Fallout Character Building » Discussions


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  • Member
    April 10, 2016

    yup. but if you're going chem are you taking 7 points in INT for chemist?

    I've def messed around with a medic, but never found the perfect setup.

  • April 10, 2016

    Yeah, I will definitely go high Int, probably 9 right from the start. I want lot of xp really fast, because I´m not sure if I´ll be enjoying the Fallout 4. This is more of a test if I´ll ever be able to enjoy it. So I´m trying to find somethin that can be fun, just like chem surgeon/wasteland medic I was playing in New Vegas. 

  • April 10, 2016

    Well for a medic character you obviously want to pick up a few perks: 

    Livegiver: gives health for the first three levels. Fourth level is where it really gets strong, and you regen health. Perfect for a self-healing medic type character.

    Chem Resistant: if you don't want to limit your healing to Stims, it should help that you don't get addicted to your alternative meds.

    Medic: the obvious one, makes Stims much much much more effective

    Chemist: makes the aforementioned alternative medicine last longer.

    For equipment, a few weapons/armors seem fitting of a doc/medic:

    Syringer: fires custom syringes, lots of different kinds. 

    Lorenzo's Artifact Gun: Rad damage, pretty cool

    Father's Lab Coat: perfect lab coat, if you side w/ the Railroad you can Ballistic Weave it for defense.

  • Member
    April 10, 2016

    yeah sounds kool karvs. do it!

  • Member
    April 10, 2016

    I could easily see a survivalist medic/doctor relying on knowledge of anatomy to perform quick assassination-type kills if you want to go that route, and ranks in medic/chemist/chem resistant/science could work in your favor also.

    The question is whether you want to go for melee or ranged. Both eventually end up very powerful in either stealth or heavy armored incarnations, but it helps to plan ahead, especially for melee.

    From a personal point of view, given your preference for a non-tech scientist, I'd sort of suggest you go for a full assassin sort who relies on V.A.T.S. for surgically precise strikes (which works fantastically with Pickman's Blade). There are a number of perks you could use in order to enhance your combat skill outside of V.A.T.S. as well, but in my mind a medical doctor, even one who served in the military, wouldn't be the kind of person to hang around and slug it out. Doctors are busy people. They have places to go and things to do. It would be easy (and effective) to add in Medic Perks to help your survival, as well, and a few ranks in Armorer/Blacksmith will help you be able to upgrade your gear on top of manufacturing your own performance-enhancing chems.

  • Member
    April 11, 2016
    Wanting to play a CHA witch (L4D) and had a few questions. I am curious if nerd rage would really benefit a melee character, i am already perking int for chems. Also how effective would life giver and ghoulish/ solar be together? Big leagues or iron fist? Adding in Cha perks for some minions, lone wanderer. Stealth, maybe bloody mess for some more damage if needed. S 1 P 1 E 8 C 9 I 7 A 1 L 1 at start
  • Member
    April 11, 2016
    Nerd Rage is the shit dude, it's awesome (40% damage boost and 40 extra defence), and works on both ranged and melee (though melee might struggle more since you've got to be rushing the enemy, but that's not much of a problem with chems). Life Giver, Ghoulish and Solar Powered work really well together, providing some amazing regen while taking RADS (Solar Powered heals your RADS while Ghoulish provides insane regen with Life Giver and Solar Powered as smaller backups, but working all the time in sunlight). Big Leagues or Iron Fist depends whether you want to use melee or fist weapons, both work similarly (though I think Iron Fist does crits chance and knockdown rather than disarm chance and decapitation or something so could work well with luck). Lone Wanderer's great with Nerd Rage, the 30% damage resistance helps offset that low health requirement.
  • Member
    April 11, 2016

    How much life would i have with 9 END? I am not sure on taking solar powered since it gets rid of RADS. And thats a good way to keep nerd rage?

    I am either looking at the deathclaw gauntlet or possibly one of the knives as an end game weapon. Syringer could be good for the beserker effect

    I might be spreading myself to thin as well, not sure how all this will pan out damage wise or for perks.

  • Member
    April 12, 2016
    Wondering if a "bounty hunting" build would work. Backstory is that you're a former military Armored Infantry soldier, used to improvising in the field and heavily trained in handling electronics and robotic adversaries. After leaving the service, being frozen, etc., you took up with the Minute Men, charging for your services as you clean up the Commonwealth in order to maintain your equipment and finance your search for Shaun in the seedier parts of the wasteland. I was thinking S5; P5; E4; C1; I9; A1; L3 to start, and either toss the extra point into Perception (for added ranged dmg and Night Person) or Agility for Commando. Key perks would be Rifleman, Heavy Gunner, Demolitions Expert, Bloody Mess, Chemist, Chem Resistent, Gun Nut, Armorer, Medic, Scrounger, Scrapper, Nuclear Physicist, Robotics Expert, and Science with some optionals like Blacksmith (for crafting), Locksmith, Hacker, Lifegiver, Caps Collector, Fotune Finder, or maybe in late game hammering perk points into Charisma for Local Leader. I was thinking to avoid Stealth, use power armor, and use Rifles and Heavy Weapons for primary combat with mines for traps and grenades for blowing up fortificatied locations. There is a lot of opportunity to mod weapons and armor here for various situations, particularly if Commando is taken to open up automatic pistols and rifles. In the endgame, I see this character having a squad of bots and armored companions to choose from for various reasons and situations, plus at least one settlement heavily populated by bots and used as a central armory with a few suits of armor for different situations. There is a whole lot here, however, and I figure I should specialize based on the whole Bounty Hunting theme first. Which would you choose?
  • Member
    April 16, 2016

    Does the Ninja perk work properly in Fallout 3? In regards to the critical chance bonus, of course. I've looked around but have found no definitive answer for Fallout 3, it is for sure bugged in New Vegas but I can't find any definitive evidence for Fallout 3.

    I took the perk, and with the Vampire's Edge (x3 critical multiplier), I should be getting 99% chance to crit with a fully repaired Vampire's Edge. 10% (luck) + 5% (finesse) + 3% (survival guru) + 15% (from Ninja) = 33%, multiplied by 3 should be 99%. Yet I am not scoring criticals nearly that often.