Fallout 3 what perk should i choose




















This perk will provide an extra 92 skill points from level 4 to This perk becomes more useful in Fallout: New Vegas due to the lower number of skill points received when leveling, the lack of skill Bobbleheads, and fewer skill books available. Definitely the perk that immediately gives you another level is worthless. But put them altogether and it is. The level you just gained has no perk, as Here and Now effectively disappears after giving you another level.

In simpler terms, you level up again at the cost of a perk. The Tag! In Fallout, Fallout 2 and Fallout Tactics, tagged skills increase at double the rate of an untagged skill i. Swift Learner is not worth it. Small guns, repair, lockpick… those are the three I strongly recommend.

These seem a bit questionable to me Radiation Tolerance Convenience pick Nerves of Steel Not that useful, but picked in theory of maximizing VATS Rad Absorption Convenience pick Rad resistance slows the rate of getting rads, which is helpful in high-radiation areas. At the very least, it is better than rad absorption. In the end, rads can be rid of by using the abundant rad-away.

Adamantium skeleton may be an better convenience perk. Nerves of steel will most likely never see one use, ever. Even if it magically does, you won't notice it. Lastly, I think mysterious stranger is more of a tradeoff because not everyone wants to run around in the stealth suit and he can make pot shots into lethal shots. He makes the game more fun, IMO. I did from rads once. I went swimming in the water outside The Pitt. User Info: Wandrian. Okay, my two cents. GREAT perks you should absolutely take on if you intend to make your character as strong as possible and likewise avoid if you're looking for a challenge.

Variable, well I couldn't think of a more appropriate term but these would be perks of varying use depending on how you intend to use the character and your character's abilities. Worthless perks are just that; worthless. They have no value, asides from at level 3 when you have no choice but to take on one of them. Lady Killer: Nerfed Black Widow for all intents and purposes. Entomologist: Albino radscorpions are a pain, this makes them less painful.

Iron Fist: The Unarmed damage boost has no downside, but not all characters are geared for Unarmed weapons with lower Strength.

Bloody Mess: An overall, tiny, damage bonus that takes up a perk slot and occasionally makes looting corpses harder. Demolition Expert: Wonderful with a good Explosive skill, pity that having lots of grenades on hand takes up a lot of room.

Otherwise leave them be. Otherwise, take Intense Training or another perk. If you're unsure of what to take, I'll leave you with my perk recommendations, all the way to level Well, it is possible kind of. I haven't done it, but here's how I'd suggest you proceed:. Start with an Intelligence of 9, and immediately after you exit the vault, run to Rivet City and find the Intelligence Bobblehead.

Take the Educated and Comprehension perks of course , and all levels of Intense Training. Find all of the books, Bobbleheads and such. Take the Strong Back and Commando Perks at level 8. You will be able to carry another 50 pounds of equipment! This means less time spent running back to town to unload junk and less equipment dumped because you ran out of space. Since two-handed weapons like Assault Rifles are some of the most common in the game and more than likely, what you will be using for most of the game, having them hit the target more with the Commando Perk is a tremendous advantage.

Take the Animal Friend and Finesse Perks when you hit level



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