Build How-To: Bloodied High INT Commando Nerd
This build is particularly suitable for double XP weekends, or if you particularly like to level up quickly and farm XP over the long term. The focus of the build is clearly on highest possible intelligence or a combination of max XP and max intelligence. This gives you e.g. During double XP weekends in West Tek, 4000 experience points (XP) for each super mutant. The Herbivore mutation is essential for this build, as we are playing with plant food as XP buffs, as well as Unyielding armor and low HP.
Equipment
This build takes advantage of the command perks unique to automatic rifles and actively plays the following rifles:
- B50crit15 Fixer
- V50crit25 Fixer
- Q50crit15CF Fixer
- and a few more depending on your mood
You can also use this build e.g. play with heavy weapons, melee combat or shotguns. Pistols can also work, but unfortunately you have significantly fewer options in Agility. You can distribute your damage perks to both perception and strength. This is not relevant for EP and intelligence.
Basically it's all about killing the opponents somehow. Which weapon you use is not important.
The armor is a thrown together set because I haven't yet gotten all the pieces as Secret Service armor with intelligence. Because the focus here is on intelligence:
- All armor parts with Unyielding as the main effect and +1 Intelligence on the 2nd legendary slot.
- The 3rd legendary effect is not that important, HTD (harder to detect when sneaking) or weight reduction (weapons, food/chems or ammunition) will also help you.
The underarmor should be a shielded casual underarmor, as this underarmor best supports your intelligence. Values: +3 CHA, +3 INT and +1 LCK.
If you don't have or can't get the shielded casual underarmor, you can alternatively use the shielded Vault-Tec underarmor: +1 STR, +1 END, +2 INT, +2 LCK.
In addition, the build uses a backpack with a pharmacist mod (available from the raiders for gold), which replaces the perk card "Travel Pharmacy" on 3*.
Skillset
Strength to 8:
Sturdy Frame 2*, Bandolier 2, Bear Arms 3*, Strong Back 1*
(In order to be able to carry more loot, except for the weapon belt, this can of course be varied. Strength is unimportant for the focus in this build.)
Perception at 8 (+5 legendary PER):
Commando 3*, Commando Expert 3*, Master Commando 3*, Nighthawk 3*, Concentrated Fire 1*
Endurance at 4:
Radicool, Chem Fanatic 3*
(Chem Fanatics extend the duration of chems such as Berry Mentats for more INT)
Charisma at 4:
Strange in Numbers, Inspirational 3
Intelligence at 15 (+5 legendary INT):
Nerd Rage 3, Weaponsmith 5* or Demolition Expert 5*, Portable Power 3*, Batteries Included 3, Recycler
(Nerd Rage uses the optimal effects of low HP, weaponsmith ensures more durability of the weapons, the rest is exchangeable and ensures less weight and more scrap when recycling; the 20 intelligence gives you more XP)
Agility to 5 (+5 legendary AGI):
Sneak 2*, Covert Operations 3*, Peng-Fu 1, Escape 1, Thru-Hiker 3*
(High mobility ensures better stealth ability, so you are less likely to be discovered. Sneak, Escape, Peng-Fu and Covert Operations are useful for the build, the rest ensure less weight and more damage depending on the situation)
Luck at 10 (+5 legendary LCK):
Starked Genes 2, Class Freak 3, Serendipity 3, Good with Salt 3, Better Criticals 3, Curator 1
(High luck is essential in order to land critical hits more often, the focus here is also on the most durable buffs possible for more XP through "Good with Salt" and longer duration of effect of Bobbleheads and magazines through the "Curator")
Legendary Perks
- Follow Through **** (Ranged damage from sneak attacks increases damage taken by the target by 40% for 10 seconds)
- Taking one for the Team **** (Enemies take 40% more damage when they attack you and you are in a team.) (Experience has shown that this legendary perk also stacks when you are hidden but the other team members are attacked, for example in events. )
- Legendary Perception**** (+5 PER and +5 PER skill points. Skill points are capped at 15)
- Legendary Intelligence**** (+5 INT and +5 INT skill points. Skill points are capped at 15)
- Legendary Agility**** (+5 AGI and +5 AGI skill points. Skill points are capped at 15)
- Legendary Luck**** (+5 LCK and +5 LCK skill points. Skill points are capped at 15)
By using legendary SPECIALs we can use more points in the skillset than was previously possible. The legendary SPECIALs supplement the points defined for the skillset in the loadout up to a maximum of 15 in the skillset. In addition, the points are applied but cannot be used for perks. For example, if you choose 12 PER in the skillset and have legendary PER at 4*, you still only get 15 points for perk cards, but you have 17 PER in the Pipboy with the active SPECIALs. We use this effect here for intelligence and thus achieve a base level of 20 intelligence instead of just 15.
Mutations
The mutations are decisive for the way of playing, the damage with critical hits, the intelligence, AP acceleration and much more. The right combination is therefore important.
- Eagle Eyes (-1 STR, +5 PER, +75% Critical Damage )
- Adrenalreaction (+More weapon damage at low TP., -12 MAX HP)
(Can be left out on a full life build) - Marsupial (-1 INT, carry capacity, +jump height)
- Egghead (-1 END, -1 STR, +8 INT)
- Empathy (+8% damage taken, -33% team damage) (Means you take -25% damage since you are a team member yourself)
- Herd Mentality (-2 SPECIAL alone, +3 SPECIAL when in a team) (so always play in a team)
- Herbivore (Eat vegetables with no disease with 2X benefit ) (Negates the effects of meat food)
- Speed Freak (+50% hunger/thirst while moving, movement speed +25, +reload)
- Bird Bones (decrease falling speed, -1 STR, +5 AGI)
Additionally I use:
- electrically charged
- unstable isotope
See also All about Mutations in Fallout 76: How to get and remove them
Intelligence and XP buffs
We receive an XP bonus of +2,072% per intelligence point. Due to the intelligence focus of the build, we get intelligence values in Pipboy of over 70. This is made up as follows:
- 20 Intelligence via skillset (15 base +5 legendary INT)
- +3 INT from the casual underarmor
- +5 INT by using 5x +1 Intelligence on the armor
- +15 INT over Unyielding when less than 20% HP
- +3 INT via the herding mentality mutation in a team
- +8 INT via the Egghead mutation
- -1 INT due to the marsupial mutation
- +11.25 INT from brain bombs (with Magazine Buff: Live and Love 3)
- +4 INT by Casual Team with 4 team members (each with a full blue bar)
- +5 INT from Berry Mentats
- +2 INT through mechanical horse racing in CAMP (intelligence increase bonus)
- +3 INT at night through the Night Person perk under Perception
This gives you a total of 78 intelligence fully buffed. More is also possible, e.g. through bobbleheads, but with the leader bobblehead you get more XP (+5%) than with the intelligence bobblehead (+2 INT = +4.144% XP). Of course, if you only have one intelligence bobblehead and no leader bobblehead, the EP difference is of course not earth-shattering.
If you are fully skilled, take your buffs as follows before your West Tek Run or Radiation Rumble (order is not important):
- Take 30 seconds of sleep (preferably in CAMP) for the “well rested” or “kindred spirit” bonus
- In your CAMP you activate the Mechanical Derby once for +2 INT
- (1x per day: Ally Leo Petrov -> Ask for Services -> Give Nuka Cola Cranberry -> Nuka Cola Inspiration Bonus +5% XP for 60 minutes)
- (1x per day: Ally Steven Scarberry -> Ask for Blessing of the True Mothman -> +5% XP for 60 minutes)
Tip: By using a camp slot switch between two camps with Leo Petrov and Steven Scarberry you can stack both XP boni. - Make sure you are below 20% HP and Nerd Rage is active
- Open 4 lunch boxes (or check whether the "Very well rested" bonus is still active long enough. (Tip: In the third person view you can open the lunch boxes more quickly one after the other)
- Leader Bobblehead +5% XP (60 minutes +100% duration with Curator)
- Magazine: Live and Love 3 (+50% "healing" through fruits and vegetables, increases the effects of plant-based food) (30 minutes +100% duration with curator)
- Cranberry Relish +37% XP (30 minutes)
- Brain Bombs +11.25 INT (60 minutes)
- Berry Mentats +5 INT (10 minutes with Chem Fanatic)
So you are fully buffed and receive maximum XP from enemies and events.
You can also buff your AP acceleration and critical hits:
- Blight soup
- Company Tea
For the Radiation Rumble event, you should have a Quad Tesla rifle (even 1* is enough) with 2-3k fusion cells, so you can hit as many enemies as possible without stealing enemies kills from other players.
To farm XP in West Tek you use the instance and how it works:
- The side quest "Discover the Secrets of West Tek" must be completed
- Enter West Tek (front or back entrance doesn't matter)
- Kill all enemies
- Go to the West-Tek Research Facility elevator in the middle
- Take the elevator down
- Kill enemies below (Tip: You can also find technical data in the cupboards here)
- It is best to allow 60 seconds to pass between exiting the elevator and re-entering it.
- Take the elevator up
- Enemies have respawned and you can start over
If the enemies don't respawn after you get back to the top, the server may be overloaded. Then just change the server and try again.
See also: Faster level up, Max XP Buffs,Tips for Double XP Weekend or Scoreboard
Tips for XP Buff Farming
You basically need 3 buffs in addition to the magazines and bobbleheads. You should bargain for magazines and bobbleheads; it is impossible to farm these special varieties yourself in large quantities.
You cook brain bombs from brain fungus, Mothman eggs, sugar bombs (with RAD), purified water and wood. You can easily farm brain fungus in the Wendigo cave, where you walk out with over 100 (don't forget the green thumb perk). You can get Mothman eggs in Point Pleasant all the way west, as well as in almost every cultist location. This is a little more difficult to farm. Sugar bombs are even more difficult, these only work if they contain RAD. The sugar bombs that can be produced are therefore useless for this. You can find sugar bombs in many places on the map, e.g. There is a lot (up to 5) in a bathtub in Mosstown. At the train stations, for example At Whitespring Station you can often also buy RAD sugar bombs from the bots. Buying from player machines also makes sense. This can be difficult. Anyone who has the opportunity to trade sugar bombs with RAD can of course do so. You can get treated water continuously at events and of course you can also get it from the purifier in the CAMP. It's best to store all of these ingredients on a storage char where the things won't go bad. Use the Super Duper Perk when cooking.
You cook cranberry relish from cranberries (who would have thought), gourd, boiled water, sugar and wood. You can farm cranberries at the top left of the map at Aaronhold Homestead and at all farms in the Cranberry Bog and in the Cranberry Glade (don't forget the Green Thumb Perk). Bottle gourd is not that easy, the best thing to do is to get a few bottle gourds south of RobCo Industries (the pumpkin from the pumpkin house doesn't work) and grow them at your CAMP. This means you can farm larger quantities relatively quickly with turbo fertilizer. You can make sugar from snaptail reed, e.g. along the river to the very west on the bank. If you start with "Ohio River Adventures" and walk along the shore a little way past Point Pleasant, you'll get a lot together (use the Green Thumb Perk again). Use the Super Duper Perk when cooking on the stove.
You can also farm Berry Mentats by yourself. Of course, buying or trading always makes sense. For this you need firecracker berries, brain fungus and starlight berries. You can find firecracker berries, for example: if you start from Top of the World and walk along the tracks. As I said, brain fungus is best in the Wendigo cave. And you can find starlight berries in the forest region, for example. from Slocum Joes north along the road or at Black Mountain Ordenance south of the fairground at the top left of the map. (Use the green thumb again) When crafting at the chemistry workbench, use the chemist and super-duper perks.
Gameplay
Example with max Buffs on a Double XP Weekend in West Tek (4000 EP per Level 100 Supermutant)
Example with max Buffs without XP Event in West Tek (2288 XP per Level 100 Supermutant).
Conclusion
This build is a challenge for me to farm skilled XP at Max XP on the Double XP weekend. In the remaining time I refill my storage for the buffs so that you can look forward to the next double EP weekend in a relaxed manner. Of course you can also play the build in everyday life. However, when fully buffed to XP, this can be a bit difficult if you want to farm the full buffs every day. How you use the build is of course up to you.
Getting the max XP in the event and knowing how to collect XP and level up effectively can also be helpful in the daily challenge to "Level up".
When you collect XP this effectively during a double XP weekend and see your levels increase, it's obviously even more fun.
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