Starting Second Playthrough

Post » Mon May 30, 2011 6:13 pm

I'm starting my second playthrough now and it will most likely be a hardcoe playthrough aswell along with a definite Energy Weapons skill and Science skill. So i'm wondering what other skills I should focus on, what my S.P.E.C.I.A.L. stats, TAG skills and traits should be too. What sort of early perks should I take too?
Thank you!
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danni Marchant
 
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Post » Mon May 30, 2011 6:56 pm

S 6
P 4
E 5
C 6
I 9 (implant)
A 1
L 9 (implant)

Built/Born To Destroy
Trigger Discipline

Energy Weapons
Speech
Science
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Undisclosed Desires
 
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Post » Mon May 30, 2011 2:56 pm

Focus on what you want tbh, EW and science have a lot of perks just for themselves so take those if you wish to play to build.

Few points.

1. do you wish something completely new if so tag anything you did not in the first game, Medicine, survival, barter etc.

2. Do you wish a specific build a scientist woud take another intelligence skill imo, but a spy would go for sneak.

3. Are you looking to negate some penalties if so repair, medicine, barter, speech or survival will do this for any build.

4. What's your idea of fun, go for things that seem to fit that goal.

Traits for a single weapon build, for only a 5 point drawback and 25 point gain in usefull skills take Good natured.
It is worth its weight in cookies for any build early on imo.
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Vicky Keeler
 
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Post » Mon May 30, 2011 10:21 pm

I kinda wanna use Melee Weapons aswell for the achievement. Medicine and Repair would also be very useful I guess.
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Jodie Bardgett
 
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Post » Mon May 30, 2011 3:40 pm

Then you loose ten points from what you want to use ( 5 from EW's and 5 from melee at the start of the game ).
But you'll gain these back within 5 levels really as I assume you have at least a basic intelligence score on your build.
No loss at all, and still gain 25 points 5 points put into 5 other skills, science, medicine, repair, barter and speech.
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Charlotte Lloyd-Jones
 
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