

This is a more selfish version of Thermic lance that you can use pretty decently, as it allows fighting pretty well, and Knock-knock is a good compliment for your need for damage. This perk allows you to craft sierra madre martini which gives an absurd amount of stats, making you much more tankier than any other item listed here. If you find that you lack crit damage, which you really shouldn’t, you can consider picking this up just to deal that extra amount of damage.Ĭraft sierra madre chips and use it to redeem items at sierra madre vending machine.

Wanna get really tanky and amplify healing item regen by 50%? then pick cardiac arrest.

The added health will make you even harder to take down, especially when armor is factored in. Use your favorite weapons to the very end. Repair your gear with similar items coz repair cost will leave you broke.

Since we want to fight, Radchild isn’t necessary as it’s healing is very slow. It is also good for mass producing auto-inject stimpaks and the auto-injects is useful in a fight. tech makes robot baddies drop more crafting components and it helps you make counterfeit SM chips to redeem super stimpaks, medx etc. Want consistent buildup, so Radchild is out of the question. It is a very much needed perk in those situations if you don’t want to see your life going down the sink every time. What nerd rage does is to raise your strength and reduces you from dealing and taking damage after your health drops below 20%. Should be acquired to nullify part of the effectiveness of enemies that rely too much on melee or unarmed knockdowns to be impactful (deathclaws, cyberdogs etc), allowing you to basically ignore them.Īllows you to craft special nukas that gives you the most survivabilities in the game along with a lot of extra AP, basically solving all your AP and DT problems. Provides nothing more than attack speed (a lot!), turning you into a melee machine gun. At any rate, this makes bigger baddies a lot more interesting to fight since you have a way to pin them down. Grants you knockdown chance to prevents baddies mobility and attacks, though it’s not exactly like a paralysis effect since it was supposed to do that anyways. Gives a huge DT boost and is an essential perk againts dangerous baddies that use explosives. The extra damage help you dish out more damage against them.Īdds a chance to score a critical hit, as well as gives you a small amount of DT if you’re up against BoS, NCR and Legion baddies. Obviously useful againts abominations such as deathclaws and ghouls. Increase your weapon damage up to 5% and reveal enemies HP/DT. Once you have these perks, the combined health regeneration will allow you to stay on the field forever. Extremely useful perk that when in combination with other healing perks makes you virtually unkillable.
