Fallout: New Vegas Character Build Help?

Post » Wed Jan 06, 2010 2:32 am

Hey guys. I was playing New Vegas for the first time in a while, and I'm following a certain build set-up. But the build requires certain point-count at certain levels, even though these will be difficult to get. I was curious as to if anyone could help me plan out my point spending.

Here's the build, thanks:

Strength: 4
Perception: 7
Endurance: 4
Charisma: 5
Intelligence: 7
Agility: 7 (+1 from Small Frame)
Luck: 7

Tagged Skills

Sneak
Science
Speech

Traits

Small Frame
Good Natured

Perks

Friend of the Night
Travel Light
Demolition Expert
The Professional
Gunslinger
Quick Draw
Finesse
Night Person
Hit the Deck
Robotics Expert
Silent Running
Splash Damage
Light Step
Tag! Guns
Infiltrator
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Alina loves Alexandra
 
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Post » Wed Jan 06, 2010 2:29 pm

it would help a lot if you'd tell us what you are going for with this courier...
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Kaylee Campbell
 
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Post » Wed Jan 06, 2010 5:26 pm

I think he plans on tracking down Benny, then helping a major faction at the Battle of Hoover Dam.
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OTTO
 
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Post » Wed Jan 06, 2010 8:45 am

Unless your have a clear character in mind, low Strength and Endurance ain't good in NV.
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Jeff Tingler
 
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Post » Wed Jan 06, 2010 10:51 am

Sorry. >_> A stealth courier. Basically, going in the objective and avoiding combat as much as possible, and the combat I do engage in would be sneak attacks.
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kasia
 
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Post » Wed Jan 06, 2010 4:26 am

I don't see how it lead to lower Strength and Endurance
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Ash
 
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Post » Wed Jan 06, 2010 11:57 am

I would knock perception down to 5 (use ED-E to see enemies further away) and move strength up to 6 (use implants later on to get it 7)

If you don't plan on engaging people head on, a higher endurance isn't needed. I played my first character with like 3 endurance and got into plenty of head on fire fights.
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GabiiE Liiziiouz
 
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Post » Wed Jan 06, 2010 2:04 pm

What does a stealthy character need 3 explosives perks for?

Quick Draw and Friend of the Night are useless.

I'm not sure what you're planning to do with Night Person, keep in mind that temporary effects don't factor in when leveling.
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Kyra
 
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Post » Wed Jan 06, 2010 4:33 pm

I believe Endurance 4 will only give you 4 Implants later. I usually give END a 7.

I always take the Comprehension Perk at Level 4 and carry around any Skill Books I find until I get it so they'll be worth 4 points instead of 3. I take Educated next so skill points are increased each level.

Hope this helps. :)
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Nomee
 
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Post » Wed Jan 06, 2010 4:47 pm

If you aren't using companions then I would go with this

Strength 5
Perception 5
Endurance 5
Charisma 1
Intelligence 7
Agility 8
Luck 9

Tag Barter, Speech, Guns. Barter and Speech will start at 8 if they aren't tag so by tagging them they're at 23 which is respectable and it also allows you to put extra points into Agility (Guns, Sneak) and Luck which at 9 will give you +5 on all your skills and an increase of 9% on your criticals which is important for a Sneak type character.

Traits Good Natured, 2nd trait is up to you or no 2nd trait. Good Natured is hard to pass up yes it will lower you guns skill by 5 but if you tag it then the -5 isn't a big deal plus it also helps out the Barter and Speech getting them higher from their lower starting point.

Other notes, get Educated at Level 4 as that will give you an extra 52 skill points.
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Marie
 
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Post » Wed Jan 06, 2010 3:51 am

My typical stealth character build:

S-4 (6)
P-7
E-4 (6)
C-5 (6)
I-8
A-6 (8)
L-5 (7)

Traits:

Small Frame
Trigger Discipline

Tag:

Explosives
Guns
Sneak

Perks:

Intense Training (3)-Strength, Endurance (Do prior to getting implants), and any attribute after that (typically luck for me)
Educated-Take as soon as it is available
Comprehension-Take anytime before reading skill books (also gives a +20 boost to reading magazines)
Handloader
Finesse
Jury Rigging
Better Criticals
Ninja
Tag
Demolition Expert (3)
Terrifying Presence
Black Widow

Parenthesis denotes what the attribute value will increased to after intense training and implants
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ladyflames
 
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Post » Wed Jan 06, 2010 8:26 am

After rolling through the wastes with 1 endurance, 1str and 1 agi (normal difficulty, non-HC) I'm convinced that just about any setup will work.

You hardly need to minmax, unless you're going to be running very hard difficulty and hardcoe mode.

So just take whatever feels fun. Check if there's any specific perks you want, and make sure you meet those requirements, but other than that, go nuts.
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Stephy Beck
 
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Post » Wed Jan 06, 2010 7:39 pm

Perception should be kept t 5, 6 with an implant (for better criticals). Endurance should be at least 7 or 8. strength can be 6(Weapon Handling) or 7 (Remants Power Armor) to use Anti-Materiel Rifle. Charisma should be 3, or lower (mine is 1). Get rid of Night Person, Friend of the Night, The Professional (only affects weak guns), all your Explosives perks (a big no-no for a stealth character), Quick Draw, and Infiltrator (this and Computer Wiz are horrible perks). Education and Comprehension are a must (with Comprehension, leave Lockpick, Speech, and Science at 80). Take Hand Loader to make .308 JSP; it will make your silenced sniper rifle very deadly. Cowboy is optional, but I'd recommend it, as it can make the scoped Trail Carbine a very powerful sniper rifle, easily your main weapon. Use your Silenced Sniper for larger groups of enemies where you would need semi-auto firing/or for killing without alerting others. The AMR can be reserved for tough enemies, Ratslayer/All-American (depending on a need for stealth or rapid fire death-dealing) for weaker enemies, and LaLongue Carabine for weak-medium enemies. Cowboy shines again here. Skills: Guns 100 Sneak 100 med 100 repair 100, Lockpick, Speech, Science 80, Melee Weapons at least 45 (Cowboy). The rest can be whatever you desire, probably EW if you want to use the YCS/186.
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Silvia Gil
 
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Post » Wed Jan 06, 2010 6:12 pm

Perception should be kept t 5, 6 with an implant (for better criticals). Endurance should be at least 7 or 8. strength can be 6(Weapon Handling) or 7 (Remants Power Armor) to use Anti-Materiel Rifle. Charisma should be 3, or lower (mine is 1). Get rid of Night Person, Friend of the Night, The Professional (only affects weak guns), all your Explosives perks (a big no-no for a stealth character), Quick Draw, and Infiltrator (this and Computer Wiz are horrible perks). Education and Comprehension are a must (with Comprehension, leave Lockpick, Speech, and Science at 80). Take Hand Loader to make .308 JSP; it will make your silenced sniper rifle very deadly. Cowboy is optional, but I'd recommend it, as it can make the scoped Trail Carbine a very powerful sniper rifle, easily your main weapon. Use your Silenced Sniper for larger groups of enemies where you would need semi-auto firing/or for killing without alerting others. The AMR can be reserved for tough enemies, Ratslayer/All-American (depending on a need for stealth or rapid fire death-dealing) for weaker enemies, and LaLongue Carabine for weak-medium enemies. Cowboy shines again here. Skills: Guns 100 Sneak 100 med 100 repair 100, Lockpick, Speech, Science 80, Melee Weapons at least 45 (Cowboy). The rest can be whatever you desire, probably EW if you want to use the YCS/186.

i don't it would be useful to get a 100 med with a low endurance character and also there is a perk that makes stimpacks give you 20% more health and there are also skill books that boost 3 to 4 points depedning if you have the comprehension perk, with that said you should look up wiki and search for the skill books before you max out any skill to 100
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Tom Flanagan
 
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Post » Wed Jan 06, 2010 9:49 am

Here is what works perfectly for me, and my stats are pretty much exactly as yours:

S 4
P 6
E 8
C 1
I 7
A 7
L 7

Traits
Built to Destroy
Small Frame

Tagged (Make it whatever you want)
Energy (obviously mine is an energy weapons build, but if you want guns you need at least an additional point in strength and Weapon Handling...and Hand Loader)
Repair
Speech

Perks
Light Touch
Educated
Comprehension
Commando
Finesse
Silent Running
Pack Rat (if playing hardcoe, otherwise Hand Loader or Math Wrath or whatever)
Better Criticals
Concentrated Fire
Grim Reaper's Sprint
Laser Commander (or Weapon Handling)
Meltdown (or Rapid Reload or Piercing Strike depending on weapons you want to use)
Toughness
Action Boy/Girl
Strong Back (if playing hardcoe)
Toughness
Action Boy/Girl

I usually wear light Settler/Explorer Outfit for +1 Agility, +1 Endurance
Also wear Boone's Beret for +1 Perception, +5% Critical Chance
Lucky Shades

Max skill points invested, depends on what you want to specialize. With combination of magazines, skill books, clothing, party mentats, I can get to 100% on any skill.
Barter 59
Energy 77
Explosives 53
Guns 57
Lockpick 68
Medicine 45
Repair 74
Science 61
Sneak 77
Speech 59
Survival 61
Unarmed 55
Melee 46
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LittleMiss
 
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Post » Wed Jan 06, 2010 8:33 am

i don't it would be useful to get a 100 med with a low endurance character and also there is a perk that makes stimpacks give you 20% more health and there are also skill books that boost 3 to 4 points depedning if you have the comprehension perk, with that said you should look up wiki and search for the skill books before you max out any skill to 100

Yep, forgot to add that. Never max out a skill. That's why I recommend the Comprehension perk, leaving the desired skill at 84, then finding the skill books. Also, high Medicine would be even more useful for a low END character, as he would have lower health. I don't exactly get what you're saying there; why wouldn't Medicine be useful? Medicine is vastly superior to Survival, and the other utility skill that I don't suggest putting points into is Barter, for the simple fact that money is plentiful.
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Lyndsey Bird
 
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Post » Wed Jan 06, 2010 8:09 pm

After rolling through the wastes with 1 endurance, 1str and 1 agi (normal difficulty, non-HC) I'm convinced that just about any setup will work.

You hardly need to minmax, unless you're going to be running very hard difficulty and hardcoe mode.

So just take whatever feels fun. Check if there's any specific perks you want, and make sure you meet those requirements, but other than that, go nuts.

We constant have people saying even normal is pretty hard for them.

Sure you can play with one Strength, Endurance and Agility, but in turn you would have 10 Charisma, Intelligence and Luck, which makes companions to superhuman level, granted you excessive amount of skill point and insane luck to gamble in casino. Basically, what you have done is, text book, min-max. Unless of course, you travel alone, dump all skill points in non-combat skills and don't gamble.
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Nichola Haynes
 
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Post » Wed Jan 06, 2010 8:40 am

Yep, forgot to add that. Never max out a skill. That's why I recommend the Comprehension perk, leaving the desired skill at 84, then finding the skill books. Also, high Medicine would be even more useful for a low END character, as he would have lower health. I don't exactly get what you're saying there; why wouldn't Medicine be useful? Medicine is vastly superior to Survival, and the other utility skill that I don't suggest putting points into is Barter, for the simple fact that money is plentiful.

for a low endurance character you will get more health points from a stimpack than you would for a high endurance character therefore a low endurance character wouldnt need that much points in medicine maybe up to 50-65
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Ownie Zuliana
 
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Post » Wed Jan 06, 2010 1:10 pm

for a low endurance character you will get more health points from a stimpack than you would for a high endurance character therefore a low endurance character wouldnt need that much points in medicine maybe up to 50-65

Totally wrong. Stimpacks don't regenerate a percent of your health, but rather a solid number which is determined by your Medicine skill. If they regenerated, say 30%, then they would benefit low END characters more. They don't, however, so the medicine skill is invaluable, especially on higher difficulties.
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Kyra
 
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