Crit. Rifleman build has one of the highest DPS out of all the builds in Fallout 76. Currently, Crit-related Perks under the Luck attribute grant much higher damage bonuses compared to the Perception Perks. In this build, you get to benefit from both, and Blocker, Ironclad and Evasive Perks will let you survive even the toughest encounters. This is one of the most enjoyable builds for playing Solo, and one, you will find potent on every level. This build utilizes Rifles, which is the most versatile and powerful type of Weapons in Fallout 76.
Below you will find all the recommended Perks for each of the SPECIAL attributes and a brief introduction to this builds equipment and mutations.
You can also check our other builds on FO76 Builds and a beginner's guide to character customization
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SPECIAL Attributes and Perk Cards
STRENGTH [3 POINTS] |
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Take 45% less damage from your opponents' melee attacks |
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It's advised to take at least a few points in Strength. It increases your maximum Carry Weight which is very important in Fallout 76. Also, it provides an amazing defensive Perk which will save you countless times. |
PERCEPTION [15 POINTS] |
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Your non-automatic rifles now do +20% damage Your non-automatic rifles now do +20% damage Your non-automatic rifles now do +20% damage V.A.T.S. now targets limbs. Focus fire to gain high accuracy and damage per shot Your rifles ignore 36% armor and have a 9% chance to stagger |
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Perception is one of the two most important stats for this build. It's best to be taken early on, as Rifleman Perk will increase the damage of your non-automatic rifles. You will get a Hunting Rifle right after starting the game, so it will be extremely helpful |
ENDURANCE [5 POINTS] |
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Gain 50 Damage and Energy Resistance while not wearing Power Armor. |
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Since this build does not use Power Armor, Ironclad becomes very helpful. It's one of the best defensive Perks in this build. On top of that, the few extra points in Endurance increase your maximum Health |
CHARISMA [4 POINTS] |
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When adventuring alone, take 20% less damage and gain 30% AP regen. |
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Charisma is the least important attribute for this Solo build. The only useful Perk we can get here is the Lone Wanderer which we suggest taking as soon as possible |
INTELLIGENCE [5 POINTS] |
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Stimpaks restore 45% more lost health. Guns break 20% slower and you can craft Tier 2 guns. (Plans required) |
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First Aid is very useful since you will be getting most of your healing from Stimpacks. Other than that, Intelligence is moderately important for this build |
AGILITY [9 POINTS] |
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Action Points regenerate 45% faster Each AGI point adds +3 Damage and Energy Resist (max 45). (No Power Armor) V.A.T.S. swaps targets on kill with +10% then +20% damage to your next 2 targets. Gain +6% (max 36%) damage for 30s per kill. Duration refreshes with kills. |
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Agility is another important attribute in this build. It affects your maximum AP and AP Regeneration, which are extremely important for V.A.T.S. characters. Action Boy is mandatory, and the other Perks grant high DPS and defensive bonuses |
LUCK [15 POINTS] |
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Each hit in V.A.T.S. has an excellent chance to fill your Critical meter. Any kill in V.A.T.S. has a 35% chance to restore all Action Points. While below 30% health, gain a 45% chance to avoid damage 10% bonus damage means enemies may explode into a gory red paste. You will never mutate from rads and Radaway will never cure mutations. V.A.T.S. criticals now do +20% damage. |
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Luck greatly affects your Critical Hit Damage. Luck is equally as important as Perception as currently Crits. grant much higher bonus Damage than directly increasing your damage via Rifleman Perks |
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Equipment
ARMOR: There are no strict requirements for armors in this build. However, I usually aim to get equipment with the lowest weight possible because of the low Strength attribute WEAPON: Gauss Rifle is the best weapon for this build. However, you may as well find Handmade Rifle to be extremely good. You can use one starting at level 25 and it has a lot of options for improvement with modifications you find during your adventure CHEMS: Orange Mentats are the best Chems for V.A.T.S. users. They increase your Perception by 5 and V.A.T.S. accuracy by an additional 10% |
Mutations
Mutations can be exceptionally powerful for this build. But as most of the mutations, they are not advised for beginner's because of the downsides they have and your potential inability to deal with them at lower levels
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If you have any suggestions related to this build or you have a suggestion for our future build, let us know in the comments below.
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