Build How-To: Bloodied Max Crit Commando Sniper
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This build is played a lot in this and similar forms and should be a kind of new meta build. The build can deal high damage while remaining undetected. So he can easily deal with large opponents. The focus here is on automatic rifles , landing critical hits in VATS, and the herbivore mutation (to get the appropriate bonuses). As the name suggests, this build plays with low HP (below 20% at best) in order to get the maximum bonuses and deal the most damage.
equipment
This build uses the Commando perks unique to automatic rifles and actively plays the following rifles :
- Quad +50crit BS railway rifle (a Q50crit25 would of course be even better)
- B50crit15 Fixer
- V50crit25 Fixer
- B50crit25 radium rifle
- and some more depending on your mood
- Good is always Quad / Bloodied / Vampire with 50crit and 25 less VATS action point cost, 15% faster reload or Critical hit bar fills 15% faster.
All automatic rifles can be played (provided that the mods are suitable): Handmade, Fixer, Railway Rifle (loud), Assault Rifle, Radium Rifle, Laser Rifle (loud), Plasma Rifle (loud), Enclave Plasma Rifle (loud), Pipe Rifle, Tesla Rifle (loud) , Alien Disintegrator (moderately loud but no silencer). However, depending on the volume of the weapon and whether or not there is a silencer, the build will be discovered faster. If the enemies are further away, you can stay spotted even with a loud weapon. So you have to adapt to the situation.
The armor is a Secret Service armor with a jetpack mod on the chest piece, all pieces with Unyielding effect. The build should have the following additional effects on the armor:
- 3 parts with AP acceleration
- 1 part with HTD (harder to detect while sneaking)
- Weight reduction on weapons can never hurt either.
- Poison resistance is also helpful
- The first mod should be " Based " on all parts
- The 2nd mod for the body parts " ultra lightweight "
- I like to use the jetpack as a 2nd mod for the torso , but you can also use " dense " for daily operations with exploding enemies and the " asbestos-lined " mod for Earle (against the falling rocks ) .
The Secret Service armor is best armor (not power armor) in the game (taking into account availability and possibilities, as well as resistances) that you can buy in Vault 79 for gold from Regs (Secret Service).
As underarmor I use the Secret Service underarmor with shielded mod. This brings the following bonuses +4 STR, +2 PER, +4 END. It is also easily available for gold from Regs in Vault 79.
Alternatively, you can also use the Raider underarmor with shielded mod, for example, since the SPECIAL bonuses here bring even slightly higher advantages: +3 PER, +3 AGI, +1 LCK. However, the plan for the shielded variant is very rare and therefore not easily available.
In addition, the build uses a backpack with an chemist`s mod (available from raiders for gold) that replaces the "Travel Pharmacy" perk card at 3*.
skillset
Strength to 6:
sturdy frame 2*, bandolier 2*, bear arms 2*
(In order to be able to carry more loot, this can of course be varied except for the bandolier.)
Perception to 10 (+5 Legendary PER):
Commando 3*, Expert Commando 3*, Master Commando 3*, Tank Killer 3*, Ground Pounder 2 , Concentrated Fire 1*
Endurance on 4:
Radicool, Fireproof 3
Charisma to 4:
Strange In Numbers, Tenderizer 3 (alternatively you can also use Inspirational 3 for more XP)
Intelligence to 10 (+5 Legendary INT):
Nerd Rage 3, Gunsmith 5, Portable Power 3, Batteries Included 3, Recycler
(Nerd Rage uses the optimal effects of low HP, Gunsmith adds more durability to weapons, the rest are tradeable and add less weight and more scrap when recycling; the 15 intelligence also gives you more XP)
Agility at 10 (+5 Legendary AGI):
Sneak 3, Sandman 2, Covert Ops 3, Gun-Fu 1, Escape Artist, Thru-Hiker, Adrenaline
(High Agility makes for better Sneak ability, so you're less likely to be spotted . Sneak, Escape Artist, Gun-Fu and Covert Ops are necessary for the build, the rest add less weight and more damage depending on the situation)
Luck to 10 (+5 legendary LCK):
Starched Genes 2, Class Freak 3, Serendipidy 3, Critical Savvy 3, Better Criticals 3, Tormentor 1
(High Luck is essential to land critical hits more often; Critical Savvy and tormentor can be changed depending on the situation, e.g. with "Good with salt".)
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 WAH and +5 WAH 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 MOV and +5 MOV skill points. Skill points are capped at 15)
- Legendary Luck**** (+5 GLÜ and +5 GLÜ 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 WAH in the skillset and have legendary WAH at 4*, you still only get 15 points for perk cards, but you have 17 WAH in the Pipboy with the active SPECIALs.
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 WAH, +75% Critical Damage )
- Adrenalreaction (+More weapon damage at low TP., -12 MAX TP)
- Marsupial (-1 INT, carry capacity, +jump height)
- Egghead (-1 AUS, -1 STR, +8 INT)
- Empathy (+8% damage taken, -33% team damage) (Means you take -25% damage since you are a team member yourself)
- Herd instinct (-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 MOV)
Additionally I use:
- charged
- unstable isotope
buffs
In order to land maximum damage on critical hits, this build can use buffs in appropriate situations. It makes sense to buff the damage on critical hits, as well as the action points acceleration / and max AP to be able to act better in VATS.
AP Acceleration:
Either visitor tea or the combination of corn chowder and hard lemonade . Visitor Tea does not stack with other AP regenerating food.
For situations in which you need more AP for a maximum of 25 seconds, you can also eat several cans of coffee and thus get more AP in this time (no acceleration).
See also: AP Acceleration Calculator
More damage on critical hits:
Blight Soup (lasts 30 minutes) or Sweet Mutaberry Tea (lasts 60 minutes) +187% critical damage in combination with Strange in Numbers (+ mutated team members) and the magazine Live and Love 3 . The magazine Life and Love 3 not only improves the effect for critical hits but also for everything else vegetable eg corn soup for AP acceleration.
As an alternative to life and love 3, you can buff the critical hits with the magazine guns and bullets 3 with +100% more damage for ballistic critical hits to a total of +225% (rotten soup +125% & pistols+cartridges 3 +100% = 225% ).
There are also chems to improve the damage: Overdrive also increases the damage from critical hits by +30% (should always be taken as the 1st chem)
More ballistic damage:
You can also buff the general ballistic damage. You can use psychotats (+25% damage) , small arms bobbleheads (+20% ballistic damage for pistols and rifles) and ballistic bock (+15% ballistic damage).
With automatic energy rifles you can then use high-voltage yeast wheat instead of ballistics bock.
Max Damage on Critical Hits Combo:
It's best to activate in this order
- Small Guns bobblehead
- Magazine: Guns & Bullets 3
- Company tea
- Blight Soup or Sweet Mutaberry Tea
- overdrive
- psycho acts
- Ballistic Bock
Overall: Ballistic Damage Bonus +60% (20+15+25), Critical Damage Bonus +255% (125+100+30)
Optimal combo for critical hits +AP acceleration:
- Small arms bobblehead
- Magazine: Life & Love 3
- company tea
- Blight Soup or Sweet Mutaberry Tea
- overdrive
- psycho acts
- Ballistic Bock
Overall: Ballistic Damage Bonus +60% (20+15+25), Critical Damage Bonus +217% (187+30)
If you want to buff yourself for Earle (A Colossal Problem), you can drink Mutfix before Ballistic Bock, both of which stack in this combination.
The calculated bonus cannot be observed 1:1 in the game. There are many factors that come into play, such as other players, the environment and the opponents. The legendary perks Aftermath and Full Deployment also keep the bonuses going up and down.
Tips for buff food on critical hits
Grow corn in your CAMP so that you can always have corn in passing and cook yourself new corn soup . This keeps your AP acceleration permanently buffed. This includes dirty water that you can boil. For the water you can, for example, set up the Atom Shop rain barrels, get it from a nearby body of water or put any water source in the CAMP. In order to get more than one dirty water at a water source in the CAMP, you can keep "Drink" pressed and then press "Collect water" quite often (this works very well with the settlers' well, for example).
For hard lemonade you can buy (or make) lemonade everywhere (e.g. at the lemonade stand), buy vodka at the train stations and brew hard lemonade at the brewing workbench. Along with Corn Soup, Hard Lemonade is a simple effective AP Booster.
If you want to get even more AP acceleration, you can use Company Tea . However, this is not that easy to make. You can always loot one in Mosstown ( if your loot list allows it ). But there is also the possibility to buy visitor tea from specialized groups, for example on Facebook, in exchange for bottle caps or other barter goods. However, Visitor Tea does not stack with other food or drink that increases AP.
Blight Soup is my pick over Sweet Mutaberry Tea because it's easier to make. Just rot and boiled water. Rot can be found in Ash Heap eg in front of "Sludge Works" and from there towards "Hornwright Testsite #3".
Don't forget the Green Thumb perk when harvesting corn, rot and other vegetables to get double the yield.
gameplay
Here are some examples of how the build behaves in game and how it deals with the enemies.
B50crit15 Fixer vs West Tek Super Mutants
B50crit15 Fixer vs Queen
Q50critBS Railway Rifle vs Queen
Conclusion
This build will take down even the biggest opponents in a short amount of time. You're hard to spot while sneaking, making you less vulnerable to enemy attacks. Of course, the best way to play the build is not with the railway rifle, since it's much too loud, but with a silenced automatic rifle, for example a suitable fixer. This allows you to sneak right through the opponents and not be discovered. If you always have the right buffs ready, it plays all the better. The challenge here is to always produce or buy sufficient quantities.
Due to the many perks with weight reduction, you should rarely have problems with the weight. However, the build with carnivore and all the carry capacity buffs can of course carry a lot more. We deliberately do not go this route here, since the effects of the herbivore mutation for critical hits simply clearly outweigh them. Another disadvantage of the build is the high ammo consumption. Automatic rifles consume a lot of ammo. Here you can try to farm ammo in the expeditions and daily operations.
Overall, however, this build is certainly one of the strongest builds in Fallout 76, especially now that the legacy weapons (energy explode) have been disabled. As a result, you can move easily and safely through Appalachia on your own and deal well with every situation and every event.
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