Whats the best way to use the skills?

Post » Sun Mar 06, 2011 4:09 am

Just wondering, because I'm lvl 18 atm and I only get about 18 points per lvl, so i wanted to know, which skills should i get to 100 first? just throw it out if you can, and i forgot what my skills are cus im not playin atm but in a later post on this ill say my skills
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^~LIL B0NE5~^
 
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Post » Sun Mar 06, 2011 10:17 am

Well whatever your playstyle is. Lokpick and science is useful, but you can just use skill magazines. Speech and Repair are extremely useful for any character. Guns is good, unless you don't have a uild to suit it.
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Chris BEvan
 
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Post » Sun Mar 06, 2011 10:55 am

Just wondering, because I'm lvl 18 atm and I only get about 18 points per lvl, so i wanted to know, which skills should i get to 100 first? just throw it out if you can, and i forgot what my skills are cus im not playin atm but in a later post on this ill say my skills


It depends on what you like to do. But me, I like to find solutions to quests that DON'T involve killing everything in sight, if it's possible. So basically, get one combat skill to 100: Guns, Energy Weapons, Unarmed, Melee, or Explosives (preferably one of the first two). After that, feel free to spread them out however you like. I personally got a lot of mileage out of Repair (especially), Speech, Barter, Survival (I was playing hardcoe mode), and a modest amount of Medicine. Science and Lockpick also helped, but for very important quest-related doors/safes you have to get into there was usually a key lying around somewhere, or you could get one from someone somehow.
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Marina Leigh
 
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Post » Sun Mar 06, 2011 9:41 am

Remember that with Comprehension you can get 16 points for free to every skill by reading skill books which in vast majority are easy to grab - meaning you should train your main skills ONLY up to 84 and then do the rest with books, this includes Repair (make sure you can find at least 3 books to boost it for Jury Rigging!), Survival (for hardcoe since it determines how easy you are to feed, normal difficulties can leave it at 39), Sneak (or not but I like it very high for Silent Running), weapon skills and other 100s you'd possibly want. Also remember that most skills are fine at 80 as long as you have a few spare magazines with you to pass highest checks (Speech, Lockpick, Science fall in here) so train those to 64, then add 4 books for 80, and in emergency use a magazine for 100 to pass handful of hardest checks. Finally, some skills have no checks above 75, so you should train those up to 39, add 16 with books to reach 55 and then use magazine to pass two or three 75 checks, this includes Medicine or Barter for example.

I typically train Lockpick and Speech first so I can start questing, then add my weapon skill to 45-50 (whatever my mid-game gun of choice requires), then work Science and Survival to some manageable levels to finally move to non-essentials. Then whatever perks require me to have (Jury Rigging and Vigiliant Recycler are a bit [censored]y here but doable on one character).
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Dan Endacott
 
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Post » Sun Mar 06, 2011 1:55 am

Aside from a weapon skill, lockpick and speech are my top two priorities, followed by science, sneak and repair, then medicine and barter.
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Danny Blight
 
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Post » Sun Mar 06, 2011 7:55 am

Whether your going for optimal performance or the most outlandish role play. This is a good starting blueprint; A primary weapon skill, then what I call an "access" skill, either Lock-pick or Science, next you can choose a secondary weapon skill or a side skill. Sneak, Speech, Medicine etc. You can round these out in any fashion you seek, role play or otherwise. Its really that simple. No need for Science and lock-pick, or five different weapon specialties. This blueprint excels with multiple, diverse builds.
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Kortknee Bell
 
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Post » Sun Mar 06, 2011 6:21 am

I'm lvl 21, and gun skills hit 100 first thing I did.

This game provides opportunity to not have to max your skills, in my view. Some of the perks are so handy that you can get by without going the whole way with your skill set. In fact, I'd say that FNV, compared to F3, is a game for 'generalists'. F3 provided you the opportunity to specialise in something (especially for survivalist gun-nuts like me), but FNV is a lot more balanced in that regard.

As a conventional small gun specialist in F3, the skill and perks made me 'God of the Wasteland', although I couldn't open a jammed toilet door...FNV is a lot easier (or should I say benevolent?) in the skill application, and the quests, so the work arounds are simpler to find, or to use.

It doesn't really matter what you use, there will generally be a solution...but if I am really pushed, I'd suggest:

Speach
Barter
Repair

Those will see you through without too much fuss, so long as you at least put some effort into a combat skill.
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Dawn Farrell
 
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Post » Sun Mar 06, 2011 12:49 am

I liked my support build... where I had 10 char, and 10 int and high perception after implants....my first skills were repair, science, speech and when I started to get higher level I put into either energy weapons or explosives (either works). I rely on my companions to kill stuff and I just make ammo for them and lay traps to weaken opponents. Some of the legendary critters are tough if you go this route.... but a lot of the non-combat game is easier.
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Marcus Jordan
 
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Post » Sun Mar 06, 2011 3:21 am

At level 28 the only 100 point skill I have is lockpick. The rest of my primary skills (guns, speech, repair, etc) I stopped giving points to at 90 to keep books and magazines useful.
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David John Hunter
 
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Post » Sun Mar 06, 2011 12:53 am

I went with the same set-up I always do: Guns, medicine and speech then improve repair and science a bit later and in this case survival as well. It's good all around.
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kirsty joanne hines
 
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Post » Sun Mar 06, 2011 5:25 am

I'm lvl 21, and gun skills hit 100 first thing I did.

F3 provided you the opportunity to specialise in something (especially for survivalist gun-nuts like me), but FNV is a lot more balanced in that regard.


Huh?

One of the main complains a lot of people had in fallout 3, especially after broken steel is that you could become a jack of all trades master of everything. If you read all the books, and found all the bobble heads, you could have 10 special for every one, and 100 skill for every skill. FNV gives you a lot less skill points, so you can only master up to 4-5 skills
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Queen of Spades
 
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Post » Sun Mar 06, 2011 3:56 am

Whether your going for optimal performance or the most outlandish role play. This is a good starting blueprint; A primary weapon skill, then what I call an "access" skill, either Lock-pick or Science, next you can choose a secondary weapon skill or a side skill. Sneak, Speech, Medicine etc. You can round these out in any fashion you seek, role play or otherwise. Its really that simple. No need for Science and lock-pick, or five different weapon specialties. This blueprint excels with multiple, diverse builds.


I find in NV that locked doors are a lot more common than doors that can be opened via terminal, however a high science skill is a boon for certain quests, and generally I like to access every computer I come across. In 3 it was definitely true that you only needed one or the other though.
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Darren
 
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Post » Sun Mar 06, 2011 8:25 am

Hunt down books and mags, especially non-combat ones.

The only one you should invest up to 100 should be your primary combat skill; but they actually works pretty well ~mid 80's, just fill the rest with books.
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Gracie Dugdale
 
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Post » Sun Mar 06, 2011 5:50 am

Hunt down books and mags, especially non-combat ones.

The only one you should invest up to 100 should be your primary combat skill; but they actually works pretty well ~mid 80's, just fill the rest with books.


Do the books only add on extra points for a period of time then wear off or do they stay on your skills forever.
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Aaron Clark
 
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Post » Sun Mar 06, 2011 8:09 am

If you're on hardcoe Mode I'd suggest Medicine since it improves healing quite a bit.
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emma sweeney
 
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Post » Sun Mar 06, 2011 2:22 am

Books stays, mag let for a minute (?) real time.

Science mags about pretty common in my experience, Lockpick would be less common but vendor get Vegas would have them eventually.
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Yama Pi
 
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Post » Sun Mar 06, 2011 5:08 pm

It depends on what you like to do. But me, I like to find solutions to quests that DON'T involve killing everything in sight, if it's possible. So basically, get one combat skill to 100: Guns, Energy Weapons, Unarmed, Melee, or Explosives (preferably one of the first two). After that, feel free to spread them out however you like. I personally got a lot of mileage out of Repair (especially), Speech, Barter, Survival (I was playing hardcoe mode), and a modest amount of Medicine. Science and Lockpick also helped, but for very important quest-related doors/safes you have to get into there was usually a key lying around somewhere, or you could get one from someone somehow.


See how you mention the key situation, i dont have much lockpick so i find most doors dont open for me, one which is bugging me is Hidden Valley which has 3 100 lockpick attached to it, are you saying there is other wyas of getting in here or could i miss on these hidden rooms out if i dont get my lockpick skill up??
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stevie trent
 
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Post » Sun Mar 06, 2011 6:05 am

Bring Veronica with you to that door. She's at 188 Trade Post.
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Silencio
 
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Post » Sun Mar 06, 2011 2:31 pm

Bring Veronica with you to that door. She's at 188 Trade Post.

Well, I got into there without Veronica. Just used the intercom in another (buried) bunker then went to that one. A welcome party has come out of the door!
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Isabell Hoffmann
 
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