Is intelligence retroactive? +Build advice?

Post » Sat May 12, 2012 3:21 pm

I was thinking of making this build-
SPECIAL:
4 5 7 3 10 6 5
(+Implants:
5 6 7 4 10 8 6)

Traits:
logan's loophole
skilled

Perks:
2 intense training: agi
4 comprehension
6 hand loader: 70 repair
8 toughness
10 pack rat: 70 barter
12 silent running: 6 agi, 50 sneak
14 jury rigging: 90 repair
16 toughness
18 better criticals: 6 lck, per
20 chemist: 60 medicine
22 finesse
24 nerd rage: 5 int, 50 science
26 tunnel runner: 8 agi
28 adamantium skeleton
30 rad child: 75 survival

for a replay of this game now that there're a fair amount of DLCs and mods(only played base game previously).

I could grab an extra stat by going for an extra endurance at beginning, getting me an extra point of intelligence eventually - but I'd lose skill points for any levels before I get the implant if intelligence gains don't give you the skills you lost prior to gaining that intelligence.
I'm also not sure how much intelligence I'll really need to get solid skills by level 30. I will mainly be using small guns, would be nice to get high explosive skill as well. Will mostly ignore melee, unarmed, energy weapons. And with comprehension, I suppose I could leave my lockpick and science at 80 and just use magazines for the occasionally lock/computer that requires 100. Could I drop a few intelligence points and expect to be fine? How low should I go?

I suppose it might also be worth it to just rush to get the intelligence implant ASAP, especially since I'll gain less experience along the way due to skilled trait. I'd lose only a few skills if I rushed there, a bit of a pain to have to do at the beginning of the game but in the long run it'd be worth it I assume.


Advice?
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Ian White
 
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