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u4gm Why the All Rise Buff Finally Makes Melee Tanky Again - Printable Version +- ElitesHost Forums (https://forum.eliteshost.com) +-- Forum: Community (https://forum.eliteshost.com/forumdisplay.php?fid=5) +--- Forum: General Discussion (https://forum.eliteshost.com/forumdisplay.php?fid=23) +--- Thread: u4gm Why the All Rise Buff Finally Makes Melee Tanky Again (/showthread.php?tid=60875) |
u4gm Why the All Rise Buff Finally Makes Melee Tanky Again - VelvetRogue - 01-26-2026 Melee in Fallout 76 can feel like you're always arriving late to the party. You're charging in, burning AP, and then some rifle build deletes the target before your Super Sledge even comes up. That's why the January 20 notes caught my eye, and why I went digging through my stash and the usual fallout76items chatter to see if All Rise was actually worth caring about again, or if it was just another line on a changelog. What Changed on All Rise Old All Rise had one neat trick: the 90% weight reduction. The rest of it. Pretty forgettable once enemies started hitting like trucks. The "heal 10 HP per hit" effect sounded nice on paper, but it barely moved your health bar in real fights. Now it's 50 HP per hit, and that's a totally different story. You feel it immediately, especially in those scrappy moments where you'd normally panic and pop a stimpak. Fresh drops also showing up with Juggernaut's and Steady by default makes the intent obvious: stay at full health, keep swinging, and let the weapon do the work. Testing It Where It Hurts I took it straight to West Tek because that place doesn't let you fake survivability. If your setup's shaky, you'll know in about ten seconds. Usually, going in without power armor means I'm backing up, getting clipped by gunfire, and chugging chems just to keep pace. With the buffed All Rise, the whole rhythm changes. As long as you're landing hits, your health keeps bouncing back. That healing also plays perfectly with Juggernaut's, since you're sitting high HP most of the time anyway. And Steady helps a bit when you're trying to use VATS to stick to a target instead of whiffing at air. How to Build Around It If you want the hammer to feel "unfair" in your favour, lean into Strength like you mean it. Start with Incisor because armour penetration is what keeps big swings from feeling like foam bats. Add Martial Artist so the sledge doesn't feel like it's stuck in molasses. Then just play aggressive: close gaps, keep pressure, and don't stop hitting. The funny part is you can often free up perk space you used to spend on pure survival. When your weapon is doing the healing, you're not constantly babysitting your health bar, and that makes full-health melee way less stressful. Patch QoL and Getting Set Up Faster The patch did more than just buff one weapon, too. C.A.M.P. placement and collision quirks getting cleaned up is the sort of thing you only notice when it's gone, but it matters. Collectron descriptions being clearer helps avoid that "wait, what is this even collecting" moment. And having a Legendary Exchange at Hocking Hills Station is a small win that saves a bunch of dead time. If you're trying to put together a full-health tank kit without spending weeks rolling gear, it's also pretty common to use marketplaces for the boring parts;u4gm comes up a lot for items and currency, so you can focus on testing builds instead of living at the crafting bench. |