Fallout New Vegas Perfect Build

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Hey, I am new to this community and if there is already a topic concerning this subject please post a link to it. Anyways I have a PS3 and all the DLC for Fallout: New Vegas I also have beaten the story line multiple times, lets just say 4+ times.

  1. Fallout New Vegas Character Build
  2. New Vegas Character Build Guide
  3. Fallout New Vegas Perfect Sniper Build
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Fallout New Vegas Character Build

I am now trying to find an awesome an character build in Fallout: New Vegas and I was wanting you to help me fill this out. To make any changes/additions please put a. Next to what you edited. I will be updating it regularly according to your responses.

Thanks for your help.:fallout::biggrin:Awesome Character Build for Fallout: New VegasS.P.E.C.I.A.L AttributesStrength = 4 (“Intense Training” perk at level 2)Perception = 5Endurance = 6Charisma = 1Intelligence = 9Agility = 6Luck = 9Tagged Skills1. Lockpick Skill3. Repair SkillCharacter Traits1. Small Frame2. Trigger DisciplinePerksLevel 2 = Intense Training (Strength Attribute)Level 4 = EducatedLevel 6 = Comprehension (Collect all skill books)Level 8 =Level 10 =Level 12 =Level 14 = Adamantium SkeletonLevel 16 =Level 18 =Level 20 =Level 22 =Level 24 =Level 26 =Level 28 =Level 30 =ImplantsStrength = YESPerception = YESEndurance = YESCharisma = NOIntelligence = NOAgility = YESLuck = YESSub – Dermal Armor = YESMonocyte Breeder = NOPosts: 3367 Joined: Thu May 17, 2007 6:22 pm. Objectively there is no 'best' build.Yep.

You could get a thousand widely varied responses, none of them 'wrong' or 'right'. There is no such thing as a perfect build for all situations, as there are too many different ways to approach every situation. You've done enough playthoughs to hopefully know what you like and what works for you- so make your own uber char. You could go with some professed 'perfect' build plan from a stranger, and end up hating it. Any such advice always needs to be taken with a bucket of salt, and filtered through the lens of your own likes and play preferences.Posts: 3472 Joined: Fri Jun 30, 2006 2:36 pm. I see what your saying. Should I change it to say awesome character build using the tag skills of guns, repair, and lock pick?

Also why put intelligence at 9? Thanks everybody for the responses.' Why put INT at 9?' So you don't waste one point. Never put a stat above 9. If it is 9, you can implant it up to 10 later. Unless your END is 1 and can only have 1 implant.

But with that point you saved you can put it into END to buy the implant you need to raise to 10.I'm out for tonight.See you all tomorrow!.maybe.Posts: 3448 Joined: Sat Jun 30, 2007 6:06 am. Hey, I am new to this community and if there is already a topic concerning this subject please post a link to it. Anyways I have a PS3 and all the DLC for Fallout: New Vegas I also have beaten the story line multiple times, lets just say 4+ times. I am now trying to find an awesome an character build in Fallout: New Vegas and I was wanting you to help me fill this out. To make any changes/additions please put a. Next to what you edited. I will be updating it regularly according to your responses.

Thanks for your help.:fallout::biggrin:Unlike Fallout 3, there are several ultimate builds, not just one. What specialization do you want?Posts: 3402 Joined: Tue Oct 16, 2007 1:09 am. Drop VATS perks, put toughness and maybe shotgun Perks in.what's so hard about RT build?You may also want to look into Travel Light.If he plans on wearing light armor, sure Travel Light is great. Nothing's hard about an RT build but I just didnt feel like replacing the VATS perks with anything. Im kinda busy. And what's wrong with VATS perks? You get more criticals and you save a lot of ammo.

You wanna 'run n gun'? Although, 'Rage' is lookin pretty good.Posts: 3349 Joined: Mon Mar 26, 2007 11:27 pm.

CharismaCharisma is the dump stat of Fallout: New Vegas. It governs your Speech and Barter skills and makes your (already overpowered) companions stronger. At 1 Charisma your companions have 5% more armor and deal 5% more damage, at 10 that rises to 50%. Boone kills most things in one shot either way.Despite what people say, you can set this to 1 and re-distribute the points. Even Josh Sawyer (lead designer) considers it a dump stat.

Cf 'objectreference.additem' reference id amount silent Target CommandThis command is similar to the addItem command, but can be used to add items to inventories specified by their reference ID, not just their item ID. Reference IDThe reference ID (not item ID/base ID) of the item you wish to add to the target's inventory.AmountOptional, default is 1. The amount of the specified item you wish to add to the target's inventory.SilentOptional, only works when adding items to a player's inventory. You can find out the reference ID of an item/object by clicking on it in your game whilst the console is open. A reference ID is a unique ID assigned to any item/object/etc when it is spawned into the world. Fallout 4 stimpack console command guide.

Fallout new vegas luck build

Many important dialogues that have speech checks also have alternate skill checks. The few that only offer speech checks are mainly ones that let you avoid a fight. Having 1 Charisma does not stop you from raising your Barter and Speech skills, however. IntelligenceConsidered by some the most important stat in New Vegas. It deterimines your Medicine, Repair, and Science skills.

It also affects how many skill points you gain per level based on the formula 10 + (0.5. Intelligence).This means at the base Intelligence of 5 you will gain 12.5 skillpoints per level.

But wait!.5 of a skillpoint? Does it round down? It puts the.5 aside until the next level, where you'll have 13 skill points.There are 13 skills and a total of 50 levels in the Ultimate Edition (30 in Vanilla with none of the DLC). At a rate of 12.5 skillpoints per level you will have over 600 skill points. Enough to max out a few skills.

With an Intelligence of 8 you would gain 14 stat points per level. This is close to 700, and considering most skills will start in their 20s (and your tagged ones in the 40s, hopefully) it is more than enough points to max out nearly every skill.

Let's start with the Special: Note: Do NOT take Intensive Training to raise any of your stats. It is a waste of a perk slot. Strength - 6 (7 with Implant, 8 with Spineless (OWB)). Perception - 5 (6 with implant). Endurance - 7 (8 with implant).

Charisma - 1. Intelligence - 8. Agility - 6 (7 with implant). Luck - 7With 3 implant slots left this allows you to get the sub-dermal armor implant and the monocyte breeder implant.

Spend the last implant on whichever stat you want to boost. Lonesome Road will also give +1 to any stat.Carry Weight = 150 + (6. 10) = 210Skill Points/level = 10 + (0.5.

8) = 14Poison Resistance = (7 - 1). 5 = 25%Radiation Resistance = (7 - 1). 2 = 12%Hit Points = 95 + (7. 20) + (1. 5) = 240Implants available = 7'Oh my god!'

New Vegas Character Build Guide

You may scream. 'Why are there so many numbers?' Well those are the important ones out of the way. Alternative min/max no fun allowed build.

Strength - 6 (7 with Implant, 8 with Spineless (OWB)). Perception - 5 (6 with implant). Endurance - 9 (10 with implant).

Charisma - 1 (2 with implant if you have caps to burn). Intelligence - 8 (9 with implant). Agility - 6 (7 with implant).

Luck - 5 (6 with implant)As before, get the sub-dermal armor implant and the monocyte breeder implant. Put the +1 from Lonesome Road into Agility or Luck.Early game, feel free to stick with the legion at the beginning, at least until they love you enough to give you access to their Safehouse (Where the Lucky Shades are kept). You can still stab them in the back later on, and any negative NCR rep will be reset at a certain point in the story.Starting stats:Carry Weight = 150 + (6. 10) = 210Skill Points/level = 10 + (0.5. 8) = 14Poison Resistance = (9 - 1).

5 = 40%Radiation Resistance = (9 - 1). 2 = 16%Hit Points = 95 + (9. 20) + (1. 5) = 280Implants available = 7. BarterHas two perks associated with it: Pack Rat which halves the weight of items that weigh 2 pounds or more, and Long Haul which allows you to fast travel whilst over encumbered.Lowers the price of bought items, and increases the price of sold items.There are a fair amount of Barter skill checks in the game that mostly revolve around getting something cheaper, or getting a better reward. Even with a low Barter skill many can be passed by wearing a nice suit, popping a few mentats, having a beer, and reading the latest copy of Salesman Weekly.

Don't neglect it, but don't pump it.Energy WeaponsAffects the use of Energy Weapons, the effectiveness depending on the weapons skill requirement, and the damage output. Related perks are mostly Energy Weapons related with the exception of Run 'n Gun.ExplosivesWho doesn't like a nice explosion every now and again? This affects the damage and effectiveness of explosives, and unlike FO3 includes grenade launchers, missile launchers, and the Fat Man. There are few skill checks with the highest in the base game being 60, although the majority are 50 or below.

Most perks are explosive related with the main exception of Grunt.GunsThe Guns skill determines the player's accuracy and damage with every conventional gun. Majority of perks are Gun related. Has some skill checks throughout the game ranging from 40 to 50 points required.LockpickDetermines what locks you can pick.

Has one associated perk: Infiltrater, which allows you to re-pick a broken lock. It is a useless perk as there is little point forcing a lock. It has two skill checks, both in Dead Money. Dead Money has many high level locks to begin with so it is beneficial to have a high lockpick before beginning the DLC.Very Easy locks can be picked with 0 points in lockpick, Easy requires 25, Average requires 50, Hard requires 75, and Very Hard requires 100.MedicineYour medicine skill affects how effective stimpaks and other medicines are. Stims are twice as effective at 50 medicine, and three times as effective at 100 medicine.

Fallout new vegas luck build

Notable perks are Chemist (doubles the duration of chems) and Chem Resistant (offers 50% chem addiction resistance)There are 15 Medicine skill checks in the game ranging from 20 to 75. They are normally based around helping people with illnesses or wounds. A medicine of 50 to 60 should be sufficient to pass all of the skill checks, with the higher ones requiring mentats and the relevant magazine (with Comprehension).MeleeDamage and weapon effectiveness.

Required for the Cowboy, Super Slam, Unstoppable Force, and Ninja perks. There are no skill checks to my knowledge.RepairYou can repair any item to 100% regardless of your repair skill.

The skill determines the efficiency of the repair, and a high repair skill will unlock new crafting recipes. At 90 repair the Jury Rigging perk becomes available, which allows a weapon to be repaired with any other weapon in its category.There are 14 unique repair checks with the requirements ranging from 20 to 80.ScienceScience is used for hacking terminals like Fallout 3, but it is also used for crafting chem and energy weapon related recipes at the workbench.There are 19 Science skill checks in the game, ranging from 25 to 90.

Most of them are 50 and 60.SneakSneak is for sneaking. There are only 4 skill checks in the game, with two of them being related to Holdout weapons (weapons that you can take into a casino). The higher the skill the better you'll sneak.SpeechSpeech is only used for Speech skill checks, and many are to avoid combat encounters.I estimate about 50 Speech checks in the game, ranging from 15 to 100. Increase it steadily throughout the game, it can always be augmented with the Meeting People magazine, the right suit, alcohol, and Mentats.SurvivalSurvival raises the effectiveness of food in terms of healing and benefits, unlocks many recipes at the campfire, and has at least 8 skill checks throughout the game. There are several perks, the most notable being Hunter.UnarmedDetermines the effectiveness of Unarmed weapons. Notable perks are Piercing Strike (Enemies suffer -15 DT when you attack them with Melee OR Unarmed weapons) and Slayer which increases the speed of Melee and Unarmed attacks by 30%.

TraitsWith the addition of Old World Blues many new traits were added in to New Vegas. This section covers the interesting ones. Unlike perks, traits have benefits and penalties attached to them.Wild WastelandWild Wasteland provides FO2 style 'wacky' special encounters, with the main penalty being losing access to the YCS-186 Gauss Rifle (As the mercenaries that spawn with it are replaced with another encounter).Good NaturedProvides a 5 point increase to the following non combat skills: Speech, Medicine, Repair, Science, and Barter. The penalty is a 5 point decrease from the following combat skills: Energy Weapons, Explosives, Guns, Melee Weapons, and Unarmed.Skilled (Old World Blues)Skilled pairs up with Good Natured nicely.

It provides a 5 point increase to every skill which negates the penalty on Good Natured. The penalty is 10% less XP, however the game provides you with an extreme amount of experience points so this is negligable.Logan's Loophole (Old World Blues)Logan's Loophole doubles the duration of chems and makes addiction impossible. The penalty is a level 30 level cap. This can be circumvented by choosing the perk at the beginning of the game, then ditching it when you get to re-pick traits in Old World Blues.

At this point there will be more methods of Chem resistance, and Old World Blues offers a special perk (one that does not cost a perk point) that provides a 25% resistance to chem addictions which stacks with the Chemist perk. If you're planning on being a drug-addled hobo of the wastes, this may be the trait for you.With the above information you should be able to build a character that suits your style of play. For more specialisation and Perk choice reccomendations please see the next section. Level 20Level 20 is where it gets into personal opinion territory. Grim Reaper's Sprint has been nerfed from Fallout 3, but feel free to choose it if you use VATS. Solar Powered would enable you to use heavy weapons if you skipped Weapon Handling, but only during the day. Explorer is nice if you want to have a nice tour of the Mojave.

Pick one of the previous perks, or pick Explorer. Old World Blues introduces the 'Them's Good Eatin' perk which is nice to take if you think you may run low on healing items. Intensive Training - There are plenty of ways to raise stat points already. This is a waste of a perk slot. Retention - Magazines will already last for the duration you need them. Dialogue pauses time and the magazines are mostly used to pass skill checks. Swift Leaner - Not even to negate the XP penalty from skilled.

The game throws a lot of XP at you as it is. Here and Now - It's not worth sacrificing a perk for an extra level up. Life Giver - You can boost your hit points pretty high with implants and chems, an extra 30 hit points is not worth it. At max level (50) with 8 endurance your hit points would be around 500. 600 with the Thought You Died perk if it is taken with at least 1000 positive Karma. Tag!

Fallout New Vegas Perfect Sniper Build

- It boosts a skill by 15 points. Not very useful compared to other Perks.Those are the main perks to avoid. Just use good judgement and you should be fine.