Fallout 4 Guide: The Best Starting Character Build

Developers from Bethesda have completely revamped the character progression system in their new game Fallout 4, making it noticeably simpler. If during the times of Fallout 3 we talked about how to properly level up a character, now it's more appropriate to discuss which starting build to choose. This article is dedicated to that topic.

How to choose the best starting character build in Fallout 4?

Initial Information

Although there is no single correct and universal build in Fallout 4, and practically all options will be playable, choosing the right initial investments in your character's S.P.E.C.I.A.L. abilities is still a very important aspect of the game mechanics. Almost all mistakes made while leveling up a character in the prologue can be corrected, but it is a long process and you might face certain inconveniences.

Fallout 4 offers its players seven main character attributes: Strength (S), Perception (P), Endurance (E), Charisma (C), Intelligence (I), Agility (A), and Luck (L) — the S.P.E.C.I.A.L. system. Each attribute has 10 levels to upgrade, as well as 10 types of perks, each with their own levels. The level of ability and the chosen perk influence the gameplay. There are three main ways to strengthen your character: first, you can complete quests, kill enemies, and earn experience points for it; second, you can collect various magazines; and third, look for so-called bobbleheads.

Now let's talk about the relationship between investments in stat points and perks. For example, a character with upgraded intelligence earns more experience than all other branches, and the perk Idiot Savant allows you to earn 3-5 times more experience for any action than usual, but only if you haven't upgraded the intelligence branch. Various empirical comparisons suggest that if you haven't upgraded intelligence above level 4, then you definitely need to take the Idiot Savant perk and, conversely, with high intelligence, it would be irrational:

Vertically — the amount of experience gained, horizontally — the level of intelligence

Another useful branch in terms of earned XP is charisma. The thing is that for a successful high-difficulty persuasion, you can earn as much experience as for killing a Deathclaw or a Behemoth mutant! In the world of Fallout 4, there are quite a few places where you'll need persuasion, so charisma is an extremely useful character attribute.

Just remember that it determines the chance of success and you may, after making two successful high-difficulty persuasions, fail a low-difficulty persuasion and vice versa. For full success, you'll have to replay dialogues, but you can invest in certain perks to gain some advantage in conversations with women or men, and, therefore, reload less often.

Here are the enhancements the seven abilities of the main character bring:

  • Strength (S): increases the carry weight, melee attack power, and allows for armor upgrades (Perks: Gunsmith and Blacksmith);
  • Perception (P): increases weapon accuracy in V.A.T.S. and allows capturing more targets. The perk is perfect for lockpickers and snipers;
  • Endurance (E): increases health and reduces damage taken from ballistic, laser, or explosive impacts;
  • Charisma (C): not only allows persuading encountered characters, reduces prices in stores, but also gives the ability to command NPCs and take control of them, including Deathclaws!
  • Intelligence (I): Besides increasing the total amount of XP received, it opens up opportunities for upgrading conventional and high-tech weapons, allows hacking terminals, controlling robots, and also saves the consumption of nuclear charges needed for power armor. Rightfully the most important ability in the game, and its perk, Botanist's Frenzy, will save your life multiple times, making your enemies spread on the floor;
  • Agility (A): gives more action points in VATS and is suitable for those who want to use the art of gun-kata like a ninja in the night;
  • Luck (L): increases the chance of critical damage, the likelihood of your enemies dying from various silly reasons, increases the chance to find more ammunition and caps on the battlefield.

Separately, we want to note that, unlike its predecessors, Fallout 4 will not punish the player if they choose 10 ability points out of 10 at the beginning of the game, as it will add another 1 point for a bobblehead in the future.

Let's first talk about builds that are not tailored to any specific weapon or playstyle, meaning you can use them for your game however you like.

Fallout 4 build for exploring the game world and fast XP gain

The ability points should be distributed as follows: 4 in Strength, 4 in Perception, 3 in Endurance, 3 in Charisma, 10 in Intelligence, 2 in Agility, and 2 in Luck.

The best companion is Piper, as the build is designed for exploring the game world, and with her as a partner, you will receive twice as much XP for discovering new places. If you enter into a romantic relationship, you will receive four times more XP for a limited period of time, but you'll have to treat her like an electric broom.

Perks to acquire: Botanist's Frenzy, Locksmith, Hacker, Science, Gun Nut, Scrounger, Gunsmith, Medic, Fortune Finder, Lead Belly, Toughness, Nuclear Physicist, and Commando or Rifleman, depending on the type of weapon you prefer. First and foremost, upgrade the crafting perks to quickly start improving weapons, and Botanist's Frenzy will allow you to survive in tough situations. When that's not enough, upgrade the survival or health perks. On the other hand, you can use more lethal weapons!

Pros and cons of this build:

  • Optimized for world exploration and rapid experience gain;
  • Ability to immediately take top-tier or near top-tier weapons, upgrade power armor;
  • No need to purchase ammunition, materials, and junk;
  • Significantly large carrying capacity;
  • The character stays alive as long as they are mobile;
  • Requires very precise shooting and predicting enemy behavior.

Fallout 4 Build for Fast Experience Gain

Ability points should be distributed as follows: 6 in Strength, 4 in Perception, 2 in Endurance, 1 in Charisma, 8 in Intelligence, 3 in Agility, and 4 in Luck.

Perks to get first: Strong Back (2 points), Science, Gun Nut, Scrapper (2 points).

Best companion — Nick Valentine, whose skills allow you not to worry about unlocking doors and hacking terminals, and Nick also performs well in combat.

Pros and cons of this build:

  • Optimized for experience point collection and mobility;
  • Sufficiently spacious inventory and the necessary minimum in action points;
  • You won't be able to modify radiation weapons at the start of the game;
  • A lack of agility and endurance will make the character quite fragile and not resistant to open confrontation with powerful enemies;
  • A lack of charisma will make it impossible to persuade, at least until the character reaches level 30.

Fallout 4 Build for Crafting and Settlement Building

Ability points should be distributed as follows: 4 in Strength, 4 in Perception, 3 in Endurance, 6 in Charisma, 6 in Intelligence, 1 in Agility, and 4 in Luck.

Perks to get first: Gunsmith, Blacksmith, Strong Back, Lone Wanderer (3 points), Local Leader (2 points), Scrapper (2 points), Science, Mysterious Stranger.

Best companion — no companion (use the Lone Wanderer perk) or Preston Garvey, as he will increase your damage and resistance to enemy damage during encounters with large groups of enemies.

Pros and cons of this build:

  • As the name of the perk implies, you need to be a jack-of-all-trades, so a large number of perks must be invested in;
  • Thanks to this, you will be able to modify weapons, armor, and power armor right from the start of the game;
  • You will also be able to build and unite settlements into a single trade network;
  • Sufficiently spacious inventory;
  • A lack of agility and endurance will make the character quite fragile and not resistant to open confrontation with powerful enemies;
  • The bare minimum of action points.

Fallout 4 Build Without a Companion

Ability points should be distributed as follows: 5 in Strength, 4 in Perception, 1 in Endurance, 8 in Charisma, 5 in Intelligence, 1 in Agility, and 4 in Luck.

Perks to get first: Strong Back (2 points), Party Boy/Girl (3 points), Local Leader, Scrapper, Mysterious Stranger.

Best companion — no companion (fully invest in the Lone Wanderer perk) or Piper, with whom you should quickly enter a romantic relationship and leave at the base, while you get double XP traveling the Wasteland alone.

Pros and cons of this build:

  • simplified quest completion;
  • ability to carry more loads;
  • you will receive greater rewards, XP, than in normal situations.
  • this comes at the cost of minimal health and action points.

The following builds are focused on a specific type of weapon, unlike the options above, here the intelligence branch is hardly developed. This will not allow you to level up quickly, but will make kills noticeably faster.

General Fallout 4 Weapon Build

Ability points should be distributed as follows: 8 in Strength, 6 in Perception, 2 in Endurance, 1 in Charisma, 2 in Intelligence, 5 in Agility, and 4 in Luck.

Perks to get first: Strong Back (2 points), Night Person, perks that increase damage from weapons or melee combat, depending on your preference.

Best companion — Nick Valentine, whose skills allow you not to worry about unlocking doors and hacking terminals, and Nick also performs well in combat.

Pros and cons of this build:

  • ability to carry a large amount of load;
  • strong melee combat and a balance between survivability and mobility;
  • more experience at night than during the day;
  • this comes at the cost of lacking charisma, intelligence, and endurance.

Build for a Melee Character

Ability points should be distributed as follows: 8 in Strength, 3 in Perception, 8 in Endurance, 1 in Charisma, 2 in Intelligence, 1 in Agility, and 5 in Luck.

Perks to get first: Big Leagues or Rooted!, Iron Fist, Strong Back, almost all perks from Perception and Endurance.

Best companion — Strong, who deals massive damage in melee combat or Preston Garvey whose skills will increase your damage and resistance to enemy damage during encounters with large groups of enemies.

Pros and cons of this build:

  • ability to carry a large amount of load;
  • very strong melee combat, and focus on survivability will allow taking less damage;
  • the build is perfect for heavy weapons, melee scuffles, bladed weapons, and their various variations;
  • you will not be able to pick locks and hack terminals;
  • you will not be able to use sniper rifles, and the amount of action points will be minimal.

Build for Stealth or Sniper Lovers

Ability points should be distributed as follows: 1 in Strength, 8 in Perception, 2 in Endurance, 1 in Charisma, 1 in Intelligence, 7 in Agility, and 8 in Luck.

Perks to get first: Sniper, Penetrator, almost all perks from Luck and Agility.

Best companion — Deacon (high damage in stealth mode), MacCready (excellent chance for a headshot).

Pros and cons of this build:

  • very high shooting accuracy, extended breath hold;
  • easy to detect or hide from enemies, stealthily kill them;
  • insignificant carry weight;
  • high chance of dying in melee combat.

***

Fallout 4 is a unique game that only gets better with age. You can return here and play entirely different roles, whatever you desire. And with the help of custom mods, you can even change the gameplay beyond recognition. We hope this guide will help you decide on the starting skills in Fallout 4.

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