I usually start with LCK 3, and go from there. 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. Some perks require certain minimum attribute values as well. This was nice, but not balanced very well in my opinion. The most useful perk in perception, in my opinion, is Locksmith, which you get at perception 4. I find it funny you mention the need for Str as a settlement builder. Why? 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). It's very good. The bobblehead is easy to get early, so that brings me to 4, which is plenty. Steam Community Gui 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. Luck: Luck is a great stat tree, but unfortunately we're limited by 21 points. This time is spent so well, as it introduces a lot of things for the player. 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. Melee Build. 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. 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. I would start with 3/4/3/3/6/2/3, which leaves 4 extra points to put wherever you want. it all depends on what you want to do. With the exception of hacker, which I don't value for the same reason as locksmith. Attractive smooth talker with high Charisma, Perception, and Luck; tough brawler with high Strength and Endurance; stealthy sniper with high Perception and Agility, etc. The sniper's dominion are vast open spaces. You start with 80 HP + endurance x5. 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. Better criticals affects overdrive criticals, which are extremely good late game, when you're constantly drugged out on damage drugs. Interesting point on the emporiums. Best Fallout 4 Character Build: S.trength is very important; When it comes to creating and customizing your post-apocalypse character, strength is rather vital. You get 1 NPC for every 2 CH. 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. 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. I tend to put a few stats to high values for perks. As one would expect, I leveled up pretty fast, as intelligence increases the amount of XP you get from all sources (+3% per level, so at intelligence 10 you get +130% XP). If you see a star, kill it. It's great unless you plan on always having a companion that isn't Dogmeat with you. I heavily invest in this tree. 6 points in charisma brings you to charisma 7. I JUST WANT EVERYTHING, RIGHT? I've basically 100%'d Fallout 4 and these are some of my tips for newer folk. Both VATS and non-VATS builds can benefit from it. 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. The only real issue I ever encountered while having low agility is the lack of action points, but I haven't encountered a situation where that drastically hindered my ability to function in the game. If you're playing a stealth melee build, Blitz is also a ton of fun. Fallout 3 probably had the best start of any Bethesda game. Note I play exclusively on Survival, which definitely changes my priorities. 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. AGL is, in my opinion, one of the most important stats. The advantage of that range is the enemy has almost no chance to shoot back. Just as a tip though, don't max out any of your stats right away. 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. New comments cannot be posted and votes cannot be cast. The series has seen plenty of titles at this point that varies wildly from the last. 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. These boundaries can never be broken, even with bonuses or maluses. Starting over-install game first, or re-download DLC first? 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. Looks like you're using new Reddit on an old browser. C - … the distance between you and your enemy will determine the accuracy. 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. 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. 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. There are several reasons why I think it beats NW and 4. Also, it helps when you have heavily modified guns, armor, etc. I'll probably try it in my next playthrough on Xbox, tbh. Here are some reasons why it works so well. 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. I value 3 charisma perks extremely highly. Fallout 4 Special Perks And What They Do . Interesting in how differently people approach it. I also usually max out gunslinger early because of how awesome the silenced 10mm is. My tactics are to fire at the extreme edge of my weapons range. And the rest as low as possible (i.e. I don't care about how fast I level, but it's nice for that, too. 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? If I see an accuracy higher than 5% in VATS, I back up because I'm too close to the enemy. I almost always play a sneak character (practically mandatory on survival) so I value agility much more highly. Perception: P=5 (explosives) or P=9(+ bobblehead) concentrated-fire. For example, not maxing out a certain stat because the book under the crib lets you get an extra point in it almost immediately, or boosting stats enough to get hacking, lockpicking, and armorer early on. 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. Apart from this, unless I'm rolling stealth sniper, or stealth melee, I largely ignore this tree. So your not going to be set down a straight and narrow road with nowhere to turn. Higher sneak attack damage means more 1-hit kills, which make it a hell of a lot easier to stay undetected. 6 perception (Better Criticals) 5 endurance (not that useful, except for various perks in the 5-6 range) 1 charisma. 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. Each statistic directly modifies certain derived statistics. INT is a very important stat, because of the associated perks. Agility is interesting. Named after the popular anime this build focuses on unarmed combat using the Blitz perk. I almost never spec into strong back until high 70's. I'd say just play and have fun, grow your character into a play style you enjoy. 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. Fallout 4 Ultimate Character Creation Starting Guide Choosing . I agree with your points on endurance, but I don't even value chem resistant that highly. Endurance: Endurance was a tough decision for me. The Fallout 4 Subreddit. Relative to previous games, you seem to gain levels at a much faster rate in Fallout 4. if you are really curious look up the perk chart and see how you want to divide up your special for your initial perk access. A state-of-the-art subreddit from Vault-Tec. This gives you more leveraging power in dialogue. 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 … 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). http://www.carls-fallout-4-guide.com/special-stats/endurance/. At the same time, you're strategy makes sense. 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. I often put the point from the SPECIAL book into LCK. 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. 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. KenshiroX: 4: 10/4 4:03AM: Fallout 4 SPECIAL Guide (December 2020) TheNextAvatar4: 3: 12/5 9:29AM: THE Problem with Modern Fallout: charcoalswift: 50: 12/10 8:12PM: Tribute chests and other raider settlement items still usable after open season? And please remember this is my opinion, so please don't send me hate! 1 Overview 2 List 3 Increasing attributes The minimum for each primary statistic is 1 and the maximum is 10. 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. Yeah I just see agility as a stat for a more specific type of play style. Cookies help us deliver our Services. 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. There are other ways to get caps that don't require spending level-ups on special or perks. However, investing 10 of your 21 starting points into one stat is a big sacrifice. Both of these are decent bonuses. I wish we got like 2-4 more points to use lol but I personally prefer placing my points in other stats early on. Talk about quests, gameplay mechanics, perks, story, characters, and more. Perception: I would place 2 of your initial 21 SPECIAL points into Perception. In the beginning of the game, this is great. If I'm a automatic user I just use my power armor and robot companion for carry weight. The bobblehead is very easy to get early, so that puts me at 7. Smart choice. Here is where I struggled. 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. Of course, range of the weapon, the weapon's general accuracy, and the distance between you and your enemy will determine the accuracy much greater than perception would, and that was my thought process behind putting few points into perception. Check out our list of unique / rare weapons in Fallout 4 with special bonuses. There are a few ways Fallout 4 denotes how tough an enemy is. 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. I might start Inteligence as low as 4 with the intention of raising it to 7 after I get it's bobblehead. The main reason this didn't set me too far back is because I leveled fast, meaning I could invest more points earlier in the game. I love how it takes it time within the vault. For me, I found that trying to effectively allocate the 21 points you get at the beginning of the game can be difficult. 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. I always play 3 Str and I love building and crafting. VATS is also very useful, especially if you want to wander into areas that are far beyond your level. Interesting post. Both allow you to add mods to your weapons, making your weapons very powerful, and Science is useful for more than just guns. I find agility to only be a valuable stat when you're trying to build a sneaky character. I hope you enjoyed! 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. I gave up using scounger. 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. Honestly with Fallout 4 you can adjust your play style as you level. You get access to Local Leader at Charisma 6. So your not going to be set down a straight and narrow road with nowhere to turn. Lastly, this is NOT designed for survival mode. New comments cannot be posted and votes cannot be cast. 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. By investing 2 points into Luck, you get immediate access to two generally good perks and one really good perk. Simply put, each SPECIAL attribute now has ten perks tied to it, one for each base rank you can have in that Attribute. Don't start the game with one at an odd value. I usually start with AGL 4. I usually start with INT 6. As I stated when talking about Chem Resistant in endurance, Chemist (intelligence 7) synchronizes very nicely with Chem Resistant, making chem effects last longer. 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). The first is … 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. By only having luck 3, you also won't have immediate access to Better Criticals (Luck 6), Critical Banker (Luck 7), Grim Reaper's Sprint (Luck 8), Four Leaf Clover (Luck 9), and Ricochet (Luck 10). It's a great perk. Since I prefer P=10, I get 5% at very long range. Ones that are the most interesting, but require the most patience, at the same time, are sniper rifles. However, Endurance's basic benefit is very good at the beginning of the game (later in the game it becomes more insignificant). You start with 80 HP + endurance x5. P=1 is to save points for other stats. CH is only really useful for determining the amount of NPC's you can have. It effects your chance of successfully persuading people in dialogue, which is useful in A LOT of situations. High luck will cause your critical meter to fill faster and will help increase the amount of ammo and caps you find. 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. My normal stats differ from yours quite a bit. Action Points are useful in combat, and for sprinting. You can (fairly) easily max out all skill, with an Intelligence of 4. This also saves you a point in leveling towards 10 Charisma. 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. Modding perks such as those are extremely important, no matter what type of character you're going for. 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. Interesting, you build characters in almost the opposite way to me. Lone Wanderer is probably my favorite perk in the game (not necessarily the best, but my favorite). 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). So you want to play a melee build in Fallout 4? 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. Investing points in these stats unlocks up to 10 … An initial strength=2 is OK, since I can get the strength bobblehead about 10th level. 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. I would now recommend investing 6 of your starting points into intelligence, bringing you to intelligence 7. I can put lock subroutine on my robot if I really care, but often enough I just don't. 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. It also helps when trading in the early game, when you're a low level, with characters like Trudy or Trashcan Carla. S - no higher than 7. 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. Intelligence is usually at least a 7 for me if not higher. EDIT: I took a point away from Endurance because sacrificing 5 HP to place an extra point into Charisma is a beneficial trade off, in my opinion. If I'm a stealth sniper character, I use lone wanderer as well as shadowed leather for armor, so my weight is quite low. In survival mode, it's especially vital because the starting carrying capacity is reduced to around half of the normal amount. Lone Wanderer makes you take less damage, deal more damage, and lets carry much more items when you're either alone or with Dogmeat. Intelligence and Charisma: I agree a staring value of 5-7 for either is useful. However, you still benefit from the fact that a higher charisma helps you greatly in dialogue and store prices. Most of the time, that's as high as it goes. Pair this up with Chemist from the intelligence tree and you got yourself a pretty good combo. You want a lot of strength and… In Fallout 4, some still do, although the primary purpose of SPECIAL attributes in Fallout 4 is determining what perks you have access to. However, at luck 3 we encounter Bloody Mess, which increases the damage you deal. I do tweak them for particular builds, though. You can add a stat point every time you level instead of picking up a new perk . EDIT: I added the point I subtracted from Endurance into Charisma. It's approximately a 4% increase in VATS accuracy per perception point. P - at least 5 if you are going for a critical build, otherwise it is irrelevant. For me, the second part of that is the more important aspect, as I tend to collect junk for settlements, and higher carry weight allows for less stops at my settlements to transfer said junk. As for optimal starting SPECIAL, that is all dependant upon what perks you want to take. I recommend reading what each S.P.E.C.I.A.L. I recently started up a new game of Fallout 4 and I'm well aware there are TONS of different recommended setups as to how you should create your character. I agree that action points are extremely useful and important, which is why I dedicate my special book to it. I would just use the You're SPECIAL book to increase my agility. does and plan accordingly. Fallout 4 gives you a very vast choice of firearms. At least luck 6. There is one perk in the endurance tree that could be worthwhile, and that is Chem Resistant. What are your recommended starting stats? 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. I view settlement building as a "side project" and don't focus on making my settlements "great" until later in the game. E=2 allows me to sprint far enough to get away from enemies I can't beat. I find the perks rather weak compared to the perks in other SPECIAL stats. Here's my take on some solid SPECIAL stat builds to start with, depending on how you play. 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. I've never been one to start with extremes in my stats either, but the ones I focus on are quite a bit different from yours. Enough talking about the greatness that is the base bonuses of charisma, and now on to the perks. I build characters based on how I'm going to play them. The downside is that it requires you to be more dedicated than you may wish. For a melee character S=9 Rooted might be worth using. Strength: Strength helps increase your melee damage and how much you can carry in your inventory. Stealth builds take what was previously a straightforward shooter and turn it into a tactical and complex style of play. And a gunslinger would have difficulty using VATS even with military fatigues. Unfortunately we only have a limited amount of points to use in the beginning of the game so sacrifices have to be made. Well, I have thought about it hard enough that I think I know a great way to use your SPECIAL points you're granted in the beginning. 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. Until then, Local Leader really isn't that important. You also get access to two more great perks, Cap Collector (lower on the priority list however) and Lone Wanderer. 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. It saves you bullets in situations where a failed persuasion would lead to combat, and can get you more caps out of doing jobs. E - at least 6. Hello! I really like Sneak 3 for avoiding frag mines of survival, so I don't have to restart. 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. 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). Str: 3 Per: 4 End: 3 Chr: 5 Int: 6 Agil: 4 Luc: 3. 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. In addition, every skill is tied to a primary statistic. 3 Strength for Armorer, since you wanted to craft armors. Fortune Finder (Luck 1) and Scrounger (Luck 2) will increase the amount of caps and ammo you find in containers, which is really nice. Stat for a critical build, Blitz is also a ton of fun perks for any type of.... 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