On the following table you’ll find all the suggested perks for the build presented in this guide.
Suggested Perks | . | . |
---|---|---|
*Swift Learner* | *Bloody Mess* | *Paralyzing Palm* |
*Black Widow/Lady Killer* | *Sniper* | *Grim Reaper’s Sprint* |
*Iron Fist (3 perks)* | *Silent Running* | *Ninja* |
*Gunslinger* | *Robotics Expert* | *Concentrated Fire* |
*Toughness* | *Cyborg* | *Nerves of Steel* |
*Strong Back* | *Better Criticals* | *Almost Perfect* |
*Commando* | *Action Boy* | Free Perk (5 perks) |
*Finesse* | *Life Giver* |
Free Perks
With Broken Steel installed, the level 30 level cap affords you more perk picks than you really need for any build. After picking all of the best perks available, as well as those required for this build, you’ll still end up with five perks left over. So… here’s some possibilities.
Entomologist is only really useful against Albino Radscorpions, and if you’re willing to trust in Paralzying Palm when you fight them, you’ll see you don’t really need it. You never really need Adamantium Skeleton , and the Quantum Chemist isn’t great… but it’s about your only chance of ever being able to get enough Nuka-Grenades to make using them feasible. But of course, you could always just use Mini-Nukes, which can be purchased from Flak & Shrapnel pretty reliably. Also note that Explosives like Frag Grenades will struggle to surpass 100 damage, while the Nuka-Grenade does in the area of 500, each Demolition Expert perk is going to give a Frag Grenade 20~ damage. Simply put, Demolotion Expert is going to give much less damage potential than a steady supply of Nuka-Grenades… if you even care about grenades.
Some people will argue that there’s not much point in having both Gunslinger AND Commando -pick one type of gun and use it-but it’s nice having extra tactical flexibility… and besides, it’s an awfully long game, some variability in weapon choice can be a breath of fresh air after 100 hours… If you want to use a 10mm Submachine Gun from time to time, or a Scoped .44 Magnum, it’s nice to be able to do it well.
Why have Grim Reaper’s Sprint and Nerves of Steel ? Doesn’t having the former make the latter obsolete? Not really. Big bad guys like Albino Radscorpions, Feral Ghoul Reavers, and Super Mutant Overlords might not get affected by my Paralyzing Palm in one V.A.T.S. session, and getting another one quickly can make a difference. Certainly they won’t be killed by one V.A.T.S., and if there are multiple threats, it’s nice to be able to paralyze one foe and then focus on another.
So… hopefully this build will allow us to use almost every weapon with some skill, regardless of how often we’ll actually end up using them. Two-handed Small Guns and Unarmed will probably get the most use.
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