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Charmas perks fallout 4
Charmas perks fallout 4









charmas perks fallout 4 charmas perks fallout 4

It's 10 in damage resistance is more than an entire set of unmodded leather armor that is common in the early game AND it nicely complements that armor's ballistic weakness.

charmas perks fallout 4

The Toughness Perk is also VERY valuable in the beginning of the game as well. I would personally spend that on AGI for the AP points. You will also find the SPECIAL book very early so you can increase one stat. (And your high INT will accelerate XP gain, as well.) Conversely, you want to be modding weapons and armor as early as possible to help keep yourself alive and somewhat effective in combat. By the time you have enough alcohol to really exploit the Party Boy/Girl Perk, you won't begrudge spending the Perk point to raise CHA at that time. The 6 in CHA gets you Local Leader early while putting you high enough to easily buff (with clothes) to CHA 10 when you need to. I would, however, drop CHA to 6 and increase STR to 3 because you need 3 in STR to access Armorer Perk. But if you want to do it, your list is close. I think you're going to be a bit frustrated by a Charisma/Intelligence build because so much of the game is combat. I love YOu Posts: 3505 Joined: Wed 12:05 pm I - 6 (Science to get the silencer for a Gauss Rifle and some of the settlement buildings) The mobs were taken out either from long range (manual aim with sniper rifle) and from close range using stealth (always 95% using VATS).Ĭ - 7 (Party Boy - Alcohol improved the Idiot Savant chance for quest turn-ins, especially as INT got higher) Low Perception and Endurance was never a problem. (Keeping Int as low as possible and getting loads of Idiot Savant procs, including all quest turn-ins.) The starting stats allowed to get all the "must have" perks to maximize damage and get the skills for settlement building, after level 60ish I started to add stat points for the "nice to have" perks. I - 3 (Gun Nut, +1Book when needing Hacking, +1BH for Scrapping)

charmas perks fallout 4

Here a build that worked rally well for my Stealth Sniper/Idiot Savant playthrough: Lucile davignon Posts: 3375 Joined: Thu 10:40 pm I think the game automatically makes a hard save before that point, too, but I always made a save myself to be sure. You'll also get a second chance to rebuild your character's starting SPECIAL before you leave the vault, if you haven't already gotten to that point. Just take a look at the perk chart and decide what perks you want to get the most easily - remember you can always spend a perk point to boost a SPECIAL stat (which makes the next perk down available), and there's no level cap. And if you plan on crafting a lot, you'll need 3 in Strength to take the Armorer perk. Going for 7 to get Chemist isn't a bad idea if you want to use chems a lot, though.Īs for where you put the other perks, my questions: do you plan on using VATS a lot? And do you plan on using stealth a lot? I'd recommend at least 2 in Luck to get Scrounger (find more ammo), 3 in Endurance for Life Giver (more HP, and HP regeneration at the last rank), and 2 in Perception to get Rifleman (damage perk for rifles). Science! is essential for a lot of advanced crafting (especially energy weapons, which I love), but the perks after it are more niche. Unless you really like the effects of Wasteland Whisperer and Intimidation (they are solid perks, admittedly), I'd suggest stopping at 8 Charisma for Inspirational - although if you don't plan on using companions a lot you could keep it at seven (Party Boy is amazing if you plan on using alcohol, which sounds fitting to your character).įor Intelligence, I'd also say the lowest you should put it on an "intelligent" character is 6. Do you plan on building up a lot of settlements? Then I'd suggest minimum 6 in Charisma for Local Leader, to set up supply lines.











Charmas perks fallout 4