» Tue Mar 30, 2010 12:05 pm
Allright, looking through the wiki and based on my own experience here are what I think are the must have perks:
Melee: Super Slam (Lvl 8, Str 6, Melee 45)
Unarmed: Piercing Strike (Level 12, Unarmed 70), Purifier - (Level 14), Paralyzing Palm(Level 18, Unarmed 70), Slayer (Level 24, Unarmed 90, Agility 7)
Guns: Shotgun Surgeon (Level 6, Guns 45), Hand Loader(Level 6, Repair 70)
Energy Weapons: Laser Commander (Level 22, EW 90)
Explosives: Demo Expert 1to 3 ( Level 6, Explosives 50)
Overall good: Commando, Gunslinger, Strongback, Sniper, Finese, Better Criticals, Action Boy 1, Grim Reapers, Jury Rigging, Educated, Comprehension, Weapon Handling
That is a total of 22 Perks. Hmm, not going to get that! I think the max is 17 perks possible. Unless, I use a perk every level mod. So which ones would you throw out?
That gives me a minimum SPECIAL of
Strength: 6 (Need to hit 10 for all weapons. Power Armor + 1, Implant + 1, Weapon Handling +2)
Perception: 6 (Finese, Better Crits). Rules out 4 Eyes since it drops perception by a point
Endurance: 5 (Strong Back)
Charisma: 1 ( No perk requires Charisma. I have never made a 1 Charisma in FNV before)
Intelligence: 4 To hit Educated.
Agility: 7 ( Maybe base 6 and then +1 through implant)
Luck: 6 for finese
If I go with Agility of 6, that gives me a point allocation of 34. Enough to pump Int to 9 and luck to 7.
So final SPECIAL would be:
S: 6
P: 6
E: 5
C: 1
I: 9
A: 6
L: 7
Also, non combat skill wise here are the targets to hit a 100 in each, accounting for the SPECIAL above:
Speech: Naughty Nightware ( +10), Part Time Mentats ( +5 CH, +10 SKill), Mentats(+2 CH, +4 Skill), Moonshine (+2 CH, +4 Skill), Meeting People (+20 Skill): Need a base score of 52.
Lockpick: Vault 3 Utility Suit (+5 Skill), Skill Mag (+20 Skill), Any Hat (+2 Skill), Mentats (+4 Skill), Party Time Mentats (+2 Skill) = 33 points. Need a base score 67 to open a 100 lock.
Science: Followers Lab Coat (+10), Skill Mag (+20). Need a base score of 70. Since my int is so high I have no other way to boost this skill.
Barter is important, but does not need to hit 100. I think the highest check is 70. A simple Roving Traders hat and Jacket gives +10, Salesman Today is + 20, and like CH you can wrack up a ton of points through booze and drugs (+ 18 points). A base 32 will allow you to hit a 70 barter,
Need to hit Science of 50 EARLY, to get Party Time Mentats. Also, need to join the Followers and raid Vault 3. From a Role playing side - you are a brainy nerf that eventually learns to kick butt! Bet you never heard that one before!
The strength Requirement is the real thorn in my side to using all the weapons! Thinking of taking an intense training at level 2 with STR and then using the Power Armor that gives + 2 STR. Combined with the implant I can skip weapon handling. I do not want to waste a late game perk for Weapon Handling.
So, what do you all thinK?