What skills should my energy weapons character have?

Post » Wed Mar 30, 2011 7:04 am

I want him to specialize in skills mostly different than those of my first, i.e., not sneak, speech, lockpick, unarmed, or guns. The only skill I'd like to carry over is repair. I know sneak is probably essential for an energy weapons character, as energy weapons are only really effective when you score critical hits, but I presume that having high luck would compensate for that. Any suggestions would be helpful.

Thanks
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LuBiE LoU
 
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Post » Wed Mar 30, 2011 2:47 am

I guess science would fit well with energy weapons. I'd actually choose another combat skill to supplement it being that enery weapons are sometimes hard to come by
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KiiSsez jdgaf Benzler
 
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Post » Wed Mar 30, 2011 11:36 am

No, high luck isn't quite enough. Most single shot energy weapon top their critical multiplier at 2, and multi/rapid fire one on 1s.Get enough sneak for Silent Running is pretty efficient.

You may want some explosive for Pyromaniac, but that depends whether or not you like :flamethrower:
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Andrew Tarango
 
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Post » Wed Mar 30, 2011 1:47 am

Science is needed for ammo converting.

repair is indeed very useful

barter to both make the ammo cheaper AND get packrat a real lifesaver if you play hardcoe and use energy weapons.

if your build allows it explsives plus a explosive expert or 2 is rather handy as a second attack type and allows for pyro.
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Laura Hicks
 
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Post » Wed Mar 30, 2011 4:32 pm

Run-away-screaming-like-a-little-girl-from-anything-that-has-a-piece-of-cardboard-tucked-under-it's-shirt should be atleast 5000 :D

Seriously, Repair and Science are what my EW character usesas the other tag skills, makes it easier to keep up ammo supply and weapon condition, with Veronica as a companion i can build weapon repair kits and recycle and overcharge ammunition in the field. Barter and Speech are her secondary skills, but mostly for RP reasons.
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KiiSsez jdgaf Benzler
 
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Post » Wed Mar 30, 2011 7:26 am

I think non-combat skills are all important and not really related to what type of guns you pick. With exception of Science which here needs to go high quite fast for Vigilant Recycler it's all the same on all characters.

Aim at 80 Speech and Sneak, 100 Lockpick and Science (but when I think about it, with Comprehension 80 is fine too on both...), 55 Barter, Medicine and Survival (many will argue here:-p). Also get yourself some secondary weapon skill, especially if you go for Meltdown or want to use Flamers. Unarmed or Explosives, lots of synergies here. Then whatever is left put wherever you feel you are lacking the most.
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Robert Jackson
 
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Post » Wed Mar 30, 2011 1:01 am

Explosives can be used for Pyromaniac, so you can be even deadlier with a Flamer/Incinerator.
Science allows for producing ammo and some really nice perks.
For example the Math Wrath perk combined with the Plasma Spaz perk allows for a LOT of shots in VATS.
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Maria Leon
 
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Post » Wed Mar 30, 2011 3:33 pm

Explosives can be used for Pyromaniac, so you can be even deadlier with a Flamer/Incinerator.
Science allows for producing ammo and some really nice perks.
For example the Math Wrath perk combined with the Plasma Spaz perk allows for a LOT of shots in VATS.


They save 20% AP on plasma weapons. So you get a free shot per every 5 fired in VATS as long as you are using Plasma Caster or Multiplas. How many encounters require you to line up 6 VATS shots? Expense is 2 out of 15 possible perk slots - but is it worth it? Maybe if there was Plasma RCW, otherwise it doesn't seem to be all that useful.

I'd rather take 2x demolitions expert and rock with Thump Thump or a Fat Man instead of those two. 3x Demo Expert + Splash Damage and you have built yourself a master of explosives. It's way more useful than Meltdown. And way more powerful than any VATS build based on Plasma since those guns can as well be fired off the hip and don't need VATS at all. Instead of lining up 6 plasma shots you just drop a grenade at the mob and watch them burn.
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Holli Dillon
 
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