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What's a good crafter build ?

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MuscleShark:
Edited the strength cap 10.

I come up with a high strength crater mule with unarmed or melee skills.

S P E C I A L, 10 1 6 10  10 6 1
10 strength to carry more items, 10 int for sci/repair/fa, 10 charisma to get more mercs or slaves to power mine.

Trait skilled +5 sp per lvl , bruiser (+4 strength = +45 carry weight._

TAG
sci/repair , first aid, outdoor
(use melee weapon or unarmed because low perception)

Swift Learner* (INT 5, sci 50) get this support perk first.
4 healer (+15 healing) or bonus hth damage
8 strong Back (Endurance ≥ 6 )
12 bless the weakened
16 medic
20 life giver 1
24 life giver 2

support perk
Best of a Bad Lot*(75 repair) Dismantler* (sci 150) Educated* (INT 8, sci 100)
Swift Learner* (INT 5, sci 50) Mr. Fixit (repari 150)

Profession

Small Gun 2, Armor 1 or any combo

Wichura:
Where's the Outdoorsman skill? How did you get 14 ST?

Limit of professions is now set at 3, but it will be removed at all in next update.

AG 2? Oh please no. PE 1? Oh please x2.

Science and Repair above 150 are useless, there are no support perks that require more than 150.

Cailleach:
Honestly, I think you are trying to do too much in one build.  It would be better to split it up and do separate more focused builds.

wladimiiir:

--- Quote from: Wichura on February 01, 2012, 07:48:55 am ---Limit of professions is now set at 3, but it will be removed at all in next update.

--- End quote ---
Are you sure about this?

Wichura:

--- Quote from: Mike Wall on February 01, 2012, 08:27:34 am ---Are you sure about this?

--- End quote ---
Pretty sure.

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