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Char for BP finding?

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Marko:
I agree with Senrain about Agility. And ST 5 is way over the top for a small guns guy. My newest lockpicker has ST 1 actually, with Weapon Handling. Use Small Frame to get boost to Agility, plus your Action Boy to end with AP 11 or two Action Boys to end with AP 12 is even better.

Mine is 1.6.10.1.3.10.10 with Small Frame + Fast Metabolism
I tagged Small Guns, Lockpick and Doctor (so i can heal some leg cripples on the go)

This IN is rather low but i did not plan to end with LP skill as high as yours. The way i do builds now makes starting one out very tough, but i keep my eyes on the end goal: what does he need when he's done at level 24? A goals-oriented build is tougher to level but more handy afterwards.

klax:
I would also like to add that you are better off dropping outdoorsman because if this char is to be used purely as a lockpicker then you want more encounters...not less. Better off tagging Traps to be able to at least deal with bear traps.

Bonus move is always nice as well, if you are hunting lockers in turn based.

Senrain:
Stats:

ST - 04
PE - 06
EN - 06
CH - 01
IN - 06
AG - 10
LK - 08

Traits:

Small frame
Fast Metabolism

Tag skills:

-Small Guns   
-Traps
-Lockpick

Perks:

LVL3 – Pack Rat

LVL6 - Toughness/Bonus move if blueprint hunting in TB

LVL9 - Even Tougher

LVL12 - Lifegiver

LVL15 - Actionboy

LVL18 - Actionboy

LVL21 - BroF

LVL24 - Bonus Ranged Damage+

This seems like the ideal build to use. 1 ST just seems to be far too low as you need decent CW to be able to carry anything. Though I haven't gone BP hunting much so I'm not sure how heavy the loot usually is.

milmil:
The reason i didn't go for less strenght and small frame is because i figured that it would be a lot of pve fighthing betwen the actuall BP-Findings and that i could rake in on some loot in the meantime without having to run back to camp as often. Bad strategy? I haven't gone strictly for BP's yet so i'm not familiar with the tactics. 

Also. I don't really se the need for those two extra AP's from actionboy if i go for 10AG. I mean, they could be usefull. But i will still be able to doubleburst without them and they would "only" ad an opportunity to walk two hex or do a reaload every now and then. I'm thinking some extra damage or some lifegivers would be a better choise for this build? Or am i missing something?

Sarakin:
Heh, I like how urban legends about needing specific SPECIAL for a particular job spread :)

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