The Light! It Burns! (Laser build)

Post » Mon Aug 10, 2015 11:02 am

Ever since Lonesome Road came out, I've been intrigued by the Camarader-E perk. Specifically, it's 4th level, that increases the damage of all Laser weapons by 5. Now, 5 damage isn't a huge amount on it's own, but a lot of the weapons this affects get a significant boost out of this mere 5 damage. In fact, the only weapons that don't get a huge boost out of it are the LAER, Elijah's Advanced LAER, and Pew Pew. Everything else gets a significant boost in weapon damage. Combine that with the Laser Commander perk, which increases damage even further, and Laser weapons start to look really appealing. I did a Google search, and didn't find any builds focused specifically around Laser gear, so I decided to make one myself and see how it works. Here's what I came up with:

SPECIAL

Strength - 5. The highest Strength needed to wield any of the Laser Commander weapons is 8 for the Gatling Laser. This means that the Strength Implant and the Reinforced Spine perk are all I need to equip every weapon I'm going to use. Setting Strength at 5 allows me to take Strong Back, and gives me an even 200 Carry Capacity until I pick up the aforementioned perks.

Perception - 6. This is only as high as it is for Perks. ED-E's Enhanced Sensors perk makes my Perception pretty useless.

Endurance - 5. Allows me to get Strong Back, and 5 Implants. Implants will be STR, END, AGL, LCK, and DT. None of the others are worth bothering with.

Charisma - 1. Standard for a combat-oriented build. I could bump it up, since I'll be running around with ED-E, but I'm supposed to be the hero, and I'm perfectly capable of dealing with enemies myself.

Intelligence - 8. Gives me 14 points per level, which equals out to 686 total Skill Points earned. And that doesn't even factor in the initial values of my skills, or TAG!'d skills, or anything else, so I'm pretty good here. No need for a Medical Clinic run.

Agility - 7. I'd put this at 6 and keep it there, but increasing Agility increases Reload Speed with weapons, so any extra SPECIAL points I have will go here (such as from the end of Lonesome Road). I expect to end with this at 9 (Implant and Lonesome Road), but I may be forgetting something.

Luck - 8. Mainly for crits. While I'm not going out of my way to max Crit Chance, I do like to boost it, on the grounds that more crits = more damage. I plan on wearing the Lucky Shades, so with those and the LCK Implant, I'll be rocking 10 Luck.

Traits

Good Natured - I'm only using Energy Weapons, so this moves points out of my other Weapon skills and puts them into skills I will use more often. Sure, my Energy Weapons skill starts lower, but overall I gain more than I lose.

Skilled - Getting +5 Skill Points to every skill is pretty insane. And the drawback isn't significant enough to even be noticeable, really.

TAG! Skills

Initially, I TAG! Energy Weapons, Lockpick, and Science. This is mainly to get a Laser Pistol from Doc Mitchell. Once I get to the border of Goodsprings, I swap the Energy Weapons TAG! over to Survival; I haven't run a character who used Survival, so I want to give it a try.

Perks

2 - Light Touch

4 - Comprehension

6 - Vigilant Recycler

8 - Travel Light

10 - Finesse

12 - (Filler)

14 - Jury Rigging

16 - Better Criticals

18 - (Filler)(Would be Meltdown)

20 - (Filler)

22 - Laser Commander

This is the core of the build; everything after that is just filling up the Perk slots with whatever I can pick up. I could take Educated at 4, but I've got plenty of Skill Points as it is, so anything else would just be icing on the cake. In addition, I'd have to push Vigilant Recycler and Travel Light back, and I prefer to have those sooner rather than later. Level 12 has nothing vital to the build, so I can take either Strong Back or Robotics Expert; not sure which would work better. As for level 18, I would take Meltdown, but I'm running the jsawyer mod (or at least, an edited version of it), and one of the things it does is restrict the Meltdown perk to only trigger on Plasma weapons. This makes perfect sense, given the animation, so I didn't revert the change. This means that Meltdown won't do anything for me. I'll probably take Toughness at level 18, and again at 20, since I'll be using Light Armor; this will help improve my defenses.

End-game gear is going to be the 1st Recon Beret, Lucky Shades, and Joshua Graham's Armor. That's +8% Crit Chance, and the Luck from the Lucky Shades bumps my Luck to 10 after the Implant. That's 23% base crit chance, multiplied out by my weapon multiplier. Light Touch, Laser Commander, and Set Lasers for Fun add another 19% on top of that, so I've still got plenty of Crit Chance, even without the other 5% I'd be getting from Built to Destroy and Ulysses' Duster.

As for weapons, I expect I'll be using the Laser Rifle+ for long-range combat, the Gatling Laser+ for tougher enemies, and Pew Pew for close to mid-range stuff, but we'll see what happens.

Thoughts?

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Trish
 
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Joined: Fri Feb 23, 2007 9:00 am

Post » Mon Aug 10, 2015 4:07 am

Your build looks pretty good, here is what I like to use for an energy courier.

Fast shot - 20% faster firing helps put out the hurt and the increased weapon spread is negligible to laser weapons.

Built to destroy - +3% crit rate, its all about the crits and every bit helps

Tag - repair, science, energy weapon

S 5 or 6 will work, 7 if I am going melee as well

P 5 with +1 from implant gets you 6 for perks

E 6 or 7 if I want GRX implants

C 1

I 4 if I take skilled or 6, either gets me to 45 repair at lvl 2 with a tag for light touch

A 6+, whatever is left over

L 8, lucky shades and lonesome road can take it to 10 if wanted

2 - light touch

4- educated - +2 skill points per level = 4 points of intelligence

6- vigilant recycler

8- toughness or whatever

10 - finesse

12 - silent running

14 - whatever, toughness, purifier can be fun here if going melee hybrid

16 - better criticals

18 - whatever, living anatomy is nice if you can swing the skill points

20 - whatever, or ninja if going hybrid

22 - laser commander

24 - whatever, slayer for hybrid

26 - tunnel runner

28 - whatever

30 - burden to bear

32 - GRX implant

34 - Not like that anymore Karma perk - JSawyer stops at 35.

The Sprtwl wood gatling laser is quite nice as is the MF Hyperbreeder which also benefits from laser commander. The tri-laser is also good for anything with a lot of DT as is Elijah's LAER. Ammo is a little hard to come by at low levels and in the starting area before crossing the mountains but a recharger rifle can do pretty well at the start.

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Bellismydesi
 
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Joined: Sun Jun 18, 2006 7:25 am

Post » Mon Aug 10, 2015 6:47 am

I haven't had any issues with ammo thanks to the Fission Battery to Energy Cells recipe? That and an early visit to the Repconn HQ have me covered. As for the Sprtel Wood, according to the Fallout wiki, the Gatling Laser with the Focus Optics mod actually has better DPS. Though I will likely use the Sprtel for a while just for the fun of it.

Also, I mentioned that the jsawyer mod I'm using is modified. One of the things I did was revert the level cap, so I have 50 levels again. Starting to think that might be one of the things I should have left, though, as I already have the core of my build done by the early 20's. I'll have to do some math on that and see where my skills end up at 35.
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Darrell Fawcett
 
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