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Nerd Rage - Excellent with a large health pool
10% damage vs MALE NPC's - Male npc's outnumber female
Demolition expert - Explosives are good vs anything
Stonewall - Anti NPC crowd control
Silent Running - Cause we all need to sneak at times
Hit the deck - Dying to explosives sucks
Chemist - Probably th mostest powerful perk ever due to a coding bug. Extends all duration effects...
Better Criticals - We all crit too
Jury Rigging - Simply the easist way to get caps and maintain gear
Explorer - Its an open world game, and a big place, I bet you foorgot something
Other perks are good for various playstyles, but these are pretty generic
Black Widow/Confirmed Bachelor - as said above, most enemies are male
Finesse - damage bonus across the board, unbeatable
Bloody Mess - damage bonus across the board, possibly inconvenient because of the exploding corpses
Better Criticals - crits are important, this is a major damage boost
Jury Rigging - best perk in the game, seriously
Implant GRX - insanely powerful, goes well with Chemist and Day Tripper
Them's Good Eatin' - very potent food that also sells for crazy amounts
Thought You Died/Ain't Like That Now/Just Lucky I'm Alive - amazing, but you can only have one... at level 50
Comprehension/Educated - if you want skill points faster
Good for guns:
Grunt + cowboy - boost some of the best weapons, must have for guns builds
Hand Loader - because some of the crafted ammo is very good
Good for energy weapons:
Laser Commander - this makes certain laser weapons extremely deadly
Meltdown - very powerful but makes it suicidal to use energy weapons in close combat
Vigilant Recycler - Hand Loader for energy weapons, pew pew
Short version: Always get Finesse, Better Criticals and Jury Rigging :)
Friend of the Night - when was darkness ever a problem in this game?
Quick Draw - another solution without a problem
Here and Now - should have called it Gimp Me Here and Now
Yeah, there are always mods out there instead of perks. Alexscorpions NVG's I like, as they are useful but do require power cells to charge, and backpacks as they are a lore friendly way to increase carry weight.
Burden to Bear - See above
Demolition Expert - Mandatory for Explosives.
Sneering Imperialist - Lots of raiders out there to kill.
Light Touch - works especially well with the duster from LR
And Stay Back/Shotgun Surgeon - Mandatory for shotgun users
Grunt/Cowboy/Laser Commander - More mandatory perks for specific weapon types. Only take the ones that will affect you.
Weapon Handling - save points on Strength for something else. If you plan on having 10 STR anyway this could be a waste though.
Rapid Reload - More effective with single shot or small magazine weapons. Useful anytime you're in an extended firefight.
Toughness - Extra armor is always a good thing.
Finesse/Better Criticals - Mandatory for every character. Period.
Jury Rigging - Repair Power Helmets with Eyeglasses. Mandatory unless you want the Major at Mohave Outpost to be a plutocrat.
Pack Rat - Especially useful in Hardcore mode.
Adamantium Skeleton - Less crippled limbs. Carry less doctor's bags and get staggered less.
Splash Damage/Hit the Deck - Moar explosives perks. They work well together because hit the deck can protect against the inevitable friendly fire from splash damage.
Living Anatomy - Extra damage is nice, and the ability to see exactly how much HP/DT an opponent has may just save you the trouble of reloading after death, or avoid wasting ammo on somebody you could club to death with a lead pipe instead.
Dishonorable Mentions:
Junk Rounds - 1 Scrap Metal + 5 tin cans (can't be bent) = one bullet? What a deal...
Old World Gourmet - 50% more healing from items that heal for 4 HP! YAY!
In Shining Armor - Does nothing.
Atomic/Rad Child - Not enough radiation in the game to make these remotely useful. And Rad Child's healing hardly counteracts the crippling side effects of advanced radiation poisoning.
Night Person - PER is useless, and +2 INT at night isn't all that useful. If you want 2 INT use Intense Training and the implant.
Swift Learner/Here and Now/Lessons Learned - You're basically giving up a perk for nothing.
Lead Belly - Rad-x is everywhere and most pre-war food isn't worth picking up anyway.
Scrounger//Fortune Finder - you're gonna be swimming in caps and therefore ammo sooner or later whether you take these or not.
Terrifying Presence - Works on so few NPC's and usually ends up starting a fight with the entire town. Useless unless you plan on playing a raving psychopath.
Animal Friend - Affects molerats, geckos/golden geckos, giant rats, nightstalkers, dogs, coyotes, brahmin and bighorners. All of these enemies aside from nightstalkers are pathetically weak to begin with. Most are only found amongst their own kind so good luck getting their help in a fight.
Nerd Rage - Only works when you are about to die. Easily skipped over by hard-hitting enemies that can actually kill you.
Couldn't disagree more on Rad Child, possibly the best perk for Melee/Unarmed Courier.
"Crippling side effects"? I'll gladly take +8HP/Second regen for stat & few skill point penalties.
And if you pair it with Rad Absorption or irradiated beauty, it basically turns radiation into guilt free health fountains.
http://www.nexusmods.com/newvegas/mods/39906/