Ghoul daily driver
Are you tired of running around in power armor? Do you wanna play a ghoul that uses guns? Are you worried about glow and feral management? Then I have THE build for you. If you wanna stand still and feel like you're being tickled by the badest monsters of the wasteland, only to turn around and say in a raspy cold ghoulish voice, "My turn." Then whip out that good ol'hunting rifle and western revolver, and make yourself a Howitzer Cannon on the go.
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More: Boss Killer builds, Close Range builds, Long Range builds, Solo builds, Tank builds
This build can be built slow over time. Don't let the level 300+ put you off. Popping in and out of multiple player vendor shops through public servers will lend hands to acquiring mod boxes needed over time. If you focus on Master Infiltrator and Survival Shortcut first, this will give you a foundation to complete I Am Become Death and Leap of Faith, becoming a comfortable Ghoul with none addictive chems to manage Feral Meter. Build up the none ghoul cards over your first 50 levels, so you don't have to get them later and scrap all other cards you don't need. This will give you an early supply of perk coins to rank up those legendaries perk cards after level 50, 75, 100, etc. If you use Chinese Stealth armor while building up your Heavy Combat Armor, you'll comfortably progress early levels without massive threats and once you secure 5 Mutant's effects for your armor and lock in at least 10 mutations. You can switch to your combat armor and any visual clothing you want. Travel the waste in style. As you build on the damage multipliers and focus headshot/weak spot damage as your primary target, you'll watch your damage numbers steadily climb as you build and level up. You can safely and easily start building this build as early as level 50, feel powerful at level 100, and continue scaling well after. Once you secure the full build, it'll feel earned and rewarding as you watch your opening shot; from either gun; deal massive amounts of damage and begin the crippling chain reaction, where each follow up shot just keeps pumping those damage numbers up. If you space your shots, the damage will maintain steady and continue hitting like a portable Howitzer Cannon, while providing peak damage reduction as a stationary immoveable ghoul of mass destruction.
The offensive damage break down for the Howitzer effect. Focus head shots and weak spots on targets. Thanks to every onslaught card and furious, you'll sit on 30 onslaught stacks. Coupled behind every support of increased weak spot damage, Number Cruncher for AP cost conversion into damage, and multiple limb damage multipliers, you head shots will pulverize anything within range of your rifle and revolver. Once at least one limb is crippled, the nuclear chain reaction begins. Backed by multiple damage multipliers against crippled targets and Scattershot spreading 20% of any limb damage across all other limbs, the damage will steadily keep climbing as every other limb begins to break on targets. Finally sealing the deal with massive scaling VATS critical hits that will rip through damage reduction defenses of major bosses, you'll comfortably feel like a stationary heavy ballistic cannon.
The defensive break down of the on the go, stationary Howitzer. With the modest combined resistances of Heavy Combat Armor, Secret Service Underarmor, and Mutations; you'll have a solid spread of resistances that either meet, or are just below, the soft cap threshholds of deminishing returns. Being a Ghoul, you dont need to worry about radiation resistance, so thats a major plus. Backed by the massive walls of multiple damage reduction effects, every instance of incoming damage will be significantly shredded down to next to nothing, before it even hits your resistances. From the 25% across all Mutant's effects, 25% across all Sentinel's effects while standing still, and the triple reduction of Hardy perk (45%), Hardy legendary (35%), and Dense chest mod (30%); explosive damage will be a sneeze after passing through each phase of damage reduction before checking your resistances. Topped off with pre-emptive damage reduction thanks to Suppressor, any target you damage will already be handicapped before they even swing at the barriers of damage reductions.
The Glow and Feral management. Thanks to several perk card compliments, you'll be able to wander the wasteland in style, remaining completely sane, and effectively keeping your glow maxed against sliver scratches of damage against you. Between keeping a stockpile of Toxic Goo (Easily farmed at Wes-Tek) and the constantly generating Survival Injections, your Glow and Feral will stay high without any fuss. Backed by Morale Support, as long as you hop on any casual team the moment you log in, your Feral will trickle down at a snails pace. Survival Injection will top you up any time you see the stage drop by 1. Thanks to the wide spread of weight reduction effects, you can comfortably run this as your daily driver and never have to swap out cards. Crafting, repairing, scavenging, exploring, and raiding, you're locked, loaded, and ready to go for any situation.
Weights of all Chems (including Stimpaks) are reduced by 90%.
+75% ranged damage to crippled targets.
20% of the damage dealt to a limb is applied to all limbs on your target.
Your weapons weigh 75% less.
When your Glow is high, makes you immune to staggering attacks.
Your small guns have 45% better accuracy and spread.
Your scoped weapons have 50% more range when aiming.
Gain improved control and hold your breath 75% longer while aiming scopes.
Your ranged weapons ignore 40% armor.
Deal +25% weak spot damage while aiming a scoped weapon.
You deal 20% more damage per crippled limb your target has.
Your scoped weapons have 30% more range and accuracy when aiming.
Your weapons have 2% increased damage per AP cost.
Food and drink weights are reduced by 90%.
Nuka-Cola drinks are now three times as beneficial.
Take 45% less damage from explosions.
You will never mutate from rads and RadAway will never cure mutations.
Irradiated food and drink grant 300% more rads.
Reduce your target's damage output by 30% for 2 seconds after you attack.
Each attack makes your target take increased damage.
When on a team, you become feral 50% slower.
Obtain more components when you scrap weapons and armor.
You can repair armor and Power Armor to 200% of normal maximum condition.
You can repair any weapon to 200% of normal maximum condition.
+1% ranged weak spot damage per Onslaught stack, +3 max stacks.
Small guns gain +30% hip fire accuracy and +75% limb damage.
+1% reload speed per Onslaught stack, +3 max stacks.
Your small guns gain a 10% stagger chance and +50% limb damage.
Gain Onslaught stacks over time and spend them on attacks, +10 max stacks.
+5% ranged damage to close enemies per Onslaught stack, +5 max stacks.
The negative effects of your mutations are reduced by 75%.
V.A.T.S. criticals now do +100% damage.
Weak point damage is increased by 15%.
When your Glow is high, Gain 50% bonus Critical damage in V.A.T.S.
Legendary perks
Auto-unlock skill 3 terminals and locks.+3 Lockpick and Hacking skills.
Generate 2 survival aiding chem every 20 minutes. Up to a max of 10.
+5 STR and +5 STR Perk Points. Perk Points cap at 15.
+5 CHA and +5 CHA Perk Points. Perk Points cap at 15.
+5 INT and +5 INT Perk Points. Perk Points cap at 15.
+5 LCK and +5 LCK Perk Points. Perk Points cap at 15.
Auto-unlock skill 3 terminals and locks.+3 Lockpick and Hacking skills.
Generate 2 survival aiding chem every 20 minutes. Up to a max of 10.
+5 STR and +5 STR Perk Points. Perk Points cap at 15.
+5 CHA and +5 CHA Perk Points. Perk Points cap at 15.
+5 INT and +5 INT Perk Points. Perk Points cap at 15.
+5 LCK and +5 LCK Perk Points. Perk Points cap at 15.
Effects (16)
+5% DMG per kill while on a Kill Streak.
AG +4, Fall from heights more gradual, STR -4
Critical Damage +60%, PER +4, STR -4
INT +6, STR -3, END -3
Energy Resistance +100. Energy Damage -50%.
Health Regeneration +300%. Chem Effects -55%.
Vegetables provides x2 benefit and no disease. Eating meat doesn't satisfy hunger.
Damage and Energy Resistance +50, AP -50.
Movement speed +20%, faster reload +20%, +50% drain on hunger and thirst while moving.
Invisibility while unarmored and standing still. Must be unarmored and stationary for effect to work.
-2 SPECIAL solo, +2 SPECIAL grouped
Teammates take 25% less damage. Player take 25% more damage.
Carry weight +20, +jump height, INT -4
Chance to shock melee attackers. Small amount of damage done to player.
Poison aura scaling with your diseases.
Medium chance to release a radiation blast when struck in melee. Minor damage to player during the radiation blast.
Stats
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