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Forum:New Vegas character builds

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There doesn't seem to be an equivalent character build thread for New Vegas as there is for FO3 (Forum:Fallout 3 character builds), so I'll try to get things
started on this!

Contents [show]

The Jack of Most Trades Edit

This is a pre-DLC NV character build that I aimed for optimal ranged combat, while being adept at non-combat skills, and also having a wide variety of perks
to be available for customization. It ignores Melee and Unarmed. Melee related perks have demanding requirements that my methods don't pretend to
meet, and without the perks to make your melee useful and dangerous, why bother? (Pyromaniac will be available, though, to enhance the Shishkebab, it
will just swing slower without meeting the wield requirements, and that would be irrelevant if you use melee weapons for sneak attacks. Special Unarmed
moves like Ranger Takedown and Khan Trick can still be acquired and be used for combat utility. Poisons will still work. So melee can still play a role for this
build without spending any points on the respective skills.)

This build gets natural 100s in Energy Weapons, Explosives, and Guns. The others (with the exception of Sneak which caps at 97 without a Stealth Boy,
and Survival since maxing it is mostly unnecessary and you'll still be able to cook what you want,) can be enhanced to 100, and by later levels, the
dependency on food and chems for them will reduce.

Starting SPECIAL

Statistic Value That's right, 1 strength! The melee damage benefit of strength is pointless here, you can have companions lug your stuff around, and
Strength 1 strength boosting foods are incredibly easy to come by, to cover weapon strength requirements. Steady does the trick as well.
Perception 7 Charisma's effect of "nerve" seems lackluster compared to everything else, but it is not difficult to boost by consumables either, if you
Endurance 8
feel your companions are in need of it.
Charisma 1
Intelligence 6
I took, and recommend, the traits: Built to Destroy and Fast Shot.
Agility 8
Luck 9

Implants at level 1

Get implants ASAP!


The way to do this is to head straight to the strip at the start, after looting the generous doc's home so you can have some caps to start with, and amass a
fortune through blackjack (or at least enough to get the intelligence implant, which you'll want before entering the Tops.) This should go quickly and easily,
considering the 9 starting luck! You'd have to start with the Atomic Wrangler in Freeside so you can have enough caps for the credit check into the strip.

You could get to Freeside the long way around the Mojave, trying to avoid enemies and experience gains (It actually doesn't hurt to hit level 2, as you'll only
forfeit the half a skill point remainder you would have at lvl 30..but it does make it so you'll be receiving the extra skill point on even levels instead of odd
levels, so keep that in mind.) but there is a way to make a shorter trip, bypassing the Deathclaws around the quarry.

From Goodsprings, head east, through Sloan and into Hidden Valley. Bear left, to the northeast, and make way to Neil's Shack. From here, head north until
you run into a cliff. Hug this cliff, following it left, where you'll encounter a ledge, that you can easily jump on thanks to a nearby rock. Pressing in this
direction (still hugging the cliff to not attract Deathclaws,) you'll soon get to REPCONN Headquarters. You'll be out of Deathclaw territory, so making it to
Freeside from here is cake.

Once you're filthy rich (34,000 caps for implants and maybe some more for gearing yourself) go buy all the implants from Dr. Usanagi, with the one left out
due to the Endurance limitation being the regeneration implant. It's outrageously expensive and just as outrageously useless and insignificant.

Leveling Guide

Rather than dictate everything by level, this will show what you would need to distribute, and books you need to find and use, within level ranges so that you
can meet the prerequisites for perks when you get to the level for them, particularly Living Anatomy and Jury Rigging. So, you can control what order you
distribute points within the level range based on your necessities or preferences, but be sure to keep track of what you are doing.

Tag: Explosives, Medicine, and Repair

Level SP Distribution Perks Books to use


2 13 in Guns Rapid Reload
3 16 in Explosives
16 in Guns
4 Comprehension
18 in Medicine
5
13 in Science 4 D.C. Journal of Internal Medicine
6 1 in Sneak Bloody Mess

7 4 in Survival

8 Living Anatomy 4 Big Book of Science


4 Chinese Army: Special Ops Training Manual
9 28 in Sneak
4 Duck and Cover!
26 in Repair
10 Finesse 4 Guns and Bullets³

11 4 The Wasteland Survival Guide

12 15 in Energy Weapons Elective


4 Dean's Electronics
13 12 in Repair

14 Jury Rigging
27 in Energy Weapons 4 Nikola Tesla and You
15
9 in Energy Weapons Weapon Handling²/
16
4 in Lockpick Elective

17
18 Better Criticals
19
20 27 in Barter Elective
21 10 in Energy Weapons 4 Lying, Congressional Style
22 30 in Explosives Elective 4 Tales of a Junktown Jerky Vendor
23 30 in Guns 4 Tumblers Today
24 32 in Lockpick Elective
25 20 in Science¹
26 27 in Speech Elective
27 13 in Survival

28 Elective
29
30 Elective

¹ 16 if getting the 5th Big Book of Science. I recommend the spare points be distributed in Barter, Speech, and/or Sneak. Or if aiming to be able to craft Tremble, into Survival, and
also substituting a point out of lockpick or barter to also put into Survival.
² Weapon Handling, combined with T-51b Power Armor/T-45d Power Armor, will open up many weapons to be used without food or Steady dependency, for convenience.
³ Only 3 copies of this book are available at this stage of the build without entering expansion territory meant for higher level Couriers. The 4th, in Big Sal's office, requires 100
lockpick.

Customization
This is where I hope the build shines. In sacrificing access the melee specialty perks in this way, you'll get access to a versatile array of perks that you can
mix and match. As you go through the game settling in to your preferences of weaponry and tactics, you can adapt your character to suit them!

Really, everything but Comprehension on the above table can be swapped out, they're just strongly recommended; Damage boosts, critical enhancement,
and Rapid Reload are "universally" applicable (Living Anatomy seems to be behaving like Ghoul Ecology), and Jury Rigging goes a long way, especially
with the Built to Destroy trait.

Here's a list of elective perks:

Defense

Toughness (2 ranks)
Hit the Deck
Nerd Rage!

Bounty Hunting

Black Widow/Confirmed Bachelor


Lady Killer/Cherchez La Femme
Entomologist
Robotics Expert

Gunning

Run 'n Gun


Shotgun Surgeon

Stealth

Silent Running
The Professional

Energy

Meltdown
Laser Commander

Explosives

Demolition Expert (3 ranks)


Splash Damage

Incendiaries

Pyromaniac

VATS Combat

Concentrated Fire
Center of Mass
Action Boy/Action Girl
Math Wrath
Plasma Spaz
Nerves of Steel
Miss Fortune
Mysterious Stranger

Level 30 Skills

Skill Value This is what you'll wind up with (unbuffed,) assuming you grabbed all the relevant skill books along the way.
Barter 54
I put the priority in the combat skills, as the notion of stockpiling magazines in order to upkeep weapon skill for every combat
Energy
100 encounter is ridiculous to me. It feels more appropriate to be using magazines (with chem and equipment support) to behave as
Weapons
Explosives 100 "keys" for very hard locks and terminals, and instances of formidable dialogue or interaction checks.
Guns 100
Lockpick 75
Medicine 70
Repair 90
Science 70
Sneak 70
Speech 54
Survival 58

Stackable Consumables
Remember that for food and drink, the effects will double at 50 Survival, and triple with 100, with the exception of (Cass's) Moonshine and Ant
procurements, which are unaffected.

Strength

Buffout +2
Ant nectar +4
Moonshine +2
Beer/Scotch/Vodka/Whiskey/Wine +1/2/3
Bighorner steak +1/2/3
Brahmin steak +1/2/3
Mole rat stew +1/2/3
Cook-Cook's Fiend stew +1/2/3
Perception

Coyote tobacco chew +1


Mentats +2
Party Time Mentats +2
Absinthe +1/2/3

Endurance

Buffout +3

Charisma

Mentats +1
Party Time Mentats +5
Ant queen pheromones +3
Moonshine +2
Beer/Scotch/Vodka/Whiskey/Wine+1/2/3
Absinthe +1/2/3

Intelligence

Mentats +2
Party Time Mentats +2

Agility

Coyote tobacco chew +1


Fire Ant Nectar +4

Skill Enhancing Equipment

1st Recon beret (Perception +1, Critical Chance +5)


Vault 3 jumpsuit (Lockpick +5, Repair +5)
Followers lab coat (Medicine +10, Science +10)
Naughty nightwear (Speech +10, Luck +1)
T-51b Power Helmet (Charisma +1)
Recon Armor (Sneak +5)
Caesar's armor (Survival +5)
Wasteland outfit (Endurance +1, Agility +1)
T-51b Power Armor (Strength +1)
T-45d Power Armor (Strength +2; If planning on using this with guns with 100 skill requirement, you'll need Milsurp Review magazines or Fire ant nectar, to
make up for the Agility -2, or the addictive Steady, which negates strength and skill wield requirements on its own, defeating the purpose of wearing this
armor in particular.. so I just wouldn't recommend this armor unless dealing with Explosives and/or Energy Weapons.)

I hope you'll find this versatile and powerful "pseudo-perfect" build to be enjoyable, or at least the organized information useful!
Good luck!

Voltaic Volition 10:09, December 13, 2010 (UTC)

Very nice write up! We need more like this, I will have a Hunter build up in a few days Stealthology 21:35, February 27, 2011 (UTC)Stealthology

Very helpful information, thanks! (Belatedly, I realize this was posted a few years ago!). I did run into a few issues: I found it a little rough to have such a low
lockpick skill for so many levels. Also, getting all those skill books before level 12 is very challenging! I'm assuming you would go after the easy ones and
pick up other ones later. 8/6/2013

Only one problem... I entered the Tops and leveled up to 4 :( besides that, great guide!s

The Super Human Edit


I have a character build that you may wish to consider. You don't have to follow this character build to the letter, but there are a few perks and a trait that I
recommend that you get, in order to create a super human.

Starting SPECIAL

Statistic Value I know your probably thinking that this build doesn't seem like much, but if you get the recommened perks, implants, and all of the skill
Strength 6 books including all of the skill books in Dead Money, you will get a very powerful character as you progress through the game.
Perception 6
Endurance 6
Charisma 6
Intelligence 6 Leveling Guide
Agility 5
Luck 5 Tag: Barter, Guns, and Sneak. Note I chose my Explosives skill to be my fourth perk when I got the Tag! perk, because it was my
lowest skill at the time.

Level SP Distribution Perks Books to use


Traits Small Frame and Wild Wasteland.
Note Wild Wasteland can be replaced for
1
another trait if you so choose or just have
Small Frame as a trait.
Confirmed Bachelor/
2
Elective

3
4 Educated
5
6 Comprehension
6 Big Book of
7
Science
8 Intense Training
5 Chinese
9
Army: Special
10 Intense Training
Ops Training
11
Manual
12 Intense Training
5 D.C. Journal
13
of Internal
14 Intense Training
Medicine
15
5 Dean's
16 Intense Training
Electronics
17 I try to even out my skills to about the same amount to create a super human. I don't max out any of my skills,
5 Duck and
18 because I think that they might add more skill books and/or increase the level cap in future expansions, If they do Intense Training
that it would make my character even more powerful, therefore I recommend that you don't max out any of your Cover!
19
skills and just use skill magazines and other boosts. 5 Grognak the
20 Intense Training
Barbarian
21
5 Guns and
22 Intense Training
Bullets
23
5 Lying,
24 Intense Training
Congressional
25
Style
26 Intense Training
5 Nikola Tesla
27
and You
Here and Now/
28 5 Pugilism
Elective
Illustrated
29 5 Tales of a
30 Tag! Junktown
31 Jerky Vendor
Swift Learner/ 5 Tumblers
32 Today
Elective
4 The
33
Wasteland
Swift Learner/
34 Survival
Elective
Guide
35

My current SPECIAL

Statistic Value
Strength 9
Perception 9 Level 35 Skills
Endurance 8 Skill Value
Charisma 8 Barter 87 Please excuse the large spacing inbetween the heading of the charts and the charts themselves, I don't
Intelligence 8 Energy Weapons 88
know how to fix it while editing. I hope that this character build will be very fun and helpful to you and if you
Agility 8 Explosives 95
Luck 8 Guns 87
have skill magazines you'll be ready for anything. :)
Lockpick 86
Medicine 86
Charismatic Edit
Repair 86
Science 86 This build is made so that you can earn a BUNCH of money in casinos, talk your way out of anything, and
Sneak 86
sneak away from/shoot your way out of anything you can't. I find that you can pass more speech checks
Speech 88
with the female perks than with the male perks, but either sex will work. Starting SPECIAL
Survival 86
Unarmed 86 Retrieved from "https://fallout.fandom.com/wiki/Forum:New_Vegas_character_builds?oldid=2895386"

Statistic Value
Now, I know most of you will want more endurance or more perception or more agility, but this is honestly all you will need.
Strength 4
Perception 2 Your tag should be: Speech, Guns, and either Repair or Barter (whichever you prefer for repairing your gear)
Endurance 4
Charisma 8 Traits: Small Frame and Four Eyes. These will be a blessing as agility and perception are now not really needed as implants.
Intelligence 10
Agility 3 Now from here on It's fairly easy. Just add 5 points to speech, Sneak, and guns each level-up and you should be fine. Grab the
Luck 9 obvious perks like: Black widow, Cherez le Femme, Terrifying Presence etc.

Balanced Edit

S.P.E.C.I.A.L. = 6.5.9.1.5.9.5. (after geting implants 7.6.10.2.6.10.6.) Traits = Skilled and one you think will give most benefits.

Strategy is realy simple, you just need to get inteligence implant before geting level 2. I sugesting skiping educate and posibly
Comprehension becouse wen you are level 20+ you main skill are alredy maxed and ther is no point having skill points in skills you
never gona use. Generaly it save game balance, perserve image of your specialization and you can chose perk that will define your
build mach earlier. Balanced perception is also important and having 6 perception (7 whit items) will save you from misdirection that
can hapen in open area and you will know on which enemy you need to focus. After geting implant and finishing Old World Blues your
strength will be in range of 8-9 and that alone is inaff for 99% of weapons. And if you live it on 9 you can end up whit 10 str. after
finishing other DLC.

Loyal Enclave Soldier Edit

Honestly, this may seem like a cheap build, and it is geared more towards PC players.

You'll want to bump up your energy weapons, repair, speech and barter to 50 through console commands. Additionally, regardless of
if you go officer gear or power armour, you'll want to add that gear, as well as a plasma rifle variant as well as a laser pistol variant
(non-unique), drop everything else, then set your inventory weight to 0 - as a trained Enclave soldier, you'd be used to carrying your
armour and weapons.

Make sure to side with House and generally place faith in Old World elements (Make the robot head of Primm, etc). Keep on NCR
and CL's good side as long as you can, while killing all mutants, ghouls, etc. Honestly, if you want to go full loyalist, prior to the end
mission, just murder everyone save vault dwellers. Redirect all resources when possible, such as the Vault/Sharecropppers mission.
This is one of the few opportunities you can just be a full asshole. Murder everyone once you're established, recruit the remnants.

Avoid all aid sources with radiation.

I'd suggest low charisma, 7-8 strength to reflect your martial prowess as one of the last pure humans, intelligence 6 to reflect your
academic studies, 8 endurance, average perception since you've been become complacent with your power armour/diplomatic
training. Agility and Luck are up to you, though I would suggest a higher Luck than agility rating, to represent your travels through the
wastes to this point

I'll update as I go along with this play. —Preceding unsigned comment added by 01:46, October 19, 2015 (UTC) (talk • contribs) 222.154.232.126.
Please sign your posts with ~~~~!

Okay so ive done about 40 playthroughs of all diff play styles and i find two to be the most repeating the first being a gun/ncr game
and the other being a energy wep/legion game for both im usually am lvl 40 to 50 before confronting benny for guns/ncr i tag guns
surival and repair i focus on accurcy improving and ap reducing perks

Category: Fallout: New Vegas general discussion

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