Fallout Character Building » Discussions


Event Build: (I wanna be) Anne Archay (FO4)

Tags: #Character Build Melee  #Character Build Chemist  #Character Build Big Guns  #Event: Radio Stars 
  • July 24, 2017

    Anne Archay is a mash up of some of my favorite characters from a lifetime of nerdly pursuits; Harley Quinn, Tank Girl, and Braids, Dementia Summoner. She is fun loving, demented, and vile, and has a violent sense of humor. Armed with bats, heavy weapons, and explosives, she wanders the commonwealth looking for entertaining ways to destroy and dismember.

     

     

    Thanks to Noodles and Zonnon for their help with the art/video help.

     

     

    Bobbleheads: Melee, Explosives, Big Guns

    Mods: Unlock Ballistic Weave, by ANDREWCX. THE Mod is not essential, as Ballistic weave can be fairly easily unlocked early in the Railroad Side Quests. For this play through, I needed the protection that ballistic weave offers, but I didn’t feel that the altruistic attitude of the Railroad fit with the character.

     

     

     

     

    Offensive Perks: Big Leagues, Explosives, Big Guns.

    The main focus of the build is melee, and the use of a rocket powered baseball bat. But as one can not live by melee damage alone, thanks to elevated turrets and the like, I needed a range option. I went with some weapons that I have never used before, and ones that would fit with the general madness of the character; a harpoon gun, and the Broadsider.

     

     

    Defensive Perks: Toughness, Medic, Adamantium Skeleton, Lone Wanderer

    Early in the game, I loot farmed an Auto-Stim metal leg armor. This gave me the freedom to charge headlong into combat without having to monitor my health. With Toughness and Lone Wanderer boosting my resistance, Adamantium Skeleton ensuring that injuries didn’t slow me down, and the combination of Auto-Stim and Medic ensuring that I had plenty of health to finish the fight.

     

     

     

    Pharmaceutical Perks: Chem Resistant, Chemist

    What fun would it be playing a lunatic if the lunatic wasn’t perpetually stoned?

    I kept a healthy supply of Med-x and Fury on hand for those larger areas and longer fights. A little bit of Buffout was always handy to boost strength based damage and HP. But the shining star of the chems has to be PsychoJet. Both psycho and jet are easily crafted. And with this build being primarily a melee build, ingredients that I needed to purchase could be traded for with all of the unused ammo I picked up from my victims. Also, Hubflowers, one of the ingredients of Psycho, are relatively abundant throughout the game, and plenty of the plants respawn.

    In other drug oriented builds I have played, running around picking flowers didn’t fit with the persona of the character. With this character, it only added to the game play. *picks flower* “ooh, pretty!” *smashes raider’s head into a fountain of blood and gore* “ooh, pretty!”

    “Don’t let your mind wander—it might not come back.”

    —Braids, dementia summoner

     

    Crafting Skills: Armorer, Blacksmith, Science, Gun Nut

    Science! And Blacksmith are needed to make the modifications to your baseball bat. Only one point of Gun Nut was necessary to modify the Broadsider to be a little more hip fire friendly, and to add the flechette capability to the harpoon gun. Flechettes are great because, not only does it provide a kind of shotgun aspect to the harpoon gun, but multiple harpoons can be recovered from the corpses of your victims, essentially multiplying your ammo.

    Utility Skills: Locksmith

    I only invested one point, as it seems to me that 80% of locks are Novice or Advanced.

     

    Beyond 50:

    With the high intelligence of the character, achieving level 50 was relatively easy, I found myself with a plethora of perk points left to use.

    The option that made the most sense was throwing the points into agility, and picking up all the points in Moving Target. I chose not to do that for the simple reason that I am a bit of a VATS addict. I wanted this build to not be VATS reliant, and if the action points were available, I would use them.

    Instead, I decided to explore something else that I never use; Power Armor.

    After spending a point on Intelligence and grabbing the Bobblehead, it only took three more points to max out Nuclear Physicist. Another point in strength opened up Pain Train, so I spent another three there.

     

     

    Weapons:

    Goodnight: A Penetrating Shocking Puncturing Rocket Powered Weighted Pink Baseball Bat (The Fencebuster)

    Sleep Tight: A hand held portable naval cannon (Broadsider)

    Bedbugs: An Instigating flechette firing Harpoon Gun (Admiral’s Friend)

     

     

    Apparel:

    Armor: I picked up the Wastelander’s Special form Myrna early in the game. Access to the Biocomm Mesh made PsychoJet a viable tool right off the start.

    In addition to the aforementioned Auto-Stim metal left leg, I equipped with whatever cool equipment I could find. I wanted to keep the appearance as random as possible, so combining different types of armor fit the overall look of the build.

    Here is a list of what I finally ended up wearing:

    Chest Piece : Fortifying Improved Pack with BioComm Mesh

    Right Arm: Auto-Stim Polymer Heavy Combat

    Left Arm: Cunning Improved Disciples Arm Wrap

    Right Leg: Martyr’s Polished Heavy Metal

    Left Leg: Punishing Improved Operators

    Clothing: Cappy Glasses, (armored) Baseball Uniform, Oswald’s Top hat

    White Face paint with red diamond eyes

     

     

     

    Gameplay:

    The idea is pretty straight forward; get high on PsychoJet, charge in, and bash the shit out of everything you can. Shoot the harpoon gun and throw grenades at turrets and enemies that are out of reach. Save the cannon for grouped enemies, or vehicles. Basically, create as much mayhem as possible, so when you walk away from a combat zone, there are body chunks and flaming wreckage everywhere.

    I pretty much ignored the main quest on this play through. I just couldn’t come up with a justification why any one of the four main factions would tolerate the random violence and insanity that Anne Archay unleashes on the commonwealth. The one faction from the Nuka World expansion that seemed to fit perfectly with her was the Pack.

    Other than Leading the Pack into the Commonwealth, and completing the main Nuka World story line, I didn’t bother much anything else story related. I just spent my time looking for fun fights to get into, finding things to blow up, and seeing how much mayhem I could accomplish.

     

     

    What I would have done differently:

    I had already finished playing the character when I found out about the Freefall legs, reading Motty’s Secret Origins Build, The Pack Alpha. These pieces of armor would have been a perfect fit for this character. Other than that, I wouldn’t have changed a thing. This build was way more fun that it should have been, and I am seriously considering seeking psychological help.

     

    https://youtu.be/CSq6dMB-QGw - Video

  • Member
    July 24, 2017

    So glad you got it back up. Video is embedded. whew :)

  • July 24, 2017

    Well, it is nice to like this again. 

     

  • July 24, 2017
    Heh. Thanks all. This is what happens when an old man with fat fingers tries to use technology on the weekend.
  • Member
    July 24, 2017

    This must be the best event ever! The feeling to wake up and listen to a banging tune while watching zombies getting wrecked by a jet-powered hammer cannot be beaten :D Great video! Not even Rad Rabbits are safe.

  • Member
    July 25, 2017
    So glad this one's up again! I used to listen to a lot of punk rock during my highschool years: Sex Pistols, Ramones, NOFX, Clash. I love the video! I don't know if you edited it or not but some parts are perfectly synced to the song.
  • July 25, 2017

    Noodles said: So glad this one's up again! I used to listen to a lot of punk rock during my highschool years: Sex Pistols, Ramones, NOFX, Clash. I love the video! I don't know if you edited it or not but some parts are perfectly synced to the song.

    Glad you liked it. And yes, I worked long and hard to get, "no dog's buddy," timed with the flying head of a mongrel, among other things.

  • August 13, 2017

    Wait hold on...There are rocket-powered Baseball Bats in Fallout 4? Obviously, I've been missing out by not playing the game holy crap that's awesome. I'm assuming it's DLC though (which will just have to wait for me until they release whatever their equivalent of a Legendary Edition will be) but man that's just so cool.

    Anyway, the character itself is awesome as well Daryl, the whole, slightly crazy (or very crazy) and very murderous character is always one I enjoy and the use of chems and the auto-stim mod seem really awesome. Not to mention the inspirations behind the build, I can clearly see them coming through even without all of the pictures.

  • Member
    August 13, 2017

    Dragonborn1921 said:

    Wait hold on...There are rocket-powered Baseball Bats in Fallout 4? Obviously, I've been missing out by not playing the game holy crap that's awesome. I'm assuming it's DLC though (which will just have to wait for me until they release whatever their equivalent of a Legendary Edition will be) but man that's just so cool.

    There are regular bats that you can upgrade with spikes and sharp stuff in the vanilla game. Nuka World added Rocket bats. The one Daryl used is a legendary from the Far Harbor pack. Sort of a mixed bag. 

  • Member
    August 13, 2017

    awesome build