P 1
E 8
C 8
I 7
A 2
L 1
The black widow cannibal Mara that will be a blade runner and try to dominate the community using her manipulation skills.
I may have to boost my Luck seeing that it has some combat related perks. Especially that Grim Reaper's Sprint
S 1
P 4
E 1
C 4
I 4
A 7
L 7
Lockpicking, hacking, sneaking and critical hits. Slowly max everything with Endurance being last to keep my hp pool nice and low.
S: 4 I try not to carry too much.
P: 7 I like to see, hear and smell what is around me. Being out for about 200 years the world will be a strange place to be.
E: 5 It going to be a hash place to live in.
C: 9 I want to control people. Have them wrapped around my fingers
I: 4 For science and medicine. I don't about this game but in fallout 3 more points you put in intelligence the more points you spend when you get to 30 you have 100 points in everything.
A: 8 I want to move quickly. Ability to use a gun to form long distance relationships.
L: 2 What did I do to be in this.
Off the subject PC I using now is a lot different to that what is down below.
S:1
P:1
E:1
C:4
I:10
A:1
L:10
There are a few reasons as to why I'm doing this.
However, there are some downsides:
The overall strategy from there is to continue increasing charisma until you get the local leader perk. Build a settlement, and once you hit level 14, you'll have plenty of merchants to trade with. These merchants will often have valuable things to sell, likely stuff such as the fusion coils for power armor. At this point, you will also have a companion you can use as a pack mule/distraction. If you decide to take the inspirational perk, your companions will do even better, and the next two levels of charisma will ensure you have a healthy number of additional targets for your enemies. Once charisma is maxed, you can take the bobblehead for it. Finally, you can now start focusing on improving other attributes for whichever area you feel your character is lacking in.
Again, this is all speculation on how the game will play out, but I think this is pretty solid. It may not look it initially, but there are ways to mitigate the tradeoffs from the specialization.
Once again, I'm changed up my planned build again. But I think I actually got it this time, I swear.
Build description: Focused on using energy weaponry, while taking advantage of V.A.T.S., stealth, and critical hit damage.
S.P.E.C.I.A.L. Stats and Planned Perks:
S - 2 (3) Armorer
P - 4 Pickpocket, Rifleman, Awareness, Locksmith
E - 1
C - 1
I - 6 (10) Medic, Gun Nut, Scrapper, Science! Robotics Expert, Nerd Rage!
A - 8 (10) Gunslinger, Sneak, Action Boy, Ninja, Moving Target, Quick Hands, Gun Fu
L - 6 (9) Scrounger, Better Criticals, Critical Banker, Grim Reaper's Sprint, Luck of the Irish, and did I not mention Better Criticals?
Strength: Don't plan on using melee or unarmed too much and I am pretty good at managing my own weight. The only interest I have in this attribute is armor crafting. I'll definitely be needing it if I plan to wear something light.
Perception: I'll definitely need to up Perception up to make VATS more efficient, but these are the perks I find most essential to my build. Locksmith is a no brainer to have, and pickpocketing will definitely be something to take advantage of when playing a sneak focused character. Awareness is a simple enough perk to take since its only one rank and it has a simple but useful enough benefit. At the moment, I do not know what weapon type I will plan on using most since, you know, I haven't played the game yet. But for right now, I assume single shot weapons since that's what I'm used to most with energy weapons.
Endurance: Never had interest in this attribute since the first Fallout game. Why focus on hit points when you can focus on not getting hit at all? But no doubt my character is going to be quite a glass cannon. At most, I may consider getting Toughness, but it wouldn't be something I'm in a hurry to get.
Charisma: Despite how much I loved solving situations through words in previous games through Speech, Science, and Intelligence, that is no longer an available option with the changes made to make Charisma actually useful for once. Thus, I have to sacrifice the diplomatic approach in this game in favor of slitting throats. But is that really a downside?
Intelligence: A lot of good perks in this attribute that anyone could use. Medic will be a good means to heal myself considering my character's lack of END, Science! of course for the energy weapons; they will be my primary weapons after all. Hacker is a no brainer to have and hacking is something I quite enjoy anyway. Robotics Expert is a perk I actually really like and is especially useful for sneak characters that plan to get behind robots unnoticed. Nerd Rage! will be another good perk for my character considering the lack of END. Gun Nut for the sake of being able to modify guns to some extent. I won't be able to use energy weapons all the time. Scrapper of course to help with the crafting.
Agility: This attribute has always been a favorite of mine throughout all games. More action points? Yes, please. Perks like Action Boy and Gun Fu should definitely be able make using VATS an even better experience. Sneak and Ninja to advance the art of sneaking and make those sneak criticals hurt real good. Quick Hands because reloading fast is always nice. Again, I don't know what weapon type I will end up using most, but I assume single shot pistols will be among them based off of energy weapons I was fond of in previous games. Moving Target is the perk I least care about because it just more DR when sprinting. But again, with little END, might as well take it.
Luck: Criticals. Just criticals. I care most of all about the criticals when it comes to this attribute and care very little about the other perks like looting perks, Bloody Mess, and especially Mysterious Stranger. Perks I've always questioned in their usefulness, but that could change this time around. The only exception I make for the looting perks is Scrounger because more ammo is nice, especially for the more rare ammo types. Better Criticals for obvious reasons. Grim Reaper's Sprint to make me a more consistent killing machine in VATS. Critical Banker and Luck of the Irish because why not more criticals? Criticals.
Things may be bound to change, but I think I have a good general idea of what I want to happen. We shall see.
Im probably going to go with,
S-3
P-4
E-1
C-2
I-9
A-6
L-3
I just want to try most weapons before deciding, also because Endurance is low I need the extra resistance from agility. I have Charisma at 2 just to be able to sell and buy things better. Obviously need 3 in luck for obvious reasons.
Including Bobbleheads:
S 10
P 3
E 9
C 3
I 6
A 2
L 2
Pre-Bobbleheads
S 9
P 2
E 8
C 2
I 5
A 1
L 1
S - 3
P - 8
E - 1
C - 6
I - 4
A - 3
L - 3
Sniping to initiate battles, auto rifles to deal with larger groups then either melee or unarmed once the numbers are reduced. Plus I get crafting, hacking, lockpicking and influence over characters.
After that initial build everything will be to increasing Intelligence, Agility and Luck ( +1 to strength as well)
At the start
After that, unsure.
I haven't had much time to think about my build cause I was so busy with working the last months. Could anybody take a short view to my build and say if it does make any sense at all?
S - 3
Because I wanna have early access to armorer perk
P - 4
Locksmith is a good thing to start for sure I guess
E - 4
Chem Resistence sounds interesting
C - 2
Not sure what to do with Charisma tbh. Still unsure if I'm more of a lone wanderer type or a charismatic one.
I - 6
For more EXP and cause of the interesting perks (Science)
A - 3
The plan is to slowly work this to 7 (ninja)
L - 6
Very interesting skills.
I wanna be quite versatile but still be a little specialized in crits and intelligence. I'll probably go for sniper in Perception and Ninja in Agility.
The biggest "problem" is Charisma. I don't know what to do with it...
I'm thinking I'll go:
S - 3 (not fussed about melee or heavy weapons)
P - 5 (Preference for single-shot weapons)
E - 5 (Increased health and underwater exploration)
C - 3 (Lone Wanderer)
I - 5 (Modding, scrapping and hacking)
A - 5 (Pistols and stealth)
L - 2 (Not fussed about VATS and never get any luck in games anyway, shockingly bad actually)
The idealized version of myself:
S- 2
P- 6
E- 2
C- 8
I- 6
A- 3
L- 1
As it stands I'm going for:
S - 1
P - 3
E - 1
C - 3
I - 6
A - 8
L - 6
That enough to cover the perks I want from the bat, then I might stick a few into bumping SPE through out the game.
Do we have any confirmation on the INT xp % per level?
Ive seen sources stating as low as 2-3% , upto 6.5%.
Main uncertainty, how good are weapon modes (Int), and exactly how much does luck improve your criticals. So I might vary those at the expense of Per and Agi.
Str: 1
Per: 5 Locks. (Probably improve later)
End: 1 For Damage resistance.
Chr: 3 For Lone Wanderer.
Int: 3 For gun mods. (Maybe 1 or 6 depending on how good mods are)
Agi: 9 Would be 10 except I assume there is a way of increasing to 10 ingame.
Luck: 6 Better criticals.
Edit: If there is a fairly quick way of increasing a SPECIAL in game (e.g. Bubble head in tutorial), then reduce that special and pump Per.
So glass cannon anyone?
For planning, I started everything at 4, and then decided to do a little tweaking to focus my character on intelligence and crafting. So .....
S: 4 want to make sure I get Weaponsmith
P: 4 Of course I will need Lockpick.
E: 5 Went back and forth on this one, but I want to be able to swim, something tells me that in this game it might be important.
C: 4 I want to keep something special for Dogmeat
I: 5 Am really excited about crafting and building my own settlement so I wanted Scrapper
A: 3 Needed to lower something, and for now, don't care about killing somebody in their sleep
L: 3 Mysterious stranger will just have to wait for a while
As usual, I reserve the right to change my mind at any time until I actually start the game.
Storm
Pretty cool to see lots ao varied approaches to gameplay.
S-3
P-8
E-5
C-2
I-6
A-2
L-2
Really just wanted to be able to lockpick, hack, and craft straight out the gate, and do so with efficiency.
S-4
P-4
E-5
C-5
I-6
A-2
L-2
S - 2
P - 2
E - 3
C - 9
I - 1
A - 2
L - 9
He's not very bright, but I like him anyway.
You have some spare points
Oh, right! On-topic
S 3
P 3
E 1
C 6
I 6
A 8
L 1