Future Playthrough Builds

Post » Fri May 20, 2011 1:42 am

So here are a few future builds that I'm planning for later on! List some news ones to try or some fixes for mine.

Key:
(Example: Str- 6+1 > 8)
+ Means something added at the beginning to the stat
> Means what it is after I have an implant.. uhh.. Implanted
* Means a starting trait
** Means a special Implant
[Example: Nuka Chemist (90 Science)]
(90 Science) Means the requirement
??? Means unknown or a variable

Important Info:
40 Special Points are available for each character
Skill points per level is (10+0.5[INTEL]=SP)
Tag Skills will always be 100 (With the exception of Survival)
You may have 1 implant per END level up to 9 at level 10.

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1. ??? (Sneaking Sniper/ NCR)

Special:
Str- 5 > 6
Agl- 8+1 > 10
Intl- 5 > 6
Per- 6
End- 5
Luck- 9 > 10
Chr- 2 > 3

Tag:
Guns
Sneak
Repair

Major Perks (15):
*Small Frame
*Built To Destroy
Rapid Reload (2 / Ag 5/ Guns 30)
Comprehension (4)
Educated (4)
Run 'n Gun (4/ Guns 45)
The Proffesional (6/ Guns 45)
Commando (8)
Finesse (10)
Silent Running (12/ Ag 6/ Sneak 50)
Adamantium Skeleton (14)
Jury Rigging (14)
Weapon Handeling (16)
Better Criticals (16/ Pe and Lk 6)
Grim Reapers Sprint (20)
???
???

Basically sneaks around and snipes everything within his reach. Putting the Implant in for strength is very important so that you may use the Anti-Material Rifle. Equipment consists of a sniper, and some close combat weapons, light armor, and the 1st Recon Beret. Outdoor locations use the Anti Material Rifle and indoor use the Riot Shotgun, Ranger Sequoia, or Mysterious Magnum. The All-American is a good choice as well.
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2. ??? (Explosives and Unarmed Beserker/ Mr. House/ hardcoe)

Special:
Str- 9 > 10
Agl- 3 > 4
Intl- 6 > 7
Per- 3 > 4
End- 9 > 10
Luck- 7 > 8
Chr- 3 > 4

Tag:
Explosives
Unarmed
Survival (For hardcoe)

Major Perks:
*Heavy Handed
*Loose Cannon
**Monocyte Breeder
**Sub Dermal Armor
Demolition Expert (3)
Stone Wall
Strong Back
Splash Damage
Paralyzing Palm
Toughness (3)
Percing Strike
Unstoppable Force
???
???
???

A killing machine who gets up close for all his kills and for everything too hard to kill he blows them up! Equipment focuses mostly on powerful unarmed weapons and a grenade machine gun.

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3. ??? (Energy Weapons Destroyer/ Legion)

Special:
Str- 6 > 7
Agl- 5 > 6
Intl- 6 > 7
Per- 9 > 10
End- 6
Luck- 8 > 9
Chr- 1

Tag:
Energy Weapons
Repair
???

Major Perks:
*Built to Destroy
*Trigger Discipline
** Sub Dermal Armor
Vigilant Recycler
Commando
Toughness (2-3)
Finesse
Plasma Spaz
Laser Commander
Meltdown
Better Criticals
???
???
???
???

Rather difficult and has only one combat option. Planned to be evil so wipe out the Brotherhood of steel for a bunch of weapons and armor! Important equipment is the Enclave Remnant armor, Gauss Rifle, Gatling laser, and a small firearm like Pew Pew. Made more for direct combat and not for sneaking. Headshot everything you can with your Gauss Rifle and finish off tough enemies with your Gatling Laser.
User avatar
Alexander Horton
 
Posts: 3318
Joined: Thu Oct 11, 2007 9:19 pm

Post » Fri May 20, 2011 1:36 am

My favourite build is pretty much set by now. It's a good all-rounder, good for ranged combat, able to exploit sniping when need be but in general not afraid to stand face to face with Legendary Deathclaw in Reinforced Leather and win via VATS.

(base and after implants/intense training)
S 5 -> 6
P 5 -> 6
E 7 -> 8
C 4
I 7 -> 8
A 5 -> 6
L 7 -> 9

Tags: Guns, Lockpick, Speech or Energy Weapons, Science, Lockpick
Traits: Good Natured, Fast Shot (used to be Trigger Discipline but I gave up on it lately)
Skills at 90: Guns/Energy Weapons, Speech, Lockpick, Repair
Skills at 75: Medicine, Sneak, Survival, Science

Perks:
Lvl 02 -> Intense Training (Luck)
Lvl 04 -> Educated
Lvl 06 -> Comprehension
Lvl 08 -> Hand Loader (Repair 70) or Vigilant Recycler (Science 70)
Lvl 10 -> Finesse
Lvl 12 -> Travel Light (Survival 45)
Lvl 14 -> Jury Rigging (Repair 90)
Lvl 16 -> Better Criticals
Lvl 18 -30 -> In random order (as skills permit): Silent Running, additional Intense Training for AGI to get Nerves of Steel, Toughness 2x, Action Boy 2x (or Plasma Spaz, Laser Commander and Meltdown instead of 3 of those for an energy build)

Satisfaction guaranteed.
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Julie Serebrekoff
 
Posts: 3359
Joined: Sun Dec 24, 2006 4:41 am

Post » Thu May 19, 2011 4:05 pm

Hmm interesting... I should try that.
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Racheal Robertson
 
Posts: 3370
Joined: Thu Aug 16, 2007 6:03 pm

Post » Thu May 19, 2011 9:39 pm

My build -- anything you want minus the crapola

S - 7 w/ ITraining@ level 2 - 8, w/ implant 9, w/ power armor 10
P - 5 w/ implant 6
E - 7 w/ implant 8 (allows for 7 implants & 8end perks)
C - 1 dump stat - useless
I - 5 w/implant 6 & educated = 15sp (only need 5int for perks)
A - 6 w/implant 7
L - 9 w/implant 10 (10% crits yah baby!!)

Leaves room for the +4 dt implant

I do not think you can beat this build...
Never need another intense training besides @ level 2 for strength
Or skip the IT and end up with 9 str with power armor
Or take IT +1 str but don't do power armor and end up with 9 str
With 9 str you only missing out on two weapons...

Decent skill points per level, just about every perk you qualify for with
this SPECIAL layout ...
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Danielle Brown
 
Posts: 3380
Joined: Wed Sep 27, 2006 6:03 am


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