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The Best way to a good start?


kieranbhoy

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You get 10 + (0.5 x IN) skill points per level.

 

So with 5 points in IN that should yield 612.5 skill points at level 50. Since there are 13 skills that's a little over 47 points per skill. If you get the IN implant early it can get you around 20 skill points to allocate.

 

I'd choose the Skilled perk (with OWB) to get a bonus and if you want to max out your skills you're probably better off taking the Educated perk. :happy:

 

EDIT: of course that's without taking into account books... :geek:

Edited by Shantih
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If you can get all implants you'll get at least 2 more points in every skills (possibly more with the LK implant -for instance you get +3 with 5 points in LK, +4 with 7 and +5 with 9).

 

For SPECIAL you should invest in EN to be able to get all implants. The rest is up to you. Dumping CH is fine since the game doesn't use it that much (unless you want uber followers but even then it's not worth it IMO). Only invest in CH if you want to take Animal Friend or Ferocious Loyalty.

 

At least 6 points in every SPECIAL will allow you to take most perks.

 

The only noteworthy exceptions are Unstoppable Force (ST 7) and Slayer (AG 7). These perks are only needed by melee and unarmed characters anyway.

 

So my advice would be to get 9 points in EN, everything else at 5 with maybe 6 in ST or/and AG (if you go melee). Dumping CH allows you to have more points to spare. For melee characters you will benefit with a higher ST (damage) but for other builds investing in LK will make the game easier (and probably too easy).

 

I'm not even considering Intense Training since I assume you'll have better ways of using your perks.

 

Also some players like to max out IN, it was a good idea in previous Fallout games (including Fallout 3) but it's not as good in FNV. You get 15 points per level with 10 points in IN vs 12.5 with 5 points in IN. The difference is not such a big deal with a 50 level cap and given the presence of skill books I don't recommend putting too many points in IN.

Edited by Shantih
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Increasing PE above 6 isn't very useful. Getting better foe detection is not crucial. In fact it can be annoying if you're using fast travel or want to evade enemies. Ironic isn't it?

 

See you have 5 points at the beginning, you need to put 4 in EN to get all implants that leaves you 1 point or 5 points if you're dumping CH.

 

From there anything can work. It all depends on the perks you want.

 

If you want a very (too?) easy time and the ability to use casinos to get all the cash you may need then you should consider putting 3 or 4 points in LK (getting to 8 or 9 without the implant -bear in mind that 9 in LK gives you all the skill bonuses that 10 points give the only difference is 1 point in critical chance so spending 4 points doesn't make such a difference).

 

What I'm saying is that maxing out stats isn't necessarily such a big deal. ST will boost damage though.

 

Having an all rounded character allows you to be able to pick any perk you want on level ups but if you want to specialize then you can still get by even if you dump some stats. Dumping EN is not a good idea no matter what. You may want to get 6 points in PE and LK for Better Criticals (+50% to critical hit damage). :thumbsup:

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Don't put 10 points in ST before the implant, you want 9 points and then 10 after the implant. :happy:

 

Also PE modifies some skills but it doesn't have an impact on accuracy. Besides you will find items that increase PE by at least one point (most hats do) so it's not really useful to put more points in it.

 

AG and PE are said to affect speed and accuracy but they don't. The game lies to us. All they do is increase some skills by a few points and get you more Action Points for VATS (AG) or allows you to detect hostiles from a greater distance (a potential drawback if you're using fast travel as you can't fast travel while enemies are nearby).

 

So I'd suggest putting 9 points in ST (before you get the implant you can use alcohol to increase it), 5 points in PE (you will have 6 points with the implant, 7 points with a hat), 9 points in EN (in order to get all implants), 1 point in CH and that leaves you with one point to spend on any stat you want (I'll put it in AG so it starts at 6 and then gets to 7 with the implant -7 being the minimum required in order to take the Slayer perk BUT you only need it if you want to use melee weapons).

 

S 9

P 5

E 9

C 1

I 5

A 5

L 5

 

And one point left. :thumbsup:

 

With implants:

 

S 10

P 6 (7 with hat/headgear)

E 10

C 2

I 6

A 6

L 6

 

And there is still one point left.

Edited by Shantih
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