Fallout New Vegas strong character builds

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nikki191
Snowy Owl
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28 Dec 2011, 6:30 am

for me i tend to start with a high luck stat, and INT stat, also concentrating on science and lockpicking, then speech. after that i move into weapon skills, etc

its amazing how far and quickly you can progress with those high skills rather than weapon ones. not to mention a high luck is great for being banned from casino's :D
one of the only mods i use with new vegas is a perk every level, vastly over powered but i prefer to try out new things



Dox47
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28 Dec 2011, 7:06 am

The total exploit in this game is to start with really high luck and intel, and make a mad dash for the Atomic Wrangler casino in Freeside. It's possible to get there without leveling, gamble up enough money playing blackjack to buy the implants to boost your luck and intel to 10, and then reap the benefits of max skill points per level for the rest of the game. If you've got all the DLC, you'll max all skills in the mid 40's, so your build largely will come down to perks at that point. I really liked all the crit boosting and VATS improvement perks, along with handloader and juryrigger as they can add quite a bit of damage through better ammo and max condition equipment. I usually played as a sniper, the suppressed sniper rifle with a high crit rating and JSP ammo is damn near game-breaking.


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Courier
Emu Egg
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14 Sep 2014, 7:40 pm

While I'm most definitely late to the party, if anyone is still reading this I thought I might as well put my input in too.

first of all, I've been playing for three weeks or so, and with only one DLC (Lonesome Road) I'm at level 24. I do have the couriers stash which, unless you like getting everything on your own or want the role playing experience, I recommend getting.

S 6
P 6 (+2 from the advanced riot helmet, lonesome road only)
E 7 (+1 from the advanced right armor, read above)
C 6
I 5 (You might want to get this higher, I never bothered getting an implant or intense training)
A 5
L 6

This is mostly for a guns and stimpaks and more guns type of build, though the skills and perks are mostly more important
SKILLS:
Barter 80 (for better prices)
Energy Weap. 56 (tagged)
Explosives 26 (+10 from advanced riot gear)
Guns 50 (you might want to have this up a bit more if you use the gun I use mainly)
Lockpick 100 (tagged, highly recommended to be at least 75, very useful skill)
Medicine 17 (one or two points put into this. I have never needed it, I mostly rely on stimpaks or food)
Melee Weap. 20 (also never needed this. You can change it if you feel you'd need it more.)
Repair 27 (Put a few into this, will explain more later)
Science 17 (one or two into this, only needed.for a few speech options or computer, lockpick is more important)
Sneak 47 ((I actually mean to boost this, haven't gotten the chance. Haven't needed to pickpocket alot, 50 sneak is pretty solid)
Speech 80 (In my opinion, a very important skill, used in dialogue alot and, if you sometimes prefer not to fight, very helpful.)
Survival 24 (tagged, thought as of a mistake, personally thought of as a useless skill)
Unarmed 22 (never used melee or unarmed, so never put any points into this))


PERKS:
NOTE; will only be putting some of the perks I have chosen, or the most important.
Adamantium Skeleton this perk is chosen because of the sometimes mostly closeup fighting that will be going on.
Camarader-E will explain in companions
Confirmed Bachelor and Lady Killer note; useless unless you are female and need to kill Benny easily in the beginning. Mistake to get.
Enhanced Sensors will explain in companions
Explorer level 20 needed. Useful if you just want to explore (as the name indicates) random places. Does not actually discover places, only reveals them.
Here and Now I actually got this later on, helpful to decrease time spent leveling.
Long Haul useful if you find something and want to sell it immediately. Useless if you have companions like I later got.
Lord Death useful, but requires alot of game play. Not chosen
Scourge of the East note; lonesome road only. This is if you sided with the NCR in the end and nuked the legion. Allows a point into any of the SPECIAL attributes, which I never figured out how to get.
Scribe Assistant will explain in companions
Stonewall useful against Melee using Marked Men (lonesome road), adds 5+ dt against unarmed (or whenever you use unarmed, I think) and prevents you from being knocked down
Strong Back very useful later on when/if you have alot of weapons later on, also heavy equipment (power armor, etc.)
Sub Dermal armor Note; implant. Adds four DT. Doubles with some other perks (will add)
Tag! Can be useful, adds another point into any SPECIAL attribute
Toughness Note; 2 levels. Adds three DT each time. Pairs with Sub Dermal armor.
Wild Wasteland: NOTE: This, I only have because it adds one of the most useful weapons in the game; the Alien Blaster. Use sparingly if you have it, ammo can only be found where you got the blaster.
END OF PERKS.

WEAPONS:
NOTE; somewhat personal preference. Works somewhat with perks.

MAIN: Hunting Rifle. I use this with all three mods (scope, extended mag, and custom action)
Full condition, and kept that way, it is better than the normal sniper rifle. 43 damage, and I might add that when crouched, scope is almost completely still, which is incredibly helpful when sniping. Scope needed to accurately snipe.

Secondary: Multiplas Rifle. This is pretty much the only reason for the Energy Weapons skill. Full condition, 30.3x3 damage. Used for CQC, or when you don't to waste your .308 ammo, which is one of the reasons I have it. It is slightly inaccurate, which is why it is used for close quarters combat (CQC).

Third: NOTE: USED FOR POWERFUL ENEMIES. WILD WASTELAND REQUIRED. Alien Blaster. It is already a powerful weapon with 65 damage but it also has a GUARANTEED disintegration. Kills deathclaws (not-so-arguably the hardest enemy in the game) in four hits. AMMO CAN ONLY BE FOUND ONCE ON THE ALIEN CAPTAIN'S CORPSE.

Side Weapon: Anti-Material Rifle. I (surprisingly) don't have to use this alot. 92 Dam. I use the Carbon Fiber parts mod to make it lighter (-7 weight)

Other: Only one I sometimes use otherwise is Red Glare. (LONESOME ROAD ONLY) it is a rocket launcher, which while doing only 45 damage, fires fast at 179 DPS. Ammo (rockets) is easy to find, and is good for taking out groups.


ARMOR: NOTE; ARMOR I CURRENTLY HAVE IS ONLY OBTAINABLE THROUGH LONESOME ROAD. (sorry)
Advanced Riot Gear: DT (I do not have full condition) is 21, Weight is 25.00, which makes it medium armor. Power Armor is obviously a better option, but not for sneaking, sniping, etc.

Advanced Riot Gear Helmet: DT; 5. It adds +2 PER (perception) and Sneak Sight, which is only available when crouching at night or inside, in dark places (I.E. The Hoover dam research place is bright, so it probably wouldn't turn on). Weight is 6.00, and it is Counted as Heavy Armor.
ADDED DT: With the perks (( Toughess (2, +6 DT) Sub Dermal Armor (+4 DT), and the +2 DT gained from the Camarader-E perk (see companions) )) the total DT is 36. It is 41 if you use unarmed weapons (which I don't.)

COMPANIONS:
Veronica; found at Route 188, I put her in T-45D power armor,.which I discreetly stole from the Head Paladins office in the Hidden Valley bunker. With power armor and power fists, she is a hulk that can be stopped by only a cazador's poison (but she won't die) ADDS THE PERK: Scribe Assistant, which adds the ability to enter a workbench through dialogue.

ED-E; in my opinion, one of the cutest little buggers you will ever meet. While not entirely useful in combat, he is useful to store things in or for his perks, which are:
Enhanced Sensors; allows you to see enemies on radar at further distances, and also allows you to see cloaked enemies on radar; useful against nightkin or marked men (lonesome road)
Camarader-E; FIRSTLY, I must state that this perk could be Lonesome Road only, but it is incredibly useful
This Perk has five parts: 1. 25% weapon repair option through dialogue, once a day.
2. Daily energy or microfusion cell creation through dialogue
3. +2 DT
4. +5 beam weapon damage, might be energy weapons, is u clarified.
5.+5% VATS targeting.


This pretty much sums up my character. It doesn't point to any specific thing except firearms. While you yourself can change the SPECIAL attributes, if you want it as I have it don't change anything else. Besides the perks mentioned, you can get any others. Ta-Da!
Courier Out.



rainydaykid
Yellow-bellied Woodpecker
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16 Oct 2014, 9:19 am

Loved this game, never used VATS either. I played it as a shooter, and the game was good, with a few needed mods, like lethal headshots and reasonable deathclaws, and that one shotgun damage improvement one.