Rescuing an EW character build

Post » Thu Jul 29, 2010 6:40 am

I recently decided to take another character for a spin since my first char has nearly completed the game. He was the classic "Diplosniper" of previous Fallout games, with a focus on Guns, Stealth and Speech. This worked very well (maybe too well), so I wanted to try something different. I started an Energy Weapons/Science/Speech character for a different experience, and it's been something of a let down. While I'm slowly chipping away at something with my modded laser rifle, Boone will get it in his sights and blow it away nearly instantly with his default weapon. I went by Repconn HQ looking to pick up the Q35, and was quickly disappointed. Even with an EW skill of 96, it takes 3 hits to melt one of the security bots outside of Repconn HQ. Before I continue, let me post this character's stats.

ST 5 PE 7 EN 5 CH 7 IN 7 AG 8 LU 5
Level 10 AP 89 HP 225
Perks: Educated, Gunslinger, Intense Training (2), Math Wrath, Small Frame, Wild Wasteland
Skills: Energy Weapons 96, Science 70, Speech 55, Repair 27
Not an optimal build, but I didn't realize the extent to which I'd need to min/max to make an EW build viable. I intend to take this character to the finish any way, but would like some tips on which way to go with it. Should I try to boost Luck, and pick up Finesse and Better Criticals, eventually looking to get Laser Commander? Maybe improve VATS accuracy (which is my preferred combat mode) with Sniper and Commando?

BTW, I'm using the "Energy Weapons DeNerfed" mod, which adds some armor piercing capabilities to EW ammo, especially OC and MC ammo.

EDIT: I also need to add that the character has a low stealth skill, so it's hard to come by sneak criticals.
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elliot mudd
 
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Post » Thu Jul 29, 2010 7:34 am

Hm one thing I see that stands out is your luck is only a 5. With the minimal damage EW weapons do you really need to rely on criticals to get them to kill things quickly. A luck of only 5 along with low sneak is def not helping you.

Unless for RP purposes you dont really need more than a 4 int (for educated) and can prob drop charisma or agility another point. That'll let you have an 8 luck and coupled with finesse perk and maybe a better sneak will def help crit more often, increasing the killing power of EWs.

I plan on making a EW player once the patch drops for 360 and will prob go with something like 5 7 5 6 3 5 9 (IT level 2 on int for 4 int) tagging EW, science, sneak. I will be taking any perk that increases crit chance/damage. Should be fun if nothing else.
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suzan
 
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Post » Thu Jul 29, 2010 2:33 pm

No rescue if your luck ain't 10 or 7+Build to Destroy.

My pre-patch EW character have:
5+1,5+1,7,1+1,8+1,5+1,9+1

Trait:
Fast Shot, Good Nature

Tag:
EW, Lock Pick, Science

Perks:
Black Widow
Educated
Comprehension
Vigilant Recycler
Finesse
Strong Back
Silent Running
Better Criticals
Toughness
Toughness
Jury Rigging
Meltdown
Hit the Deck
Travel Light
Pyromaniac

Main Weapon (in order for acquiring): Laser Pistol, Single Shotgun (I force myself not to use "bullets"), Laser RCW, Incinerator, Q-35, Multiplas, YCS
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Anthony Santillan
 
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Post » Thu Jul 29, 2010 4:41 pm

I do intend to carry this character through to the end, if only because I've already sunk 20+ hours into it. Sounds like I should pump luck, get perks that boost criticals, and perhaps start focusing on Sneak. Does anyone know if I have Luck 5 and get the implant, if I would then be eligible for Better Criticals (PE 6 + LU 6 requirements I believe)?

For RP reasons, I do like to have an above average to high Intelligence. Playing a dumb brute doesn't really fit my play style...

Where would a low-level character get an RCW? I know Fiends frequently carry them, but I'd probably be sliced and diced by the wielder before I could get close. OTOH, my 10th level character did manage to put down three sentry bots in the REPCONN HQ. It helped that they had been to the Imperial Stormtrooper School of Marksmanship. :gun:
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Floor Punch
 
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Post » Thu Jul 29, 2010 11:22 am

Yes, Implant is just like Bubbleheads

Go to south of Mccurran, NCR troops would kill the wielder for you.
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Johanna Van Drunick
 
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Post » Thu Jul 29, 2010 8:58 pm

There's also an RCW in low condition in the bison steve at primm. It been a while but I think its in a cabinet on the second floor.

As far as "dumb" characters go it's not like the older fallouts where your int would determine your speech options. From what I've seen there's no dif between 3 int or 9 int as far as dialogue goes.
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Syaza Ramali
 
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Post » Thu Jul 29, 2010 9:36 am

Now that I know alot more about the patch comming real soon now for pc...

Wayland

s p e c i a l
3 5 9 1 9 4 9


traits good natured built to destroy

tagged science energy w repair
also train barter survival


perks

lvl

2 intense train strength
4 educated
6 toughness
8 toughness
10 finesse
12 strong back
14 packrat
16 meltdown
18 jury rigging
20 adamantium skeleton
22 laser commander
24 better criticals
26
28
30

Now while it may seem bad to restart trust me it will be faster and a much finner play.. just wait for the patch and start anew with the patch...just remember to drop the energy weapons mod you have now as it likely will mess with the patches new energy weapons stats...

Also unless your getting packrat 5 str is far too little for an energy user.
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rae.x
 
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Post » Thu Jul 29, 2010 4:17 pm

@winter do u plan to only use pistols/rifles? With only a 4 strength you're locking yourself out of the gauss rifle/ycs and all of the heavy EWs.
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Charlotte Henderson
 
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Post » Thu Jul 29, 2010 9:47 pm

ill have 5 str in the end because of implant. The tesla beacon and cannon are fairly useless and the plasma caster is a fairly close range weapon anyway and if I realy need more accuracy I can down a bighorner steak before combat.

With its 20 lb weight frankly im very unlikely to cart the caster around.
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Samantha Jane Adams
 
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Post » Thu Jul 29, 2010 3:07 pm

EW tend to be heavier than their gun/explosive counter parts (with exception of Gauss), so I would prefer higher Strength; for those who are willing to take a lap of faith I recommend stripping some intelligence for Strength because it can potentially save you Strong Back and Weapon Handling.
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The Time Car
 
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Post » Thu Jul 29, 2010 10:23 am

Hell.. you don't need 9 endurance. I've gone through the game with a starting of 3.. (I think hit 5 by endgame).. swap some of the END for STR. Besides, you're focusing on ranged right? let your allies/companions be a meat-shield like they're supposed to be :D
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Roberto Gaeta
 
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Post » Thu Jul 29, 2010 1:17 pm

I had to go with 9 end because of meltdown;/ besides IF the patch does what I think it does I should be ok as long as I get packrat soon enough. I can always carry loot out via bighorner steak boost.
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rae.x
 
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Post » Thu Jul 29, 2010 9:15 pm

The best rescue for an EW character is to forget about Energy Weapons altogether and go with Guns. You're only level 10. You got plenty of time to "rescue" your character from Energy Weapons.
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Cat Haines
 
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Post » Thu Jul 29, 2010 11:18 pm

I had to go with 9 end because of meltdown;/ besides IF the patch does what I think it does I should be ok as long as I get packrat soon enough. I can always carry loot out via bighorner steak boost.


Yes and no.. Keep guns at a decent bit, but use a pistol or shotgun for close-close range.. Keep the EW's for mid-long so Meltdown doesn't get you

Best way to survive, is to not let things get near you in the first place.

Though with the propensity for some companions to rush-in.. and especially not pull-back.. I wouldn't do Meltdown on hardcoe. That's just asking to kill them off fast
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Jessica Raven
 
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Post » Thu Jul 29, 2010 4:53 pm

get a gauss rifle power armour and plasma caster :goodjob:
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Samantha Jane Adams
 
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Post » Fri Jul 30, 2010 12:21 am

The new patch seems to have improved things considerably. It only takes two shots from the Q35 now to take down the security bots around REPCONN HQ. Damage output is also increased. The modded laser rifle I've been using now does 25 damage per shot, which is a nice bump. The patch also adds some DT reduction capabilities to EW ammo, though it doesn't pack the same punch as AP ammo for guns (-10DT for MC vs -15DT for AP.) I'm still torn between boosting crits (and Luck) vs more action points vs. increased VATS accuracy. As of my last level up, I did drop most of my points into Sneak. We'll see how well that pays off.
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MR.BIGG
 
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Post » Thu Jul 29, 2010 9:47 am

Yup im glad I made my new energy weapon character its gona be fun with the weapons as they are now.. the plsma pistol does 32 damage but eats 2 small cells.. nice for that point in the game... the plsma rifle does 45 damage and eats 2 mf per shot... even the recharger rifgle is useful now as it does a bit more damage and has the same -2 dt.

With the defnder using a third less ammo and doing more damage and the multiplas doing the same damage as before but using half the ammo its gona be very fun and viable playing a low str energy weapon user.
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Rusty Billiot
 
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