Mutation With The 50 Dmg Reduction When Not Moving
The sentinel effect is% based and is applied to all dmg forms, not just DR. So if you had a full set (5 armor pieces + a weapon) you'd be taking 90% less dmg while not moving. The rooted just gives a flat number of +25 or 50 DR. I might be wrong but I seem to recall hearing that the sentinel effect happens before any other res you have. Feb 04, 2016 Convention of Elements is a must because I am not using it's power, I have it equipped to benefit from the 4 second cycle of element buffs. Meteor with the Star Pact rune must never be cast by you or it will drain your entire arcane and you will lose critical DMG reduction.
- Mutation With The 50 Dmg Reduction When Not Moving Back
- Mutation With The 50 Dmg Reduction When Not Moving Time
Melee Gladiator is a powerful build suited for solo play without the necessity to use a Power Armor. It utilizes swift and deadly one-handed Melee Weapons, and high Strength and Endurance SPECIAL attributes. It is a well-rounded build for most types of encounters, which is great for dealing with hordes of enemies indoors and on nuked zones. One-handed weapons have high DPS and good attack speed for better versatility in combat. At the same time, they are usually easy to obtain and repair.
Below you will find all the recommended Perks for each of the SPECIAL attributes. We have also included tips regarding recommended item choices and Meds that come in handy.
You can also check our other builds on FO76 Builds and a beginner's guide to character customization
SPECIAL Attributes and Perk Cards
STRENGTH [15 POINTS] | |
Every point of Strength adds +4 Damage Resist (Max 80). (No Power Armor) Take 45% less damage from your opponents' melee attacks Your melee weapons ignore 75% of your target's armor Your melee weapons weigh 60% less, and you can swing them 30% faster How to extract emails from a weblink dmg download. Your one-handed melee weapons now do +10% damage Your one-handed melee weapons now do +10% damage Your one-handed melee weapons now do +10% damage | |
Strength is the most important attribute in this build. It increases your Melee Damage, Carry Weight, and unlocks access to the most important Perks. You should have it maxed out at level 50 |
PERCEPTION [4 POINTS] | |
You now gain +40 Energy Resistance | |
Perception's effect in this build is negligible. We have decided to spend four points here to get the extra Energy Resistance you might be missing when not using a Power Armor |
ENDURANCE [14 POINTS] | |
Gain 50 Damage and Energy Resistance while not wearing Power Armor Eating human, Ghoul, Super Mutant, Scorched, or Mole Miner corpses restores even more Health and hunger Your limb damage is completely eliminated Immediately gain +60 Fire Resistance | |
Endurance is the second most important SPECIAL in this build. It is heavily related to your defenses and chances to survive in the wasteland. On top of high Damage Reduction bonuses, it grants access to several useful Perks |
CHARISMA [6 POINTS] | |
When adventuring alone, take 20% less damage and gain 30% AP regen Stimpaks and RadAway will now work much more quickly | |
Charisma allows you to use the Lone Wanderer Perk which grants very high Damage Reduction bonus for Solo players |
INTELLIGENCE [3 POINTS] | |
You can repair any weapon to 200% of its normal maximum condition | |
Intelligence is related to crafting mainly, but except for reparing your weapons and armors from time to time, it shouldn't be your primary activity in Fallout 76 when playing a Gladiator-type character |
AGILITY [7 POINTS] | |
Action Points regenerate 45% faster Avoid 30% of incoming damage at the cost of 30 Action Points per hit Sprinting consumes 40% fewer Action Points | |
Agility is related to Action Points and its regeneration rate. Dodge grants high defensive utility, but depending on your playstyle it may consume too much Action Points. You may as well spend the points elsewhere |
LUCK [6 POINTS] | |
Gain an 18% chance to reflect back some of the enemies' ranged damage (excluding PvP combat) While below 30% health, gain a 45% chance to avoid damage | |
Luck helps you stay alive without a Power Armor by providing really solid defensive Perks |
Equipment
ARMOR: This build is not designed to use a Power Armor. You should pick gear with the highest available Ballistic Damage and Radiation Resistance. Combat Armor, Heavy Combat Armor or Marine Armor are some of the good examples. Sentinel's Legendary Power can grant up to a total of 75% damage reduction while standing still and not moving, which is the best pick for this build WEAPON: Black Diamond (exceptional Ski Sword) is one of the best choices for this build. You may also seek out for Vampiric and Furious, high-level Combat Knife, Hatchet, Cultist Blade or Revolutionary Sword - which are all very solid choices CHEMS: Med-X (DMG Resist +25) and Psycho (DMG Resist +25, Damage increased by 15%) are the best Chems for this build. There are also other Chems that increases your Damage Resistance or Melee Damage, but they grant additional redundant stats which makes consuming them ineffective. In general, Chems should be used only when fighting Scorchbeasts or their Queen, and when any additional DPS may be necessary |
Mutations
There are some extremely powerful Mutations for Melee characters. If you decide to take this path, you should remember to use the Starched Genes Perk, otherwise, you may lose the beneficial status after using Rad-aways
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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.
Pictures used in this article are the intellectual property of Bethseda Softworks LLC.
Build Guide
It's all in the gear and powers to make this build burn. With this combo you can easily handle grifts til about 60's.
Also plays awesome in a group as you can burn down elite packs once Finery kicks in.
Basically all you need to do is ensure ice armor is active 24/7 and then point and disintegrate.
Essential in Hardcore to have an answer for fatal damage, this is why this build actually has 2 escapes from death.
Firebird's will resurrect you upon death by casting a Meteor on top of you potentially clearing out mobs and allowing you to get somewhere safe, but it's not good enough. Unstable Anomaly will be common sense as it will revive you with a shield equal to 400% of your max life for 5 seconds and also releases a shockwave effectively knocks mobs back and also stuns them for 3 seconds, which is the best.
Mutation With The 50 Dmg Reduction When Not Moving Back
Both will trigger in order if somehow you die again after one of them triggers. 60 sec CD.
Disintegrate Synergy:
You MUST have Hergbrash's Binding equipped and it's ability needs to reduce Disintegrate by 60% or more for your Arcane never to run out, or basically move. I've tried this build with a percentage in the 50's and arcane does drain.
Combo that with your weapon power from Etched Sigil and you'll infinitely be casting your power spenders for free, which is why you'll never be casting Meteor or Arcane Orb of Explosive Blast. It will be cast for you for free randomly every second. So play around with the power spenders and chose a rune that does the most damage. It fire off for free.
Deathwish adds to the damage increase when channeling Disintegrate.
Mantle of Channeling also adds to the damage while channeling and also reduces damage taken.
Traveler's Pledge set ability Endless Walk increases disintegrate and your free casting power spenders by 100% when not moving(Stopping for Directions), also reduces damage taken by 100% when moving(Walking Endlessly)
Mutation With The 50 Dmg Reduction When Not Moving Time
Convention of Elements is a must because I am not using it's power, I have it equipped to benefit from the 4 second cycle of element buffs.
Meteor with the Star Pact rune must never be cast by you or it will drain your entire arcane and you will lose critical DMG reduction. Let the Etched Sigil do that because it will take account of how many points of arcane you have and apply that to the 20% buff for each arcane point that was drained to cast Meteor. Sick.
Resilience:
Due to the fact that you'll be slinging Disintegrate endlessly due to a unmoving arcane resource, the armor power from a Aquila Cuirass is a critical power as it reduces damage by 50% as long as your primary resource is above 90%. This will be constant.
Ice Armor 24/7 is common sense when your jewelry power is from the Halo of Arlyse. It will allow Ice Armor to reduce damage from melee attackers by 60% and will automatically cast Frost Nova whenever you take 10% of your life in damage. However your life will only move slightly if a mob gets close enough, then that mob will be punished by either becoming frozen or dead. Here's where a swap to Bane of the Trapped can pay off.