Overwhelmed. Not sure what skills to use.

Post » Thu Dec 03, 2015 4:16 am

Im new to fallout but man. i have no idea what stats to prioritize and what skils to use. There seems to be many options so im kind of stuck. ANyone else feel the same way.

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Brooks Hardison
 
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Post » Wed Dec 02, 2015 8:51 pm

Not having played this game enough to be sure, but based on past Fallouts, you want to get some skills built up early.

1. Weapon Skills

2. Medicine or Healing Skills

3. Hacking Terminals

4. Picking Locks

You do not need to max these out or get them too far ahead of your character or other skills. You will know when you are effective enough at what you are doing, then you can spend points on other skills as needed. Hacking and picking locks you want to gain the next level above what you started with. That should cover most things you will deal with in the first half the game. But Weapons and Healing for sure you want to get some levels in as soon as you can.

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Marlo Stanfield
 
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Post » Wed Dec 02, 2015 9:54 pm

There are no skills in Fallout 4, only Perks.

That said, after 6 hours in the game, I can give a few suggestions.

1. As CCNA said, weapon perks that increase the damage of your preferred weapon type are going to be immediately useful.

2. Lock picking and hacking are level locked in Fallout 4, so you need to decide whether you really want to commit to them. I've noticed they are now being used to gate off content for higher levels. You simply aren't going to be opening Master Locks until you've put 20-30 hours into leveling.

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J.P loves
 
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Post » Wed Dec 02, 2015 8:59 pm

Not really, since all Fallout games have a preference for firearms instead of energy weapons, the latter are much harder to come by in the beginning.

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Emily Rose
 
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Post » Thu Dec 03, 2015 12:38 am

Well I bought the game manual and have access to a ton of over information. So I'm in the exact same boat as you. However, I will say that based on the perk chart, an advanced lockpicking skill will come in extremely handy early on. This is under Perception level 4 and requires at least 3 points/stars (where you get 1 point every level up event). So strategically setting your SPECIAL level before leaving the vault will save you a significant migraine later.

Why is the lockpicking skill so vital? Well if your PC isn't going to be a melee fighter, and/or you prefer ranged combat to melee style, then you want to arm yourself with the most strategic defense weapons early on. Like that

Spoiler
exotic Cryogenic WMD
in Vault 111 near the
Spoiler
exit door
which requires an advanced lock picking skill. :evil: Based on the Youtube vids I've seen on this piece of tech wizardry so far, it will come in extremely handy against the likes of a raider/ghoul/glowing ghoul swarm, Deathclaw/Supermutant pack, lone Yao Guai, or Behomoth encounters. So you'll want to consider acquiring a Master level lock picking ability ASAP.

That being said, I prefer a more stealthy character who prefers avoiding full scale combat with the likes of Supermutants & Deathclaws. I typically favor ranged & stealth combat over full scale war approacch. However, I'm not adverse to wearing PPA. So I also set my PC build to be as strong as possible, so he could not only carry a ton of crap (since I'm going to be heavily into the settlement building aspect), but would be strong enough to fight his way out of a corner (with a machine gun/fatboy etc.) when being overrun by ghouls, raiders, Supermutants etc. etc. So my final SPECIAL build was:

S - 6 <--enables the pack mule perk which will max my PC's carrying capacity by +75 at level 10, use AP to run by lvl 20, and lets him fast travel overburdened at lvl 30. Very handy for getting back to settlement HQ. Also enables the ability to effectively use the minigun which unlocks at lvl 5.
P - 4 <--minimum level which enables the locksmith perk (and that really nifty and most strategic aid in vault 111)
E - 1 <--WHATEVER YOU CHOOSE, MAKE SURE YOU GET TO LVL 5 RANK 1 IN ENDURANCE ASAP. SO YOU EARN THE AQUA BOY/GIRL PERK ASAP. It not only shields you from swimming in irradiated water, BUT ALLOWS YOU TO BREATHE UNDERWATER AS WELL. The rank 2 of this perk also makes you invisible underwater when you reach level 21. VERY handy for exploring underwater shipwrecks and locations for treasure, side quests etc. Also very handy for escaping land bound enemies like a raider or Deathclaw swarm. And perhaps may even work against Mirelurks too if you can kill them underwater in this version of Fallout. I didn't realize this until after leaving the vault for the first time. :brokencomputer: Damn the 28 point limit to hell. :gun: Need to get this perk and lead belly ASAP
C - 6 <--minimum level to unlock the local leader perk which you need to build any settlement successfully. You can't build any of the merchant shops without it!
I - 9 <-- maxed this because I'll need every single perk in levels below this one to gain a significant tactical advantage in the game early on. i.e. gun nut, medic, hacker, chemist, science, and robotics expert. Most specifically for the science perk at lvl 6 which is necessary to enhance workshop settlement shops with high tech (i.e. electricity, heavy laser/gun turrets, etc.) All of these upgrades are critical to defend my main HQ settlement and other settlements.
A - 1 <-- stuck leaving this at 1 based on the 28 point limit. But will improve this as soon as I max the Luck stat out.
L - 1 <-- same as agility. Will try to reach lvl 4 to get the Mysterious Stranger perk in VATS before working on Agility.

You can try using this helpful unofficial tool below. It may be a better practical way to help you plan your skill and perk set.

http://www.pcgamer.com/get-a-head-start-on-fallout-4-with-this-unofficial-character-planner/

Actual planner is here: http://www.rpg-gaming.com/fo4.html

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lucile davignon
 
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Post » Thu Dec 03, 2015 12:37 am

Thanks guys!

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Alex Vincent
 
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Post » Thu Dec 03, 2015 7:53 am

http://www.gameinformer.com/b/features/archive/2015/11/10/fallout-4-perks-guide-for-six-play-styles.aspx
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Lynette Wilson
 
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