S.P.E.C.I.A.L Choices

Post » Wed Dec 02, 2015 12:08 pm

I'm thinking of going with this:

S: 3
P: 4
E: 4
C: 5
I: 5
A: 4
L: 3

This way I'll have access to all the crafting skills I want to use on my first guy, and it's not too hard to bump up Charisma for Local Leader at the point in the game when settlements come into play. I'm going crafting mad on my first playthrough. It does mean I'll have to pour another 4 points into Perception for Sniper at some point, though.
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daniel royle
 
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Joined: Thu May 17, 2007 8:44 am

Post » Wed Dec 02, 2015 6:08 am

I'll be starting with these and ideally play so much that I'll end up with 10's all the way down.

S 3
P 4
E 3

C 4

I 5

A 3

L 6

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Darren Chandler
 
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Post » Wed Dec 02, 2015 3:11 pm

I think I've finally settled on a build. I'll start with -

S 4

P 4

E 3

C 5

I 6

A 3

L 3

I'll get charisma up to 6 just before level 10 so I can get Local Leader and the rest of the stats allow me to get the rest of the crafting perks along with Sneak, Lockpick and Hacking. I didn't want any stats below 3. I'll work on other stats as needed as I go up levels depending on what other perks seem interesting. I'll also see how things pan out with regard to bobble-heads and how they affect my character. I'll also probably have to adjust things depending on stat requirements for gear.

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sally coker
 
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Post » Wed Dec 02, 2015 6:25 am

S: 2

P: 4

E: 1

C: 1

I: 10

A: 7

L: 3

Plan on playing someone who sneaks around and has to use stealth to survive, and when all goes south NERD RAGE! and hope for the best!

Edit: Will be trying to get charisma up to 3 by around level 10 so I can get the lone wanderer perk as well.

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Maria Leon
 
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Post » Wed Dec 02, 2015 7:24 am

I'm going stealth sniper with lone wanderer.

S-1

P-7

E-1

C-3

I-4

A-7

L-3

That leaves me with 2 points left which I'm not sure whether I want to do 3 Strength for Armorer or 3 Endurance for Life Giver

Any input?

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SHAWNNA-KAY
 
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Post » Wed Dec 02, 2015 12:36 pm

Im building a Technical Shadow Sniper ™ and went with Armorsmith.
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Isabella X
 
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Post » Wed Dec 02, 2015 4:38 am

i wish they had a multiple choice question sheet that gave you stats based on those answers.

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Ray
 
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Post » Wed Dec 02, 2015 4:06 pm

For my first play through I'm leaning towards

S 4

P 4

E 4

C 4

I 6

A 3

L 3

But I might change my mind. I kind of want to try a melee heavy character to test the new melee options. If I go that way it will probably look more like

S 9 (6)

P 1

E 5

C 1

I 4

A 5

L 3 (6)

I might boost luck depending on what the Fightin' Irish/four leaf clover/leprechaun perk is at Luck 9.

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BEl J
 
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Post » Wed Dec 02, 2015 6:58 am

Sniper build. Enough charisma for lady killer and lone wanderer at the start. Enough int for gun nut. Of course it's all preliminary and you can take it wherever you want once you are in the game, so the initial selection isn't that big of a deal.

S 1

P 8

E 2

C 3

I 4

A 8

L 2

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Alexxxxxx
 
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Post » Wed Dec 02, 2015 2:07 pm

So, I've actually updated my planned SPECIAL build compared to my first one and have made some changes. The most significant change being lowering my previous planned Intelligence of 8 to 6, and giving those two points to Strength to total 3 points for that attribute. I looked over some of the later Intelligence perks and realized there is no point in starting at 8 INT for perks I have no interest in from the start (Chemist and Robotics Expert). So, I might as well put it into another attribute that has something I'm interested in. That being the Armorer perk in STR. So this is my official planned build. Mind you this is copy and pasted from Google Docs because I decided to be more organized about it. Nothing over the top for your typical RPG player. :disguise:

Build description: Focused on using energy weaponry, while taking advantage of V.A.T.S., stealth, and critical hit damage from said sneak attack damage or in general.

S.P.E.C.I.A.L. Stats:

S - 3

P - 3 (4)

E - 1

C - 1

I - 6 (10)

A - 8 (10)

L- 6 (9)

* (Lesser essential perks that I will not focus on getting that much, but something to consider later on)

Strength Perks: Armorer

Perception Perks: Pickpocket, Rifleman, Awareness, Locksmith

Intelligence Perks: Medic, Gun Nut, Hacker, Scrapper, Science!, Robotics Expert*, Nerd Rage!*

Agility Perks: Gunslinger, Sneak, Action Boy, Ninja, Quick Hands, Moving Target*, Gun Fu

Luck Perks: Scrounger*, Better Criticals, Critical Banker, Grim Reaper’s Sprint, Luck of the Irish

The reason I consider Robotics Expert is because it was a perk I actually liked in Fallout 3. It was extraordinarily useful for sneak characters when trying to navigate specific areas such as the Vault Tec Headquarters, L.O.B. Enterprises, and the National Guard Depot. Locations riddled with nasty robots such as the Sentry Bot. The only issue being the perk was just very situational, as robots were not the most common enemy. Thus why the perk is something considered later on in Fallout 4. Nerd Rage looks far more interesting this time around as well with the slow down time effect and increased damage (much better over the useless +2 STR of Fallout 3). However, it is a perk that grants benefits from negatives such as low health. Not something I want to strive for, thus it is considered later on. Moving Target is something only considered because it's just more damage resistance. And as someone who doesn't care much for END anyway, not something I want too badly. But it's in Agility so why not. Scrounger is only considered because I don't know how ammo is going to be in this game. Although, being an energy weapon user, I have a feeling I will end up getting this perk.

Starter Perks:

Level 1 - Sneak

Level 2 - Action Boy

Level 3 - Better Criticals

Level 4 - Science!

Level 5 - Hacker

Level 6 - Increase Perception +1

Level 7 - Locksmith

Level 8 - Ninja

Level 9 - Quick Hands

Level 10 - Armorer or Gun Nut

These are the basic perks I plan on getting at the start. I have not planned further as I do not know the exact specifics of what I will be needing to adapt to most. Once I finally play the game and understand what I'm dealing with, it will be much easier deciding what I need.

Long post is long.

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AnDres MeZa
 
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Post » Wed Dec 02, 2015 8:01 am

S: 3

P: 5

E: 5

C: 1

I: 6

A: 3

L: 5

with the L5 perk I can boost the XP gains. Also should be a reasonable start for ranged weapons.

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Aliish Sheldonn
 
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Post » Wed Dec 02, 2015 3:08 am

It's going to take some time, but eventually I want to do a sniper/unarmed build; similar to builds I've done in FO3 and FO:NV.

Tentatively this is my plan for the initial build:

S - 3

P - 4

E - 3

C - 2

I - 3

A - 7

L - 6

Getting sneak perks is crucial. As for possible changes, it might be less in Luck and beef up Perception, still debating on that.

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Caroline flitcroft
 
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Joined: Sat Nov 25, 2006 7:05 am

Post » Wed Dec 02, 2015 5:35 am

Here is my starting build for my Scientific Engineer. He is an intelligent man who focuses primarily on using Energy Weapons and crafting various weapon mods, armor mods, and explosives. He also has much knowledge with formulating chemicals. Here is the SPECIAL:

S - 3 (Armorer)

P - 5 (Rifleman, Awareness, Demolition Expert)

E - 4 (Chem Resistant)

C - 3

I - 8 ( Medic, Hacker, Scrapper, Science, Chemist, Robotics Expert)

A - 2 (Commando)

L - 3

Later on, the engineer will gain knowledge about nuclear energy and will soon have 9 points in Intelligence so that he can receive the Nuclear Physicist perk.

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Olga Xx
 
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Post » Wed Dec 02, 2015 5:06 am

S 1
P 8 - Rifleman (2) - Sniper (8)
E 3
C 1
I 2
A 5 Sneak (3) - Action Boy (5)
L 8 Bloody Mess (3) - Better Crits (6) - More Crits (7) - Grim Reaper (8)

my sniper build on the highest difficulty.

quickly going after more strength for inventory management and agility for more action points depending of how many are required for my weapon of choice. (if i can do 2 bullets with all points ill be fine, if its 1 bullet with only little missing for the second bullet, i go for more A. for example) after that i go for the third intelligent point and the scrapper perk

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Queen of Spades
 
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Post » Wed Dec 02, 2015 11:52 am

After careful consideration of bobbleheads and the now 100% confirmed perks i am going with:

S - 2. will raise to 3 with bobble head for armourer.

P - 7. after bobble head will be 8 for sniper. will also take locksmith, rifleman and pickpocket.

E - 1. will be 2 after bobble head. will probably take toughness eventually.

C - 5. 6 after bobble head for local leader. will also take attack dog, lady killer and cap collector.

I - 2. bobble head will raise to 3, and then will add a point to make it 4 for hacker. will take hacker, gun nut and medic.

A - 6. eventually 7 for ninja, will also take moving target, mister sandman and sneak.

L - 5. will get to 6 for better criticals. also will take idiot savant, bloody mess, scrounger and fortune finder.

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JeSsy ArEllano
 
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Post » Wed Dec 02, 2015 1:30 am

I always try to model what I think (or wish) my SPECIAL stats would in be in real life, and my character will focus on guns, sneaking and melee if caught without weapons: This build is capped at level 50 for my first playthrough (reasonable softcap).

S - 6. Ironfist

P - 3. Rifleman

E - 6. Toughness, Lifegiver, Rad Resistant

C - 3. (no skills)

I - 6. Medic, Hacker, Scrapper, Gun Nut, Science!

A - 3. Gunslinger, Sneak

L - 1. (no skills)

On a side note, given the stealth damage bonuses from Mr. Sandman and Ninja, I wonder if there is any base sneak damage multiplier without taking those skills. Thoughts?

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maya papps
 
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Post » Wed Dec 02, 2015 2:36 pm

S 3

P 4

E 3

C 3

I 9

A 3

L 3

Old world engineer, due to the war (and perhaps his horrible luck) he was drafted forced to learn to fight (hence his skills with rifles). He prefers single shot energy weapons of his own build.

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Yonah
 
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Joined: Thu Aug 02, 2007 4:42 am

Post » Wed Dec 02, 2015 6:11 am

I have made up my first three starting builds thus far:

Engineer: Focuses on crafting and energy weapons.

S - 3 (Armorer)
P - 5 (Awareness, Demolition Expert)
E - 3
C - 4
I - 8 (Medic, Hacker, Scrapper, Science!, Chemist, Robotics Expert)
A - 2 (Commando)
L - 3

Ninja: Focuses on stealth, melee weapons, and possibly silenced pistols if thrown melee weapons are not available.

S - 4 (Iron Fist, Big Leagues, Blacksmith)
P - 3 (Pickpocket, Awareness)
E - 2
C- 3 (Lone Wanderer)
I - 3
A - 7 (Gunslinger, Sneak, Mister Sandman, Action Girl, Moving Target, Ninja)
L - 5 (Better Criticals will be chosen once I increase Luck to 6)

Charmer: Focuses on charisma, persuasion, and settlement building.

S - 2
P - 3
E - 2
C - 9 (Cap Collector, Lady Killer, Animal Friend, Local Leader, Party Boy, Inspirational, Wasteland Whisperer)
I - 5 (Hacker, Scrapper)
A - 3 (Gunslinger)
L - 4 (Fortune Finder)

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Franko AlVarado
 
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Post » Wed Dec 02, 2015 8:50 am

S2 -big leaguer

P3 -awareness

E2 - toughness

C4 -attack dog

I6 -science, gun nut, medic

A5 -action boy

L6 -better crits, bloody mess

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Fam Mughal
 
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Post » Wed Dec 02, 2015 5:30 am

I call my build Thomas "The Tank" Engine.

S = 10: Big League, Armorer, Blacksmith, Heavy Gunner, Strong Back, Steady Aim, Rooted and Pain Train

P = 1

E = 7: Chem Resistant, Toughness, Lifegiver, Adamantium Skeleton, and maybe Aquaboy

C = 5 + 1: Once I build two settlements, I'll increase Charisma to 6 and choose the Local Leader perk to build supply lines (it falls in line with my train theme). Attack Dog and Lady Killer will also receive some attention.

I = 2: Medic and maybe V.A.N.S. (have we seen what it looks like yet?)

A = 2

L = 1: Fortune Finder

I may have to whittle down my Strength Perks. However I need to keep Big League, Armorer, Strong Back, and Pain Train mosty intact to stay true to the theme of my build.

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Astargoth Rockin' Design
 
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Post » Wed Dec 02, 2015 1:49 pm

So I have tweaked my build a little from when I first thought about this and decided my guy will be a former military sharpshooter that retired or got our of the service a few years before the bombs fell. His stats and perks:

Strength - 3 - - Armorer

Perception - 8 - Riflemen, Awareness, Locksmith, Sniper

Endurance - 2 - Toughness, later perhaps Life Giver

Charisma - 3 - Lady Killer, Lone Wanderer

Intelligence - 3 - Gun Nut

Agility - 3 - Gunslinger, Commando, Sneak

Luck - 6 - Bloody Mess, Better Criticals

Gunslinger will be the first perk I take followed by other gun related perks. This should make him pretty effing lethal once I acquire the first ranks of each perk, which by my calculations should be about level 15 or so. From there I will build him out to a MOAT by selecting SPECIAL stats and perks in an order that make the most sense for his progression in the Wasteland.

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dell
 
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Post » Wed Dec 02, 2015 3:15 am

What I am finding about both Perception and Agility is that I want the early perks and I want the late perks and I really don't give a diddle about the middle perks. Oh well, it's a long game. There are more than enough perks that I want with 28 special points that I probably don't have to worry about it for 15 or 20 levels.

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Jessica Lloyd
 
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Post » Wed Dec 02, 2015 5:11 am

think i'm going to pump charisma, i love passing speech checks

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Sophie Morrell
 
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Post » Wed Dec 02, 2015 11:38 am

S = 2 rank 1
P? = 4 rank 3
E = ?3 rank 1
C ?= 3 rank 1
I? = 4 rank 3
A? = 3 rank 1
L? = 3 rank 1

I took the higher ranks in perception and intelligence for lock picking and hacking.

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Sammygirl500
 
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Post » Wed Dec 02, 2015 4:45 pm

Tinkered around with a character builder. Generally my characters are the smart, charismatic sniper types.

Strength 2
Perception 6
Endurance 2
Charisma 4
Intellect 6
Agility 6
luck 2
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Alexandra Louise Taylor
 
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