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Other => FOnline:2238 Forum => Archives => Survival Guides / Game Help => Topic started by: LaGordaKeRie on June 29, 2010, 02:22:49 pm
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I have 3 charism, I capture one slave and tell him to wait at camp, and whenver I try to get a 2nd one it will not let me.
I know you can keep more followers at camp as guards and so. How can I do this please?
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get the magnetic personality perk, that way you can have 1 more follower, or mak a 9 charisma character and then take magnetic personality, lets you have 5 followers, note, the followers count as being followers even if they just stand and guard.
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I have 3 charism, I capture one slave and tell him to wait at camp, and whenver I try to get a 2nd one it will not let me.
I know you can keep more followers at camp as guards and so. How can I do this please?
Take Magnetic Personality perk to take one more slave.
Tried Mentats to raise charisma up to 8?
Invite people you can trust, to your tent and tell them to bring more slaves.
Make a new build with 8-10 CH. I mean, slaver with 3CH?
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Thanks for replies. I'm quite a bit noob of myself, I thought you could keep followers at camp no matter your charism/MPers.
Starting a new char soudns fun, specially if slave trader. Will take a while decide its stats tho.
Cheers
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here's a good build,
Merc Leader - Use the power of his men, usually mercs leader is also a slaver and have hight outdorsman.
-Simple orders: "seek and destroy".
ST 5
PE 6
EN 6
CH 9
IN 6
AG 2
LK 6
Traits:
Good Natured
Fast Metabolism
Perks:
Toughness
Magnetic Personality/Toughbess
Toughness/Magnetic Personality
2xlifegiver
More Criticals[or something else]
Living Anatomy
Tag:
Combat skill [190]
First Aid [160]
Outdorsman [120]
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I disagree with that build as i had one similar to that but i lost track of the times i got murdered for only having 6 EN, 10 EN is so much more fun and you have a high chance of NOT being murdered in a random encounter and losing your mercs/slaves.
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I disagree with that build
+1
(just check outdoor...., and not talking about the rest)
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Can I use 5 slaves if I get 9 Charism and Magnetic personality?
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Yes.
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As a fully experience slaver/merc leader and Mercenary pvper heres the build for a real killer/leader build.
Str 4
PE 7
End 6
CH 9
INT 6
AGI 7
Lck (Put leftover points here) [or if you want make your LCK 1 and put them all in Endurance] You'll more than likely come out with 1 LCK
Tag: Smallguns, First Aid, and Outdoorsman.
Traits: Fast Shot, Good Natured.
Perks:
Awareness
Educated
Magnetic personality
LifeGiver
+1 Luck
Living Anatomy
BRoF
Ownage.
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As a fully experience slaver/merc leader and Mercenary pvper heres the build for a real killer/leader build.
Str 4
PE 7
End 6
CH 9
INT 6
AGI 6
Lck (Put leftover points here) [or if you want make your LCK 1 and put them all in Endurance]
Tag: Smallguns, First Aid, and Outdoorsman.
Traits: Fast Shot, Good Natured.
Perks:
Awareness
Educated
Magnetic personality
Living Anatomy
2x LifeGiver
BRoF
Ownage.
AG6 = No Bonus Rate of Fire :)
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AG6 = No Bonus Rate of Fire :)
My bad I forgot I put 7 on that build and decided to get addicted to nuka cola....
*Fixes*
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I also have very good experiences with a charisma build who can also shoots things down. :) I take smallguns, the fast shot trait (as I wont have enough points to invest into SG I dont use aimed shots) and take some pistol. Also go for as much AP as possible. You then have a decent fighter and also your little army of slaves/mercs etc. :) Of course its not "pro" but as said I had good experiences with it.
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Im having some problems making my charisma build work, ive propably lost like 120k or more during past few days and im out of funds to recover.
Basically even with 5 mercs that mostly have plasma rifles and sniper rifles i still had trouble (well more like seemed impossible) farming stuff that same lvl lonely powerbuild tank can solo.
BoS patrols and Remnants for example, merc shot reno patrol before i could stop him and aggroed BoS on me which killed my
CA'd lvl 18 arse in 2 bursts (161 hp or so) So i started thinking what i did wrong, basically i propably tried to branch out too much again.
I have enough ap to burst 4 times with p90 if i use jet, but i have 6 EN and no toughness.
So i was planning to reroll into powerbuild but i got bored fast, i love playing leader too much it seems. So ive been thinking
of something to change in it to make viable leader. 5 mercs also get in eachother's way a damn lot, found my mercs bouncing around instead
of shooting often so thinking of dropping the number of them to 3 to free some points.
So if i were to think of some bizarre defensive semi-leader...maybe this could work
3
6
8
5
6
7
6
small frame , fast shot
EW, First Aid, outdoorsman
perks
3 - toughness
6 - toughness
9 - magnetic personality
12 - lifegiver
15 - lifegiver
18 - BROF
21 - Living anatomy
yes as you can see i have 3ST and no weapon handling, based this on the low range plasma pistol which does decent dmg to more or less anything.
Why i chose that instead of p90 build is because i often found the dumb AI sending mercs in the burst path which caused me to use
single shots anyway, and also dual toughness takes a lot juice out of p90 that isnt powered by BRD.
With 2x jet doses which are easy to pile up early on by farming robbers and other junkies, i can shoot plasma pistol 6 times a round which
with anatomy gives 30 extra dmg per round that cant be resisted. Sure plasma pistol isnt too great in RT town pvp with its hellish range,
guess it could be possible to swap 2nd lifegiver for weapon handling and use plasma rifle, you can still shoot it 4 times a round.
EDIT* with this setup unmodified i cap with 222 hp and toughnesses that make me lot more durable vs typical bursting builds.
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Im having some problems making my charisma build work, ive propably lost like 120k or more during past few days and im out of funds to recover.
Basically even with 5 mercs that mostly have plasma rifles and sniper rifles i still had trouble (well more like seemed impossible) farming stuff that same lvl lonely powerbuild tank can solo.
BoS patrols and Remnants for example, merc shot reno patrol before i could stop him and aggroed BoS on me which killed my
CA'd lvl 18 arse in 2 bursts (161 hp or so) So i started thinking what i did wrong, basically i propably tried to branch out too much again.
I have enough ap to burst 4 times with p90 if i use jet, but i have 6 EN and no toughness.
So i was planning to reroll into powerbuild but i got bored fast, i love playing leader too much it seems. So ive been thinking
of something to change in it to make viable leader. 5 mercs also get in eachother's way a damn lot, found my mercs bouncing around instead
of shooting often so thinking of dropping the number of them to 3 to free some points.
So if i were to think of some bizarre defensive semi-leader...maybe this could work
3
6
8
5
6
7
6
small frame , fast shot
EW, First Aid, outdoorsman
perks
3 - toughness
6 - toughness
9 - magnetic personality
12 - lifegiver
15 - lifegiver
18 - BROF
21 - Living anatomy
yes as you can see i have 3ST and no weapon handling, based this on the low range plasma pistol which does decent dmg to more or less anything.
Why i chose that instead of p90 build is because i often found the dumb AI sending mercs in the burst path which caused me to use
single shots anyway, and also dual toughness takes a lot juice out of p90 that isnt powered by BRD.
With 2x jet doses which are easy to pile up early on by farming robbers and other junkies, i can shoot plasma pistol 6 times a round which
with anatomy gives 30 extra dmg per round that cant be resisted. Sure plasma pistol isnt too great in RT town pvp with its hellish range,
guess it could be possible to swap 2nd lifegiver for weapon handling and use plasma rifle, you can still shoot it 4 times a round.
EDIT* with this setup unmodified i cap with 222 hp and toughnesses that make me lot more durable vs typical bursting builds.
If you want a safe leader build that can still fight but isn't that useful against pvpers while mercs do all the work I would recommend having 10 END knock out one agility and one lck point for 10 END and from there it seems pretty good.
BUT because of this kind of build you want nothing but mercs so I would recommend taking away 4 more LCK points for the two extra mercs. Remember this build ain exactly pvp viable even with the 3 merc build so its best just to have those 2 extras mercs.
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Not really interested in massive town fights, but was thinking that for world map pvp it oughta be good. Plasma pistol
should do about 15-25 dmg even on BA right ? adding up 6 of those with 6x5 dmg from lifegiver as extra. Even with 15
dmg each shot it would make 120 dmg per round just from self. Then there would also be...for example 2 plasma rifle mercs and 1 rocket.
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mmh... you say living anatomy apllies on each attack of each merc ? really think you are wrong.... some one can confirm this ?
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No no, it applies on MY attacks. but what i meant is that after i do the 120-140 dmg per round MYSELF, there is still 3 mercs which can take turn.
While they do not get living anatomy bonus they can deal a lucky crit.
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lol @ ever taking fast metabolism. Yeah that extra 1 hp every 15 minutes is really going to help a lot.
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3
6
8
5
6
7
6
small frame , fast shot
EW, First Aid, outdoorsman
perks
3 - toughness
6 - toughness
9 - magnetic personality
12 - lifegiver
15 - lifegiver
18 - BROF
21 - Living anatomy
Sorry for my bad english
8 end? why not 6 ??
6 end + 2 lifegiver and we have ~199 hp on 21
8 end + 2 lifegiver and we have ~222 hp on 21
Sacrifice 23 hp and u get 2 special points
which we can use in:
agility - 8 agility +1 armor +1 AP
strength - 4 required to Plazma Pistol
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or you coyuld skip one lifegiver to get weapons handling and carry a plasma rifle/laser rifle
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Yeah that build had a lot of flaws i didnt notice, i ended up making it SG burster/semi leader, only difference to p90 tank is 50 hp and 1x brd...and the
ability to have 3 mercs.
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well, I suck at making builds myself, but my real strength is to notice weaknesses in other peoples builds, weird, ain't it?
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Hehe yeah, well my current build is around.
4
6
6
5
6
7
6
Smallguns, FA, Outdoorsman
Kamikaze , Fast Shot.
3. toughness
6. toughness
9. BRD
12 lifegiver
15 lifegiver
18 BROF
21 Magnetic
So its pretty much an lower EN/1x brd version of tank burster that comes with 3 mutants as sidekicks. 200 hp, 4 bursts a round jetted and toughness.
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Kamikadze-???? I'm shocked!!!
- 7 AC for useless bonus
Take smallframe and u have +1 special point (not lose u ARMOR)
or take Finesse to incrase u crit chanse
kamikadze?? u really want it?
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here's a good build,
Merc Leader - Use the power of his men, usually mercs leader is also a slaver and have hight outdorsman.
-Simple orders: "seek and destroy".
ST 5
PE 6
EN 6
CH 9
IN 6
AG 2
LK 6
Traits:
Good Natured
Fast Metabolism
Perks:
Toughness
Magnetic Personality/Toughbess
Toughness/Magnetic Personality
2xlifegiver
More Criticals[or something else]
Living Anatomy
Tag:
Combat skill [190]
First Aid [160]
Outdorsman [120]
I think some of people get a wrong idea of this build. If we are speaking about pvp merc leader to city fights then just forget the idea. Why? Well, their ai is pretty fucked up, they will keep shooting eaven when they harm leader/other mercs/themself. Only option for tc is to hire mutants wiith bazooka.
If we are speaking about pvp in encounters then 1. use rt mode [in tb merc sux and i do not know player that can shoot at 5 mercs in the same time]. Get energy snipers and have fun
But the real meaning of this build was to get money. Hire 4-5 mercs, get them super sledgehammer and hunt on some mid lvl npc - most caravans [do not try it with sf], robbers and higwayman [jet] and some creatures for resources [siver/golden gecko]. In RT most fights takes 20-35s so just get the loot, go away and heal your people on world map and then again and again and again...
-Keep dying? then just ruuuuuun and give your merc a chance to "dance". Remember that merc got lvl for XXX xp points so it is better to start with something weaker and then just collect the profits.
-It is a good idea to get 190 fa rather than combat perk - since you should not aim for pvp fights just earning money.
- and i strongly disagree with dude that say that out=120% isn't good. You can avoid most of mid lvl encounters and it was not the purpse of this build to be a taxi.