the crit bar on each hit. As a sidenote, weapons with the Two Shot prefix can actually refill the crit bar twice, if both projectiles hit. There will always be exceptions to the rule, but for most VATS-heavy builds, you will want both these perks. AND... Better Critcals and Critical Banker.
moving target is completely useless after you get armored clothes recipe from PAM. third level of this perk was added for it to be even remotely useful. Until you max out endurance. four leaf clover is useless after you max out your luck, since your critical meter fills within 3 shots, trying to make it 2 or 1 is not worth spending perk points. nuclear physicist is useless, it can only save you some carry capacity, since you don't need to carry as much FC's with you. Using gattling laser as your primary weapon might justify having that perk though. Nerd rage is meh. It is just too situational. Better stick to perks that work all the time, like critical banker. Lone Wanderer is fine, but you might want getting companion perks first. Deacon, McCready, Hancock. Optionally Piper.
I've played Survival and didn't care for it. The challenges were ok but the tedium drove me up a wall. Which I found funny since I have no problem hiking from one end of the map to the other while over encumbered. Of course, the farther I hiked the heavier my load became, since I always fight and loot my way home.
Top 1 is the ability to walk on water without radiation effect. Top 2 Ignoring mines. Any damage boost apart from explosives or heavy weapons is unnecessary as the game is too easy, even on the hardest survival (playing with VATs).
I got a fair amount late into the game because I fucked up on my stats lol if you make that character a main you’ll get it eventually, I focused on gunslinger stuff for the beginning
I can think of 2 perks that you might want to add to a video cut to help you generate health without having to use stem packs or have to use a thief's right away there both in the endurance tree at end of is
The only part of the video I do not agree with is using Dogmeat, He constantly gets in the way so after my first playthrough I just leave him in Sanctuary
If you want insane damage with all ballistic based weapons check this out player.setav 357 15 or higher you will be one shot everything at that point. You want God tier Melee damage player.setav Strength 2,000,000 & check out the mod Blitz rank 3 which lets you teleport to the enemy no matter the range
Disagree with your REASONING on your very first one. Because, although, yes, we are moving during firefights, we are not sprinting during firefights. Or, I should say, the amount of time we are sprinting DURING a firefight is so minimal, this point would be better spent somewhere else.
wait, lone wanderer doesn't affect dogmeat?? how did i not know that?? i've been avoiding it since i love having dogmeat around and maxed out attack dog
In the first one you kinda shown you don't really know the game very well. Nobody using guns will be sprinting during a gun fight because you can't shoot while sprinting. That perk is specifically for closing the gap in a vat-less melee build.
Should I level up to 10 all the basic perks first? Just starting the game and not doing well. I can't even get Dogmeat to fetch the cryolater(sp) for me. He wont' go down into the vault.
No! I'm new to the game, too, and started thinking I needed to max out the categories first before moving to the abilities below. You'll quickly be underpowered. Get some of the damage dealing perks that match your play style and go from there. As a sniper, I like Ninja, Sneak, and Rifleman.
best starting build for a first playthrough is all 4's for your special. (use the special book on luck to make it 5) get idiot savant perk. find a weapon class you like, rifle, shotgun,pistols whatever and stick with it, swapping it out for more powerful weapons and armours as you find them. say you find an interesting looking weapon or costume, start a new character and distribute the special points to maximise that characters usefulness with that weapon or armour. A jack of all trades is a master of none.
Survior mode some perks don't work Then I need charisma of 13 even when have when max out cap collector I got charisma of 10 still need clothes to get best price Shipment of steel is 900 no matter how high it is I need run endurance of 10 why got hit in glowing sea with radscopion and died instantly I was at 5 endurance Love valtine cause he bullet sponge doesn't take posion damage This is why you not a sthy
1:16 - Rooted. Nuff said. You do not have to be constantly on the move. Sentinels armor also requires you to be STATIONARY in order to activate it's effect. The second you stop moving, you lose the resistences. 1:57 = We DON'T love to scrouge scrap and other Junk; Bethesda's whole encumberance system has ALWAYS been BULLSHIT because they REQUIRE you to do so. You can't build anything without picking up everything you see like some mutated hoover. : / Idiot Savant (other than the insanely insulting name to anyone that actually has Aspergers) is NOT that useful. Unless you really, REALLY like to save scum. It WOULD be useful, if it was just a straight multiplier that was always active (and a LOT bigger than Swift Learner : / ) but it's not. You have to mod that kind of effect in, and even then you have to deal with the dumbassed insanely loud sound effect whenever it procs. Which you ALSO have to mod out... There's also the point that unless it's a quest; most things you can proc the effect off of do NOT have a great base EXP to start with. So multiplying it by even 5 is not that helpful in the longrun if you look at the level requirements to get to higher levels. It needs A LOT of exp to even get to level 100. * Bloody Mess: Dude, you LITERALLY said you'd exclude the base weapon damage perks. Which give you 100% extra damage. Comparatively an extra 15% is NOT huge. It does help, to some extent but are we talking base damage, or all damage factors? If base damage, it's really not that great - and you have to deal with your loot container randomly bursting into blood sausage. (Not sure if that affects what you can find, but it's why I tended to avoid it) Four leaf clover wouldn't even be a thing if Bethesda hadn't decided to bork how crits worked in the first place... It's NOT an improvement. >.< *** I do not play gun builds generally; but Concentrated Fire is only useful to a point. Usually by the time you'd notice it's effect, the target's going to be dead anyway. If you really, REALLY suck at percentages in vats, maybe... but other than that, I don't think it beats other damage based perks. Nuclear Physicist really should NEVER be taken to rank 3. The "grenade" effect does NOT differentiate between hostile and friendlies. You will aggro people you don't want to be hostile if you take it. Other than that, if you're focused on Power Armor or like Energy Weapons in the LATE game, it's not a bad perk. First one I might almost actually agree with. If I played anything but Unarmed. Nerd Rage; Let me be Literally ALMOST DEAD - and THEN give me a power up that's NOT AT ALL guaranteed to SAVE MY ASS. Jesus Christ I never did understand why some people like this perk so damned much. It's very existence pisses me right off. Critcal Banker = Same as Four Leaf Clover. I'd rather rely on raw direct damage than some random bullshit chance I MIGHT do extra damage. Maybe. Once in a blue moon, thank you very much. Lone Wanderer - Literally the ONLY perk I will agree with you on. You take this; Pack Alpha, maybe a piece or three of Sentinels armor and you get almost 100% damage resistence while standing still. (BUT not enough damage resistence to actually make enemies run because they cannot damage you) It's basically the only perk you actually NEED.
Then add in the fact we can now get the Chinese Grenade Launcher with minimal effort, it makes Nuclear Physicist irrelevant unless you like PA or main a Kiloton rifle...or gamma gun variant but who mains a gamma gun lol
@@jayedson3408 problem with the gamma gun is that it deals radiation damage in a game where damned near everything (but humans - and that includes you) is all but immune, or actually immune to it. If it was like Pushy, or had some other cool effect that could get around said resistences, it might be more intriguing to use. But the ammo... dear god, it's too expensive. [Which is why I tend to go Charisma 12 on most builds]
Hi, I am not a regular viewer of your channel so please forgive me if you have already taken care of this, but please get a pop filter for your microphone and roll off the bass frequencies. I cannot listen to this video with airpods because of the bassy plosive sounds, and I’m sure other people have also clicked away for the same reason.
@@PmfSwavier I play melee most of the time so vats actually lets me one shot someone without them constantly blocking my attack. It's so annoying when a random raider can block a direct swing from the mighty Atom's Judgement with their 20 caps ass pool cue.
Dude, PLEASE get a pop shield for you microphone...
Місяць тому
So, here it is: Idiot Savant is for idiots in a hurry. It's a cheating perk that get you faster to the levels that soon or later you'll achieve. I use to like it, but replaying Fallout 3 I saw the Here and Now perk, which is another useless perk and notice the similarity with this one.
strong back isn't that good, on survival you can't fast travel anyway and seeing as dog meat doesn't effect lone wanderer you can use him as a pack horse
@@Hardbody_YoungKing situational I suppose, if you're doing a specific build like big guns and no power armour then it's definitely going to be more crucial and if anything you need it more on survival than any other mode because your carry weight is halved. I'm not saying it's bad but it's definitely not overpowered
Moving around while in a fire fight is NOT sprinting. You don't get the perk benefits just dodging about while shooting, only when running fast.
I was gonna say. The perk is actual dog water as it's only good use is for running away from a fight
If you use Power Armor, is worth it.
Watching an enemy shit their pants while trying to shoot an incoming steel wall right before being bonked to oblivion is priceless
Honestly, never used that perk cuz it kinda sucks 😅
@@mobius235 yeah I guess it could make sense for a melee build but for most it is not good.
@@Nimbus3000 for melee isnt good either, blitz is a lot better insta teleporting to bonk enemies plus dont affect rooted, moving targent is just for meme pain train builds
I played the game for 2500 hours and have never used a critical
That’s pretty insane!
@@SuperbTube
it isn't part of the tutorial so I didn't know about it at first.
In Fallout 3 and New Vegas they were automatic.
@@sammymartin7891
Bruh, at First. 😂😂😂
Same Here but i Had 250h before realizing it
Me either, completely useless when my guns go way over 100 and 200
So the glowing bar that fills up during vats is there just for funzies?
Critical Banker plus Four-Leaf Clover gives a player an incredible amount of ongoing crits. Sometimes, just _using_ a crit will proc another one for you.
Also using a weapon that instantly refills your ap after each critical, you’ll be playing as the ghoul.
Both of those together with Kellogg's pistol is ridiculous
@@Ps1guy618 oh, it sure is. And it's a beautiful thing at that.
I find Grim Reaper's Sprint level 3 gives me more than enough crits. I do take one point of Four Leaf Clover on pistol builds because it pairs well with the Deliverer.
You know what is underrated? Ghoulish. I play on survival mode and at level 200+ have only used 7 stimpacks. Life Giver 3 plus the magazine from the Boston Mayoral Shelter and rank 4 Ghoulish (level 48, I think), means your health bar always resets to max on its own.
Rad storms actually heal you. Far Harbor and its ambient radiation from the Fog become your ally. Low on health? Stand near a barrel of radioactive waste.
Ah, that's cool, strat. In my playthrough, I was cooking everything and collecting every single bottle I found.
@MrVeryfrost it's really good in survival imo, highly underrated people generally don't like going down endurance tree though.
@@jozsva8064 Their loss. Life Giver, Rad Resistant, Ghoulish, & Solar-Powered can turn you into something nearly unstoppable.
I discovered the joys of this perk a few years ago, and have used it in every playthrough ever since.
I'll need to up these perks before I start Far Harbor. *the more you know* 🌠
Rifleman is my favorite weapon perk because it affects both rifles and shotguns. Two guns for one perk. Rifle is good for range and shotgun is good for up close.
Better if you are more of a sniper build. Really depends on your style and weapon choice, but since most weapons aren't fixed semi-auto or auto, we can say the same for Commando.
Sidenote, automatic weapons use less AP if you like to use VATS and ultimately deal more dps in the long run if you have trigger discipline because automatic weapons all essentially have a hair trigger and are more spammable. Sorry hunting/gauss rifle users. For example, I've gone both ways with Overseer's Guardian and Kiloton Radium Rifle and Commando was the superior choice.
Where the game really shines is stacking one of these with another perk. Like an explosive automatic combat shotgun with Commando/Demolition Expert. Everything dies, including yourself if you engage at too close of a distance.
Side Sidenote, taking Rifleman on this new playthrough though to maximize the Chinese Grenade Launcher because it's fixed semi-auto 😅
Commando perk affect rifles, shotguns, pistols, machine guns. Stick a scope onto Overseer Guardian with powerful automatic receiver and it will work as a sniper rifle.
all best rifles can be automatic too, commando is the superior perk
@@jayedson3408 depends what weapon mods you equip depends on Vats usage.
for max VATS usage, light reciever, short light barrel, short stock, quick med eject mag, Reflex sight, no barrel mod.
A rifle with that set-up would output more damage than using a piercing auto receiver.
@@jayedson3408 Pair that with Sandman and Ninja and you're unstoppable.
Blitz + Ninja is the most overpowered combination in this game
It’s so funny how overpowered it is, you can sneak up on swan with a bat and take him down in one hit
As a survival enthusiast, i think one of the most under appreciated perks has to be aqua boy/girl. Having the ability to escape or travel via water while taking no rads is just SO convenient
Even when not playing survival, this perk is really usefull.
It sounds like something I'd have to exit my power armor to make use of... I don't even know what color my character's skin is. I'm always in Power Armor... 😁J/K I exit to use my charisma bonus clothes when buying / selling... which is what this whole game is for me, I'm a settlement building water baron who occasionally has to fight things...
Agree. Aquaboy is always one of my early perk grabs. Also, on a straight line, swimming is faster than my normal jog or even walking while over encumbered.
@@edmartin875 I think there is a Wasteland comic that improves swim speed also.
@@Tijuanabill there is, it gives you 25% bonus swimming speed and can also be found early into the game
As a survival only player I speak for all my hardcore buddies, Solar Powered is the best thing since sliced Mirelurk cakes.
Concentrated Fire with a crippling gun (Eddie's Peace, for instance), adding Gunslinger, VATS costs reduction in power armor and armor, etc. you can pretty much destroy limbs and toy around with enemies, even more powerful than you (nothing like putting a Deathclaw at your mercy with his legs destroyed before you).
Give them a minute or two and their legs regenerate. I was busy gloating & learned that one the hard way.
Not seeing the huge benefit of the moving target one. Don’t sprint a lot in fights.
Rooted is probably the better choice, but both are useless when you can get ballistic weave without committing to the RR and get more DR from just under armor clothing. Plus DR falls off at higher level, % based perks and armor are better.
If you use Power Armor, is worth it.
Watching an enemy shit their pants while trying to shoot an incoming steel wall right before being bonked to oblivion is priceless
only useful to a low perception, gunslinger build capitalizing on Min AP cost weapons.
basically you can sprint in close and spam a VATs friendly weapon.
Can be pretty effective
The 3rd tier is really good since it doubles your sprint duration, but other than that its kind of a waste
I think chemist is a good perk I don't play on survival but I feel like having chems last 3 times as long is very useful since their effects stack and can be pretty darn good plus they last real time. Jet fuel especially works well with it for a huge AP regen boost
Definetly, paired with BioCommMesh - especially if you're playing an Intelligence build, Berry Mentats will last for 36 minutes, which is half a Fallout day. Let's say you take them between 6PM and 6 AM and are using Night Person, +8 Intelligence is pretty solid.
How did I not know you could have dogmeat with lone wanderer
Every video about best perks has Lone Wanderer on the list and they always explain how Dogmeat works with it. If you are like me, you don't pay enough attention to the explanations on those perks you think you already have a handle on.
@@edmartin875the perk is already powerful even without dogmeat, but it's nice of the devs to let us have our good boy with us without any extra condition.
Originally, dog meat was not supposed to be a companion, he was just an npc that followed you and your chosen companion around. Bethesda scrapped that idea in the final release of the game, but never changed the code to classify dogmeat as a true companion.
Once you get explosive legendary auto weapons everything becomes obsolete
I finally got a legendary explosive combat rifle and that does just fine without being automatic. I have a fast trigger finger and it goes thru ammo like a hot knife thru butter.
Including my face. I always manage to blow myself up somehow.
I love my explosive legendary shotgun and spray and pray.
Agree with this. Once you get gun perks high enough, ive never really had many problems killing anything , so I dont see the point in critical damage or other perks that help in combat.
I suppose if you want to use lesser modded guns for more of a challenge, than the uploader has more of a point, but when you get good guns and upgrade them, everything is swiss cheese.
@@chocolatetownforever7537once you get past level 80-85 enemies start getting really tanky, my explosive combat shotgun takes multiple shots for raiders and i have
rifleman maxxed demo expert maxxed
This will be useful to send to my friend who just started playing FO4, thanks!
The only one of these "overpowered" perks I have is Strongback, I concentrated on my Specials. especially Charisma.
I started farming Purified water pretty early and strong back was so vital for making use of this
Honorable mention to the mysterious stranger perk 😂
Love lone wanderer and how Dogmeat does not affect it… only downside is companions are such a PITA when they open doors and get in the way when you are trying to open things and go through doors…
Or when they cross your line of sight when firing an explosive weapon
Yeah, just take Lone Wanderer and only use Dogmeat until you get fed up with him aggroing off screen enemies, finding things in settlment containers where you purposely left them, and barking at walls. I only use him to transfer buttloads of water to vendors. The fetch mechanic is still broken so he can carry an unlimited amount when needed.
Roger the PITA. I often park my Companions just to keep them out of my way. Their primary purpose is to be my pack mules although I sometime use them as a distraction to draw the enemy into my sights.
When Idiot Savant triggers at the end of a quest you can get massive XP, I had it trigger for the final quest of the main story and got 9000XP (4 levels )
Strong back is a MUST in survival mode. The 4th level prevents you from becoming crippled when moving while over-encumbered.
Lone wanderer has always been my favorite I literally haven't played the game with companions unless required for a mission. I just run with dogmeat . It really helps tremendously in early game usually I start 1st perk I pick is idiot savant the the next 3 are lone wanderer . And it makes the start so much easier and you can still build your character any way you want after that it's only the first 4 levels which go by pretty fast.
Companion perks are pretty OP get them then toss the companion or kill them ie cage/Longfellow
its only 15% damage reduction and requires 2 special points.
enemies at the beginning, weapon damage is something like 13.
if your armour rating is equal to an enemies weapon damage thats 50% damage reduction.
Grab the army helmet in sanctuary and a full set of raider armour, you got 30 Damage resistance.
Upgrade the armour (its super cheap for materials) and being raider you'll find plenty of it with the top tier protection.
Even better, you can take mods off standard armours, and place them onto the sturdy and heavy variants when you find them.
no need for armourer now either and save another 2 special points in STR to spend elsewhere.
waaay better than lonewanderer.
Stop picking up junk (except ciggarettes and pre war money) , craft chems, and obtain perks to find more caps, and buy/sell improvements, and just buy shipments of materials that you need/want.
This is a very VATS focussed build. Surely nice for everyone who uses VATS constantly, but it is mostly useless for people playing mainly without VATS.
Aiming is much easier on PC. I play on Xbox and trying to move a couple joysticks with my thumbs to aim is a challenge in and of itself. Besides, I'm a natural born Clutz anyway.
The strongback perk has changed for me for some reason. The first two points are the same but the most useful one being able to fast travel while over encumbered is no longer there. It says something about not taking damage while over encumbered
No fast travel in survival if I remember, fast travel still works for me on brutal difficulty
personally I would say aquaboy/aquagirl
Definitely an underrated perk! It saves you having to guzzle down some Rad-X or Radaway every time you cross some water.
@@SuperbTube I mostly just like it because I like spectacle island
@@SuperbTube Or buy a hazmat suit at Fallon's Basement in Diamond City. However a lot of this was made a moot point because of the update. We can now build decontamination arches in a settlement that instantly removes all rad damage.
@@chadharger9323 I use aquaboy because I am too lazy to put all my armor and stuff back on after using a hazmat suit
@@chadharger9323 We have had that capability for years. To get to that point was kinda convoluted but I was using them in Sanctuary for several years before the update.
For your list, I would put Idiot Savant as #1 since you don't have to worry about it. Just do all the stuff you would do normally and wait for it to trigger.
For myself, I don't like to run without Chemist and Chem Resistant. You can make your own chems, they last longer, AND no addiction? Sign me up!
Grim Sprint...at level 3 it refills your crit meter every 3 kills. Don't need to invest in Four Leaf Clover. Invest in critical banker, more crit dam, concentrated fire, ninja and sneak, and you'll be unstoppable at level 50.
Two that made me unstoppable in my last play through were the demolition perk and adamantium skeleton. I used the explosive shotgun and was just cleaning house
Nerdrage is way too situational for me. I tend to not let my HP go below 20%. So I'd like to take up Lifegiver instead. Early to get and level 3 gives heal over time.
Also Aquaboy/girl is one heck of a good convinience perk.
Nuclear Physicist is so, so for me. It's increafible good for a Powerarmor run, but everything else... meh. Radiation damage isn't all that good, when compared to explosive damage. So unless I decide to go full brotherhood, I take Demolition Man before this. That doesn't mean I won't take the perl at all, but there are better ones for my playstyle. Sharpshooting, gunslinging and settlement building. And don't forget Action Boy/Girl. More AP is always good.
you can invest just one point in nerd rage as the following levels of the perk comes really late. Sometimes you can be caught off guard by a random enemy's damage so nerd rage is a good way to prevent you from being bursted down in survival.
@@m.rak804
When I have a point to spare. Probably not before level 100. Finished my last game 2 years ago with level 182.
Nice list ...
Although, personally, the only 1 perk I can justify over more SPECIAL stat increases is Armorer.
I'll grab others once there's no more stats to upgrade.
Moving target only works if you are using the sprint button . I tend to skip it.
The perk blitz for a mele vats build is insane, especially at max rank and a weapon with reduced ap cost . ( there is a baseball bat you can get from Arturo I think on your 1st trip to diamond city that has this)
Blitz pairs well with Rooted, as the game sees you as stationary. You teleport to the enemy and attack. Toss Ninja on top of that & being the stabby merc-type becomes a breeze.
I’m sorry but I have to disagree with Moving Target as Sentinel armor effect can negate almost all damage when standing still . Better perks available IMHO
INTIMIDATION allows you to point at an enemy and command him to fight WITH YOU or to have him turn against his OWN people, which is about the same thing. Nonetheless, you can walk into a building and turn a bunch of baddies into allies and avoid a lot of the fight.
The Penetrator perk allows you to target the fusion core of power armor or sentry bots. Combined with a critical, you can one-shot both of them.
Strong Back is even better than that. The game doesn't tell you, but if you have all five ranks and play on survival mode, you will no longer take leg damage when over your weight limit.
Max rank of Lone Wanderer pairs well with the max rank of Attack Dog, adding an additional 10% damage reduction. Get the Pack Alpha perk on top of those & any damage you take is automatically reduced by 65% before damage resistance from armor & perks are applied. Top that off with yao guai ribs or Med-X and you cap the damage reduction at 85%. Taking 30 damage instead of 200 makes you incredibly difficult to injure.
For VATS users, Penetrator is invaluable. The player can target the right arm on a suicider regardless of which way his body is oriented. The same goes for power armor users & sentry bots. The fusion core is always a viable target & therefore vulnerable to a crit.
When you are in survival mode, the display changes to note what you just said, on the specials screen. I don't play on survival usually, but after doing it one time, now on all my playthroughs, it displays the survival version, even when I'm playing on Very Hard.
I prefer to kill the suicider before he triggers the mini-nuke. I can then loot it. I am presently playing on Very Hard Difficulty so if I'm carrying a fatman, I want ammo for it.
@@edmartin875 Gotcha. Those things weigh 12 pounds each. They're more useful to me as two bits of nuclear material.
Bloody mess is q great one . I took out a death claw with one shot because he exploded . Plus my Luck was high (9) at that time .
I love being a cannibal in survival. Takes longer for you to get actually hungry. And unless you're doing a pacifist playthrough, you get a ton of food around you. And you can better avoid irradiated foods since you don't take radiation damage from consuming humans, ghouls, or super mutants. And each meal refills your health bar at a decent amount by the 3rd tier. Just in case you don't want to build up your Lead Belly, or over encumber yourself with carrying around food.
Life giver, for 3 perks 60hp (huge when starting out) and passive life regeneration
I like this too, but it's less useful if you use the creation club backpack since you can upgrade it with a regen effect too.
Life Giver 3 in combination with the Astoundingly Awesome Tales magazine from the Boston Mayoral Shelter means you'll rarely need a use items to heal between fights.
@@Mr._Anderpson In almost 9 years of playing FO 4 I have never selected Life Giver, perhaps I should give it a try. Especially since the Magazine by itself is a bummer.
@@edmartin875 Definitely pays off for me, especially when combined with Ghoulish 4 and the Solar-Powered perks.
The magazine is very easy to get early in the game. I became hooked on playing on survival, so maximizing damage reduction & healing are concerns.
Atom's Judgement + PA build with lone wanderer + nuclear physicist + pain train is always my go-to, taking down the courser with 3-4 hits on very hard is funny as hell considering Virgil just said a few minutes before that the chances were not with me.
I did the railroad mission and it x5. Gave me almost a whole level at 40
Aquaboy is a good one in my opinion
I run Idiot Savant on a max INT build. I skipped level 14 entirely because it procked on a main quest event. Even at 11 INT base, it still goes off quite regularly.
I play survival and Demolitionist perk makes the mode a cake walk, everything dies within 2-3 frags which arent even the most powerful of the grenades. And you can use the duplication exploit as soon as sanctuary to get started early on that build. Also Ghoulish is very strong on survival too but a heavy investment is required in endurance is the main draw back.
I would put chemist on my list, as drugs, especially combined drugs like psychojet or bufftats are very strong, and greater duration means your super powers last much longer.
IMO, Idiot Savant is #1 by far. Lore Wanderer #2. Gun Nut is an awesome perk at low levels (and is good at high levels too)...get a combat rifle and keep upgrading as you level up...who needs legendries? Level 1 aqua boy is very handy...use the waterways to move about (especially good in Far Harbor)...get the magazine to make you swim 25% faster in water. Stealth is almost mandatory to avoid dying to traps
Its interesting how others view the game.
Where you consider locksmith and hacker essential, I consider them useless.
I played with both in F3 and thought I cant give them up as well, but in F4 here, I vent for different builds and was just fine.
Its also interesting to see how you look at lone wanderer.
It might look like pure upsides, but once you consider the downsides, the perk might even be underpowered.
With 1 charisma, you can still have companion for free.
Consider paladin dense with his permanent power armour and his extra fire power.
You are gonna save so many bullets and stimpacs having a good companion around.
When you consider this, you really go for lone vanderer only if you like being alone, but that doesnt make you powerfull.
Dont belive me? Try 10 int, 8 charisma build. Finish automatron and rebuild codsworth into sentrybot with 2 infinite ammunition gatling lasers, 500 carry weight, huge health and 2 back mounted nuclear launchers that cant harm you thanks to inspirational.
Alternatively you can go 10 int, 1 charisma if you dont plan on using nuclear launchers and want smaller robot instead of sentribot to allow him to go with you indoors.
But still... 2 gatling guns with infinite ammunition.
The robot´s damage, health and ammo efficiency can outperform player character.
So you want your companion to do everything for you and don’t want any loot or quests because you are missing out on every Termin and locked door? Sounds boring as hell
For the Enclave and a future America!
You forgot about the cap earner perk or the one the gives you more ammunition-- at max level you can get a maximum amount of ammunition
Im finishing my 2nd playthrough running a bit of a gunslinger/melee build with chemist and Chem resistant. My character has transformed into a psudo Bane. Psycho buff on top of mysterious serum witth some level of big leagues and iron fist is pretty fun, especially when I whack off a robot's arm with a deathclaw gauntlet or my heavy sledge hammer.
If you like the heavy sledgehammer get the nukaworld DLC to make normal bats rocket powered or farharbour for atom’s judgement super sledge for a cool look and heaps of rad damage too
@@scott8448 I never get a weapon or armor for it's "looks". I guess I'm not into playing dress-up. More into functionality.
Thanks for revealing the strong back, moving target, action boy combo to me. Now I haz planz... :)
Set up idiot savant with no intelligence, quick save in your texts promt, complete mission, reload and repeat till you hit your savant bonus. You can hit level 20 in a few hours of game play.
Such a good list thanks!
Nerd rage is definitely not worth the investment to be so situational. If the goal is to run to the center of a room and shoot, i can see how one would think this is useful. The goal should be to not take damage if you have high Int.
So maybe you've made some weird melee Int build where this would be useful, but if you're doing a melee build, you're better off dumping points into the indurance tree.
I just can't think of any situations where Nerd Rage is in any way useful unless you're playing like this is your first experience with a shooter.
Interesting point. I think it’s a perk that’s worth it if you have already high intelligence, as wasting perk points to build up your intelligence just to solely get this perk is a waste of levels.
But I would argue that the perk is definitely useful. Having a perk that essentially auto-deploys jet and a superior psycho, if you’re in a sticky situation, is never useless. It’s certainly worth getting if it’s available to your character easily, but not worth building up to.
@@SuperbTube Exactly, or for a low Int character just get a piece of Martyr's armor if you like the slow time. You don't get the dmg boost, but you get the free jet effect. I'm too lazy and don't want to allocate a hotkey to a useless weapon, but you can also get a weapon with Resolute and leave it with one round chambered. Whenever you switch to it you will slow time for the full duration of the effect, just switch back to your primary weapon and go to town.
One way to abuse Nerd Rage; let your character get 75-80% rad damage. NR will always proc. Just make sure to have a good defense equipment and perks. I recommend toughness, refractor, and maybe even adamantium skeleton.
Need rage is my reminder to use a stimpack
Power Armour Build is where its useful.
Your not sneaking, not using Vats, not using scopes.
your walking tank is in the thick of things.
as a survival player, i wonder if i can use the strong back perk to fast travel to the institute while encumbered? (since fast traveling isn’t really a thing in survival other than for the institute)
Strong Back is almost useless if fast travel is enabled.
If disabled, it's a good pick
No it really sucks when you get over encumbered but still have a lot of a mission left you just go so slow and breath heavy so annoying but ya adding carry weight is never useless
@@toddparker514 With Power Armor you almost have to try to get yourself over encumbered. If you dont use power armor for whatever reason, Strong Back might be a thing if you go into missions with a ton of stuff.
Actually I carry way more without power armor . When I use power armor I lose like 200 lbs of carry weight my max so far is 650 carry weight lol .
@@toddparker514 Sometimes I feel I have loot stashed in every workstation I find outside my settlements. I don't actually, but I do not hesitate to use one when needed.
@@Silly2smart Roger that. I had to cut back on the guns I like to carry just to be able to pick up loot. I hate leaving loot behind, even the stuff I sell for only a couple caps. It's a waste of carry weight, I know. But I'm a natural hoarder.
Deliverer + Kellogg's pistol + crit banker means endless vats and crits...😁
Rooted is a better perk than most mentioned here...and nerd rage can be simulated with martyr gear and/or psyhcojet but it's only 25 % damage and you don't need int 10
I always get crit banker and lone wanderer is essential on survival mode
I have never used VATS in a Fallout game. It's so much easier to just unload ammo into an enemy because you don't have to wait for the stupid animation to get finished. Not to mention it's almost useless unless you have gear and perks put towards it and there's so many perks that make it irrelevant and unnecessary.
i halted on the main storyline currently on the cursor chip decoding cause i even though i have decent armor i still feel less powerful with the heated super sledge being able to deal good damage to high health enemies.
pretty much my only thing about the perk system compared to last gen is that the special stats are also part of the chart. kind of dislike that there's so many ranks to each perk some of them are kind of a obvious rip off like having to get the sprint when overweight before you can get the fast travel
should of had magazines that let you assign more of them i had gotten the season pass last week so that i could use the dlc as a way to level up more.
going through a lot of the side quests in the commonwealth ive pretty ran out of them and things to do. I've been having to wait some time just for preston to give me a new quest since he's said to always have one
great info...thank you! 😀
Why you killed everyone in diamond city? 😢😢😢
LOL, so basically get the whole "look" tree 😜
Clocked over 1k hrs and have never taken lone wanderer. To busy getting all the comp perks, and frankly comps are just to useful.
Nice one. Thank you.
Did Bugthesda redo the perk system with the April update? I'm playing on very hard but the perk that allows you to fast travel when overencumbered is no longer available. In its place is the perk that prevents damage when overencumbered which is normally available when playing on survival. This has happened to me twice now.
Were you once playing on survival mode on that same character?
@@SuperbTube Nope, new game each time and deleted all saves associated with each game.
I was wondering about that. I'd rather have the fast travel instead of poor man's rooted. I thought the change was because of one of my mods.
Most of your choices are highly depending on what type of build you're running, and are so obvious that you'd have to be blind to skip them. Let me clarify!
For any kind of VATS-build, Better Criticals, Critical Banker, Grim Reaper's Sprint and Four Leaf Clover are more or less MANDATORY! Not underrated! The same thing is true for Idiot Savant when you're running a low INT build. Next obvious choice, when using power armor... Nuclear Physicist! Moving on... Moving Target is great for a Run'n'Gun build, but the enemies will have a harder time to hit you in the first place, so it's more like an added bonus. For such builds, I'd much rather pick Scrounger. The times when you really need some extra damage reduction, is when you stop to aim. Rooted is a great perk for that. It's also a great perk for melee builds. And speaking of melee, you will definetly want to pick up Blitz (as long as you're using VATS).
Now, for your more questionable choices. Strong Back and Bloody Mess. The perks are not bad, in that they make your character weaker. They just require a pretty high investment for very small returns. If you're around level 50-60, and your build is complete, then they're solid options. But, while leveling up, I wouldn't dream of picking any of them.
Lone Wanderer is FANTASTIC! No arguments there! I'd also argue that Penetrator is fantastic. It requires a very high investment in the Perception tree, but the ability to hit the sweet spots on tough enemies like Sentry Bots, Power Armors and Mirelurks makes things so much easier. Being able to hit the fusion core means instakilling Sentry Bots, and forcing enemies in power armors to exit the armor. There's also the delayed explosion, and who doesn't like those.
i didnt understand why he doesnt mention the grim reaper one personally it triggers more times than four leaf
@@ginonunes843 If you have high AP, and/or a weapon with very low AP-cost, you might not need constant replenishment from Grim Reaper's Sprint. If you're using a weapon with the Relentless effect on it, You will refill your AP every time you land a crit, thus making GRS completely redundant.
GRS has a chance to refill when you kill an enemy, while Four Leaf Clover has a chance to fill the crit bar on each hit. As a sidenote, weapons with the Two Shot prefix can actually refill the crit bar twice, if both projectiles hit.
There will always be exceptions to the rule, but for most VATS-heavy builds, you will want both these perks. AND... Better Critcals and Critical Banker.
moving target is completely useless after you get armored clothes recipe from PAM. third level of this perk was added for it to be even remotely useful. Until you max out endurance.
four leaf clover is useless after you max out your luck, since your critical meter fills within 3 shots, trying to make it 2 or 1 is not worth spending perk points.
nuclear physicist is useless, it can only save you some carry capacity, since you don't need to carry as much FC's with you. Using gattling laser as your primary weapon might justify having that perk though.
Nerd rage is meh. It is just too situational. Better stick to perks that work all the time, like critical banker.
Lone Wanderer is fine, but you might want getting companion perks first. Deacon, McCready, Hancock. Optionally Piper.
Strong back tier 3 (action points use) is shitty: when in power armor, it just drains your FC as a battery in a freezeer
If you’re not playing Survival Mode, you're playing Practice Mode.
I've played Survival and didn't care for it. The challenges were ok but the tedium drove me up a wall. Which I found funny since I have no problem hiking from one end of the map to the other while over encumbered. Of course, the farther I hiked the heavier my load became, since I always fight and loot my way home.
Very hard is tougher
No adrealine perk, enemies take less damage.
Eating and drinking every 5 minutes is annoying.
Top 1 is the ability to walk on water without radiation effect. Top 2 Ignoring mines. Any damage boost apart from explosives or heavy weapons is unnecessary as the game is too easy, even on the hardest survival (playing with VATs).
Don't think I've picked any of these perks lol
I got a fair amount late into the game because I fucked up on my stats lol if you make that character a main you’ll get it eventually, I focused on gunslinger stuff for the beginning
I can think of 2 perks that you might want to add to a video cut to help you generate health without having to use stem packs or have to use a thief's right away there both in the endurance tree at end of is
Ghoulish and Solar powered are pretty niche. Low endurance builds are more fun.
There's also Life Giver that gives regen without those other conditions.
Bro is level 126 but have 199 perk points.
The only part of the video I do not agree with is using Dogmeat, He constantly gets in the way so after my first playthrough I just leave him in Sanctuary
Idiot savant is the best perk in the game
should rename the vid to 9 perks you will never need and 1 that is decent.
If you want insane damage with all ballistic based weapons check this out player.setav 357 15 or higher you will be one shot everything at that point. You want God tier Melee damage player.setav Strength 2,000,000 & check out the mod Blitz rank 3 which lets you teleport to the enemy no matter the range
Disagree with your REASONING on your very first one. Because, although, yes, we are moving during firefights, we are not sprinting during firefights. Or, I should say, the amount of time we are sprinting DURING a firefight is so minimal, this point would be better spent somewhere else.
Do all these Perks stack together?
Yes of course every perk stacks
@@felipegaeteroman thanks bro figured but haven’t really checked it out
wait, lone wanderer doesn't affect dogmeat?? how did i not know that?? i've been avoiding it since i love having dogmeat around and maxed out attack dog
In the first one you kinda shown you don't really know the game very well. Nobody using guns will be sprinting during a gun fight because you can't shoot while sprinting. That perk is specifically for closing the gap in a vat-less melee build.
I use 7 out of the 10 not bad for a newb
Moving Target is one of the most worhless perks in the game rofl. 😂😂😂
not a list if you play on survival
True 😂
Wrong! Strongback its the no. 1. Maxed it out, encumbered over 9000 weight, doesn't matter.
Should I level up to 10 all the basic perks first? Just starting the game and not doing well. I can't even get Dogmeat to fetch the cryolater(sp) for me. He wont' go down into the vault.
No! I'm new to the game, too, and started thinking I needed to max out the categories first before moving to the abilities below. You'll quickly be underpowered. Get some of the damage dealing perks that match your play style and go from there. As a sniper, I like Ninja, Sneak, and Rifleman.
best starting build for a first playthrough is all 4's for your special. (use the special book on luck to make it 5)
get idiot savant perk.
find a weapon class you like, rifle, shotgun,pistols whatever and stick with it, swapping it out for more powerful weapons and armours as you find them.
say you find an interesting looking weapon or costume, start a new character and distribute the special points to maximise that characters usefulness with that weapon or armour.
A jack of all trades is a master of none.
Nah, I would only increase your SPECIAL stats if theres a specific perk you want to unlock
Usefull if u use v.a.t.s. alot
Idiot Savant is a lot more powerful than your video makes it out to be. Even with 10 intelligence it is an extremely effective way to gain XP.
If you get level 3 from idiot savant you no longer can do the duplication glitch to earn XP
Survior mode some perks don't work
Then I need charisma of 13 even when have when max out cap collector
I got charisma of 10 still need clothes to get best price
Shipment of steel is 900 no matter how high it is
I need run endurance of 10 why got hit in glowing sea with radscopion and died instantly
I was at 5 endurance
Love valtine cause he bullet sponge doesn't take posion damage
This is why you not a sthy
Wheres Lead Belly? 😂😂😂
Ninja hello ?
1:16 - Rooted. Nuff said. You do not have to be constantly on the move. Sentinels armor also requires you to be STATIONARY in order to activate it's effect. The second you stop moving, you lose the resistences.
1:57 = We DON'T love to scrouge scrap and other Junk; Bethesda's whole encumberance system has ALWAYS been BULLSHIT because they REQUIRE you to do so. You can't build anything without picking up everything you see like some mutated hoover. : /
Idiot Savant (other than the insanely insulting name to anyone that actually has Aspergers) is NOT that useful. Unless you really, REALLY like to save scum. It WOULD be useful, if it was just a straight multiplier that was always active (and a LOT bigger than Swift Learner : / ) but it's not. You have to mod that kind of effect in, and even then you have to deal with the dumbassed insanely loud sound effect whenever it procs. Which you ALSO have to mod out... There's also the point that unless it's a quest; most things you can proc the effect off of do NOT have a great base EXP to start with. So multiplying it by even 5 is not that helpful in the longrun if you look at the level requirements to get to higher levels. It needs A LOT of exp to even get to level 100.
* Bloody Mess: Dude, you LITERALLY said you'd exclude the base weapon damage perks. Which give you 100% extra damage. Comparatively an extra 15% is NOT huge. It does help, to some extent but are we talking base damage, or all damage factors? If base damage, it's really not that great - and you have to deal with your loot container randomly bursting into blood sausage. (Not sure if that affects what you can find, but it's why I tended to avoid it)
Four leaf clover wouldn't even be a thing if Bethesda hadn't decided to bork how crits worked in the first place... It's NOT an improvement. >.<
*** I do not play gun builds generally; but Concentrated Fire is only useful to a point. Usually by the time you'd notice it's effect, the target's going to be dead anyway. If you really, REALLY suck at percentages in vats, maybe... but other than that, I don't think it beats other damage based perks.
Nuclear Physicist really should NEVER be taken to rank 3. The "grenade" effect does NOT differentiate between hostile and friendlies. You will aggro people you don't want to be hostile if you take it. Other than that, if you're focused on Power Armor or like Energy Weapons in the LATE game, it's not a bad perk. First one I might almost actually agree with. If I played anything but Unarmed.
Nerd Rage; Let me be Literally ALMOST DEAD - and THEN give me a power up that's NOT AT ALL guaranteed to SAVE MY ASS. Jesus Christ I never did understand why some people like this perk so damned much. It's very existence pisses me right off.
Critcal Banker = Same as Four Leaf Clover. I'd rather rely on raw direct damage than some random bullshit chance I MIGHT do extra damage. Maybe. Once in a blue moon, thank you very much.
Lone Wanderer - Literally the ONLY perk I will agree with you on. You take this; Pack Alpha, maybe a piece or three of Sentinels armor and you get almost 100% damage resistence while standing still. (BUT not enough damage resistence to actually make enemies run because they cannot damage you) It's basically the only perk you actually NEED.
Then add in the fact we can now get the Chinese Grenade Launcher with minimal effort, it makes Nuclear Physicist irrelevant unless you like PA or main a Kiloton rifle...or gamma gun variant but who mains a gamma gun lol
@@jayedson3408 problem with the gamma gun is that it deals radiation damage in a game where damned near everything (but humans - and that includes you) is all but immune, or actually immune to it. If it was like Pushy, or had some other cool effect that could get around said resistences, it might be more intriguing to use. But the ammo... dear god, it's too expensive. [Which is why I tend to go Charisma 12 on most builds]
Intelligence itself provides a 3% boost to xp gains per point. Int 1 gives a 3% boost and INT 10 gives 30%.
Hi, I am not a regular viewer of your channel so please forgive me if you have already taken care of this, but please get a pop filter for your microphone and roll off the bass frequencies. I cannot listen to this video with airpods because of the bassy plosive sounds, and I’m sure other people have also clicked away for the same reason.
1st Perk recommendation already show little you know.
Blitz.
I dont even use vats that boring asf to me
I use it to spot enemies from far away
@@felipegaeteroman thats bout it fr when its dark asf 😭
If it flies I'll use vats. . .or pull out a laser shotgun rifle/pistol.
@@PmfSwavier I play melee most of the time so vats actually lets me one shot someone without them constantly blocking my attack. It's so annoying when a random raider can block a direct swing from the mighty Atom's Judgement with their 20 caps ass pool cue.
Get pop sock for your mic
Dude, PLEASE get a pop shield for you microphone...
So, here it is: Idiot Savant is for idiots in a hurry. It's a cheating perk that get you faster to the levels that soon or later you'll achieve. I use to like it, but replaying Fallout 3 I saw the Here and Now perk, which is another useless perk and notice the similarity with this one.
strong back isn't that good, on survival you can't fast travel anyway and seeing as dog meat doesn't effect lone wanderer you can use him as a pack horse
So it's extremely useful,. Except for survival mode...
@@Hardbody_YoungKing situational I suppose, if you're doing a specific build like big guns and no power armour then it's definitely going to be more crucial and if anything you need it more on survival than any other mode because your carry weight is halved. I'm not saying it's bad but it's definitely not overpowered
U dont need all, thats BS 😂