![]() ![]() If you get the Steeltown DLC you can get an environmental +1 that does qualify you so you only need to be at l8 (7 plus book) to afford it. Armor Modding has a decent l10 feat if you can easily afford it on a main party member, and the trinket does count. Unlike qualifying for perks, trinkets don't cut it. However, crafting recipes only unlock if you actually buy the skill. (Note that there's an important L5 Weapon Modding check in Denver). Weapon and Armor Modding are great mule fodder. ![]() L8, book, trinket to buy the l10 feat if you like it (pairs great with Vangarian Blood) is as much as anyone strictly speaking needs. It IS handy to have a (single) more dedicated doc go higher. You'll get the maximum benefit if you get to rank 3 or 5 pretty early in the game.įirst-aid gives you 80% of the benefit if you buy up to level 4 so it might be worth having multiple characters at that level. So this is a good skill to consider only buying up to rank 7 if you're tight. The benefits scale in a linear way but of course the costs keep going up. Leadership is a great skill but doesn't gate anything and you get the last perk at level 5. IF you go this way Cybernetics is a perfectly viable alternative. (With trinket gives you l5 perk.) That only costs 5 skill points but still will get in the way if you are genuinely trying to have everyone max 3 utility skills.īecause of how the mechanics of Combat Shooting work, you're going to need to spend 27 skill points to buy this one all the way up to level 10 since the book only gives you the first level. If it really bothers you, when you finally get the skill book you can always pay to retrain back down to level 9 and then read it to free up the 6 skill points.Īnimal Whisperer is an absolutely fantastic skill that virtually any build can benefit from taking 4 ranks of. So consider having a dedicated small arms guy buy to l10 early. Small Arms does have a skill book but you're not going to get it till the very end of the game and there are several good weapons you can acquire early that need it. (There are diminishing returns of course.) So this is one that multiple characters might want and would benefit at least somewhat from buying all the way to 10. The trinket's not really going to help with that unless you wear it all the time. It's a skill that does gate many areas but also benefits any character who uses primarily explosive weapons. 10 for some crafting.Įxplosives DOES have an easily accessible skill book and a somewhat accessible trinket. So possibly plan on having multiple people buy this all the way to 10. Unfortunately the only skill book is locked behind a combat encounter that for RP reasons many people would rather not initiate. Weird Science is one that's very useful on any character who primarily does energy or elemental damage. ![]() (It also buffs your damage vs mutants and animals.) Or you can be like my buddy Pie and skip this one altogether. If you think the primary purpose of survival is avoiding worldmap encounters you can buy to 6, use the book to 7, and trinket to 8 while in the Kodiak at the southern edges of the map. (Mechanics buffs the character vs machines and Nerd Stuff lets you hack some high-level robots so YMMV here.) Likewise, Nerd Stuff, Hard-Ass, Mechanics all are primarily useful for passing various checks and all have tokens and armor. You get 100% of the utility of Toaster Repair by buying up to L7, using the book for L8, and using a trinket and (missable, so be careful) helmet for the occasional L9 or L10 toaster. Others will probably cost you more than 22 skill points to max. Some skills just don't need to go to 10, even with a book. If you get to l26 (doable, not guaranteed) and everyone maxes INT, you can pretty much max 4 each. The longer answer is much of what the other poster said. So easily maxing 12 of those gets me pretty far and leaves me lots of room to double up when necessary. The short answer is that it's very easy to max 3 skills per character and it's hard (but totally possible) (but hard) to max 4 skills per character.īecause I typically put max Barter, Weapon Modding, and Armor Modding all on one mule at base, I only have 13 utility skills to worry about. ![]()
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