Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
From your build - i think Light Step is not so good, you can always reload if it gets messy. I don't get much limb damage (except maybe when i have a mine exploded right near my legs), so didn't want to get Adamantium Sceleton. Most of the others match as far as I can see.
I'm at lvl 13, my SPECIAL is: 7 7 7 1 7 6 9 (includes Ant Might perk for +1 STR and Luck bobblehead since you can
still get 10 Luck with the 8-Ball which i also have).
Perks I have:
Black Widow
Comprehension
Educated
Entomologist
Toughness
Strong Back
Intense Training x1
Finesse
Mysterious Stranger
Scrounger
Silent Running
Robotics Expert
My perk plan for now:
14 - Cyborg: +10 Energy Weapons, +10% to Radiation Resistance, Poison Resistance and Damage Resistance
15 - Lawbringer: trade-in kills of evil NPCs (a way to raise karma if i need it + access to a new location)
16 - Better Criticals: +50% damage with critical hits
17 - Action Girl: +25 Action Points
18 - Concentrated Fire: +5% accuracy in V.A.T.S. with every attack queued
19 - Pyromaniac
20 - ninja: +15%( 15 Luck skill) critical chance with melee and unarmed weapons, +25% damage with sneak attack
criticals
21 - Grim Reaper's Sprint (restores AP on kill)
22 - Puppies!: If Dogmeat dies, a puppy will spawn outside of Vault 101
23 - Quantum Chemist: Every 10 Nuka-Colas you acquire are automatically converted into a Nuka-Cola Quantum
24 - Paralyzing Palm: 30% to paralyze an enemy for 30 seconds with an unarmed attack in V.A.T.S.
25 - Intense Training (need +1 AG for next perk)
26 - Nerves of Steel: +1 AP every 10 seconds
27 - Pyromaniac: +50% damage with fire-based weapons
28 - Contract Killer (why the heck not)
29 - Chemist: Chems last twice as long (don't see anything better)
30 - Almost Perfect: All SPECIAL stats are raised to 9 (must-have)
Any suggestions? I guess it will already be a decent build with all 10/100, but still :)
Absolutely worth it, especially for the top-end explosives and Shishkebab (given that I'd already taken Pyromaniac, and like I said, it's just so much fun). Bottlecap mines are some of the best weapons against Albino Radscorpions and Deathclaws because they have to close to attack, and nuka-grenades are some of the only things that put a serious dent in Super Mutant Overlords. (Obviously that's assuming high Explosives skill, but at level 26, you're almost certain to have that.) Being able to manufacture them in threes means basically not needing to be shy about using them.
As for Light Step, I think it's really useful ... you're right that you can always reload, but depending on how recently you've saved, that can get cumbersome, and even if you've saved recently, it's so much better to just not have to reload anyway.
Your other perk plans look fine to me, though I determined that I simply wouldn't take any perk that required Intense Training to get (or I'd have gone for Solar Powered and the one other EN7 perk that I can't remember), just because it effectively burns two perk slots to take. Also, I would take Grim Reaper's Sprint at level 20, literally as soon as possible. It's arguably the best perk in the game, even up against Almost Perfect.
However, I'm not so sure about the Puppies, exactly because the dog has an enormous amount of HP and literally never dies (several times I had it beaten up with a couple of deathclaws for several minutes, still alive).
Also that Lawbringer was a mistake. For some reason I thought that there were several skill books in the HQ, but then I found out that there's only one and I must have had some other place in mind.
Constant crashing of the game taught me to save like ALL the time because it's really annoying to repeat your actions. So mines and traps are not a big problem :)
For Warmonger, I've already collected most of the schematics, and with 100 repair I only need 2 of each (except for the explosives). Cripple legs with the Dart Gun, then slice 'em up with the Shishkebab :D
I'm at 21 now and I have to replace Puppies and Contract Killer in my plan.
pc/xbox360: This perk works perfectly for the Nuka-grenade and bottlecap mine. However, for all other schematics, this perk only updates the notes section of your Pip-Boy. It does not upgrade the game variables that control the quality of the items you create. You will keep producing at the level you had prior to taking this perk. If you did not have any schematic for a particular weapon you will begin producing at v1 quality. Also note, that if you acquire further schematics after taking this perk, they will only end up in your inventory and not raise your production skill. [verified]
It can be fixed using the console. You must enter the following commands:
set countRockItBonus to 1.25
set countDeathclawBonus to 1.25
set countDartgunBonus to 1.25
set countRailwayBonus to 1.25
set countShishkebabBonus to 1.25
This can be easily accomplished by copying the above text into a notepad document and saving it (into the Fallout 3 directory) as 'Warmonger.txt'. Then, in the game, type bat Warmonger into the console, and hit Enter.
Also, please check dates before posting. 2 year necros are not okay.