u4gm Tips Fallout 76 All Rise buff makes melee great again

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u4gm Tips Fallout 76 All Rise buff makes melee great again

Being a melee main in Fallout 76 has felt rough for a while. You watch Commandos erase bosses from across the room, and you're still sprinting in, eating bullets, hoping you can land a hit before you get flattened. I usually don't get excited about patch notes, but the January 20 update made me stop and actually read. The reason was All Rise. That old Watoga quest reward finally got real love, and it's got me thinking about builds again—gear routes, perk swaps, even how I spend my caps. If you're trying to get set up fast, fallout 76 bottle caps for sale is the sort of thing people mention when they don't feel like grinding vendors for another week.

What changed with All Rise

Back in the day, All Rise was mostly a "nice to have" because of the 90% weight reduction. The healing effect, though, was a joke. +10 HP on hit didn't move the needle when you were trading blows with anything tougher than a mole rat. Now it's +50 HP per hit, and that's huge on a slow, heavy weapon. On top of that, the newly dropped versions come with updated default mods, including a Juggernaut's roll that rewards staying at high health. So you're not just healing more—you're keeping your damage up because your health stays up. It's a simple loop that actually works in real fights.

How it feels in a real run

I grabbed a fresh All Rise and took it straight into West Tek, because that place doesn't lie. You're getting shot constantly, enemies stack up, and if your sustain is fake you'll know in ten seconds. With this thing, you start noticing the rhythm: you step in, you commit to swings, and every connection snaps your health back up. I ended up brawling with multiple Super Mutant Warlords at once, and instead of panic-stimming, I just kept timing hits. It's not immortal, obviously—you still need positioning—but it's the first time in ages I've felt like full-health melee isn't just the "for fun" option.

Building around it without going Bloodied

This is where it gets interesting. A lot of melee advice defaults to low-health and Bloodied, because the damage is easy. With All Rise, you can lean the other way. Incisor is non-negotiable, since slow swings need to count and armor can ruin your healing tempo. Lifegiver makes the whole Juggernaut's idea smoother, and Solar Armor is worth a look if you like staying topped off while you're moving between packs. The goal isn't fancy math. It's staying in that "healthy" band so Juggernaut's keeps paying out, while the hammer's +50 HP hit-heal carries you through chip damage.

Why this patch matters for melee players

Sure, the patch had other quality-of-life stuff, and I'm not mad about more convenient places to dump scrip. But the bigger deal is that a quest reward is suddenly relevant again, and it changes what new or returning players can do without perfect rolls. If you've got an alt that never finished "Mayor for a Day," it's worth doing now. And if you're trying to shortcut the usual gearing slog—ammo alternatives, armor pieces, stash-friendly supplies—plenty of folks use u4gm to pick up game currency or items so they can spend more time actually testing builds and less time living in vendor menus.

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