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s:5 p:6 e:6 c:1 i:9 a:7 l:6 grabbing intelligence bobblehead right away level 2 swift learner or intense training (for strength) ( i could just grab intelligence bobblehead right away cuz almost perfect doesn't lower 10's to 9 i think) 3 black widow 4 comprehension 5 iron fist 6 toughness 7 bloody mess 8 commando 9 strong back 10 finesse 11 gunslinger 12 sniper 13 silent running 14 robotic expert 15 cyborg 16 action girl 17 better critical 18 concentrated fire 19 paralyzing palm 20 grim reaper sprint 21 ninja 22 quantum chemist 23 adamentium skeleton or other?? 24 iron fist 25 demolition expert 26 nerves of steel 27 iron fist 28 pyromaniac 29 Demo expert (3rd) entomologist, or other???? 30 almost perfectTac22
Ok let me sum up what i think is completely wrong with that build
A: Your intelligence should be 10 by the moment you leave the vault in order to get most skill points
B: Swift Learner is a complete waste, all it does is making you level faster, and is useless when you reach level 30, which you will anyway
C: Black Widow is practially near-useless as the 10% damage will only work on human males (which will rarely prove a challenge), meaning the tough deathclaws and sentry bots will be just as hard as always.
D: With the grim reapers sprint, nerves of steel is forgettable as just killing an eyebot or a radroach will refill your AP completely
E: Entomologist: The only real insect threat is the Albino Radscorpion and that is a very high level creature, and by the time you find it, you should be having some decent weaponry to take it down without breaking a sweat, or in anycase, you will probably have some bottlecap mines.
F: No Educated perk, meaning you will be missing 78 skill points to spend
Any of the above given perks should be replaced with either Tag! (15 points to a skill of your choice) or life giver
i only read like 1 line but don't set any of your skills to 10 from the start
put your intelligence to 9 - then run to rivet city, go to the science lab and get the bobblehead (but don't talk to anyone)
Although this might be old to you I figured I'd give you the link just in case.
http://g4tv.com/xplay/videos/36608/Mr-Sark-Fallout-3-Leveling-Tips.html
Just trying to help.
alright budster let me tell you which ones to get
intense training x4 (i think i did)
better criticals
commando
comprehension
cyborg
educated
finesse
grim reaper's sprint
silent running
sniper
strong back
toughness
^^ these are the must haves the others are up to you based on your type of character - just stay away from anything that grants experience, skill points, or resistances aiight
with the ability to get to level 30 in the new dlc
you cant really **** up ur character
if you use common sense atleast
damn
that SPECIAL is like exactly what i would do
except MAYBE take one off strength and add it to perception
but thats just me, no diff really its a really easy game
and don't underestimate intense training thats what i would do whenever there wasnt a good one
i think when i stopped playing i was level 17 and did training like 4 times
yea thanx... i have most of the ones that are must haves but um out of this list which ones would you pick 3rd demolition expert entomologist adamentium skeleton mysteriouse stranger life giver light step mister sandman child at heart quantum chemist i just can't decide about a few spots of perks Which ones are more useful at end game maybe give each perk a 1-10 rating ThanxTac22
Demolition expert, is definitly a go for, i would never turn down 60% more explosive damage. RATING: 9
Entomologist: As i said before, the only real threat is albino rad scorpions, and they can quickly be fixed via. some well placed shotgun shots or a bottlecap mine, but if you do feel the scorpions are giving you a hard time, then go for it. RATING: 3-4
Adamantium skeleton: While stimpaks are plentyful, every single missile launcher you encounter is bound to cripple either an arm or a leg, making you either move like a snail, or shoot like an old lady with parkinson. Even though stimpaks are rarely a problem, it is still a lifesaver to avoid getting your aim jacked up in combat. RATING: 8
mysterious stranger: although it at first might sound nice, think about it. You have to do all the hardwork first, you have to bring the enemies down around 20% hp, where at time most of their limbs will be crippled anyways, even so, there is only a 10% chance he will actually appear. RATING : 6-7
Life Giver: Its 30 more HP! Ain't it obvious? RATING: 10
Light Step: let me say it like this : Open your eyes, and you don't need that perk, all landmines have yellow light on the ground, and nearly everything else is easy to see. RATING : 2
Mister Sandman: Its an easy freebie kill on people who is sleeping, and nets some nice bonus exp, however the victims are mostly your friends, making it more a "Sacrifice for something" perk. RATING: 6-7
Quantum Chemist: If you plan on using Nuka-Grenades (which goes good along with demolition expert) then this perk is definetly a must have as quantums are pretty rare, and will be even more rare if you complete the Nuka-Cola Challenge. But then again, it gives you a relative unlimted amount of quantums, and finally puts the regular nuka cola to good use. Even if you don't use alot of nuka grenades they can still serve as a good addition to the rest of the line up of drugs as they increase AP. RATING: 10
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