Can someone judge this build?

Post » Sat Feb 21, 2009 12:40 pm

S - 4 ------------Tagged Skills: Energy Weapons--------Friendly Factions: Followers of the Apocalypse-------Ending: Mr. House
P - 9 ------------------------Medical or Science--------------------Great Khans
E - 8-------------------------Speech-----------------------------NCR
C - 4-------------------------Unarmed (with "Tagged" perk)----------Boomers
I - 7
A - 4
L - 4

How does this build look? i was going for kind of a "ahead of his time" kind of character. I still can't decide between tagging medical or science. I don't know which would be more useful.

Any suggestions for perks or SPECIAL point allocations?
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STEVI INQUE
 
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Post » Sat Feb 21, 2009 1:31 pm

I would tag medicine but that just me. As for your SPECIAL skills they look good to me
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Trista Jim
 
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Post » Sat Feb 21, 2009 9:22 pm

id prefer science over medical because it seems to come in handy alot more often for me
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Jonathan Windmon
 
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Post » Sat Feb 21, 2009 11:12 pm

Too much perception, too few agility.
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Big Homie
 
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Post » Sat Feb 21, 2009 2:18 pm

Way too much Perception. 6 will suffice for most perk requirements you might need. It isn't worthwile to over-invest in a stat for the sake of a couple more skill points at the start. An extra point of INT will net you much more skill points over the course of the game, anyhow.

Keep Endurance at 7. It's enough for maximum implants. You can take it lower still if you don't want maximum implants.

If you plan to use Unarmed, I would recommend Agility of 7, which enables the Slayer perk (melee and unarmed attacks 30% faster). I don't know your planned tactics but if you plan to get Silent Running, you need AG6.

Luck of 6 is a MUST. Gambling be damned, but Luck governs your critical hit chance. Also, PE6 + LK6 enables one of the game's best perks, Better Criticals.

ST4 is okay for Energy weapons. With an ST implant you'll be able to use all energy weapons except the heavy ones. If you plan to go Unarmed, a Ballistic Fist requires ST 9; you won't get there even with Weapons Handling, so your endgame weapon will have to be Pushy; keep that in mind when planning your gear.

I would not recommend using two different combat skills, as you will not be able to maximize the effectiveness of either. Even if you have enough skill points, different skills are boosted by different perks, and there's only so many you can take.

Between Science and Medicine, tag Science. Medicine is generally less useful, has less checks in dialogues and will net you less XP (every terminal you hack gives XP, remember?)

I would recommend distributing S.P.E.C.I.A.L as follows:
ST 4
PE6
EN7
CH4
IN8
AG5 (+1 with Small Frame)
LK6
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Robert Garcia
 
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Post » Sat Feb 21, 2009 3:02 pm

Doesn't strength increase unarmed damage?

If anything I'd decrease PE to 5, strength to 8.

If you're getting the high perception for the red threat indicators

Get Ed-E as a follower.
Or get 4 eyes trait.


I don't see why you want such high perception... except for the threat indicators.

If you want a high medicine/science, just max out intelligence so you get more skill points when levelling up. Oh and get the Educated perk early too.

You could also dump agility to 1 if you never use VATS. Oh becareful with dumping stats though, pre-plan what perks you're going to get and make sure your character's SPECIAL stats will meet those requirements.

Oh, and don't forget about Intense training and implants if you want to start with a a high combat character, but then add some stats that allow you to get a certain perk...
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Dina Boudreau
 
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Post » Sat Feb 21, 2009 8:40 pm

Stick with what you had, otherwise you'll butcher it to something you did not plan to have.
A bad stat build is just as much fun as you'll learn more, and appreciate what you can and can't do.
You'll learn more tricks if you do.

Perks, ahead of his time...
Any High intelligence science, energy weapon, speech, medicine or repair based perk would fit.
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Britney Lopez
 
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