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Posting this here to reference it later. Share any of your own!

 

This one is designed for Survival Mode.

Build name: Survivor

S 3

P 2

E 5

C 8

I 3

A 6(10 at level 37)

L 1


Perks:

2. Big Leagues

3. Medic(to be able to build clinics to cure infections and ailments)

4. Rifleman

5. Sneak

6. Gun Nut

7. Big Leagues II

8. Armorer

9. Rifleman II

10. Sneak II

11. Local Leader

12. Sneak III

13. Gun Nut II

14. Armorer II

15. Big Leagues III

16. Local Leader II

17. Lead Belly

18. Rifleman III

19. Lead Belly II

20. Toughness

21. Agility +1

22. Agility +1

23. Lead Belly III(no rad damage from eating food or drinking water)

24. Sneak IV

25. Gun Nut III

26. Armorer III

27. Big Leagues IV

28. Moving Target

29. Quick Hands

30. Toughness II

31. Rifleman IV

32. Moving Target II

33. Agility +1

34. Quick Hands II

35. Toughness III

36. Toughness IV

37. Agility +1

38. Sneak V

39. Gun Nut IV

40. Armorer IV

41. Blitz(to improve Big Leagues)

42. Inspirational

43. Aquaboy(no rad damage from water, waterbreathing)

44. Moving Target III(long distance runner)

45. Inspirational II(to team up with a companion effectively)

46. Rifleman V

47. Inspirational III(let your companion carry your stuff)

48. Action Boy

49. Action Boy II

50. Gun Fu

That is the essential roadmap, from then on you can add any perk and it won't affect the build's Survival Mode design. I would further improve the build's survivability and damage output by optimizing it for power armor usage as a personal preference because Armorer can be used with power armor. It rounds out the character with Science mods, power armor mods and Blacksmith mods. This is a recommended continuation.

51. Strength +1

52. Strength +1

53. Strength +1

54. Strength +1

55. Strength +1

56. Strength +1

57. Strength +1

58. Pain Train

59. Pain Train II

60. Pain Train III(power armor heavy damage sprinting)

61. Intelligence +1

62. Intelligence +1

63. Intelligence +1

64. Intelligence +1

65. Intelligence +1

66. Intelligence +1

67. Nuclear Physicist

68. Nuclear Physicist II(power armor batteries last longer)

69. Nuclear Physicist III(extra power armor helm mod)

70. Science!

71. Science! II

72. Science! III

73. Science! IV(high tech mods)

74. Blacksmith(can now mod any weapon and improves Big Leagues)

75. Blacksmith II

76. Blacksmith III

77. Big Leagues V

78. Toughness V

79. Life Giver

80. Life Giver II

81. Life Giver III(regenerates HP)

82. Endurance +1

83. Endurance +1

84. Endurance +1

85. Endurance +1

86. Ghoulish

87. Ghoulish II

88. Ghoulish III

89. Ghoulish IV(rad damage regeneration and HP regeneration)

90. Cap Collector

91. Cap Collector II

92. Cap CoIIector III(to build stores where you can buy food, drinks, clothing, armor to mod and weapons to mod as well as invest in them)

93. Endurance +1

94. Solar Powered

95. Solar Powered II

96. Solar Powered III(sunlight regenerates HP)

97. Attack Dog(Dogmeat!)

98. Attack Dog II

99. Attack Dog III

100. Attack Dog IV

If you have the Automatron DLC then:

101. Robotics Expert

102. Robotics Expert II

103. Robotics Expert III(Automatrons can be outfitted with a lockpicking or hacking module so you don't need lockpicking or hacking perks)

104. Gun Fu II

105. Gun Fu III(be like water my friend)

106. Blitz II(improves Big Leagues)

107. Quick Hands II(more action points to get an extra attack in)

108. Charisma +1

109. Charisma +1(max number of settlers)

110. Intimidation

111. Intimidation II

112. Intimidation III(make opponents shit bricks)

113. Luck +1

114. Luck +1

115. Luck +1

116. Mysterious Stranger(at this point it's time for overkill)

117. Mysterious Stranger II

118. Mysterious Stranger III

119. Mysterious Stranger IV

120. Action Boy III(action movie star)

121. Aquaboy II(undetectable underwater)

122. Medic II

123. Medic III

124. Medic IV(Is there a doctor in the house? Heal yourself and your companions.)

From here you can increase Perception by two points to max out lockpicking for unbreakable bobby pins and let your Automatron robot do the hacking guesswork for you. After that you can max out Fortune Finder to get more caps in locked containers to invest in stores and buy more building or crafting materials from merchants. By this time you have probably amassed a large quantity of junk, so you can max out Scrapper to get more and free materials. You're eventually going to run out of space for materials and will need more so maxed Strong Back to haul around as much of it as you can is a finishing touch.

 

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On 5/20/2022 at 5:47 AM, Dill said:

Posting this here to reference it later. Share any of your own!

 

This one is designed for Survival Mode.

Build name: Survivor

S 3

P 2

E 5

C 8

I 3

A 6(10 at level 37)

L 1


Perks:

2. Big Leagues

3. Medic(to be able to build clinics to cure infections and ailments)

4. Rifleman

5. Sneak

6. Gun Nut

7. Big Leagues II

8. Armorer

9. Rifleman II

10. Sneak II

11. Local Leader

12. Sneak III

13. Gun Nut II

14. Armorer II

15. Big Leagues III

16. Local Leader II

17. Lead Belly

18. Rifleman III

19. Lead Belly II

20. Toughness

21. Agility +1

22. Agility +1

23. Lead Belly III(no rad damage from eating food or drinking water)

24. Sneak IV

25. Gun Nut III

26. Armorer III

27. Big Leagues IV

28. Moving Target

29. Quick Hands

30. Toughness II

31. Rifleman IV

32. Moving Target II

33. Agility +1

34. Quick Hands II

35. Toughness III

36. Toughness IV

37. Agility +1

38. Sneak V

39. Gun Nut IV

40. Armorer IV

41. Blitz(to improve Big Leagues)

42. Inspirational

43. Aquaboy(no rad damage from water, waterbreathing)

44. Moving Target III(long distance runner)

45. Inspirational II(to team up with a companion effectively)

46. Rifleman V

47. Inspirational III(let your companion carry your stuff)

48. Action Boy

49. Action Boy II

50. Gun Fu

That is the essential roadmap, from then on you can add any perk and it won't affect the build's Survival Mode design. I would further improve the build's survivability and damage output by optimizing it for power armor usage as a personal preference because Armorer can be used with power armor. It rounds out the character with Science mods, power armor mods and Blacksmith mods. This is a recommended continuation.

51. Strength +1

52. Strength +1

53. Strength +1

54. Strength +1

55. Strength +1

56. Strength +1

57. Strength +1

58. Pain Train

59. Pain Train II

60. Pain Train III(power armor heavy damage sprinting)

61. Intelligence +1

62. Intelligence +1

63. Intelligence +1

64. Intelligence +1

65. Intelligence +1

66. Intelligence +1

67. Nuclear Physicist

68. Nuclear Physicist II(power armor batteries last longer)

69. Nuclear Physicist III(extra power armor helm mod)

70. Science!

71. Science! II

72. Science! III

73. Science! IV(high tech mods)

74. Blacksmith(can now mod any weapon and improves Big Leagues)

75. Blacksmith II

76. Blacksmith III

77. Big Leagues V

78. Toughness V

79. Life Giver

80. Life Giver II

81. Life Giver III(regenerates HP)

82. Endurance +1

83. Endurance +1

84. Endurance +1

85. Endurance +1

86. Ghoulish

87. Ghoulish II

88. Ghoulish III

89. Ghoulish IV(rad damage regeneration and HP regeneration)

90. Cap Collector

91. Cap Collector II

92. Cap CoIIector III(to build stores where you can buy food, drinks, clothing, armor to mod and weapons to mod as well as invest in them)

93. Endurance +1

94. Solar Powered

95. Solar Powered II

96. Solar Powered III(sunlight regenerates HP)

97. Attack Dog(Dogmeat!)

98. Attack Dog II

99. Attack Dog III

100. Attack Dog IV

If you have the Automatron DLC then:

101. Robotics Expert

102. Robotics Expert II

103. Robotics Expert III(Automatrons can be outfitted with a lockpicking or hacking module so you don't need lockpicking or hacking perks)

104. Gun Fu II

105. Gun Fu III(be like water my friend)

106. Blitz II(improves Big Leagues)

107. Quick Hands II(more action points to get an extra attack in)

108. Charisma +1

109. Charisma +1(max number of settlers)

110. Intimidation

111. Intimidation II

112. Intimidation III(make opponents shit bricks)

113. Luck +1

114. Luck +1

115. Luck +1

116. Mysterious Stranger(at this point it's time for overkill)

117. Mysterious Stranger II

118. Mysterious Stranger III

119. Mysterious Stranger IV

120. Action Boy III(action movie star)

121. Aquaboy II(undetectable underwater)

122. Medic II

123. Medic III

124. Medic IV(Is there a doctor in the house? Heal yourself and your companions.)

From here you can increase Perception by two points to max out lockpicking for unbreakable bobby pins and let your Automatron robot do the hacking guesswork for you. After that you can max out Fortune Finder to get more caps in locked containers to invest in stores and buy more building or crafting materials from merchants. By this time you have probably amassed a large quantity of junk, so you can max out Scrapper to get more and free materials. You're eventually going to run out of space for materials and will need more so maxed Strong Back to haul around as much of it as you can is a finishing touch.

 

I ran out of space to post more info, wanted to add that the character's base of operations is Sunshine Tidings Co-Op. Plenty of crops to eat and a lake to drink water from until you're fully hydrated nearby once you've got Lead Belly maxed. The recommended companion is Strong, he's an unscrupulous supermutant warlord that doesn't care about any bad things you might do to survive like killing people for their food. He likes it when you kick ass and once your affinity is maxed you gain the Berserk perk which allows you to wantonly wade into melee combat to kick that ass. Also, he'll be carrying your stuff and is an excellent pack mule foot soldier. Finally, given that the character can mod any weapon or armor make sure to upgrade your companions and settlers by equipping them with modded gear.

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This build is designed to be a mad scientist that creates hybrid freak Wasteland Workshop DLC trapped minions and Automatron DLC robotic hybrid freaks at Spectacle Island in Survival Mode and using Place in Red Reborn to enable achievements and mods in vanilla.

Build name: Doctor Moreau

This is the hidden content, please

S 3(4 with You're SPECIAL magazine found at your Sanctuary house in the baby's room, required for Automatron parts and Blacksmith perks)

P 4

E 2

C 9

I 8

A 1

L 1

 2. Big Leagues

3. Rifleman

4. Locksmith

5. Lead Belly

6. Toughness

7. Big Leagues II

8. Armorer

9. Rifleman II

10. Hacker

11. Local Leader

12. Toughness II

13. Armorer II

14. Local Leader II(can build clinics and stores to buy food and drinks as well as general store vendors to buy materials to build Automatrons)

15. Big Leagues III

16. Science!

17. Lead Belly II

18. Science! II

19. Rifleman III

20. Animal Friend(required to use Wasteland Workshop)

21. Hacker II

22. Inspirational

23. Medic(to build clinics that heal your infections and ailments)

24. Locksmith II

25. Armorer III

26. Gun Nut

27. Big Leagues IV(to dispatch attackers in melee to save ammo and as a backup if you run out of ammo)

28. Science! III

29. Robotics Expert

30. Robotics Expert II

31. Rifleman IV

32. Gun Nut II

33. Toughness III

34. Wasteland Whisperer(required to use Wasteland Workshop)

35. Toughness IV

36. Toughness V(to be a bullet sponge and survive in Survival Mode)

37. Gun Nut III

38. Lead Belly III(no rad damage from eating food or drinking water)

39. Armorer IV(to create max modded legendary armor for hybrid freak robots and critters captured in cages to equip)

40. Gun Nut IV(max legendary gun mods)

41. Science! IV(required for advanced Automatron parts)

42. Hacker III (to outfit Automatrons with hacking modules)

43. Locksmith III(to outfit Automatrons with lockpicking modules)

44. Robotics Expert III(is a master roboticist)

45. Big Leagues V(hit homeruns with opponent's heads, conserve ammo)

46. Rifleman V(to blast attackers with a rifle at long range and with a shotgun at close range or indoors)

47. Inspirational II(to team up with a companion effectively)

48. Blacksmith

49. Blacksmith II

50. Blacksmith III(required for Automatron melee parts, can now mod any weapon or armor)

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On 5/26/2022 at 1:49 AM, Dill said:

This build is designed to be a mad scientishat creates hybrid freak Wasteland Workshop DLC trapped minions and Automatron DLC robotic hybrid freaks at Spectacle Island in Survival Mode and using Place in Red Reborn to enable achievements and mods in vanilla.

Build name: Doctor Moreau

This is the hidden content, please

S 3(4 with You're SPECIAL magazine found at your Sanctuary house in the baby's room, required for Automatron parts and Blacksmith perks)

P 4

E 2

C 9

I 8

A 1

L 1

 2. Big Leagues

3. Rifleman

4. Locksmith

5. Lead Belly

6. Toughness

7. Big Leagues II

8. Armorer

9. Rifleman II

10. Hacker

11. Local Leader

12. Toughness II

13. Armorer II

14. Local Leader II(can build clinics and stores to buy food and drinks as well as general store vendors to buy materials to build Automatrons)

15. Big Leagues III

16. Science!

17. Lead Belly II

18. Science! II

19. Rifleman III

20. Animal Friend(required to use Wasteland Workshop)

21. Hacker II

22. Inspirational

23. Medic(to build clinics that heal your infections and ailments)

24. Locksmith II

25. Armorer III

26. Gun Nut

27. Big Leagues IV(to dispatch attackers in melee to save ammo and as a backup if you run out of ammo)

28. Science! III

29. Robotics Expert

30. Robotics Expert II

31. Rifleman IV

32. Gun Nut II

33. Toughness III

34. Wasteland Whisperer(required to use Wasteland Workshop)

35. Toughness IV

36. Toughness V(to be a bullet sponge and survive in Survival Mode)

37. Gun Nut III

38. Lead Belly III(no rad damage from eating food or drinking water)

39. Armorer IV(to create max modded legendary armor for hybrid freak robots and critters captured in cages to equip)

40. Gun Nut IV(max legendary gun mods)

41. Science! IV(required for advanced Automatron parts)

42. Hacker III (to outfit Automatrons with hacking modules)

43. Locksmith III(to outfit Automatrons with lockpicking modules)

44. Robotics Expert III(is a master roboticist)

45. Big Leagues V(hit homeruns with opponent's heads, conserve ammo)

46. Rifleman V(to blast attackers with a rifle at long range and with a shotgun at close range or indoors)

47. Inspirational II(to team up with a companion effectively)

48. Blacksmith

49. Blacksmith II

50. Blacksmith III(required for Automatron melee parts, can now mod any weapon or armor)

Now that you're a mad boffin that creates hybrid freak creatures and robots, it's time to combine your skill with a melee weapon, a long range rifle and a close range shotgun with a suit of power armor. Using the You're SPECIAL magazine at Sanctuary in the baby's room to get Blacksmith perks also made your overall melee damage average. Let's max that out:

51. Strength +1

52. Strength +1

53. Strength +1

54. Strength +1

55. Strength +1

56. Strength +1

57. Pain Train

58. Pain Train II

59. Pain Train III(heavy damage sprinting)

Your power armor now requires a better battery and an extra helm mod.

60. Intelligence +1

61. Nuclear Physicist

62. Nuclear Physicist II

63. Nuclear Physicist III

Your low Agility doesn't allow you to perform many attacks, let's action movie star it up.

64. Agility +1

65. Agility +1

66. Agility +1

67. Agility +1

68. Agility +1

69. Agility +1

70. Agility +1

71. Agility +1

72. Blitz

73. Blitz II(improves Big Leagues)

74. Action Boy

75. Action Boy II

75. Action Boy III(regenerating action points for endless swings and power attacks)

76. Moving Target

77. Moving Target II

78. Moving Target III(long distance sprinting, synergy with Pain Train)

Now that your melee  skills are optimal, it's time for rifle skills to master close and long range.

79. Quick Hands

80. Quick Hands II

81. Quick Hands III(handles rifle and shotgun expertly, synergy with Big Leagues with more action points for extra Blitz attacks.)

Alrighty, in case you're ever in a situation where your power armor pieces break there are still benefits from wearing the suit and it's time to tank with Toughness and HP regeneration.

64. +1 Endurance

65. Life Giver

66. Life Giver II

67. Life Giver III(extra hit points and hit point regeneration)

Let's max out total hit points that regenerate next.

68. Endurance +1

69. Endurance +1

69. Endurance +1

70. Endurance +1

71. Endurance +1

72. Endurance +1

73. Endurance +1

74. Solar Powered

75. Solar Powered II

76. Solar Powered III(hit point regeneration during the day, Strength and Endurance buffs in sunlight)

Rads reduce the pool of total hit points being regenerated, therefore rad resistance and healing rad damage is in order.

77. Ghoulish

78. Ghoulish II

79. Ghoulish III

80. Ghoulish IV

Rads can now be eliminated environmentally from water.

81. Aquaboy

Now that you're highly resistant to damage in a nuclear wasteland, it's time to buff melee and rifle damage output simultaneously.

82. Luck +1

83. Luck +1

84. Luck +1

85. Bloody Mess

86. Bloody Mess II

87. Bloody Mess III

88. Bloody Mess IV

Some more simultaneous melee and rifle damage in VATS next.

89. Awareness

90. Awareness II

Opponents are going to have to run for cover from your pew pew if they don't want to die, so.

91. Perception +1

92. Perception +1

93. Perception +1

94. Perception +1

95. Perception +1

96. Penetrator

97. Penetrator II(shoots through walls with no loss of accuracy)

Now that there's nowhere to hide, it's time to blow some brains out doing 25% more damage with headshots in VATS.

98. Sniper

99. Sniper II

Max number of settlers now that you're the mad science Doctor Moreau boogeyman.

100. Charisma +1

 

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  • 2 weeks later...

I respect the dedication here quite a lot, hats off to you bud.

 

I only ever played a sneaky bastard with the pistol you get from underground group :lol: clearly been a while since I even played because I can't remember the name of the only gun I use or the team/story you get it from.

 

Silver Shroud armor + Deliverer(?) = cool

 

Can't say it was a good build, but The Shadow knows and The Shroud is close enough.

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