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BrimmerGAmer

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Hello all, not sure this is one of the few place we can discuss character builds or not.. BUT, I'm going to post it here anyways. First up, the build... His name is Casey Brimmer, he is a mercenary, doing the type of jobs no one else had time for or didn't want to touch. Also on his times off he usually hangs around the bar in the mohave outpost. Occasionally gets into barfights,etc.

 

The current build:

S - 7
P - 4
E - 7
C - 5
I - 4

A - 7
L - 6

 

Traits: Trigger Discipline, Built to Destroy (In the wastes, you learn to make everyshot count.)

Tag Skills: Guns, Unarmed, Repair, (Tag!)Survival.

Minor Skills: Sneaking, Bartering(as a mercenary, you make deals with you clients), Lockpicking, Hacking and medicine(As a mercenary, some jobs can involve taking a bullet and/or cut with a weapon so you learned to stitch yourself up.)

Equipment: Merc Grunt Outfit, Sunglasses, Lever-action shotgun and brass knuckles.

 

As for the perk parts I'm having trouble with those.. I need some help with the perk list up to 48.

Why 48? Cause tag is already one of the picked perks...

 

Lvl 2 -
Lvl 4 -
Lvl 6 -
Lvl 8 -
Lvl 10 -
Lvl 12 -
Lvl 14 -
Lvl 16 -
Lvl 18 - Tag!
Lvl 20 -
Lvl 22 -
Lvl 24 -
Lvl 26 -
Lvl 28 -
Lvl 30 -

Lvl 32 -

Lvl 34 -
Lvl 36 -
Lvl 38 -
Lvl 40 -
Lvl 42 -

Lvl 44 -

Lvl 46 -
Lvl 48 -
Lvl 50 -

If anyone has any ideas for perks, let me know please.. That is... if you want to help.

 

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Here's some constructive criticism:

 

-Increase Repair to make up for the +15% condition loss you now have. Take the Jury Rigging perk.

-Don't pour Skill Points into Med. Survival is way better for restoring health, limbs, poison, etc.

-Unarmed was a useless tag. Its great for perks that benefit melee, but is not a viable offence for the first 10 or so levels. (high dam weapons are scarce)

-Sneaking is good for stealth kills, but pointless for pickpocketing, unless your have 70+

-Barter it best maxed out at 70 for the Long Haul perk

-Guns should be capped at 75 to allow room for skill books and clothing perks (merc suits have a +2 to guns)

-take Shotgun Surgeon it you like shotguns

-Science and Lockpicking should be maxed out at 75 to allow for magazines (with Comprehension perk), science clothes (+5 sic) vault utility clothes (+5 lock) as well as skill books.

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-Sneaking is good for stealth kills, but pointless for pickpocketing, unless your have 70+

-Barter it best maxed out at 70 for the Long Haul perk

-Guns should be capped at 75 to allow room for skill books and clothing perks (merc suits have a +2 to guns)

-take Shotgun Surgeon it you like shotguns

-Science and Lockpicking should be maxed out at 75 to allow for magazines (with Comprehension perk), science clothes (+5 sic) vault utility clothes (+5 lock) as well as skill books.

these are tips not criticism.

 

though i agree with the first three and recommend switching survival and unarmed. that way the Tag! perk brings unarmed up when it is a viable decision.

 

-Increase Repair to make up for the +15% condition loss you now have. Take the Jury Rigging perk.

-Don't pour Skill Points into Med. Survival is way better for restoring health, limbs, poison, etc.

-Unarmed was a useless tag. Its great for perks that benefit melee, but is not a viable offence for the first 10 or so levels. (high dam weapons are scarce)

Edited by qwertyzeldar
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You could do with Strength on 5, with Reinforced spine, strength implant and weapons handling you can handle any weapon.

Put the extra points into intelligence for more skill points or Endurance for better Unarmed.

You could even go lower then that if you use power armour, cooked meats and alcohol... ^^

 

The TAG! perk is pointless in general if you don't plan on raising Energy weapons, Melee, Explosives and Speech.

With 50 levels you should get enough skill points to get what you want, maybe get the intelligence implant first.

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