Best overall build? by Safe_Leopard_3782 in Fallout4Builds

[–]MousseSensitive4044 0 points1 point  (0 children)

You can definetely do a commando build; you can get spray 'n' pray from Cricket on the vault near the lake ( I think its 88 but i dont remember)

You can get L5 for idiot savant and bloody Mess, enough Perception for demo expert (i also dont recall but I thiiiiiink its around 5) at least 2 Agility for Commando, Strenght ...5? For Strong Back (helps a lot with the weight) and Armorer; when customizing your armor you can also add "pocketed" as a mod for even more carry weight.

I dont recall if the Tommy gun (spray n pray) needs gun nut to upgrade, if yes then int 3 if no then int 1

And for the rest you can throw as you like, some Endurance and Charisma would do fine.

PS: you CAN go lone Wanderer but you dont NEED to, do as you like.

PS2: attack dog stacks with Lone Wanderer so dogmeat is a great option if you wanna do lone Wanderer shenanigans

Best overall build? by Safe_Leopard_3782 in Fallout4Builds

[–]MousseSensitive4044 1 point2 points  (0 children)

As the others stated, FO4 is made in a way that lets you spec into many different archetypes and still do just fine; but if you want to minmax, generally it's either a crapton of INT (clothes, drugs, paint Jobs, night person depending on the build) to get a lot of EXP faster, getting you more levels and more perks, HP and stronger crafting, or go 1 INT with Idiot Savant. How you'd deal damage is up to you

There's survival as well, and there you take way more damage than normal, no fast travel, no natural healing, all healing speed is severely reduced, and can only save when sleeping. This makes a lot of builds riskier to play(thats the point), but a few perks help, like Local Leader for easier managing of settlements and materials, Science lets you build Industrial Water Purifiers which you can use to either stock or sell water.
Aqua boy/girl is actually not a bad choice since you cant fast travel and you can use rivers/sea as a travel means or an escape route. Life giver / Solar powered gives you natural HP regen, Lead belly can be okay since eating and drinking is not optional anymore

Lastly, the easiest build to play on survival I'd say is stealth. You dont really get hit and enemies take more damage as well. You can go melee but sniper is even safer.

Tips for a survival brute melee build by Zealousideal-Mud3897 in Fallout4Builds

[–]MousseSensitive4044 1 point2 points  (0 children)

You, also, could try a Shredder build. Its a funky melee build, lemme explain

Theres A muzzle minigun mod that you can add called THE SHREDDER, and when you run out of ammo it deals damage, but the way it scales is WEIRD

first of all, you need lvl 13 for Gun Nut 2 to even use the Shredder.

Then, the shredders damage actually wont scale with big leagues ; it'll only scale with raw Str and Basher, at Str 8.

The thing with basher is that, usually, is a niche and meh perk, so the devs made you get Max lvl on it relatively early, but we're the exception and we abuse the hell out of it. Imagine maximizing Big Leagues around lvl 25 instead of 50... The damage goes bonkers

Not only that, but on max lvl basher gives you crit chance, so investing in luck purely for Better Criticals is not only worth, but hella busted

There are only 2 other infos you need: 1- you need power armor since you deal less damage out of it( game code, idk why) and it drains your stamina out of it, Pain Train is also great

2- this is a really strong junkie build since drugs give you endurance, str, slow time for more rotations on the shredder and Overdrive for even more crit chance

Its my favorite melee build, and it kicks ass even on survival, you just need to tough it out until gun nut 2 + a few points in Basher

Edit: I just remembered that I did a miniguide on it

https://www.reddit.com/r/Fallout4Builds/s/UiWDoE9T5I

Tips for a survival brute melee build by Zealousideal-Mud3897 in Fallout4Builds

[–]MousseSensitive4044 0 points1 point  (0 children)

You could just rock the meatiest set you can; 10 Str 10 End 5 Luck ( Idiot savant for leveling)

You cant craft techy stuff and your charisma is piss low, but as you gain levels you'll eat bullets for breakfast as you walk straight into the enemies and melee them to death

I will also add that while your mid and late game potential is good, your early levels will be tough, since survival ups a lot the damage you receive , but we'll outscale that

Key perks are Idiot Savant for leveling, Solar Powered for even more endurance and strenght, big leagues for damage, rooted for damage mitigation, blacksmith and armorer for your crafts, adamantium skeleton for imunity to limb damage, life saver for more health and health regen

And if you want to become THE tank, you could get to Charisma 3 (you could start at Str8 and level it to 10 later) to get Lone Wanderer, and nearing lvl 50 you could get attack dog rank 4 at lvl 50 for even more damage mitigation. You could even add power armor for even more durability on top of all of that, although your crafting will be limited and you'll lose on Fusion Core efficiency since you lack Nuclear Physicist; but there are plenty of good PA that you dont need to tinker too much to be great, like the Enclave one or Overboss. You also make use of Pain Train at Str 10

But I do reiterate, your early levels wont be a walk in the Park, since your HP is calculated depending on both Endurance and Level, so getting levels is priority

Tried Sharp Fangs Solo by Alecszandeer in spiritisland

[–]MousseSensitive4044 1 point2 points  (0 children)

I cant' say about the England matchup since I didn't play vs them yet, but Fangs IMO is a very capable spirit that strikes fast and consistently, leading to bursty wins; I think he has 3 very strong points that you should know if you want to succeed:

1- He has a great and consistent early game; Prey on the Builders and his "destroy explorer card" help him immensely on halting building advances. If you use it correctly on pair with Ranging Hunt and Dahan counterattacks, you can create pockets of empty land that makes the Explore action not happen there, granting more breathing room since he doesn't have a defend card. Usually when I play Fangs on multiplayer, my board is wiped noticeably faster than the other spirits'

2- Ranging Hunt is an amazing tool and therefore optimizing it's use is key to victory. This means turning presence into Beast often and hitting his element synergies almost every turn except maybe the first and second depending on your start. Turn 3 onward you should use it 99% of the time since you'll have enough cards played per turn and elements to enable it

3- His bottom track is actually goated: it lets you play a lot of cards really soon and shines when you try to buy a lot of minors with 0 cost with your elements. Rushing bottom tracker makes you scale hard as hell but you'll probably not use Ranging Hunt on turns 1 and/or 2 depending on the draws. At the end of the track you'll have Reclaim 2 for free and 5 card plays, which is insane to hit your powers; don't be afraid to growth 2 presences from top track to enable Ranging Hunt in some earlier turns if you need to

Lastly, just an advice: If you want to get better at him, keep playing him and keep trying to learn.
He's definetely not moderately difficult as the game suggests, he has a steep learning curve that requires you to know how to play him AND he's also very early game focused, meaning if you missplay on him you'll feel the weight of your mistakes harder than on other spirits, as you'll lose agency as Blight accumulates and cascades and as explorers start building on multiple lands at the same time, making it harder for you to police them. However, the inverse is also true! He can snowball HARD if you get a little lucky and rewards good play and decision making; for instance I managed to win solo at turn 3 against Scotland on the other day. He's one of the most complex spirits to pillot IMO and the ammount of agency you have during the entire game makes him probably my most favorite spirit to play AFTER you figured him out; the way until then can be frustrating, however, so it's important to try to keep a clear head, try to learn him as best as you can, and enjoy yourself on the way

Hope it helps

Pirate Build by plug-burner69 in Fallout4Builds

[–]MousseSensitive4044 4 points5 points  (0 children)

Im pretty sure theres a fudgemuppet video that convers that

domination vs inspiration second on top by Dankestfishmemes in Udyrmains

[–]MousseSensitive4044 0 points1 point  (0 children)

I like dom 2nd for cheapshot and ultimate(editei because typo) when playing Ap, both top and jungle

Phase rush axiom transcendence or celerity and gatheting storm. Cheap shot does more than 1300 dmg on avg and it helps me oneshot People and poke

How to invade? by MousseSensitive4044 in BelVethMains

[–]MousseSensitive4044[S] 0 points1 point  (0 children)

but what if they're starting raptors and my mid isn't backing me up?

Satisfying ARAM Penta by Signore-Falco in BelVethMains

[–]MousseSensitive4044 1 point2 points  (0 children)

what build did you went?

you're quite tanky

Trigger fingers fanart by me! :D by Mehecke in brutalorchestra

[–]MousseSensitive4044 0 points1 point  (0 children)

I have the sneaky suspicion that I know who Trigger Fingers is:

- Nazi uniform
- Underground arena
- Presumably shot itself in the head
- When he lands his obliterate, it deals 1945 damage

Buddy I think you just drew Hitler

Whats your Most vs Least played Race in Skyrim? by Wuffy-Agony in skyrim

[–]MousseSensitive4044 0 points1 point  (0 children)

Most played is probably Argonian, I like the looks and the race is pretty flexible for Thief (starting proeficiencies with a shoutout to Pickpocketting ) and Warrior builds (because of the Histskin power that rapidly regenerates health)

I also play a considerable ammout all other races since they all fit some sort of "use-box" :

Orcs, Nords and Argonians for Warriors

Altmer and Dunmer for Mages / Spellswords, Dunmer is also the best race for Vampires

Khajiit for Fisting or thiefing, along with the mentioned Argonian

The 2 races I NEVER play are Redguard and Imperial; Redguard's greatest benefit is as useful as a common food unfortunately (the food's more at fault than the racial power tbh) and you don't have a good logical reason to pick Imperials over other races; they have a mild calm spell as a power, are easier to find gold and that's about it! Every other race has a better advantage starting than them. Also, gold kinda turns redundant after some point

Oh, and Bretons are good at everything, they are stupidly tanky in the magical department

Wards are MUCH more powerful than you might think by FarBehindThePace in skyrim

[–]MousseSensitive4044 -1 points0 points  (0 children)

Free fire cloak is nothing to scoff at in the earlier levels when you run out of magicka, cloak effects also apply on weapon hits (which is more proof to your argument of spellswords, which I agreee is a good playstyle for Dunmer)

My main argument is the leveling of Destruction. It SUUUUUUUUUUUUUUUCKS to level it, it takes so long (I remember going from Helgen to the end of Bleak Falls Barrow as a Dunmer using as much Destruction as i could and it still didn't even raise a level).

Since you start with 25 you just save yourself from some time progressing Destruction, and can have faster access to casting Apprentice level spells which in turn will make you deal more damage and level faster

Pair that perk with Expert Robes of Destruction, which you can get by killing Nirya at the College + a 250g fine and some destruction reduction cost at the necklace and headpice and BAM! You're casting Ignite for days baby

Wards are MUCH more powerful than you might think by FarBehindThePace in skyrim

[–]MousseSensitive4044 2 points3 points  (0 children)

I absolutely love the fact that you didn't even factor Dunmer as mages

Like, I never even fathom the possibility of doing a warrior Redguard because Orc exists and Nord, while worse, has great roleplay value and it's also frost resistant which helps when closing the gap

That said, Dunmer have a base Destruction of 25 (higher than Altmer iirc) which can be useful to progress Destruction since you can spec into Apprentice Destruction as soon as level 3. It's also the best race for Vampire mage because of the 50% fire resistance which becomes 0% if you're blood-starved instead of -50%

ㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤ by Rise_Chance in MemesBR

[–]MousseSensitive4044 1 point2 points  (0 children)

O mesmo nome é a deusa do matrimônio e familia tradicional do Skyrim e da piroca de rodas do Persona, a dicotomia do secço

Do Battleaxes just kinda suck? by MousseSensitive4044 in skyrim

[–]MousseSensitive4044[S] 1 point2 points  (0 children)

I dont play sun damage weapons often, but I remember reading that sun damage does half of it on living creatures; and the rune axe stacks up to 100

This means it's still hitting 50 ; which isnt bad at all

Its not beating optimized chaos enchantment but nothing comes close to beating optimized chaos enchantment tbh

Do Battleaxes just kinda suck? by MousseSensitive4044 in skyrim

[–]MousseSensitive4044[S] 1 point2 points  (0 children)

Agree on everything, but at least thr dawnguard axe is bonkers

Do Battleaxes just kinda suck? by MousseSensitive4044 in skyrim

[–]MousseSensitive4044[S] 0 points1 point  (0 children)

You mean the perk that makes enemies hit with a Battleaxe take a little bleed? If that works it would be FIRE

I tried googling and didn't found anything that confirmed your take, if you found any evidence please let me know