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Drugless Leader
Michaelh139:
--- Quote from: Ulrek on August 12, 2011, 06:33:45 am ---If you use mentats and beer you can shave off 3 skill points to any merc leader build, just beer (Which costs 100 caps for a +1 to CH) can save you 1 point.
Really, CH boosting drugs are the easiest to work in to a build for mercs, since mercs count as players for world map travel, and only need 2 CH when you buy them, and if you're dropping over 200k+, mentats should be easy to get.
-Ulrek-
--- End quote ---
You will screw up the boost to hp by 6 luck this way. 9 ch or nothing.
Ulrek:
--- Quote from: Michaelh139 on August 12, 2011, 06:35:32 am ---You will screw up the boost to hp by 6 luck this way. 9 ch or nothing.
--- End quote ---
Merc HP is based on luck, how exactly will it get screwed up by not having 9 CH without drugs? (You will have 9 CH when you buy your mercs w/drugs) unless the boost is based on CH and not luck, or both, either way, 9-10 luck = a good crit chance boost, unless luck is completely useless for mercs it's a good idea to take luck unless you're a slaver mainly.
-Ulrek-
JovankaB:
Even if default charisma of leader does make a little difference for mercenary hp (I haven't noticed that), I would still rather choose 3 extra SPECIAL points for the leader than a few extra hitpoints for mercs...
Ulrek:
Oh, since i forgot to mention this before...
If this is a slaver/loner build, forget the luck, and get 9 CH, the only character with a large boost from having high CH is a slaver, since it speeds up the slave farming quite a bit.
-Ulrek-
McLooter:
Decent HP
Decent Critical (best with .223 pistol)
Hard to level (1 str)
Mercs start with 185-230 HP
Horrible carry weight
oh yeah, no drugs either! ;D (only drug i use with the build is cigs)
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