Carl's Fallout 4 Guide
for PC, Xbox One, and PS4

I'm writing a Guide to Nuka World, piece by piece. Here are the newest/most popular pages:
See a full list of guides on the Nuka World page. I've written over a dozen in just a week and plan to continue. There is much more to this DLC, it will just take time to write it all. Check back for more. Comment on the appropriate page if you have a tip to share with other readers.

Fallout 4: Grim Reaper's Sprint Perk

Luck Perk Strategies & How Best to Use Them

The Grim Reaper's Sprint Perk going off in Fallout 4 Grim Reaper's Sprint is a GREAT Perk, refilling your AP sometimes when you make a kill in VATS. I highly recommend this to any heavy VATS users.

Grim Reaper's Sprint is a Perk that takes 8 Luck. It promises to restore all AP sometimes when killing an enemy. So what Perks does this synergize with? Well, nearly all builds that use VATS will benefit heavily. Let's look at the Perk and the percentage chances of it going off:

Grim Reaper's Sprint Perk
RankRequiresPerk DescriptionPerk ID
1Luck 8Death becomes you! Any kill in V.A.T.S. has a 15% chance to restore all Action Points. 4d8a2
2Level 19Any kill in V.A.T.S. now has a 25% chance to restore all Action Points. 65e3e
3Level 46Any kill in V.A.T.S. has a 35% chance to restore all Action Points and refill your Critical meter.65e3f

Grim Reaper's Sprint PerkGameplay Effects & Utility
You can see that 1 in 3 kills on average will restore your AP with Rank 3 of Grim Reaper's Sprint - a Fallout classic. This Perk shines when you're in situations fighting multiple targets, because the AP refill will let you go right back into VATS and target other enemies. So going for a kill on the nearest enemy is your best bet. Once you've got the third rank, going for the nearest enemy will give you a critical hit to use on more distant enemies, possibly killing them and AGAIN restoring your AP.

Because rank 3 gives you the free Critical and you may have a Critical Hit saved up already, Grim Reaper's Sprint works exceptionally with Critical Banker, as does any Perk that offers to give you a refill of the crit meter. Without CB, this is often wasted unless you use your Crits immediately - and a Critical Banker player probably doesn't, because they have 3 whole bars to fill up and use for more difficult targets - like sniping an enemy with only an 8% chance to hit and being able to score 3 crits in a row and eliminate that threat. Target a Deathclaw's belly when it is in charging mode, where it's belly isn't vulnerable to normal attacks because the chance is so low. Just throwing some ideas out there on making good use of the Perk. I also like it with Penetrator, because you can get targets' limbs when they're blocked by cover when playing on high difficulty.

Something to note about Grim Reaper's Sprint (may be a bug), it only refills your base AP at time of writing. This means extra Action Points you get from gear may not be included in the fill, so your bar may not be completely full.

Overall, it feels balanced. If the chance were higher or lower I think it'd be off, but they chose an excellent rate for the third rank which is available at level 46. It's extremely satisfying to hear the bell toll sound go off and see the little Grim Reaper pop up, letting you know you're ready for another kill and possibly another refill after that! There are no limits to the refills, I've been lucky and seen it go off twice in a row. I strongly suggest you incorporate this with a high Agility and Luck build - the more AP you have, the more you will benefit. You may also leave off Action Boy because this will refill your AP at times, then take Action Boy a bit later to supermax your character. It's great for anything from Snipers who use Rifleman with it, to Commandos with automatic weapons. Even Melee uers may like this, especially with the Blitz Perk.

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Far Harbor DLC Guides

See my Far Harbor Guide for new features in the DLC. There, you can also watch the trailer and view new weapons that can be found. The area is massive, so we can expect plenty of quests and exploration in a foggy, rugged area with new and challenging creatures to battle.

Pleae note there are different endings for this DLC, something we all wanted! It's like the actual end-game of FO4 in that you can choose the outcome.

Walkthroughs
Islander's Almanac Magazine Locations
Far From Home: Quest 1
Walk in the Park: Quest 2
Where you Belong: Quest 3
Best Left Forgotten: Quest 4
Ware's Brew Quest New
The Striker New

Automatron Guides & Walkthrough

The final quest Restoring Order (Mechanist Fight/Options) is now available. I've also released a page that describes Getting Started in Automatron to accompany the main page about the DLC. This covers how to make the Robot Workbench to begin making your own Automatrons, and walks you through the first two quests while providing some tips for fighting the Mechanist's creations. Quest 3 Walkthrough: Headhunting is also live on the site.

Robots in Automatron New
Mechanist's Lair, Eyebots, and Rogue Robots covers what happens after the Mechanist story is complete.

Perks & Bobbleheads

Now that I've written about all Perks in Fallout 4, I've put them all in a list, with how they work, what you can expect, and my own opinions on them. Hope this is handy! I've also compiled map shots of all Bobblehead Locations in the game. You can choose to explore the locations on your own or read descriptions for those I've taken notes about.

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