Nuke Codes (Week: 12th May -19th May 2024 (20:00))
Alpha: 61952546
Bravo: 57631629
Charlie: 58612449
Nuke Codes
Week: 12th May -19th May 2024 (20:00)
Alpha:
61952546
Bravo:
57631629
Charlie:
58612449
Season 16: "Duel with the Devil"   Still 38/91 Days Left
57%

Build How-To: Bloodied Overeater Power Armor with Heavy Weapons (50 Cal / Minigun)

This build plays in power armor with heavy ballistic weapons. Primarily .50 cal machine gun and minigun. Preferably with exploding bullets. The power armor has the legendary main effect: "Overeater" and offers a good damage reduction. The perk "Stabilized" does work only in PA, which brings huge advantages for heavy weapons. The gameplay and weapons are bloodied, i.e. low TP and high radiation (optimal: 20% HP, 80% radiation). He gets an additional weapon damage bonus from Bloodied Weapons, the Nerd Rage perk, and Adrenalreaction mutation. This build is also possible as full life, e.g. with Anti Armor, Two Shot, Mutants, Gourmands, or Juggernauts Weapons.

Equiment

These 50 caliber machine guns are the everyday equipment of this build. The Bloodied for most good damage situations and the Vampire for heavy fire situations. The 50 cal has always been one of the most solid heavy weapons in Fallout 76. You can always count on this heavy machine gun. It fires instantly (no pre-run like the Minigun), has a good magazine size, is accurate and efficient. The ideal heavy everyday weapon.

BE90 50 Cal (Bloodied, Bullets explode, 90% reduced weight)
BE90 50 Cal (Bloodied, Bullets explode, 90% reduced weight)
VE 50 Cal (Vampire, Bullets explode)
VE 50 Cal (Vampire, Bullets explode)

The minigun also has a certain fun factor in between. However, the efficiency cannot be compared with the caliber 50.

BE Minigun (Bloodied, Bullets explode)
BE Minigun (Bloodied, Bullets explode)

The Pepper Shaker is playable against smaller opponents, and at the same time the best weapon to force the Queen (Scorchbeast Queen) to land (cripple wings).

Q2515 Peppershaker (Quad, 25% faster firerate, 15% faster reload)
Q2515 Peppershaker (Quad, 25% faster firerate, 15% faster reload)

Of course, more heavy weapons are playable with this build. Optimally, however, they should have exploding bullets, since the skillset is designed for this and we otherwise waste the potential of the perks. As additional alternative weapons, e.g. suitable for the "holy fire", for resilent opponents a chainsaw or automatic axe is also recommended. On reflective enemies, a two shot Auto Grenade Launcher is the best choice (e.g. the Nuka Launcher).

Power Armor

A power armor offers more advantages in the perks with heavy weapons, so that you are more precise and do more damage. I recommend the Union Armor (+150 Poison Resistance & +75 Carrying Capacity / Season Reward or sold for stamps at Guiseppe) for everyday use and the Hellcat Power Armor (+12% Ballistic Damage Reduction / Reward: Steel Reign Quest) for intense combat situations. Unfortunately, both cannot be traded.

So to make sure that you always have enough fusion cores, you can also have a look at this article: All about Fusion Core Farming & Charging

PA Set Overeater Union

Of course, this set isn't perfect either, as you can only roll legendary versions by crafting them yourself. A complete Overeater set is important here, as a complete Overeater set provides a damage reduction of 30%, which is better than higher damage resistances such as e.g. at the T-65.

Skillset

Strength at 15:

For optimal damage on heavy weapons I use Heavy Gunner 3, Expert Heavy Gunner 3, Master Heavy Gunner 3.
"Bandolier" to reduce the weight of ballistic ammunition
To save weight, use "Bear Arms" 1 for heavy weapons, and "Traveling Pharmacy" for chems.
It would also be possible e.g. Swapping "Bear Arms" for "Lock and Load" to make heavy weapons load faster.

Perception at 1 (+5 Legendary Perception):

"Skeet Shooter" 3 to increase the accuracy of the Pepper Shaker (which I use to cripple Scorchbeast wings)
"Concentrated Fire" 1 to be able to target body parts in VATS
"Grenadier" to increase the explosion radius (which will have clearly visible effects in Patch 46 on 08/21/2023)

Endurance on 7:

"Fireproof" 3 to gain protection against explosions (and fire)
"Radicool" 1 to get more strength for more carrying capacity.

Full Life variant: Can also be played on 3 endurance without Radicool, since Radicool does not bring any advantage without radiation.

(Optional) If you want to increase the duration of chems you can use the item e.g. use on "Chem Fanatic".
(Optional) With Rejuvenated, this build improves its AP regeneration.

Charisma on 7:

"Strange in Numbers" 1 to increase the effects of the mutations when on a mutated team
"Inspirational" for 15% more XP in the team
"Tenderizer" for 10% more damage after the first hit
Here you can at events e.g. Radiation Rumble also swap "Tenderizer" for "Friendly Fire" and heal the NPCs with a flamethrower.

Intelligence at 10 (+5 Legendary INT):

"Nerd Rage" 3 to increase damage resistance when under 20% health, +15% AP regeneration and 20% more damage
"Stabilized" 3 to increase heavy weapon accuracy in PA as well as gain 45% armor penetration
"Batteries included" 3 to reduce the weight of EK 2mm cartridges and other energy ammunition (including fusion cores).
"Demolition Expert" 5, for 60% more damage from exploding bullets
(Optional) "Scrapper", for better scrap yield when recycling. Here the dot could also be used for "portable power" or other perks.

Full Life Variant: "Nerd Rage" has no effect here and can be replaced by QoL Perks such as "Power User" or Hacker Perks

Agility at 6 (+5 Legendary AGI):

"Thru Hiker" 3 to reduce the weight of drinks and food by 90%
"Enforcer" 3 to be able to instantly cripple a wing with the Pepper Shaker to land Scorchbeasts
"Gun-Fu" 1 to jump directly to the next enemy when using VATS
"Adrenaline" 4 to use the remaining usable points to increase damage in battles with many opponents (can of course also be scaled higher)

Luck to 10 (+5 Legendary LCK):

"Bloody Death" 3 to generally increase damage by 15%
"One Weapon Army" 3 to further increase the chance of crippling from heavy weapons
"Class Freak" 3 to reduce the negative effects of mutations by 75%
"Enhanced Genes" 2 to keep the mutations
"Ricochet" 3 to reflect incoming damage back to enemies with a 18% chance
"Good with salt" 1 to make food buffs like corn soup (for AP acceleration) last 30% longer

Legendary Perks

  • Electric Absorption *** (chance energy damage will recharge your power armors fusion code and restore your health)
  • 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.

  • 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

I mainly use buffs for AP acceleration to be able to sprint longer / use jetpack / use VATS. This isn't primarily important for this build, but I still find it helpful. Since I'm using the Herbivore mutation, all foods made from plants will be amplified in effect. Corn is easy to grow at CAMP, so I always cook up some Corn Soup and use it with Hard Lemonade when I need more AP boost.

Chems like Psychotats can also increase the damage of heavy weapons and you can also e.g. Use Magazines and Big Gun Bobbleheads or Energy Bobbleheads.

Gameplay

Bloodied Overeater with 50 Cal vs Scorchbeast Queen:

Bloodied Overeater with 50 Cal vs Ultracite Titan:

Bloodied Overeater with 50 Cal vs Supermutants (daily ops):

Conclusion

This build is very well suited for everyday use in Fallout 76. The build is efficient, the ammo doesn't weigh too much, and the build can also carry quite a bit of loot (through the carry capacity bonus of Union Power Armor). The production of the ammunition is also possible with a moderate use of materials if you do not have enough contextual ammunition.

This build is very suitable both in front of the Queen and in various daily operations. The combination of Bloodied and Overeater Power Armor allows the build to take damage and dish it out well, making it easy to solo most situations.

What do you think of this build? Feel free to write in the comments.

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