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Other => FOnline:2238 Forum => Archives => General Game Discussion => Topic started by: CaloNord on January 11, 2010, 10:13:10 pm
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Any Advice on certian Character Builds?
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I suggest you to use Hawk-EyE's (http://fodev.net/forum/index.php?topic=585.0) one, that seems to work perfectly.
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Like i asked in Hawk-Eyes thread; how does this character-builder help us? I dont get it. I think what CaloNord was asking was for experienced players to offer some tips on the different kinds of character build that seem to be the most successful surviving the world of 2238. I wouldnt mind hearing some of the responses myself. I am sure everyone has strong opinions about this.
From my own experience:
At first I tried several different crafting character builds. I liked the idea of a crafting system but found it to be tedious and boring and made for an extremely weak character that took forever to level up. Still, I thought maybe after I finally leveled up some it would get better. It didnt. I still died so often trying to gather resources and kept losing anything I made before I could even make good use of it that I gave up on crafting.
Now I am training a fighter build. He started with 10 strength, 10 endurance, 10 Agility, 7 luck, and 4s in Intelligence and charisma. to get that many 10s I used the strength and agilty boosting perks and redistributed the extra base character points they gave me till i got the above arrangement. For skills I tagged Unarmed, Melee and Outdoorsman. Outdoorsman because it is vital for surviving random encounters when you are low level and without protection of any kind. Unarmed because as everyone knows by now, noone survives long enough at lower levels to hold on to a weapon for more than a few minutes and at lower levels it is extremely difficult to get hold of a good weapon, unless your in a faction, or a high level friend gives you startup equipment. But as often as you will die I dont think most of us can depend on a friend to give us starting equipment again and again, like every few minutes.
So Unarmed is the way to go for early xp, so that when you die you lose nothing and can go right back out and begin earning xp again as soon as you respawn. No long slow process of getting started back up again. Just go right back out and starting punching things again. With high outdoorsman you will be offered the choice whether or not to enter an encounter much more often and so you can pass by the impossibly hard encounters without a scratch. When you get your level up then you can start investing points in other skills like small arms or something so you can take on much bigger and badder foes for much bigger and better xp rewards.
A four charisma is enough to have a few followers so you can go out hunting in a gang. But you can still join bigger gangs as a follower. As for the quests that require more charisma, they arent worth it. There just arent enough of them to compete with the xp you will gain from constant combat and they waste tons and tons of time you could spending earning xp on hunting trips. Plus you need to carry things with you to complete the quests and your chance of making the quests unsolveable because of lost items upon death is pretty high at low levels. Another thing about charisma, many people think they need it to be able to make any money because of the barter skill. But you will make much better money selling your stuff to other players anyway, so forget about depending on NPCs for money, they'll rip you off no matter how high your charisma is. The only advantage i see to a high charisma right now is the ability to lead a much larger hunting party.
To get a tent as the experts recommend is nearly impossible at lower levels to do on your own. You either need buku caps to buy the 10 hides or you need to find a higher level gang willing to take you in search of random brahmin encounters which are extremely rare, and thus takes forever. Not many gangs are going to want to spend the time looking for them just for you. But if you can find or recruit a gang of say level 1s,2s,3s,and 4s who need to also find hides for tent building, then go for it! Just make sure you can all find each other again so you can keep trying after you all get wiped out by a random encounter with tommy gun weilding Yakuza or get caught in a crossfire between various heavily armed NPC gangs.
If you can get out of the crossfire in time and hide though, they might just kill each other off so you can loot the corpses, but if you built a character like mine you'll be better off sticking to your unarmed skill untill you're higher level and have raised up a gun skill. Also, I've never found any kind of armor on any of the ones I've looted, its always guns, ammo, stimpacks, melee weapons, etc. Armor would be nice have once in a while. But I get along well enough without it with my high outdoorsman skill. I also am constantly recruiting people to go hunting.
Well, hope that helped.
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The point of having a character builder is to know exactly what stats you will have at max level.
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Thanks Tennessee!!, just the infomation i needed.
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To get a tent as the experts recommend is nearly impossible at lower levels to do on your own.
This is wrong. It took 20 min for me to get a tent on level 2.
Also what will you do with this build later? It's easy to craft starting guns and ammo, and without weapon skills you're gonna die in mass PVP. I'd say, you need big guns nowadays if it's not a crit build for energy weapons.
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Now I am training a fighter build. He started with...
If I am not wrong:
9 ST
1 PE
9 EN
4 CH
4 IN
9 AG
7 LK
Small Frame+Bruiser
Thats a strange build you got here. You want all at the same time: to be a fighter, a trader, a leader. That just won't work. But first things first.
1. The biggest mistery is why do you have 7 Luck? Not 1 and not 6. You take 6 Luck for additional Crit perks, Toughness and Bonus Ranged Damage. So you just wasted 1 point.
2. You have to decide which fighter will you become. You can't be melee and unarmed fighter or ranged at the same time. There are no so much points to share between 3 or even 2 attack skills.
3. You want to be a leader and a good fighter. Again, you don't have enough SP. You'll be slow and average fighter.
Seems to me, at lvl 21 you'll have about 120 Small Guns, 120 Unarmed, 120 Melee and 150 Outdoorsman. It's a normal build for some fun and for a test of opportunities of the game.
PVE only.
I might be wrong and you have absolutely another build but according to your words it's exactly as I said.
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You should never have an odd number for agility or endurance as it is just a wasted point.
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Ok guys, some advices which are usefull for ALL builds:
-Always even number for agility, because the formula of AP is 5+(AG/2): you win nothing more with 7 than with 6.
-Always even number for endurance: same thing, you just don't have more HP with 7 than with 6.
-Luck: Always 1 or 6 (or, sometimes, 10). 6 allow to take some usefull perks like more/better critical, toughness, bonus ranged damage... If you don't want these perks, just put 1, you won't loose anything, and these points can be use in other characteristics. In some builds 10 in luck can be useful: doctor for example: they ALWAYS will do their max FA (=FA skill) with 10 in luck.
Charisma: If you just want do some quest and take you professions level, 3 is enough. For crafters, they can have 1 charisma too: with 1 mentats they can have their profession level. For the leaders, remembers the followers formula (slaves, mercenaries...:) CH/2-1.
Strenght: 5 enough for small guns, 6 for energy, and 7 for big gun.
Intelligence: it's my opinion, but 6 is the minima... less is really hard if you want to have high skill. High intelligence often usefull.
Perception: 6 min too, more for sniper and energy, you can even take 10, max Big Guns range need 7PE.
Traits:
Bruiser: bad choice, -2AP=-4AG, and it add only +2ST...
Small Frame: Very usefull for PvP char: +1 in the special is very good, even if your carry weight become very low...
Fast Shot: Very usefull for big guns, very useless for others.
Perks: Livegiver LvL12 is VERY usefull. Just take it.
Ok I think is enough advice, I'm tired ;p
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What's the setup for Sniper/Small Guns again?
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how much strength does a armorsmith need?
according to the .pdf you need for highest skill >6, which i read 7 (or above) or is there just a "=" missing?
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http://fodev.net/forum/index.php?topic=827.msg6552#new
it's about post by Crazy
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and your link means what?
there is absolutely nothing regarding to my question, anyway..
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got same question but with Energy master its
>6
>7
>8
according to manual so its lets say for max lv you need 9 int or maybe 8
finally i assume that no temp buff can allow you to learn proffession ?:P
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If you don't have enough intelligence to get your profession level, take some mentats, and everything will be OK
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got same question but with Energy master its
>6
>7
>8
according to manual so its lets say for max lv you need 9 int or maybe 8
finally i assume that no temp buff can allow you to learn proffession ?:P
>8 that means you need 9
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Dont ever take 1 luck if you are going to be shooting anything. You dont want to critically miss, especiially if you are energy weapons char, could be fatal. But also with BG, you dont want to break it and be left with nothing but your fists to defend yourself with in a cave full of deathclaws. Actually, my advice from gaining much more experience since my last post in this thread is to never enter a cave unprepared and alone. Always go with atleast two BG chars or more. I went in one once that had half a dozen daddy-deathclaws all crowding the entrance/exit to the cave. You cant run along the edge of a vace exit grid till your end-combat timeout runs out like you can on a regular WM square thats open on all sides. And they will hit through your armor and have 200+ hp. Thats the only advice I'll share at this moment. But yeah, those corrections people gave of my recommended char build were correct, so listen to them!
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I agree. 1 Luck = screw yourself
You'll broken your legs when trying to punch,
lost your ammo..
drop your gun...
fall to the ground...
hit allieds in a combat...
is funny..
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I advice you to check fallout wiki for perk requirements and what perks give before you make a character. Don't just look at perks you like. Look at all available perks.
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I agree. 1 Luck = screw yourself
You'll broken your legs when trying to punch,
lost your ammo..
drop your gun...
fall to the ground...
hit allieds in a combat...
is funny..
I'm pretty sure that only happens if you are jinxed or you are under your weapons min requirements
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Ok, i think he's right about the 1 luck thing. Now that I've gotten my 1 luck char to higher level those jinxed-like failures are happening much much less often. So whoever said before that the failures had more to do with low skill level than with luck, i believe my experience has proved them to be correct. I had nearly given up on my luck1 char due to all the gun jams, breaks, falling down, and critical misses. But they are in the past now. :)