Help with a Science/Energy weapon build.

Post » Sun Mar 06, 2011 2:27 pm

I had no luck using the search function for this topic so here we go:

For my second playthrough I would like to create a female character that kind of resembles Arcade Gannon, what with the energy weapons and science and med skills. Would anyone care to share their character set-up if it's similar to what I'm looking for? I figure that Luck might be a good skill investment because of the energy weapon criticals. I probably wouldn't need high Endurance or Strength since I would like to use companions as bullet "sponges"......

Any suggestions would be greatly appreciated. Thanks. :)
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Brandi Norton
 
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Joined: Fri Feb 09, 2007 9:24 pm

Post » Sun Mar 06, 2011 5:55 am

I did any EW / Science my first time through. My suggestions.

You can probably get away with 4 strength. Most of the every day use lazer/plasma weapons are have pretty low strength requirements. Obviously the bigger stuff needs more strength, but in my opinion , not really need.

Your crit rate is important. built to destroy + high luck + finesse is a great base.

Better criticals highly recommended (Per 6 Luck 6). No surprise there.

No perception higher than 6.

The recycler perk is a good choice, no surprise here. Those max charge cells give your weapons a little more kick and condense your ammo supply.

If you use built to destroy + max charge rounds you will be tearing through your weapons really quickly. Get repair up to 50 and start making repair kits. But that's pretty standard.

The Meltdown: Take at your own risk. I personally like it, but it can get really old blowing yourself up in CQC.

Forget taking medicine past around 30. Books and wasteland doctor fatigues will do the rest.

IMO, you don't need it and a character based around medicine is disappointing. No good perks are related to it, you'll have high science to make stims, there's so much health in the game you wont need it. Also your luck will be high so buying stims isn't an issue, if you play your cards right. Pun intended. :)

(Unless you want to go the chem route with chem resistant / party boy. But chems are so plentiful I don't see the point. Wouldn't be bad for RP purposes.)


I like the following perks/traits but these are pretty much take em or leave em

four eyes (science RP)
entomologist (science RP)
hunter (works great with your crit rate)
robotics expert (science RP / personal fave)

Just my 2 cents
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Kevin S
 
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Post » Sun Mar 06, 2011 3:18 pm

The medicine skill has one, and only one perk that I like: Living anatomy.
It's not *essential*, but I love having access to that information.
However, you have to get your med skill up to 70 to get it, and I really don't see any other benefit in raising it that high.
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daniel royle
 
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Post » Sun Mar 06, 2011 4:36 am

Thanks for the suggestions so far. I didn't realize how important Perception is for some of the perks, and for role playing purposes I plan on putting points into Medicine even if you guys think it's not the most useful skill.


My set up at level 2 is:
Strength: 4
Endurance: 4
Perception: 6
Intelligence: 8
Charisma: 7 (used Intense Training perk)
Agility: 4
Luck: 8

I tagged Energy Weapons, Medicine, and Science but also plan to put a lot of points into Speech and Barter........guess I'm a wannabe Follower of the Apocalypse in the making. :) I would like to raise my Charisma by one more point and possibly even Luck.
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Cayal
 
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