Looking for help with a build

Post » Mon Jan 18, 2016 2:09 am

Im wanting to start a new game using high charisma so i can maximise settlements and income, and then when in deep battle have the option of using power armour. So im looking for help on what starting special to have and good perks, to maximise the settlement side and also have the ability to upgrade power armour etc



thanks for any responses

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OJY
 
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Post » Mon Jan 18, 2016 9:19 am

Easy enough - 6 CHA for Local Leader, 9 INT for fusion core usage perks plus Science!. Then it's just 3 STR for Armorer. The rest is as you please, bearing in mind that you can get +6 AGI from your PA with the easy-to-find Flames paint job. You can be pretty much good to go on that build right out of the Vault.


Edit: Charisma for Local Leader, not PER... ??
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Jonathan Braz
 
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Post » Mon Jan 18, 2016 6:35 am

6 perception ?

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Nina Mccormick
 
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Post » Sun Jan 17, 2016 9:59 pm

No need to take charisma higher for the top end perks, or are they not really worth while?

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Stay-C
 
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Post » Sun Jan 17, 2016 9:11 pm

6 CHA not PER.



My method is to get to 6 CHA and then leave it alone while maxing out INT and picking up the Lock picking and Hacking perks as they become unlocked. The higher your INT the more experience you get. Just speeds leveling up a bit. On a new character I will put all my points into STR, PER, END, CHA, and INT. I leave AGI and LUCK at 1 point until later on. My method might seem odd to some but I don't use VATS ever. So, why put points into perks that only affect VATS?





I max out Charisma. It helps you persuade NPC's and gets you slightly better prices from merchants. The Inspirational perk is worth while. Everything else after that I have never bothered with.

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BRAD MONTGOMERY
 
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Post » Mon Jan 18, 2016 5:19 am

You can fool with the numbers a variety of ways. The base stats are just that. I have 6 Charisma but when I buy I have 11, or more if I drop a Graqe Mentat.



A lot of the game is like that. The special armors have buffs for all kinds of things, etc. Your base stat is really to determine what perks you can have.

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Dan Endacott
 
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Post » Sun Jan 17, 2016 10:02 pm

"Charisma" counts alot in FOs, more than in TES. There are some speech check where you need to have charisma almost maxed out. Beside charisma do also counts when it's about numbers of settlers you can have in the same settlement. Fail speech check often, you going to miss alot. Spend all perks on weapon handling, your choice. When I started the game, I play on easy and took luck, charisma and int somewhat high. Strenght also counts, so you have able to carry more loot. I begin with 2 weapons, shotgun and rifle. Later a missile launcher. No armor, just clothes with attribute bonus and hazmat suit. Lockpick, hacking and be able to craft weapons first skills I aimed at. Later explosive and heavy weapons skills. To have companions also help, they can carry stuffs and works like a shield - they cannot die (usual). No use of power armor except once.


Cheers,


-Klevs

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Arrogant SId
 
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Post » Sun Jan 17, 2016 9:11 pm

for power armor, I believe armorer, and science perks will help...so look to STR, and INT for how many points in each...as for CHA..Im not sure how many it takes for local leader, but there are ways to boost CHA +4 and +5 if you know where to look, fairly early in game, for better bartering..

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john palmer
 
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Post » Mon Jan 18, 2016 4:36 am

Any recommendations for starting specials to utilise key perks?

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kevin ball
 
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Post » Sun Jan 17, 2016 10:59 pm



Lol - whoops - brain fart - thanks for the correction - will edit. ?
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April D. F
 
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Post » Mon Jan 18, 2016 12:29 am

I've got a similar build, although I focused on full-frontal melee combat. IIRC my build's starting stats were:



S4


P1


E7


C8


I6


A1


L1



You could probably just keep STR at 3 and reallocate points in END to other stats you might prefer, like PER or even more INT. Unless you're really jazzed by Wasteland Whisperer and Intimidation (they're great perks, admittedly) I'd say you could keep CHA at 8.

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Kate Norris
 
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Post » Sun Jan 17, 2016 9:18 pm

Maxing INT from the beginning will make everything better. More XP equals quicker access to higher SPECIAL or perks, shortening the time investment. And, for a builder/tinkerer kinda build, INT has some great perks. Starting at 10, then grabbing the bobblehead ASAP, will definitely speed progression, and allow you to quickly get your base perks and mix in some combat specializations.



CHA is bit less important in the beginning, so you can afford to sandbag a few points here, and max CHA during your early levels. 6-8 is a good starting point IMO. Maxing CHA will open up new dialogue, get you moolah, and raise your settler limit. But frankly, if you don't mind missing the dialogue options and money, by the time you're ready for large settlements, you can easily have raised your CHA to max. Plus, you could just not talk to people until you're ready.



Dunno what weapon you plan to use, but if you're going melee, then STR 4 will access Blacksmith. Otherwise, STR 3 for Armorer. If you're a serious hoarder, getting Strong Back is pretty sweet.



PER is the alternate, if you're going guns and VATS; 4 will get you access to Lockpicking and Rifleman.



END, AGI and LCK are the dumps, though you'll likely want to raise AGI if you're into firearms, and END 3 opens up Life Giver, which can practically eliminate the need to carry healing items, plus if you're gonna go melee, you'll need a good END.



Based on your post, this is my suggestion:



S: 3


P: 4


E: 3


C: 6


I: 10


A: 1


L: 1



Perks to focus on: Armorer 4, Rifleman 5, Locksmith 3, Cap Collector 3, Local Leader 2, Medic 1, Gun Nut 4, Hacker 3, Scrapper 2, Science 4(for a melee toon use the book to boost STR and swap Rifleman and Gun Nut for Blacksmith and more STR/END).



Spend your early points maxing CHA and grabbing needed perks as they become available, then focus on your preferred combat style. Early game, just avoid most NPCs, ignore the quests and explore, stockpile and level. Once you hit 10 CHA, start doing quests and expanding your network.

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Ilona Neumann
 
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Post » Mon Jan 18, 2016 1:31 am

S: 3


P: 4


E: 4


C: 6


I: 4


A: 4


L: 3



Level 1-5 all perks points into charisma


6-scrounger


7-armorer


8-gun nut


9-cap collector


10-11 put points into intelligence


12-science


13-local leader


14-local leader 2


15-scrapper


16-locksmith


17-locksmith 2


18-locksmith 3-now you can open all locks on the game,allowing you max Cait affection super fast


19-hacker


20-hacker 2


21-hacker 3-like Cait our awesome Nick will love you


22-cap collector 2


23-inspirational


24-inspirational 2 double damage for your companions and can't be harmed by yours attack O_O


25-armorer 2


26-rifleman


27-rifleman 2


28-rifleman 3


29-bloody mess


30-bloody mess 2



Legendary Vendors we need to seek in order to compensate the weak star of the game.


1-Arturo Rodriguez/Diamond City


2-KL-E-0/Goodneighbor


3-Alexis Combes/Vault 81


4-Cricket/she moves from Diamond city to outside the cave of vault 81



From here you have a starting build before you focus on mid game. :intergalactic:

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Shiarra Curtis
 
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Post » Mon Jan 18, 2016 3:35 am

Income? Ummm... I made 110K easily just by doing MM missions, building water purifiers, crops and selling Jet (Fertilizer + Plastic = easy caps). I had 1 CHARISMA until recently. Sell every armor you're not using. Don't scrap them since you'll be in a PA anyway. Don't modify weapons except for legendaries that are worth it like anything with instigating or Irradiated prefixes.

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Barbequtie
 
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Post » Mon Jan 18, 2016 2:12 am

I know a lot of people have already replied to this, and I am not 100% sure on the rules for linking videos here. I am fixing to go look. But here is a video that you, OP really should watch. I can attest that it does work very well.



https://youtu.be/fJJYzxbTIiQ

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Nancy RIP
 
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Post » Sun Jan 17, 2016 9:38 pm

From 1-30 you can get some awesome armor from those legendary vendors and when you reach level 28 you can have the x-01 power armor.

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Jennifer May
 
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Post » Mon Jan 18, 2016 8:19 am

My 2 cents on a build, focusing on Settlements & Power Armor (while balancing a generic strong character that shouldn't feel under powered while leveling, even on Survival). Should be able to have settlements in full swing by Level 20 (Minimum level of Cap collector rank 2)



S 3 (For armor smith)

P 3 (For Locksmith /w early bobblehead)

E 1

C 6 (For Local Leader)

I 8 (For Nuclear Physicist /w early bobblehead)

A 5 (For Action Boy/Girl, increase AP refresh)

L 1


+1 point spare


If you're using Blacksmith or want Heavy Guns: put spare point and SPECIAL book on Strength.

If you use alot of explosives put spare point OR SPECIAL book on Perception (Bobble head is early)

If your not comfortable with 1 END put extra point and/or SPECIAL book in Endurance.



Perk Choices


Establishing yourself

Levels 2-6:

Primary & Secondary Damage Choice [Rank 1]: Gunslinger/Rifleman/Commando/Iron Fist/Big Leagues/Heavy Gunner

Modding: Gun-Nut & Armorsmith [Rank 1]


Optional (1 Perk)

Playstyle: Toughness or Sneak

Money: Cap Collector [Rank 1]

Access: Lockpicking or Hacking

Getting ready to work Settlements

Levels 7-11:

Primary & Secondary Damage Choice [Rank 2]

Local Leader [Rank 1] (For supply lines)

Science [Rank 1]


Optional (1 Perk)

Access: Lockpicking or Hacking

Playstyle: Toughness/Sneak/Action Boy/L. Wanderer


Early Rank 2 modding

Level 12: Nothing: Save point

Level 13: Modding: Gun-Nut & Armorsmith [Rank 2]

Settlements in Full Swing

Level: 14+

Finish up Cap Collector [R2] & Local Leader [R2] (For Businesses)


Keep upping Science for Mods


Nuclear Physicist for Power Armor


After that ... whatever floats your boat.

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Leonie Connor
 
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