Need Feedback On These Build Ideas

DwayneGAnd

Look, Ma! Two Heads!
For me, Fallout 3 has the most complex build system (I've never played Fallout Tactics, Fallout 4, or Fallout Brotherhood of Steel). Yet I've done some research online on the fallout wikia and have written down some ideas for builds for each type of combat skill (exluding explosive).

All builds will:

-Have an endgame strength, intelligence, and luck of 10 for carry weight, skill points on level up, melee damage, and increased critical chance.
-Use the lucky shades.
-Have all ten ranks of Intense Training and all three ranks in either Demolition Expert or Iron Fist.
-Use Black Widow/Lady Killer, Bloody Mess, Finesse, Grim Reaper's Sprint, Ninja, Silent Running, Robotics Expert, Entomologist, Educated, Cyborg, Comprehension, Toughness, Better Criticals, and Strong Back perks.
-Use long range and melee weapons.
-Use either Explosives or Big Guns as a secondary combat skill.

Builds that choose explosives as a secondary combat skill will use grenades, all three ranks of demolition expert, and the Quantum Chemist perk to construct an unlimited supply of Nuka Grenades.

Builds that start off with lower strength and endurance will eventually max strength using the bobble head and intense training. Endurance will only be raised by one point with the endurance bobblehead. They will max perception and agility with the bobbleheads, ant sight, and intense training for the bonuses to small guns/energy weapons, action points, sneak, explosives, and lockpick. They will use either small guns or energy weapons with explosives as a secondary combat skill.

Builds that start off with high strength and endurance will max both with the bobbleheads, intense training, and ant might. There will be two variants, depending on whether or not they will also be a pyromanic. Bother will max endurance and strength. The first variant will use Big Guns and Unarmed. All three ranks of Iron Fist are used with Paralyzing Palm. If they are built as a pyromaniac to use weapons affected by the pyromaniac trait, they will also max perception for the bonus to explosives. Instead of Unarmed, they will use melee so they can use the shishkabob efficiently. They will take all three ranks in demolition expert using grenades.

Silent Assassin builds will max strength, perception, agility, and luck with intense training, bobbleheads, and ant sight for bonuses to melee damage, lockpick, explosives, sneak, action points, carry weight, critical hit chance, and detecting targets.

Below I will list the starting stats for each build. The first set of parenthesis' is for bonuses from equipment and bobbleheads, the second set is for bonuses from Intense Training. Then I will list the armor and weapons used.

Small Guns

S- 5 (6) (10)
P- 7 (9) (10)
E- 5 (6) (6)
C- 4 (5) (5)
I- 7 (8) (10)
A-7 (8) (10)
L-5 (9) (10)

Ranger Battle Armor (Bonus to small guns, luck, and action points)
Ranger Battle Helmet or Combat Helmet
Lucky Shades (bonus to luck)

Jack (increased critical hit rate and damage to limbs)
Reservist's Rifle
Blackhawk
Terrible Shotgun (great for tougher armored enemies in melee range when Jack would not kill fast enough)
Xuanlong's Rifle
Frag, Plasma, and Nuka Grenades

Big Guns

S-7 (9) (10)
P-5 (6) (6)
E-6 (7) (10)
C-3 (4) (4)
I-7 (8) (10)
A-6 (7) (10)
L-6 (9) (10)

Lag-Bolt's Combat Armor (Bonus to Big Guns and action points)
Combat Helmet
Lucky Shades

Deathclaw Gauntlet (Ignores Damage Threshold)
Eugene
Vengeance
Fat Man

Energy Weapons

S-5 (6) (10)
P-7 (9) (10)
E-5 (6) (6)
C-3 (4) (4)
I-7 (8) (10)
A-7 (7) (9) Due to agility penalty
L-6 (9) (10)

Metal Master Armor (Bonus to energy weapons, but gives penalty to agility)
Combat Helmet
Lucky Shades

Jack
Gauss Rifle
Novasurge
A3-21's Plasma Rifle
Metal Blaster
Frag, Plasma, and Nuka Grenades

Pyromaniac

S-7 (9) (10)
P-6 (7) (10)
E-6 (7) (10)
C-2 (3) (3)
I-7 (8) (10)
A-6 (7) (7)
L-6 (9) (10)

Lag Bolt's Combat Armor
Combat Helmet
Lucky Shades

Shishkabob
Man Opener (Ignores Damages Threshold)
Slo-burn Flamer
Heavy Incinerator
Frag, Plasma, and Nuka Grenades

Silent Assassin

S-7 (8) (10)
P-6 (8) (10)
E-5 (6) (6)
C-3 (4) (4)
I-7 (8) (10)
A-6 (7) (10)
L-6 (9) (10)

Chinese Stealth Armor (for stealth field when sneaking)
Recon Helmet
Lucky Shades

Jack
Dark Gun (for crippling and poison damage)
Terrible Shotgun
Perforator
Reservist's Rifle
Frag, Plasma, and Nuka Grenades

Comments would be most welcome on how I did and how these builds look.
 
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A lot of people don't bother with a high charisma score and keep it at 1. But according to the fallout wikia, in Fallout 3, charisma does more than affect speech and barter. It also affects people's disposition towards you and makes speech checks easier to pass. I have played with a charisma of 1 in the past, and found that even with maxed speech skill, many speech checks have a success rate of less than 100%. Having a higher charisma also is taken into effect on the chance of success.

In fact, maxed speech and a very high charisma is the only way to pass the toughest speech checks in the game.
 
This has already been said before, but can you make a General Build and Perk thread?, Seriously, like there's no real reason to have a dozen different threads all of which asking about certain builds, it just over-saturates the amount of threads, when these questions could all be kept in one big discussion.

According to the Fallout wiki Charisma does have a slight impact on Speech checks, as well as whether or not you have a weapon drawn. Neat. Never knew that before.
 
Merged. Stop with the useless threads @DwayneGAnd because you could post most of this crap in already existing threads.
 
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