:::Fallout: New Vegas - Build Archive Topic and Discussion:::

#1Renegade109Posted 10/26/2010 5:30:46 AM
Was thinking about a new sticky idea for the NV board, a character design board FAQ/Guide and some build templates to go along with it, am looking for input as always. Anyway, truly effective hybrid setups that reach potential are very tough to forge with the reduced number of available Perk slots this time around (compared to Fallout 3), so instead the most logical route is of course specialization. I'm mainly looking for generic build template contributions for the time being, nothing too elaborate, for example:

Standard Energy Weapons Specialist

S.P.E.C.I.A.L (Initial)
Strength – 6
Perception – 5
Endurance – 9
Charisma – 1
Intelligence – 3
Agility – 7
Luck – 9

S.P.E.C.I.A.L (End)
Strength – 8 (Implant) – Highest Energy Weapon strength requirement covered
Perception – 6 (Implant) – Perk requirements
Endurance – 10 (Implant) – Maximum implant capacity, i.e. all SPEC and both additional implants
Charisma – 2 (Implant) – N/A, acquire last
Intelligence – 4 (Implant) – Perk requirements
Agility – 8 (Implant) – Perk requirements + 2nd most beneficial SPEC attribute offensive-wise
Luck – 10 (Implant) – Perk requirements + primary beneficial offensive SPEC attribute (Critical Chance)

Traits
- Built To Destroy
- Kamikaze

Tag Skills
- Energy Weapons (Primary Weapons Skill)
- Sneak (Always a fantastic secondary Skill)
- Survival(Assists with initial Perk requirements)

Perks
Level 2 – Hunter
Level 4 – Entomologist
Level 6 – Gunslinger
Level 8 – Commando
Level 10 – Finesse
Level 12 – Sniper
Level 14 – Math Wrath
Level 16 – Better Criticals
Level 18 – Action Boy (1)
Level 20 – Grim Reaper’s Sprint
Level 22 – Action Boy (2)
Level 24 – Meltdown
Level 26 – Laser Commander
Level 28 – Plasma Spaz
Level 30 – Pyromaniac

Basically, I think every ranged build (bar truly exclusive Sniping types) should invest in bringing V.A.T.S to a high level (this build optimises it while specializing in EW's), the other query I was pondering was whether or not to run Intense Training and Educated at level 2 and 4 instead of Hunter/Ent, the latter do provide a much more powerful offensive game though, then again if this were to be a guide introducing new players to builds they probably wouldn't appreciate the skill point restrictions and instead opt for IT -> Educated -> Comprehension at the very least.

Lastly was the Endurance vs Agility ordeal, besides Luck, Agility is probably the most combat-relevant attribute to invest in thanks to it governing AP, AP regen and movement speed, but since Endurance determines the number of implant slots, if you shaved points away from it into Agility, you'd wind up with only being able to partially augment your character with implants (therefore you'd have to neglect at the very least two or three depending on your End figure is). So overall what would be superior? Shaving points away from End into Agility and being forced to neglect certain implants due to the reduced capacity (e.g. Charisma, and possibly End itself in most cases), or having higher End, lesser Agility and guaranteeing more if not all implants across the board? Basically, what should be prioritised, Agility or Endurance for efficient build design?
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"Music is my religion..." - Jimi Hendrix
GT: RaGe CIX | PSN: RaGe107
#2Renegade109(Topic Creator)Posted 10/26/2010 5:52:15 AM
Also, just to clarify the basic logic behind efficient S.P.E.C.I.A.L design (IMO of course): Difficulty is assumed to be Very Hard, where efficient build design is actually put to the test.

Strength - Perk requirements, Weapon requirements in chosen specialization / hybridization, maxed for Melee CQC builds.

Perception - Should only ever be invested into in order to meet Perk reqs. ED-E's sensor renders any serious investment useless. Just jack ED-E, tell him to wait somewhere safe, and bam, you automatically have > 10 Perception's worth of detecting ability as you wander across the Mojave.

Endurance - Perk requirements, further investment for the number of implants your characters needs should also be considered.

Charisma - Ignored unless role-playing, it grants substantial companion bonuses when you compare the difference between 1 to 10 but for example Boone, Veronica and Gannon still perform admirably even on Very Hard without Charisma investment, a luxury at the best, and a wasted investment at the worst.

Intelligence - Fallout 3 went through a period of "people y'all should have 9 Intelligence den grab t3h bonus11!" while I'm not saying that's an error, it still isn't necessary for specialized min-max builds even for NV, 10 Int + Educated + Comprehension is never necessary apart from those seeking ultimate convenience and overt amounts of freedom when throwing skill points around (or enjoy having an otherwise gimped S.P.E.C.I.A.L). On an extremely specialized build, 4 Int (after implant) will suffice with relatively careful distribution and taking into account books / magazines, 4 Int + Educated is also fine, 10 Int + Educated + Comp is a waste of S.P.E.C.I.A.L investment and likely an unecessary Perk slot along with it.

Agility - High enough to allow for Perk requirements to be met, governs AP capacity, AP Regen and movement speed which means additional investment is definitely a good option for leftover points (although this comes back to the Endurance vs Agility debate I was discussing in my previous post).

Luck - On VH, Luck is arguably the most valuable SPEC attribute, Critical Chance and bonuses to all Skills after certain amounts of investment (+5 to all skills at Luck 10 and 10% Crit Chance). Critical Hits constitute for a very large amount of your character's damage on higher difficulties, it should always be capitalized on and should never be below the maximum figure by the end-game.

Take the 1st Recon Beret, pair it with the Finesse Perk, then add the 10% Critical Chance from Luck.

20% base Critical Chance, now apply that to a Weapon with a high Crit Multiplier: Ratslayer 5* = 100% Critical Chance (Criticals guaranteed? Pretty hot...) YCS/186: 40% Critical Chance, etc etc, roughly one in two shots being a Critical, so on and so forth. Anyway, I'm not sure how V.A.T.S impacts Critical percentages this time around (in Fallout 3 it added 15% to the base) but either way, Luck is worth taking to the max.
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"Music is my religion..." - Jimi Hendrix
GT: RaGe CIX | PSN: RaGe107
#3Renegade109(Topic Creator)Posted 10/26/2010 6:09:32 AM
*Whistles*
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"Music is my religion..." - Jimi Hendrix
GT: RaGe CIX | PSN: RaGe107
#4Guillermo55Posted 10/26/2010 6:14:35 AM
How did you go from six strength to eight, Ren?
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#5MACMOORE420Posted 10/26/2010 6:15:47 AM
Great job on this.

Looking forward to other contributions. I would contribute, but I'm way too lazy to do it :)
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#6Renegade109(Topic Creator)Posted 10/26/2010 6:20:07 AM
[This message was deleted at the request of the original poster]
#7Renegade109(Topic Creator)Posted 10/26/2010 6:23:43 AM
How did you go from six strength to eight, Ren?

Good catch Guill! When I was was modifying the build (using Intense Training instead, if you change the first Perk to Intense Training - Strength, it makes sense) and I must've copy/pasted the previous spread by mistake.

The finalised spread is correct however, but this is just draft stuff and for any discussion really, a lot of work to be done piecing together the real thing (when or if I get around to it).
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"Music is my religion..." - Jimi Hendrix
GT: RaGe CIX | PSN: RaGe107
#8konokonohamaruPosted 10/26/2010 2:06:59 PM
Hi Ren -
Thanks for this. I am playing an EW character myself. Personally I would take Educated at level 4, and maybe replace Pyromaniac with Hunter, Entomologist, or Robotics Expert

Question though, have you tried using GRS in combat yet? I haven't, still level 16. Wonder if it will still be good after the nerf. Also, I find myself making kills in VATs a lot less than in FO3, due to the new damage threshold system.

Also wondering if they beefed up the AP regeneration rate of Nerves of Steel

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#9Renegade109(Topic Creator)Posted 10/26/2010 2:59:34 PM
Hi Ren -
Thanks for this. I am playing an EW character myself. Personally I would take Educated at level 4, and maybe replace Pyromaniac with Hunter, Entomologist, or Robotics Expert

Question though, have you tried using GRS in combat yet? I haven't, still level 16. Wonder if it will still be good after the nerf. Also, I find myself making kills in VATs a lot less than in FO3, due to the new damage threshold system.

Also wondering if they beefed up the AP regeneration rate of Nerves of Steel


Hey Kon^

There are a few grey areas for the time being, NoS' effectivness being one of them, there's been a single confirmed report that I'm aware of stating that it's a negligible Perk, but no one else to support it, I believe Haunt was going to get back to me on the issue when he gets around to testing it out. GRS is still effective despite being hit with the nerfbat, any build wishing to utilize V.A.T.S should check it out (I'd personally recommend V.A.T.S optimisation, minus NOS, for the majority where possible, e.g. Kamikaze and Math Wrath are the difference between one V.A.T.S shot and two with the Anti-Materiel Rifle, basically you'd require one or the other with 8-9 Agility).

Another thing about V.A.T.S this time around, I'm not sure increases the critical proc rate as it did in F3 (a solid 15%) which is why it might seem slightly less effective.

About replacing Pyromaniac, once again the build's aim is to be able to entirely specialize in one Weapons field, Flamer and Incinerators are classified as E-Weps this time, so it would be slightly counter-productive regarding the purpose of the build, but either way, I'm just writing up "standard" templates, Guns Specialist, Unarmed/Melee, so on and so forth, after the regular builds are out of the way I might dabble in hybrid setups, although optimising those is a lot more difficult than FO3, unfortunately. :|
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"Music is my religion..." - Jimi Hendrix
GT: RaGe CIX | PSN: RaGe107
#10Zeus501Posted 10/26/2010 3:12:06 PM
how could the energy weapons build work for a guns user?
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