Fallout 76 10 Best Perk Cards Ranked
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Fallout 76 10 Best Perk Cards Ranked
Wondering which perk cards you should be picking in Fallout 76? Wonder no more, because today we're checking out the best ones. Perk Cards are a new system in that replaces the traditional Perk system fans have gotten accustomed to in previous entries. Every level, players put one point into a S.P.E.C.I.A.L. stat and choose a card to unlock. Cards can be swapped at any time to allow for flexible builds, but the S.P.E.C.I.A.L. investing prevents your character from becoming a demigod in the endgame unlike Fallout 3 and 4. With how radically different this system is, it can be hard to wrap your head around what perks are valuable and worth investing in. Here are the ten best Perk Cards you can use in Fallout 76. Updated November 26th, 2021, by Charles Burgar: Fallout 76 has seen quite a few changes since we first published this article. The combat balance patch overhauled how damage scaling works, tons of new items have been added to help certain builds, and Legendary Perk Cards now exist. We've updated this list to account for Fallout 76's balance changes throughout the years and for the wide variety of builds that the community uses. Note: This list does not include Legendary Perk Cards. THEGAMER VIDEO OF THE DAY Ironclad
Fallout 76 Project Lead Leaves Bethesda Category Endurance Effect Rank 1: Gain 10 Damage and Energy Resistance while not wearing Power Armor. Rank 2: Gain 20 Damage and Energy Resistance while not wearing Power Armor. Rank 3: Gain 30 Damage and Energy Resistance while not wearing Power Armor. Rank 4: Gain 40 Damage and Energy Resistance while not wearing Power Armor. Rank 5: Gain 50 Damage and Energy Resistance while not wearing Power Armor. Builds that don't want to use Power Armor will struggle to survive without . Until you get yourself some well-crafted items or if you want to min-max, Ironclad serves as an excellent perk to spend any remaining Endurance points on. Each rank gives +10 Damage and Energy Resistance, allowing you to take a little bit more damage than normal. While those values are quite low, a max rank Ironclad gives a respectable +50 to both stats. If you want to be a little bit more durable but already have most of Fallout 76's good perks equipped, consider using your remaining Endurance points on this perk. Super Duper
Category Intelligence Effect Rank 1: When you craft anything, there is a 10% chance you'll get double results. Rank 2: When you craft anything, there is a 20% chance you'll get double results. Rank 3: When you craft anything, there is a 30% chance you'll get double results. Some of Fallout 76's best items come from crafting. Powerful consumables, weapon mods, and entire sets of armor can be crafted to make your character much more powerful. Super Duper is a crafter's dream, granting a 30% chance of granting a free duplicate of whatever item you just made. If you craft one weapon, you have a chance of getting two instead to sell or give to a friend. If you're going to be crafting any weapons at all, you'll want at least one of your perk loadouts to include this perk. Team Medic
Category Charisma Effect Rank 1: Your Stimpaks now also heal your teammates for 50% of their normal strength. Rank 2: Your Stimpaks now also heal your teammates for 75% of their normal strength. Rank 3: Your Stimpaks now also heal your teammates for 100% of their normal strength. Team Medic might not be a best-in-slot perk for most builds, but this card single-handedly enables medic builds to exist. Equipping this card allows you to play as a support healer in groups, making this card incredibly useful for high-level dungeons and Scorchbeast Queen boss fights. If you find yourself lacking damage but still want to help your team, use this perk. Serendipity
Category Luck Effect Rank 1: While below 35% health, gain a 15% chance to avoid damage. Rank 2: While below 35% health, gain a 30% chance to avoid damage. Rank 3: While below 35% health, gain a 45% chance to avoid damage. Serendipity is a staple of all Bloodied builds in Fallout 76, arguably one of the most popular build archetypes in the game. While under 35% HP, all damage you take has a percent chance to be avoided entirely. At rank three, it's roughly a coin flip if something will damage you or not, drastically improving the survivability of Bloodied builds. Pair this with Nerd Rage and Bloodied armor pieces to become a high-damage killing machine. Traveling Pharmacy
Category Luck Effect Rank 1: While below 35% health, gain a 15% chance to avoid damage. Rank 2: While below 35% health, gain a 30% chance to avoid damage. Rank 3: While below 35% health, gain a 45% chance to avoid damage. Traveling Pharmacy is a Strength perk that reduces the weight of Chems and Stimpacks by up to 90% at rank three. Since Stimpacks each weigh one unit, this perk is nigh-mandatory for harder content. RadAway, Med-X, Buffout, and Psycho are all included in the Chems category. With this perk, you can carry as many Chems as you want to buff your damage resistance or damage mid-fight while always having healing options. Weight is arguably one of your biggest enemies in Fallout 76, so any weight reduction perk is going to be invaluable. Out of all of them, Traveling Pharmacy is arguably the most . Weapon Damage Perks
Listing every damage perk as a separate entry would take up the entire list, so we're going to consolidate most of Fallout 76's damage perks into one entry. Depending on the weapon you use, you'll want to use certain damage perks to , armor penetration, and more. Most of these perks come with Expert and Master variants you can use simultaneously, allowing you to drastically improve your damage output with your weapon of choice. Melee
(Strength) Gladiator +10% one-handed melee damage +15% one-handed melee damage +20% one-handed melee damage Slugger +10% two-handed melee damage +15% two-handed melee damage +20% two-handed melee damage Pistols
(Charisma) Gunslinger +10% non-automatic pistol damage +15% non-automatic pistol damage +20% non-automatic pistol damage Guerrilla +10% automatic pistol damage +15% -automatic pistol damage +20% automatic pistol damage Shotguns
(Perception) Shotgunner +10% shotgun damage +15% shotgun damage +20% shotgun damage Rifles
(Perception) Rifleman +10% non-automatic rifle damage +15% non-automatic rifle damage +20% non-automatic rifle damage Commando +10% automatic rifle damage +15% automatic rifle damage +20% automatic rifle damage Heavy Weapons
(Perception) Heavy Gunner +10% non-explosive heavy weapon damage +15% non-explosive heavy weapon damage +20% non-explosive heavy weapon damage Explosives
(Intelligence) Demolition Expert +20% explosive damage +30% explosive damage +40% explosive damage +50% explosive damage +60% explosive damage Mutation Perks
Mutations are similar to traits from previous Fallout titles, granting a . Unlike traits, you obtain mutations by either irradiating yourself or injecting mutation serums you can find across Appalachia. Similar to our weapon entry, we want to focus on three perks that revolve around mutations: Starched Genes, Class Freak, and Strange in Numbers. Most builds use all three of these perks simultaneously to drastically improve the effectiveness of their mutations. Here's what each perk does: Strange In Numbers
(Charisma) Rank 1: Positive mutation effects are 25% stronger if teammates are mutated too. Starched Genes
(Luck) Rank 1: Less chance for you to mutate from rads or for RadAway to cure mutations. Rank 2: You will never mutate from Rads, and RadAway will never cure mutations. Class Freak
(Luck) Rank 1: The negative effects of your mutations are reduced by 25%. Rank 2: The negative effects of your mutations are reduced by 50%. Rank 3: The negative effects of your mutations are reduced by 75%. Strange in Numbers gives a rather large 25% boost to the positive aspect of your mutations. While it states you need to be in a group with other players, creating a public party is all you need to activate this perk-even if the party . Starched Genes is mandatory if you're using mutations, as it prevents your mutations from getting removed by using RadAway. It also prevents you from obtaining unwanted mutations, although mutation serums you consume can still grant new mutation effects. Class Freak is absurdly powerful if you have a lot of mutations on your character. Most mutations come with stat penalties, something Class Freak negates almost entirely. Pairing certain stat-altering mutations together with Class Freak and Strange in Numbers can be a net benefit for just about every character. Rejuvenated
Via: Killer Clique (YouTube) Category Endurance Effect Rank 1: You gain increased benefit from being Well Fed or Well Hydrated. Rank 2: You gain much increased benefit from being Well Fed or Well Hydrated. In essence, Rejuvenated doubles the effects of the Well Fed and Well Hydrated buffs. When your food and thirst meters are above 75%, you gain the Well Fed and Well Hydrated buffs. Using this perk, you gain +50 AP regeneration and +50 HP while both buffs are active. As long as you remember to eat and drink regularly, this 2 point Endurance perk grants two perks worth of buffs for the cost of one. You can obtain this perk early on as well, further cementing its usefulness. Concentrated Fire
Category Perception Effect Rank 1: V.A.T.S. now targets limbs. Focus fire to gain accuracy and damage per shot. Rank 2: V.A.T.S. now targets limbs. Focus fire to gain more accuracy and damage per shot. Rank 3: V.A.T.S. now targets limbs. Focus fire to gain high accuracy and damage per shot. V.A.T.S. has seen a radical shift in Fallout 76, morphing its role as a turn-based combat option into a percentage alternative to real-time aiming. Since V.A.T.S. doesn't slow down at all in this game, having high accuracy stats is key if you wish to use it. Concentrated Fire solves this issue by granting a damage and accuracy boost every time you attack something in V.A.T.S. For three Perception points, this perk grants a massive 20% increased chance to hit after every shot for non-automatic weapons-4% for automatics. This bonus is added regardless of whether the bullet lands. The damage bonus is a negligible 3%, but the stacking accuracy is a godsend for any V.A.T.S. build. Adrenaline
Category Agility Effect Rank 1: Gain +6% (max 36%) damage for 30s per kill. Duration refreshes with kills. Rank 2: Gain +7% (max 42%) damage for 30s per kill. Duration refreshes with kills. Rank 3: Gain +8% (max 48%) damage for 30s per kill. Duration refreshes with kills. Rank 3: Gain +9% (max 52%) damage for 30s per kill. Duration refreshes with kills. Rank 3: Gain +10% (max 60%) damage for 30s per kill. Duration refreshes with kills. Damage increases are useful for any build in Fallout 76, which is why Adrenaline is a must for every damage-oriented build. This Agility perk grants a stacking damage bonus after every kill. It grants up to a massive 36% damage boost after five kills, lasting 30 seconds. Kills refresh the duration as well, making this incredibly easy to maintain. The 36% damage boost only requires one point in Agility, although further investment in this perk gives minimal improvement. Every build should take at least one point of Adrenaline. If you have a large excess of Agility points with nothing else to spend, feel free to max this perk to further improve your damage output.