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There's other skills that have really useful perks such as Mechanical but I've not had any trouble leveling them up later with the skill points I got through gameplay.
Now don't take me as gospel on this but Agility seems like a really useful stat out of the 4, having alot of AP has been great, I've been building my guy as melee only with a one-handed weapon and shield.
#1 Negotiation - Get this to 6 as soon as possible and get the perk that allows you to always have survivors eating at a 25% rationing without penalty to morale
#2 Science - Get this to 3 and you can have an extra gallon of fuel per day
#3 Mechanical - Get this to 6 and your generator will consume half its daily fuel
There are others that are very useful to - I point out these 3 because the sooner you get them the more useful they will be to mid / end game resource amounts
Towards the end of the game you should have an abundance of.... everything. These perks will help you get to a point where you can just sit in your shelter all day and work on making bullets and grenades :)
I started with 6 str, 10 agility, 1 vigor, 1 perception with maxed melee and it worked out well. If I play through again I would use 1 str, 6 agility, 1 vigor, 10 perception with max ranged (just for a totally different approach that will also be viable). Things like negotiation you can easily pick up before you need them.
Dont make ranged characters, they suck, because you have to have high perception to be effective, and honestly i prefer to reach 10 strenght as soon i can, both for carryng capacity and to deal great melee damage to the enemy.
Once you are armored you dont need to go ranged, you go close and personal with enemies, so thats why you need max strenght, ranged in this game is useless, since you have good allies ranged for that, and yourslef can tank everything once you get a shield and a decent armor.
Mine character have perception 1 and strenght 10, and i kill whole maps alone.
After that, you should have a couple of points left. Put whatever is left into leadership and survival. You'll want to get 3 into each of these as quickly as possible. For leadership take the don't panic perk, and for survival take surveyor.
As you progress, what you decided to improve upon is up to you. I highly recommend maxing leadership and getting negotiation up to at least the second perk tier. Both of these abilities are extremely useful in out-of-combat encounters. Additionally, the leadership perk gives you special group commands that give your entire party buffs during a fight.
There are some tasty perks in the mechanic and science tree that reduce the amount of gasoline you use dramatically.
Negotiation, IMO, is VITAL if you want positive roleplay outcomes, otherwise if you like to just watch the shelter burn around you and enjoy darker storylines, then .. dont worry about it
Also, in my first playthrough, I forwent perception and guns for my main survivor .. chose
6 str 6 agi 5 vit 1 per
Carry weight benefit was great, and as I built him up to 10 str it only got better .. and when he did develop his melee skill became a blade/blunt powerhouse with three gunners supporting him.
For stats, I like high agility for more ap. You need to decide early on if you want to use ranged weapons or not. Ranged accuracy is highly dependant on perception, so it's best to either go full bore into ranged and take high perception, or completely ignore range and leave perception at 1.
This configuration doesn't work out as effectively against zombies but honestly, all my guys are up to a certain level of armor now that zombies don't even do any damage.
I stated earlier what I would pick for non-combat skills. Its going to be a balance at first between combat and non-combat skills but if I had to pick one I would say getting Negotation up to 6 for the rationing bonus beats out any other perk on the list. Food can be a constant struggle to make sure your stockpile is not getting low and this perk helps out alot, especially when your shelter starts holding larger numbers of survivors.
I haven't reached "The End" of the game but have started up a new game to test out some of the different features that have been added since my last playthrough. I will probably stick to the same build as last time since it worked out pretty well but I might do a little experiementation with the melee side if I feel the need to mix things up. Sometimes its fun to be the heavily armored badass with the sledgehammer taking all the gunfire :D
Stat Point Explanation:
First thing is stats as other users have stated agility and strength are the most important for most character builds and especially in the early game. 10 agility gives you 12 action points which lets you outrun almost all enemies in the game other than dogs, and strength gives you carry weight. Arguably more strength means more experience per day at the very least.
Hit points are nice but zombies rarely hit for over 50 damage, and although some enemies can kill your character in one shot with only 70 health (1 vigor) you will always go to knocked out and not straight to death so you can be revived immediately by other party members. Initiative is pointless in dead state because when you initiate combat you get the first turn, and there is no system in place to give characters with high initiative more turns overall like in wasteland 2.
Stat Point Allocation:
Strength 6.
Agility 10.
Vigor 1.
Perception 1.
Endgame Stat Point Allocation:
Strength 10.
Agility 10.
Vigor 1.
Perception 1+++. (after you fill up strength put everything else in perception.)
Skill Point Explanation:
The strongest skill point allocation in my opinion for a new character is a very diversified one. You will get a lot of levels from the nearby areas so you dont need much skill in survival to begin, but get it to 6 very quickly so you can travel easily.
3 in melee for armor class and less of a pain in the ass in the first few areas (later level it to 6 to get 4 ap rollover each turn). 3 in medicine for the extra healing and no need for a medic in your starting squad (probably never level this past 3). 3 in mechanical for quicker constructions over the course of the game this will save you hundreds of man hours.
Other points into survival and negotiation.
Early-game Skill Build:
Melee 3: Brawler.
Medicine 3: Paramedic.
Mechanical 3: Architect.
Mid-game Skill Build:
Melee 3: Brawler.
Medicine 3: Paramedic.
Negotiation 6: Likeable, Rationing.
Survival 6: Forager, Trailblazer.
Mechanical 3: Architect.
Late-game Skill Build:
Melee 6: Brawler, Barrage.
Ranged 10: Vital Shot, Quick Draw, Sharpshooter.
Leadership 6+: Don't Panic, Get Up.
Negotiation 6+: Likeable, Rationing.
Medical 3: Paramedic.
Science 6+: Inventor, Pharmacist.
Survival 10: Forager, Trailblazer, Animal Magnetism.
Mechanical 3: Architect.
The dog from animal magnetism is surprisingly good and basically acts like a 5th party member with a huge amount of ap.
Arguably you can skip leadership and mechanical but the combat abilities can save you in some fights if you screw up and architect is nice to get more stuff done.
Very Late-game Skill Build***:
Melee 6: Brawler, Barrage.
Ranged 10: Vital Shot, Quick Draw, Sharpshooter.
Leadership 10***: Don't Panic, Get Up, Double Time.
Negotiation 6+: Likeable, Rationing.
Medical 3: Paramedic.
Science 10***: Inventor, Pharmacist, Bomberman.
Survival 10: Forager, Trailblazer, Animal Magnetism.
Mechanical 3: Architect.
The skills marked *** are beneficial but not that much. A leadership skill that gives your party 4ap is essentially a better "Go!" skill if you have pistols or baseball bats on your allies. More bomb damage and more poison chance is also ok and getting science 10 yourself can have some crafting benefits if you make it a priority getting apocalypse armor early (i think its a bad idea though.)
Only level past the Very Late-game Skill Build if you are really struggling to get fuel or for some reason you need to heal companions a lot. But then you're probably messing up looting. Gathering 3 fuel a day is not hard and I wind up with a lot of extra fuel. I suppose if you go for a sandbox playstyle where you take your time solar power could be good.
But if you like to see big numbers, then i will go with rationing too. -25% is gonna save you more food with more and more people joining the shelter
An early science lab is extremely far fetched, not only will you likely have next to no one who you can staff in it but you need to get the equipment, parts AND spend a languorous amount of time just to build it.
Nearly everything else has some practical applications early, some are certainly better then others, but nothing is as awful as starting with dumping into science