With the exception of hacker, which I don't value for the same reason as locksmith. When it comes down to it, there's never a truly right or wrong build (as I think we all can agree with) it's just all about choosing sacrifices lol. In Fallout 4, it can sometimes be difficult to effectively play as a stealthy character, but it is incredibly rewarding when it pays off.. Unlike many of the previous games in the long-running franchise, Fallout 4 places a heavy emphasis on combat and a player can expect to face all manner of wasteland denizens. 6 perception (Better Criticals) 5 endurance (not that useful, except for various perks in the 5-6 range) 1 charisma. Check out our list of unique / rare weapons in Fallout 4 with special bonuses. Enough talking about the greatness that is the base bonuses of charisma, and now on to the perks. Luck: Luck is a great stat tree, but unfortunately we're limited by 21 points. I JUST WANT EVERYTHING, RIGHT? Named after the popular anime this build focuses on unarmed combat using the Blitz perk. It's approximately a 4% increase in VATS accuracy per perception point. Note I play exclusively on Survival, which definitely changes my priorities. This was nice, but not balanced very well in my opinion. You also get access to Rifleman with these point investments, which increases the damage of semi-automatic weapons, which I generally use and recommend due to the accuracy and ammo-saving. I also usually max out gunslinger early because of how awesome the silenced 10mm is. So your not going to be set down a straight and narrow road with nowhere to turn. That all depends on how you want to play. I'll probably try it in my next playthrough on Xbox, tbh. I don't care about how fast I level, but it's nice for that, too. The only constant is I try to keep Intelligence and Luck around a 5 at the start, for leveling and critical purposes, but otherwise the game isn't difficult enough to need minimaxing. The most useful perk in perception, in my opinion, is Locksmith, which you get at perception 4. It's a great perk. There are other ways to get caps that don't require spending level-ups on special or perks. Intelligence and Charisma: I agree a staring value of 5-7 for either is useful. Str: 3 Per: 4 End: 3 Chr: 5 Int: 6 Agil: 4 Luc: 3. it all depends on what you want to do. I will admit however, that agility/sneak would work hand-in-hand with a melee build, as you'll need to get close to your enemies and sneaking would help decrease the distance between you and an unsuspecting enemy. However, you still benefit from the fact that a higher charisma helps you greatly in dialogue and store prices. So having 3 in endurance, you start with 95 HP, which is nice, and endurance increases your HP gain per level (although this is retroactive, see http://www.carls-fallout-4-guide.com/special-stats/endurance/ for more in-depth details). You get 1 NPC for every 2 CH. Both VATS and non-VATS builds can benefit from it. If I'm a automatic user I just use my power armor and robot companion for carry weight. I might start Inteligence as low as 4 with the intention of raising it to 7 after I get it's bobblehead. Honestly with Fallout 4 you can adjust your play style as you level. I value 3 charisma perks extremely highly. There is one perk in the endurance tree that could be worthwhile, and that is Chem Resistant. I always play 3 Str and I love building and crafting. Don't start the game with one at an odd value. Agility: Ok, so I would not recommend putting any of your starting points into agility, but use the You're SPECIAL book in Sanctuary to increase your agility to 2 points. In Fallout 4, some still do, although the primary purpose of SPECIAL attributes in Fallout 4 is determining what perks you have access to. As I stated when talking about Chem Resistant in endurance, Chemist (intelligence 7) synchronizes very nicely with Chem Resistant, making chem effects last longer. 7 intelligence (if you get educated and comprehension, or 1 of those and Good Nature/Skilled) 7 agility (fast enough reloading speed, need more get rapid reload) 9 luck the most useful SPECIAL stat imho. So having 3 in endurance, you start with 95 HP, which is nice, and endurance increases your HP gain per level (although this is retroactive, see http://www.carls-fallout-4-guide.com/special-stats/endurance/ for more in-depth details). You get access to Local Leader at Charisma 6. Here's my take on some solid SPECIAL stat builds to start with, depending on how you play. AGL is, in my opinion, one of the most important stats. [Top 25] Fallout 4: Best Mods That Make Things Fun (2020) [Top 10] Fallout 4 Best Automatic Weapons And How To Get Them [Top 15] Fallout 4 Best Armor Mods You Must Have [Top 15] Fallout 4 Best Building Mods You Must Have [Top 10] Fallout 4 Best Clothing Mods You Must Have [Top 10] Fallout 4 Best Builds [Top 10] Fallout 4 Best Combat Mods High luck will cause your critical meter to fill faster and will help increase the amount of ammo and caps you find. There are several reasons why I think it beats NW and 4. Possibly even lower. More caps means you can buy more stuff and sooner. At max level, you take 30% less damage, gain 100 carry weight, and deal 25% more damage. Here is where I struggled. Press question mark to learn the rest of the keyboard shortcuts. Relative to previous games, you seem to gain levels at a much faster rate in Fallout 4. Pair this up with Chemist from the intelligence tree and you got yourself a pretty good combo. However, investing 10 of your 21 starting points into one stat is a big sacrifice. This also saves you a point in leveling towards 10 Charisma. I do tweak them for particular builds, though. And please remember this is my opinion, so please don't send me hate! It can't blitz (A=9), no additional damage from ninja (A=7). Also, it helps when you have heavily modified guns, armor, etc. Lone wanderer, Cap Collector and the obvious Local Leader. Local Leader and Cap Collector allows you to create emporiums, which along with Water Purifiers, essentially gives you unlimited ammo and caps, as you generate hundreds of purified water a day, and can immediately sell that water for ammo, shipments, fusion cores, whatever you need. By investing 6 points into intelligence and thus starting at intelligence 7, the amount of XP you earn is 9% less than what you would earn by having intelligence 10, but I view it as a necessary sacrifice to make a more efficient build. Endurance also reduces the amount of action points (AP) used while sprinting, which … All around I think this tree is nuts. Stealth builds take what was previously a straightforward shooter and turn it into a tactical and complex style of play. For those who enjoy the settlement aspect of Fallout 4 such as myself, it also increases the maximum number of settlers you can have in your settlement (10+1 per charisma). EN, CH and AG are only useful in even numbers. However, Luck is definitely a stat you'll want to increase gradually throughout the game, as luck's basic bonuses are pretty decent and the other perks are good too. Yeah I just see agility as a stat for a more specific type of play style. Fallout 4 Special Perks And What They Do . Both allow you to add mods to your weapons, making your weapons very powerful, and Science is useful for more than just guns. You want a lot of strength and… The downside is that it requires you to be more dedicated than you may wish. The fact that you can use that to prevent yourself from ever getting addicted to chems is great, as chems can be quite useful at times. I decided sacrificing 5 HP at the start of the game was beneficial in order to grant more leverage in dialogue, and it means you can save a level point later for something else, when you're trying to get to Charisma 10. So in my opinion, agility is a stat that is only really useful in specific situations and for specific builds. For a melee character S=9 Rooted might be worth using. Intelligence is usually at least a 7 for me if not higher. A state-of-the-art subreddit from Vault-Tec. Since I prefer P=10, I get 5% at very long range. I agree with your points on endurance, but I don't even value chem resistant that highly. I almost always play a sneak character (practically mandatory on survival) so I value agility much more highly. Now for perks, Ninja is a must-have for me. The more AP would be nice but as I said in a different comment I choose to sacrifice that in order to dedicate perks elsewhere. Interesting post. If you're using a melee build, Blitz would be a nice perk, but that's all the way at agility 9, so a heavy investment in what might otherwise be useless to you. So you want to play a melee build in Fallout 4? Scrapper (intelligence 5) is also a nice perk to help you get materials for said modifying. I usually start with LCK 3, and go from there. In the beginning of the game, this is great. Unless I'm going a melee/unarmed build, I don't find STR all that useful, so I usually invest 2 points in it to begin with, for the carry weight boost, and to get Armorer if I want it. 6 points in charisma brings you to charisma 7. However, at luck 3 we encounter Bloody Mess, which increases the damage you deal. In the beginning of the game, this is great. Smart choice. I usually start with INT 6. Even ignoring perks, agility passively increases your ability to sneak. This time is spent so well, as it introduces a lot of things for the player. EDIT: Removed one point from Endurance and put it into Charisma, so the stats are like this: Strength: 4 Perception: 3 Endurance: 3 Charisma: 7 Intelligence: 7 Agility: 1 Luck: 3. Starting over-install game first, or re-download DLC first? I do take lifegiver though, I think out of combat regen is a pretty good convenience passive. Talk about quests, gameplay mechanics, perks, story, characters, and more. New comments cannot be posted and votes cannot be cast. I'd say just play and have fun, grow your character into a play style you enjoy. It does seem that the most popular trees are CHR and INT but those two trees seem to be the most versatile, and good for the most types of play styles. My tactics are to fire at the extreme edge of my weapons range. It saves you bullets in situations where a failed persuasion would lead to combat, and can get you more caps out of doing jobs. Press J to jump to the feed. Fallout is one of the largest RPGs in the world, instantly recognizable with its 1960s America theming and obsession with nukes. This is also speaking generally. Mind you, I play with a mod that lets me open a trade window with my companion at the press of a key - helps quite a bit. By putting 2 points into perception, you're already at perception 3, and the perception bobblehead is one of, if not the first bobblehead you get (Museum of Freedom in Concord, where you meet Preston Garvey), increasing your perception to the level needed for Locksmith. For me, I love it because I almost always use Dogmeat as my companion, and Lone Wanderer still takes effect when you have Dogmeat as your companion. Just as a tip though, don't max out any of your stats right away. Link to my Twitter: https://twitter.com/VinylicPuma What's going on guys? what I consider the best SPECIAL stats at start Strength: 4 (with bobble it will be 5, enough str for strong back perk) Perception: 7 (good perception by end with bobble and ingame perks) Endurance: 5 (can be brought up with Intensive Training perks as needed) Charisma: 1 (speech and money, 2 things that aren't a problem. Every build will struggle in the beginning, but for those who can get past that initial phase, these builds give the best chance at surviving and thriving into the endgame. P - at least 5 if you are going for a critical build, otherwise it is irrelevant. Fallout 4 gives you a very vast choice of firearms. This is not how I set up my character in any of my playthroughs, as I came up with this setup afterwards, so this is a bit of a theory speaking technically. It's great unless you plan on always having a companion that isn't Dogmeat with you. The series has seen plenty of titles at this point that varies wildly from the last. Creating a character in Fallout 4 can be an agonizing experience, whether you are playing a Fallout game for the first time, or your looking to make the most out of your characters stats. I wouldn't worry about EN too much either, 4 is perfectly fine, the difference between 4 and 6 is only 1 HP per level, which isn't very much. E=2 allows me to sprint far enough to get away from enemies I can't beat. Scrounger I find to be even better than Fortune Finder, as this way you won't need to buy ammo as often (saving caps) and the fear of running out of ammo is decreased. Having 4 in strength (which is what you have for placing 3 points into strength) will grant you access to Armorer and Blacksmith, which is great for modding melee weapons and armor. I like using explosives, so I usually boost PER up to 4, if I'm going to go right to Concord, or 5, if I'm not. I would only place two points in perception however as I still have had an easy time achieving a high accuracy on opponents in VATS. Press question mark to learn the rest of the keyboard shortcuts. The bobblehead is very easy to get early, so that puts me at 7. I wish we got like 2-4 more points to use lol but I personally prefer placing my points in other stats early on. C - … At least luck 6. Simply put, each SPECIAL attribute now has ten perks tied to it, one for each base rank you can have in that Attribute. Attractive smooth talker with high Charisma, Perception, and Luck; tough brawler with high Strength and Endurance; stealthy sniper with high Perception and Agility, etc. There are a few ways Fallout 4 denotes how tough an enemy is. In addition, every skill is tied to a primary statistic. Melee Build. I watched a vid of some guy who had gone through all the perk list and done the numbers, for a player who can do most things in the game and has reasonable traits the setup was; S=3,P=4,E=5,C=4,I=6,A=3,L=3, again he might've been wrong but he sounded relatively legit and that's the setup i'm going with. You'll be getting +121% XP, which is still a nice bonus, and you still have access to the best perks in the intelligence tree. Some perks require certain minimum attribute values as well. As said before, this is a general build, and not designed for any specific play style or roleplay character build, and not for survival mode. EDIT: I added the point I subtracted from Endurance into Charisma. Agility is interesting. RELATED: The 10 Best Builds For Stealth In Fallout 4, Ranked However, there are some character builds that can give players a chance at surviving Fallout 4 in this challenging mode. Ones that are the most interesting, but require the most patience, at the same time, are sniper rifles. Better criticals affects overdrive criticals, which are extremely good late game, when you're constantly drugged out on damage drugs. Cookies help us deliver our Services. Fallout 4 Ultimate Character Creation Starting Guide Choosing . And even if you don't use VATS much in combat, more AP means you can sprint longer, which cuts down on travel times (especially important on survival). Fallout 4 Leveling System Xp Perks Health On Level . And a gunslinger would have difficulty using VATS even with military fatigues. =1) Some specifics: Luck: I either make luck=1 or at least 5-7. Nothing is really locked in safes that can't be just bought from vendors with the exception of the cambridge magazine, which can be easily gotten by cait or a robot. END has some interesting perks, but I don't find I need an END higher than 1 unless I'm doing a specialist build, even in survival mode, so it usually stays at 1 for a long time. This gives you more leveraging power in dialogue. Interesting point on the emporiums. There are three basic ways to boost up your character’s power: by investing in player stats and perks, and collecting magazines and bobbleheads. At the same time, you're strategy makes sense. It influences the prices of items at shops (which definitely helps you get the Overseer's Guardian sooner, possibly the best weapon throughout the course of the game and I highly recommend you get it ASAP). Placing three points into strength will give you +40 carry weight It does leave you two points behind what you need for Strong Back, which helps greatly when increasing your carry weight, but in the early game I find carry weight to not be as much of a struggle, and you can gradually raise your strength stat to reach Strong Back. Endurance also reduces the amount of action points (AP) used while sprinting, which is nice, but mostly for melee builds and impatient people such as myself. I don't value fortune finder or scrounger, as you can get unlimited caps and ammo from emporiums at your settlements, which are more effective. Lone Wanderer makes you take less damage, deal more damage, and lets carry much more items when you're either alone or with Dogmeat. You can start with a score of 1-10 in each attribute, and at each level up you gain a point to assign in a perk (which have between one and five ranks per perk) or … With the middling opinion surrounding Fallout 76 and the wide array of bugs plaguing the MMO, it’s clear that Fallout 4 is the best Fallout experience made for the current generation of video game hardware. Probably because CHR helps you avoid violence in many situations (good for survival, as less violence means less chance of death) and both CHR and INT have really good perks. In survival mode, it's especially vital because the starting carrying capacity is reduced to around half of the normal amount. Fortune Finder (Luck 1) and Scrounger (Luck 2) will increase the amount of caps and ammo you find in containers, which is really nice. Why? Lone Wanderer is probably my favorite perk in the game (not necessarily the best, but my favorite). You're Special Book goes to Int for the XP bonus. Strength=3 armorer is by far the best perk on that stat. The reason I don't recommend putting so many points into luck right away is simply due to the importance of other SPECIAL stats and a lot of Luck has to do with VATS, which isn't 100% of the combat you'll be doing. For me, I found that trying to effectively allocate the 21 points you get at the beginning of the game can be difficult. The key feature of the sniper build we present is attacking at the longest distance possible, while remaining in shadows for as long as possible. I usually go into this tree around 50-70 just cause I think VATs is really strong due to your semi invulnerability during it's animation. If you're playing a stealth melee build, Blitz is also a ton of fun. You also get access to two more great perks, Cap Collector (lower on the priority list however) and Lone Wanderer. Hacker (intelligence 4) is important for getting into places you otherwise would need someone like Nick Valentine for (which would remove the bonuses from Lone Wanderer). Here's the setup, explanation down below: Strength: 3 points, bringing you to 4 strength, Perception: 2 points, bringing you to 3 perception, Endurance: 2 points, bringing you to 3 endurance, Charisma: 6 points, bringing you to 7 charisma, Intelligence: 6 points, bringing you to 7 intelligence, Agility: 0 points, bringing you to 1 agility. Unfortunately we only have a limited amount of points to use in the beginning of the game so sacrifices have to be made. You don't mention demolition expert, but I think it's easily one of the strongest perks in the entire game, considering how strong explosive legendaries are and grenades in general. I tend to put a few stats to high values for perks. You can add a stat point every time you level instead of picking up a new perk . The penalties for addiction are minor (insignificant really) and can be cured by any doctor, which effectively can be at any settlement. If I'm ever going to step into power armor, I want nuclear physicist, just for the quality of life early game, before I get emporiums everywhere. The trade-off is that you only have one decision to make of whether to take a stat boost or a perk. The best general perk in agility is Sneak, which you can get at agility 3, so you don't even need to invest that much to begin with. I hope you enjoyed! I gave up using scounger. If I'm a stealth sniper character, I use lone wanderer as well as shadowed leather for armor, so my weight is quite low. Don't quote me on this! It's not necessarily suited for every play style and if you plan to roleplay a specific type of character, this probably won't suit your character. LCK is really useful. I've basically 100%'d Fallout 4 and these are some of my tips for newer folk. Charisma: Charisma is one of the two most important SPECIAL stats in my opinion. Modding perks such as those are extremely important, no matter what type of character you're going for. Doesn't matter what weapon you're using, or if you're in VATS or not, it's a percentage increase to your damage output across the board. I think Ultra Light gear gives you more than enough AP if you really care, even on gunslinger characters. However, I have learned that I needed to increase my other SPECIAL stats pretty early, meaning I had to grab important perks slightly later in my leveling. Endurance: Endurance was a tough decision for me. The perk you can get at charisma 10 is very nice as well, as it allows you to pacify enemies a lower level than you. I don't place a lot of value in strength except on melee characters, even on survival. Also I mentioned all the luck perks you miss out on if you use my build. I almost never spec into strong back until high 70's. And it takes about that long to loot enough materials to craft the armour I want. http://www.carls-fallout-4-guide.com/special-stats/endurance/. Endurance: E=5 is for aquaboy. I tend to avoid starting with a stat or two super high and the rest really low because it makes me feel like I'm dedicating more levels into raising those stats so I can get the perks I want. P=1 is to save points for other stats. What are your recommended starting stats? remember each level up you can chose a perk or increase one of your special stats by one, so the longer you play the stronger and more diverse your character can get. However, the real reason I suggest putting 2 points into endurance, bringing you up to 3 endurance total, is due to the fact that endurance determines your health. 3 Strength for Armorer, since you wanted to craft armors. Lastly, this is NOT designed for survival mode. An initial strength=2 is OK, since I can get the strength bobblehead about 10th level. Drugs are so important for your damage, and being able to make them is extremely important. Mister Sandman helps a bit for this too, but I like it more for the satisfying feeling of successfully sneaking in and slitting raider's throats while they sleep. Here are some reasons why it works so well. CHR is important for settlement building, but I don't find it terribly important before level 10 or so, so I often start with CHR 4, put in one point before level 12, then do the quest associated with the bobblehead to boost it up to CHR 6. New comments cannot be posted and votes cannot be cast. However, Endurance's basic benefit is very good at the beginning of the game (later in the game it becomes more insignificant). Until then, Local Leader really isn't that important. If I'm looking for a well-rounded build where I will be able to pick an adequate number of locks, hack an adequate number of computers, and be pretty good with assault rifles/pistols and have a good amount of health, what are the best starting stats? I also generally run Inspirational at Charisma 8 for robot companion builds on automatic characters, as it allows you to use unstable mini nuke launchers without blowing you up. Just a couple examples but charisma is important for other reasons too. What are the best stats for starting a new character and what are the perks you should go for first? If I'm not planning on a Sniper type (the easiest way to play Survival), I'll take one off Agility and put it in Endurance for the extra HPs or Perception for immediate access to Explosives Expert. The bobblehead is easy to get early, so that brings me to 4, which is plenty. Most of the time, that's as high as it goes. Fallout 3 probably had the best start of any Bethesda game. Thanks for the tip! Hello! The site may not work properly if you don't, If you do not update your browser, we suggest you visit, Press J to jump to the feed. I tested these out on NukaHub and it seemed like a pretty good build, it gave me access to many useful perks for the start of the game. My normal stats differ from yours quite a bit. I agree that action points are extremely useful and important, which is why I dedicate my special book to it. Local Leader really isn't important until you start working on your settlements, which I tend to save for later when I decide to take a break from quests. the distance between you and your enemy will determine the accuracy. I love how it takes it time within the vault. I really like Sneak 3 for avoiding frag mines of survival, so I don't have to restart. 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