

If the beneficial effects only last while the card is equipped then it wouldn’t be worth fooling with.ġ AquaBoy/ AquaGirl – might be worth using occasionally.ģ First Aid – if you have time, probably won’t.ģ Pharmacist – If you remember, swap this in before you use.ġ Chemist – If you need to cook up some stuff, might as well get double.ģ Fix It Good – no good reason not to use this.ġ Scrapper – more junk for your effort. If I can carry a limited supply of dog food, swap in the card and get the benefit, then swap it out and retain the lasting effect then this card might be good to have.

I don’t just want to run around killing stuff though, I want to play through as many quests as possible for a solo build.

I find power armor to be more hassle than it’s worth. My preferred method of play is to snipe as long as I can, then sneak and duke it out. I am interested in what more experienced players think about this build.

So after a bit of studying, especially here at Fallout Builds, I think I’ve come up with a plan that might just get the job done based I the way that I like to play the game. I found that I had allotted too many points to areas that I didn’t really want them to be. What I discovered was that there was no way that I was going to get where I wanted to be with the character I had been using. I didn’t know that there was a limit to how many points you could assign. After playing through nearly forty levels of Fallout 76 I finally realized that these perk cards are actually a big deal, and that I had better figure out how these things work before I went any further.
