Questions on Unarmed build

Post » Tue Jun 11, 2013 10:49 pm

I finally got the Ultimate Edition! :)

So I was thinking about an Unarmed + Explosive build. I originally wanted to do a Melee +Explosive build, but because I still need to get the Brawler achievement. It was a hard decision though, because I would have liked to use throwing melee weapons with poisons for enemies such as Deathclaws; but I figured hey that's what explosives are for, right? ;)... Right?? :confused:

And I never used Unarmed before in FO3 and NV.

SPECIAL: STR: 5/ PER:6/ END: 7/ CHAR: 4/ INT: 6 (Rounding 15 Skill points each level, after Educated at level 4)/ AGL: 6/ LUCK: 6.

This would give me 17 for Explosives, 17 for Medicine, 17 for Repair, 17 for Science, 13 for Speech, 19 for Survival and 19 for Unarmed. I'll be doing some calculations later on to see how much I can try and max out before I hit 50. So I want to ask you guys about skill priority in such a build.

Obviously I would 100 for both Unarmed and Explosives. I would be pushing for at least 3 skill points each level for either of this, which leaves me 12 for the rest. Or should I try to express both skills to by 5 points each level?

How important is Repair for such a build, considering that I would be throwing grenades a lot instead of using grenade launchers and missile launchers; should I stop at 50 Repair just for the Repair Kits or should I just ramp it up to 90 for Jury Rigging my unarmed weapons?

Also, I think I should stop Science at 70 for the stimpaks and all the missiles recipes, because there aren't any particularly great Science recipe after 70.

I have a gripe between Survival and Medicine (I won't be doing hardcoe, but I'll do Very Hard). Since I don't really need poisons (or should I?) where should I stop Survival at; for all the "useful" recipes (I'm not really sure because I haven't played the DLCs yet)? I figure I would need Medicine at 60 for the Chemist and Chem Resistant perk (I will be using Chems a lot)

And lastly, I would need speech to be at least 60 so I can pass the Aba Yada quest requirement of 64 to get the Khan's Trick. (Does the Khan Trick worth it?)

About unarmed moves, I can also use something like the Ballistic Fist and still pull off the moves? How does these moves go against Deathclaws and Cazadores?

And I would probably pick up the Enclave armor and side with Caesar.

Thanks!

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Quick draw II
 
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Post » Wed Jun 12, 2013 1:29 pm

If going for Unarmed primary and explosives backup, go for survival. Massive healing DoT's are invaluable.

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Rude_Bitch_420
 
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Post » Wed Jun 12, 2013 1:30 am

OK, so my priority would be Survival; is it just for the healing then?. How much though and how often? I still need at least 60 in Medicine for the Chemist and Chem Resistant Perks.

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Lou
 
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Post » Wed Jun 12, 2013 4:21 am

Before what looks like it's going to be a difficult fight.

Eat a desert salad and wasteland omelet before charging in to a group of DCs and you will be a regen freak.

Survival healing is the best you can get.

Also, you shouldn't have much trouble getting enough skill points for medicine before 50.

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Danii Brown
 
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Post » Wed Jun 12, 2013 12:56 am

So you recommend maxing out Survival?

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Jennifer Rose
 
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Post » Tue Jun 11, 2013 10:30 pm

Yes.

It should be your primary healing skill.

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James Hate
 
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Post » Wed Jun 12, 2013 7:27 am

Cool, thanks. So that's one grip down. Hopefully I have enough for the other skills though. :P

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Reanan-Marie Olsen
 
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