Update 01/06/2021: I came back recently and have made a few brief adjustments to the build.
So, after looking at some of the other Flamer healing builds I’ve seen on the site, none of them quite did it the way I wanted, so I took it upon myself to make what I would say is a good, optimal healer build for the flamer with the Friendly Fire perk. I hope you enjoy it!
This build is a long-haul type of build. You will be putting points into the final product well beyond level 50 because most of the vital perks come online very late into the game. As such, you will have several “pockets” while leveling up where none of your end-game perks are available. Get creative to fill in these gaps. I will give my own suggestions at the end of this guild where I explain what you’ll want to get at each level. However, that doesn’t mean you’re dead in the water early on. The majority of this build is deep in the strength and charisma stats, which are chock full of weapon options (shotguns, melee, unarmed) as well as the majority of your team-oriented perks (which if you’re not playing with a team, look elsewhere. This entire build is focused around team-play.)
Special points are assigned primarily based upon necessity, and you will need to plan out accordingly to make sure you don’t lock yourself out of a perk later on by already maxing charisma early for example. A little-known exploit I have found is that, when allocating your level up for special points and card selection, you can choose the special stat you want to increase, then use the bumpers to select a different special stat’s perk card. Use and abuse this to your own gain.
Weapon is ideally a flamer, but you won’t gain access to it until level 30. For the build above, your ideal legendary weapons are anything with the following:
Primary
Vampire’s: This will turn you into a practically un-killable frontline tank while also healing any ally’s in your line of fire.
Two-Shot: Triggers the healing more often, allowing for more consistent healing output, however be prepared to repair it more often.
Furious / Mutants: Just a damage increase but a decent “3rd flamer” to carry.
Executioner’s: Great as an extra flamer to carry for bosses that you can swap to as soon as the enemy get’s under half health.
Secondary
25% Faster Fire Rate: increases healing rate for allies with Friendly Fire and for yourself with vampire’s.
10% increased damage while aiming: Just raw damage.
Explosive: It’s a legacy weapon for a reason. If you find one, use it! It’s amazing.
Tertiary
15% Faster Reload (Faster reload is nice and I think it stacks with Speed Demon)
50 Damage resistance while aiming (You’re going to be up close to heal your team, so you want the defensive boost.)
Anything else works, the first 2 are what matters most.
Mutations
Due to the set up we have above, mutations are VERY good for us. So you’ll want a lot of them. Here’s what I am running.
Adrenal Reaction (Damage increase at low health, and all you lose is 12 hp.)
Electrically Charged (It has no downsides, so no reasonnot to have it.)
Empath (You take 33% more damage and reduce your team’s damage taken by 25%. As long as you have 2 allies, this is a net gain for team survivability.)
Herd Mentality (Increase all SPECIAL points by 2. No downside because we group up.)
Marsupial (+20 carry weight and an amazing boost to jump height, and you lose one intelligence. Worth!)
Scaly Skin (Trade 12 Action Points for +50 damage and energy resistance. Amazing!)
Speed Demon (At high levels, you shouldn’t have any problem with hunger and thirst, but if you are, you may want to pass on this one. It increases hunger and thirst by 50% to increase reload and move speed.)
Unstable Isotope (It’s the exact same as Electrically Changed, but with radiation.)
So to explain the perk choices:
Strength (15)
Bear Arms (3): Flamers are heavy, this makes them not so heavy.
Blocker (3): You’ll be standing in melee a lot, so taking half damage is great.
Base/Expert/Master Heavy Gunner (2/2/2): Each of these will give you 15% more damage done. Can’t afford (3) in each. Doesn’t matter too much.
Traveling Pharmacy: Stim packs are heavy, this makes them lighter. Needed so you can Team Medic often.
Perception (3)
Refractor (3): We can’t run grounded, so this helps the energy resistance.
Endurance (3)
Ghoulish (3): I don’t like power armor, so I needed a way to survive nuke zones, this works.
Charisma (15)
Field Surgeon (2): This makes stim packs activate much faster for emergency healing.
Friendly Fire (3): This is the entire reason the build exists. Heal people with flamer.
Rad Sponge (3): See Ghoulish. Share this with your party and you don’t ever need to worry about rads again.
Suppressor (3): Reducing ally damage is effectively healing them in the future.
Team Medic (3): Stims heal allies, great for when people aren’t standing in your flames.
Tenderizer (1): Increases damage taken by enemies you burn, really nice.
Intelligence (8)
Batteries Included (3): Flamer fuel is heavy and you literally BURN through it like paper. Carry a lot.
Gunsmith (5): Flamers get hot, they melt, and need repaired. Make this happen less often.
Agility (4)
Adrenaline (1): Massive stacking damage bonus.
Marathoner (3): You won’t have many action points to use, so making the most of the ones you have is great. Swappable for Action Boy if you want, I’m testing Marathoner currently.
Luck (8)
Bloody Mess (3): Bonus damage is good.
Class Freak (3): Needed for mutations to not suck.
Starched Genes (3): Needed to guarantee mutations.
This is my first guide, I hope you all like it! Please leave some feedback if you have any!
April 18, 2020 at 5:41 am
Nuptup
4 +7 1B+8