Sniper character relies on non-automatic Rifles, eventually modded ones with Scope and increased range. Your main goal is to deal terrific damage with your aimed shots and benefit from the Sneak damage bonuses. This build does not primarily use V.A.T.S. and instead relies on manual aiming and increased accuracy during it with the Sniper Perk. You can use V.A.T.S. for close and mid-range combat, and you also should carry a Shotgun or an Automatic Rifle just in case.
Below you will find all the recommended Perks for each SPECIAL attribute. This build was made for solo play and without Power Armors. If you decide to play in a team or use a Power Armor you should remember to replace the Lone Wanderer, Ironclad, and Evasive Perks.
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 [5 POINTS] |
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Take 45% less damage from your opponents' melee attacks Armor weighs 50% less than normal |
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Strength is a very important SPECIAL attribute for every Fallout 76 as carry weight is one of the biggest issues every player has to face. Strength also grants one of the best defensive Perks for a Sniper |
PERCEPTION [15 POINTS] |
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Your non-automatic rifles now do +20% damage Your non-automatic rifles now do +20% damage Your rifles have 30% more range and more accuracy when sighted Gain improved control and hold your breath 75% longer while aiming scopes Your rifles ignore 36% armor and have a 9% chance to stagger |
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Perception is the most important attribute for a Sniper. It greatly increases your damage and accuracy rating. It also passively increases your accuracy in V.A.T.S. and your awareness of nearby enemies |
ENDURANCE [8 POINTS] |
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Your limb damage is completely eliminated Gain 50 Damage and Energy Resistance while not wearing Power Armor |
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Endurance increases your maximum Life and grants very good defensive bonuses. Adamantium Skeleton greatly helps if you get hurt in Melee combat, and Ironclad is one of the best defensive Perks for non-Power Armor users |
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 a solo build. We only take Lone Wanderer because it grants good bonuses when playing alone |
INTELLIGENCE [3 POINTS] |
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Stimpaks restore 45% more lost health |
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Intelligence is a very optional attribute in this build. We only pick it up for some extra healing with Stimpacks. Optionally if you find it troublesome to repair your weapons, you can pick the Gunsmith Perk |
AGILITY [15 POINTS] |
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Action Points regenerate 30% faster Your ranged sneak attacks deal 2.5x normal damage Sneak to lose enemies, and running no longer affects stealth Each AGI point adds +3 Damage and Energy Resist (max 45). (No Power Armor) While sneaking, you never trigger mines or floor-based traps Sprinting consumes 40% fewer Action Points |
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Agility is another extremely important attribute in this build. Perks listed grant you amazing bonuses to defenses and Sneaking |
LUCK [6 POINTS] |
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15% bonus damage means enemies may explode into a gory red paste While below 30% health, gain a 45% chance to avoid damage |
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Luck allows you to use one of the best defensive Perks in the game. Also, Bloody Mess works with all weapons, making it extremely helpful when you need to use your alternative weaponry in close and medium-range |
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Equipment
ARMOR: Scout Armor is the recommended armor for this build. Until you are fully equipped, you can basically use any other armor that's relatively light WEAPON: The Dragon is the most powerful non-automatic, long-range rifle in Fallout 76. It also has the biggest range, but getting it may be troublesome. You can use a regular modded Black Power Rifle, Sniper Rifle, or Plasma Sniper Rifle as well. In close and mid-range I suggest using Lever-action Rifle because it is quite light CHEMS: Psycho is the only consumable I suggest using when engaged in close-range combat. It increases your Damage Resistance by 25 Points, and Damage by 15%. Otherwise, I would just collect Chems for trading or sell them |
Mutations
There aren't any truly beneficial mutations for this build so the stat allocation was made with the assumption that you aren't using any. If you, however, manage to get Speed Demon it is beneficial, but I wouldn't bother spending 2 points of Luck on Starched Genes to keep it
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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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