[FO2] Ninja build problems.

TehSeel

First time out of the vault
Well, i tried searching for a ninja build idea here, but seems it's not that popular. Or just not recorded.

It does pose a few problems though, and looking for some input. On general level too ofcourse.

What i've come up with.

Str: 3 (Those uys ain't that strong)
Per: 8 (For faster sequence)
End: 3 (ninja's don't get hit :lol: )
Cha: 3 (Ninja not speak, ninja silent)
Int: 3 (Ninja no need brain to kill. Durr...what?)
Agi: 10 (Self explanitory i gather)
Luck: 10 (For criticals and well, luck is a good money source too)

For perks i went with Finesse(critical add and with low str it's hardly any matter on the damage beyond crits) and Kamikaze(ninja fast*nod*). Seemed fitting.

For skills:
Melee (swords ofcourse)
Throwing weapons (Where are the throwing stars?)
Sneak (Ninja Vanish!)

Unarmed would be nice, but you can tag it fairly early or just use points to the allready high number. (At 56 allready, add the village+klamath training, it's quite easy to get up)

Now the problems here, that i see, could be the the low Charisma and Intelligence. Charisma isn't actually a big problem from an RP point of view, since ninja's are rather solo machines and don't talk too much anyway. But the low intelligence isn't very fitting and also might cause some problems along the way.

I'm thinking of dropping the Charisma even to 2 and drop the perception to 5, to add to intelligence. 7 would probably be enough.

Any ideas?
 
You can always drop the Charisma. IN lower than 4 is overdoing it, IMO, since that only leaves you with dumb dialogue options.

An odd Endurance is a bad idea, the odd point won't give you any HPs per level.
 
So basicly i could drop end to 1 since 1 or 3 is basicly the same and drop Cha to 1 and lift perception to 10 and int to 5?

Actually when i put it like that, it doesn't sound too bad. Hard maybe with the low end, but not too bad.

EDIT:

If i really wanted to take this into a "roleplay" way, i should take out kamikaze and put in bloody mess. Would give the added basic armor since all points count, with high perception the sequence is high allready and with bloody mess it would be more of a Kill Bill(or other ninja movie) type of ninja life :lol:
 
Go with an even number in EN (4 or 2), CH doesn't matter for you, so lower that to 1. Have 4 or 5 of IN.
 
Silencer said:
Go with an even number in EN (4 or 2), CH doesn't matter for you, so lower that to 1. Have 4 or 5 of IN.

Ah misunderstood the -odd- meaning in your previous post. Got it now. I think Int 4 and end 2 would be fitting enough, RP and efficiency wise.
 
I suggest:

STR 5 You'll want the carry weight. Armor, rocks, etc.
PER 6 This is enough for medium range throwing
END 1 I liked your ninja-don't-get-hit reasoning
CHA 1 How can anyone like you if they can't see you?
INT 7 Good for dialogue options and skill points
AGI 10 How'd he kill three of us so fast?
LCK 10 Damn ninja. One rock to my left arm and I'm dead!

Finesse. Criticals = Ninjas
Kamikaze Ninjas ARE fast.

Melee Yep
Throwing Yep
Sneak Yep

Sounds like fun. Maybe I'll try.

Misteryo
 
Perks to go for:

3: Thief
6: Ghost
12: Silent Running
15: Night Vision
18: Silent Death

They'll suck, but oh, the flavour! OK, so here's a ninja-y setup that doesn't suck:

3: Awareness (I see all!) or Thief (Sneakity sneak!)
6: Bonus Move (How'd he get so close!?)
9: Better Criticals (Sword-in-eye!)
12: Living Anatomy (Sword-in-spleen!)
15: Bonus HtH Attacks (Slash! Slash!)
18/21: Action Boy maybe (Slash!!)
24: Slayer (When I look at people I see only pressure points!)
 
Misteryo said:
STR 5 You'll want the carry weight. Armor, rocks, etc.
PER 6 This is enough for medium range throwing
END 1 I liked your ninja-don't-get-hit reasoning
CHA 1 How can anyone like you if they can't see you?
INT 7 Good for dialogue options and skill points
AGI 10 How'd he kill three of us so fast?
LCK 10 Damn ninja. One rock to my left arm and I'm dead!

Kamikaze Ninjas ARE fast.

Yeah, this is probably the most working way to set skills. Except for the endurance part being better at 2 for hit points every level(don't hurt ot have 'em).

What is the FUN, maybe not most efficient, way is to go:

STR 4: Can use any weapons except sledges, ninjas don't use 'em anyway. Carryweight is enough for the needed stuff(especially since powerarmor ain't ninja like. Bridgekeeper robes and that's it :D)
End 2: For the extra HP, though not needed, helps in owie situations.
Per 8: This helps with the lack of kamikaze(reason soon)
Int 5: Enough for dialogue and skills.

Rest the same.

Now the fun part is to leave out kamikaze(the perception takes it to 16(which is 1 more then with per 6+kamikaze) and take bloody mess. This makes the game more, ninja movie like with guts 'n stuff :lol:

Also these depend(like with Pers' perks, if you want a more throwing ninja or swordlike ninja.
 
Let us know how Ninja turns out. I think getting to level 9 will be the most challenging and fun part.

Misteryo
 
I tried it doing the trials and doing arroyo quests and i most say, the critical factor sure makes the character deadly, onswe you put some points into melee and throw your character is deadly like hell
And the sequence factor is good too, and theres a perk that adds 2 to perception, onswe this is perk is added your sequence is the highest as ever
 
Aye, it's working very nicely.

Funny is that when i ask sulik to join me heading south he replies with "Gonna take a nap, talk to grampy bone, not going anywhere." :D Cursed be my Charisma. Ohwell, loner works too.

I went with the 8per, 5int ninja with a bloody mess instead of kamikaze.

Currently have 7 throwing knives and a combat knife and the combo is, as stated above, deadly.

*knife to eye*

What? 50hp wasn't enough?

EDIT:

Just had a funny battle with four bandits.

One advances, my turn, throw a knife and cripple his left leg. Next round it's my turn again, throw another bandit in the head, knocking her unconsious. Two remaining advance, the one runs away with his gimpy leg. I take down the third bandit with another throwing knife to the eyes and wait. Last bandit comes right next to me, critically misses and loses next turn, two stabs to the groin and eyes later, he's dead. Finish off the running away ones and smoke a ciggie :D
 
Haha! Sounds like a blast. I'm glad Ninja is working.

You don't want Sulik anyway. How many ninjas travel with a guy who just rushes into the middle of the enemy with a sledgehammer? Or, even more unlikely for a ninja, with an SMG?

Misteryo
 
Misteryo said:
Haha! Sounds like a blast. I'm glad Ninja is working.

You don't want Sulik anyway. How many ninjas travel with a guy who just rushes into the middle of the enemy with a sledgehammer? Or, even more unlikely for a ninja, with an SMG?

Misteryo

Yeah, no companions for me. Suliks a bore really anyway. Only reason i'd want him is to sell him. As the previous statement might suggest, I'm playing an evil ninja, named Evil One(not chosen) and perks so far(just reached level 6):

Awareness: Very handy to see the damage to know what to hit and how.

And the best part...More criticals perk! :lol: It's at 25% now. Like it wasn't enough allready, just had to.

Keeps getting better all the time. Just have to stay away from childkiller and gravedigger(though tempted).
 
I think I've been a gravedigger in every game I've ever played, good character or not. Other than a slight drop in karma, it has no effect. I always figured in the post-apoc wasteland, you need loot wherever you can get it, and nobody can really fault you too much for taking from the dead.
 
Have to agree with the gravedigger. It drops karma(which for an evil character is a good thing), but that's about it.

Here are some tips i've learned while playing this char:

Healing is your friend:

Use stimpacks, no, you won't need 'em "maybe later", you need 'em now. If you drop to a low health, use 'em. Sure you could get another hit in, but staying alive(ha ha ha ha) is much better. Also there's plenty of stims to come around the corner, you'll probably never run out.

Doctor and first aid are at a reasonable level when you start off, so use 'em too. Saves a lot of time since with the low endurance, you'll need days to heal otherwise. Also good in midbattle, get those extra free healthpoints.

Hit 'n run:

Stabby stabstab their legs and they run like little girls. Unless you're actually fighing little girls, in which case they just run. The awareness perk helps in this matter a 100%. Stab their leg, see if they fall down, check their status and if they have crippled limbs, they will run. Do this to all enemies and you can take out a pack of 8 deathclaws with ease.

Another good tactic to remember, is that you can get two aimed shots in and move 2 spaces. this might not seem like much, but in most cases, taking the distance forces the enemy to move and they can only get one hit in. Survival survival survival.

Skills:

First get your melee up, it's rather easy to put in say, 120% and leave it there for a while. Then bring the throwing up to a 110%. you won't need sneak so early, so leave it for last. Get it up to 101% next and then you can use the rest(if you want) for unarmed. Very ninja'ish to have unarmed too. Also helps in New Reno with the boxing.

That's it for now, quite basic tips, but helps when playing a rather "difficult" occupation.
 
I didn't take one kamikaze because i wanted the bloody mess perk, which is only for fun factor. Throwing a knife and seeing someone splatter is just...nice.

Also one hander, it would be nice, but it's a matter of ninja style.

I went more with the critical, fast kill style. Level 9 and i got awareness, more criticals and better criticals(20% to critical damage) perks.

It's deadly as can be.

The basic build works, and if you take kamikaze, you can switch the 2 per points to int.

You do have to save a lot and you DO die because there's no help in battle. Though was tempted to take the mysterious stranger perk, which is really nice for a solo character. Just wasn't ninja'ish.
 
I'm glad Throwing worked out for someone. It'll get progressively more useless, though. :(
 
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