» Sun Mar 06, 2011 10:14 am
These may not be the best, but here's what I did:
Unarmed Crit Build:
S 9
P 5
E 7
C 1
I 3
A 6
L 9
Implants in Strength, Perception, Endurance, Intelligence, Agility, Luck, and DT. Qualifies for all applicable perks, and hits like a truck. I made the run to Vegas at level 1 to get my intelligence implant.
Sniper Build:
S 5
P 5
E 4
C 1
I 10
A 7(6 with small frame)
L 9
Implants in Strength, Perception, Luck, and DT. Qualifies for all applicable perks, and has a lot of skill points to throw around. He has high starting intelligence and agility so his science, repair, medecine, guns, and sneak are all respectable even if you don't tag them. I think I tagged sneak, speech and guns, and then focused on bringing up my lockpick and speech for the first few levels. The guns characters are so overpowered with sneak criticals I didn't even put more points into guns into level 7 or 8.
To be honest, I don't think you can go wrong as long as you use charisma as a dump stat. I generally look at my characters around the perk requirements and make sure I can reach the ones I want with only implant use(I don't like using intense training). This mostly applies to better criticals, which I think is the best non-specific(enemy type/weapon type etc.) damage increasing perk in the game. This is evident I guess because most of my characters end up having a lot of luck.