If you could only have 5 Perks, what would you choose ? I realize a Melee user would choose different than Gun user, that the perks you choose depends on your character build. Not counting achievement perks or companion perks for this poll. We can all agree there are some Perks nobody chooses like re-hacking a locked computer or brewing NukaCola but what are 5 Perks (in order 1st thru 5th) your character can't do without ? Squalor 20:12, May 11, 2011 (UTC)
1- Jury Rigging (i would be a poor ass living on the streets without it.)
2- Meltdown (Energy weapons, not only do i like how it looks, but bunch up some deathclaws and a take a kill shot.)
3- Fitnese/Better criticals (i can't pick between the 2, both are essentail for how i play)
4- Scrounger- Might seem stupid to be listed as top 5, but 9/10 shots come from a container, but having it makes the differnce from 500 rounds to 1500 rounds of max charge ammo)
5- Educated (i like having all but 2 skills being 100, thank you.)
Zion115 21:16, May 11, 2011 (UTC)
1 - Educated
2 - Better Criticals
3 - Comprehension
4 - Strong Back
5 - Finesse
GobTheGoul 00:18, May 12, 2011 (UTC)
1 - Silent Running (I hate playing without it)
2 - Jury Rigging ( whut Zion said)
3 - Comprehension (65 extra skill points and 20 magazine points)
4 - Light Touch (+5 crit for me, -25 crit for them)
5 - not sure, reason for post
Squalor 00:58, May 12, 2011 (UTC)
Comprehension, Sniper, strong back, the one for faster reloading, and the one that reduces radiaton, i think its called rad reduction. i would pick jury rig if there wasn't a 100% repair man found so early in the game and I make tons of weapon repair kits. I get strong back to make sure I can carry all the scraps, wrenches, glue and tape, I can then repair my stuff, and the stuff i sell. If educated is the same one I'm thinking of, I pick it, but its not a priority one for me. If it added more than 2. 3 or 4, would be ideal, the same as a book, then it would be #1 on my list above comprehension.Pappy002 06:31, May 12, 2011 (UTC)
The thing is, Pappy002, using Jury Rigging is much more economical for repairs than paying somebody. A perfect 9mm pistol that costs less than 200 caps will repair a .44 magnum revolver at a fraction of the price that an NPC would. So Jury Rigging is definitely one of my tops. Meltdown would now rank highly for me considering you can kill large groups of enemies so easily (especially with perks such as finesse or the professional). 3nexx 13:48, May 12, 2011 (UTC)
If money were a big problem then jury rigging would be more useful. But money isn't much of a problem as long as you can make weapon repair kits. better crits is my #1, comprehension is my #2 (why bother with 100 lockpicking when you can get it to 80 and pick 90% of locks straight-up and use a magazine for the other 10%?). Others depend on the build and playstyle. Hand loader/vigilant recycler is #3 for a guns or EW build.22.214.171.124 17:25, May 12, 2011 (UTC)
Like I said, I make and use tons of weapon repair kits. You need a repair of 90 for jury rig, which means your somewhat up there in levels, and by the time I get it, I've already cleaned out all the casinos (somewhere around 40000 caps. Not including Dead Money). Caps are easy to come by in this game, and if I pay to get my stuff fixed, its mainly my armor, because of the weapon repair kits. Then I repair the expensive weapons, (and my personal weapons) and sell them. Actually you find so many weapons, you don't even have to repair ALL the extra weapons all the way to 100% to get decent caps for them, especially if your inventory is full with 15 guns at let's just say 100 caps each. That's 1500 caps. I never said the perk was no good, just not a priority perk.Pappy002 06:11, May 13, 2011 (UTC)
1 Educated 2 Comprehension 3 Jury Rigging 4 Pack Rat (If you play on hardcore) 5 Better Criticals (I am level 35 and I do not have this perk I do not know why I did not get it) --Terminator512 11:59, May 13, 2011 (UTC)
I'm hoping to hear from a Melee/Unarmed player ? I was Lvl 35 with 100 skill in Melee & Unarmed but was not good with these weapons and had a bunch of VATS perks. I thought to myself, "I got chems for that, I should have picked something to make getting the rest of the challenges easier". I took Cowboy. I should be throwing dynamite and using Chance's knife. I wonder if Knock Knock counts as a hatchet ? With so many skills at 100 I won't be able to use any Honest Hearts books. My Med & Survival are both 55 so most of the DLC would be throwing points in there. So I backed up to Level 17 when my book hunt was almost complete. I now have all the Mojave skill books including the Dean's locked in the BoS bunker. Lost all my cheap weapon mods, dang patch and am ready to go to the Madre. Squalor 00:36, May 14, 2011 (UTC)
Concerning melee/unarmed, you have to decide wich path you will take. Melee weapons generally have low critical damage and sometimes even 0 critical chance, so they are not VATS dependent and don't require a high luck build (usually I drop my luck to 2 or 3). For this reason, choosing finesse/better criticals and VATS centric perks are a waste. Unarmed weapons on the other hand deal massive critical damage and are VATS dependent, wich means that a high luck and VATS oriented perks are better choices. For example, the Mantis Gauntlet has x3 critical chance, with 5 luck + finesse + ninja + VATS, this weapon will always critical hit.
Concerning skills, if your intelligence at the start is 7 or more, Educated is simply a waste of time. You will gain enough points for your main skills being raised to 100. Most of the time you don't need them at 100%, the Fire-Axe/Knock-Knock at 70 melee are devastating (the requirement is 75). Most weapons that need 100% requirement are very good at 85/90. Also, don't forget that strength raise the damage of all melee weapons, so you compesate the less skill points with higher damage. Brfritos 03:08, May 14, 2011 (UTC)
http://fallout.wikia.com/wiki/Mantis_gauntlet That looks nice. I think I want to use Chance's Knife and Knock Knock to try to get Melee Hacker. My SPECIAL is 126.96.36.199.10.10.9 so Unstoppable Force is out for me. Purifier is too narrow. Ninja sounds great, my critical chance is already 28% but the article says it's botched. That leaves me with Piercing Strike and Slayer. Squalor 09:49, May 15, 2011 (UTC)
Better Criticals, Finesse, Educated, Comprehension, PIERCING STRIKE first four are pretty obvious and piercing strike allows negation of 15 points of enemy DT with ALL melee AND unarmed weapons, its basically amazing
- thanx Koopachalupa (and welcome), that's a pretty solid reason to get Unarmed to 70. So, what's everybodys favorite Explosives perks ? Squalor 19:51, May 15, 2011 (UTC)
I would say Jury Rigging (Since NCR combat armor costs 11,000 caps to repair) Strong back (I love weapons) Scounger (I love weapons that shoot) Fortune Finder (I like to brag on being rich) Explorer (I like to know I've found everything)
I find it odd that so many people choose jury rigging. I guess it would depend on what armor you use, but as far as weapons repairs the jury rigging perk has become obsolete. With dead money you can get more free weapons repair kits then you will ever use. I have like 600 or so in my house, I’ve basically stopped going to the abandoned BOS safe house to get them.
As for the fortune finder perk, you make more caps killing one raider and selling his gear than you will make searching 10 buildings with that perk. If you want to make quick caps, go to the gun runners factory and kill the two guards patrolling outside. You will make about 6000-8000 caps (depending on barter skill) selling their guns and armor and they respawn every 72 hours. There is no penalty or karma loss what-so-ever for doing it. With fortune finder you wont find an extra 8000 caps in the entire game. ReapTheChaos 07:03, May 22, 2011 (UTC)
- That's because most people choose Jury Rigging for making money Reap, but I think it's a waste. You can easely sell two 75% condition 10mm pistols and make 1200 caps in a batch. Since most enemies use 10mm pistols or SMGs, just do the math. But Jury Rigging shines at the DLCs though, where equipment and armors are limited. Brfritos 13:01, May 25, 2011 (UTC)
I went to the Madre with that character at Lvl 18 and after recruiting the three and getting their companion perks I picked Dean and told him to wait at the fountain while I emptied the rest of the villas by myself with the Cosmic knife clean. I took Ninja at Lvl 20 and the extra sneak critical damage seemed to be there but not the extra critical chance. My character had +22 crit chance plus what Ninja was to give. After reading more of the advice here, I started a new character. After Implants my special is 188.8.131.52.8.10.9 with Built to Destroy & Fast Shot. Tagged science, lockpick and repair. Took Light Touch at 2, Comprehension at 4, Hand Loader at 6 and Cowboy at 8. Got Chance's knife at Lvl 2 and am half through with Up Closer. Got Chinese armor and Boone's beret. I'm still at 8 and want to take Grunt instead of Finesse for Lvl 10, talk me out of it. 184.108.40.206 18:03, May 24, 2011 (UTC)
1: Jury Rigging. I absolutely must have it. I use This Machine, it costs a fortune to have vendors fix it, and I can't be arsed to hoover up every roll of duck tape in Nevada to make WRKs.
2: Living Anatomy. I like not having to shift tab and fuck with the Steam overlay to find out of Enemy X has a DT or not. I just look at it, sometimes trigger VATS if the game's being stubborn, and all pertinent info is right there on my HUD.
3: Strong Back. I have a habit of taking anything that isn't nailed down so long as it's valuable. I also tend to favor luck when I build a character, as there's hundreds of thousands of caps sitting in Vegas waiting for me to hit the Blackjack tables. <3 mods. Anyways, I need Strong Back to lump all the gear I steal.
4: Weapon Handling. Again, I tend to dump most of my SPECIAL points into luck. My builds usually net an STR of 6. However, getting and using an AMR is priority 1 as far as loadout goes. You just can't get a better anti-deathclaw weapon. The AMR has an STR of 8. This perk takes care of that.
5: Long Haul. I tend to loot so much stuff that the companions are full, I'm overloaded, and I'm miles from the nearest trader. With this I can just zip right to Gun runners and offload some stuff. Or, if they're out of caps, stash it in my house.
I don't use VATS, so I'll never take VATS perks. I don't use EWs, so I don't need any of their perks. I don't do unarmed/melee either, unless I've got absolutely no choice, so it's a waste of perks there too. I'm the best at space!
- 1)Intense training
- 2)Intense training
- 3)Intense training
- 4)Almost perfect (from Fallout 3, why isn't this in New Vegas!!!??//1111 I can't make my god chacter with out it)
- 5)Post end game play. A new perk that they should make real because some guy on the internet said so, and I know more than all everyone at Ob and Beth because I'm on the internet and am a boss and junk like that. Basically, it lets you do post end game game play, becaus I lack the ability to save before and don't under stand that the point of ne return is a point which you cannot return from. I'm so smarts.
- I joke.
- 1) Jury Rigging. Everytime. Always and forever.
- 2)Rapid Reload, I'm all about speed
- 3)Actally, that's it for me.
- JASPER//"Do you like hurting other people?" 16:08, May 25, 2011 (UTC)
In no particular order: 1. Jury Rigging: How do you play this game without this perk? 2. Pack Rat: 100 lbs of crap down to 50? It's a given. 3. Educated: More skill points! 4. Comprehension: More skill points!! 5. Long Haul: No more bullshit slogging through the wastes at a snail's pace. Zac hemker 19:19, June 2, 2011 (UTC)
2. Strong Back
3. Pack Rat
4. Long Haul
5. Super Slam, nothing like hitting down a secutitron with a switchblade!
- I use 2, 3 and 4 because i'm a collector (basically picks up everything)
--Liam1127 16:01, June 4, 2011 (UTC)
It's been awhile since I posted this question so I dug it up from it's grave. Now that all the DLC's are out maybe some you you have different ideas. I like Voracious Reader for unlimited Police stories magazines. Like Chemist and Pack Rat for playing Hardcore. I like Long Haul for the convience of it. What are your top five perks now ? Squalor 23:49, November 1, 2011 (UTC)
With nearly unlimited weapon repair kits from Dead Money, Jury rigging is a waste. I used Long Haul on my previous build. It was great for hauling massive amounts to merchants, but my second character now has 300k and I have not even sold any DM treasure. I just use the [dropboxes] and put up with the slow trudge from Freeside to The Fort/M&R's/GR. Educated is unnecessary since I expect to max out before L40. I still took Comprehension because it doubles Magazines. The rest all depend on if you are going guns/energy/melee/unarmed. GRPeng 01:00, November 2, 2011 (UTC)
For me: 1 - Jury rigging
2 - Bloody mess
3 - Educated
4 - Long Haul
5 - Sniper, Paralyzing palm, Super slam (depending on what combat style I'm specializing in. I hate energy weapons and explosives.) Bldudas 18:27, November 2, 2011 (UTC)
- Why Educated and Jury rigging? I don't understand. GRPeng 00:45, November 3, 2011 (UTC)
- Educated for I can get more skill points per level up. Jury Rigging for I can repair items with similar items. Bldudas 14:21, November 3, 2011 (UTC)
- I guess Educated might be necessary if you did not pick at least 8 INT when you created the character (I miss Almost Perfect from FO3). With Dead Money, you have nearly unlimited weapon repair kits so you never have to worry about repairing any unique weapons. It does make sense if you do not have DM or OWB. GRPeng 16:52, November 3, 2011 (UTC)
- I always make my character with 9 or 10 INT, but I like the extra points for I can get my main skills to 100 faster. I only played Dead Money once, and I won't play it again. I prefer to fix items with repair than repair kits, since I also repair armor. Plus, you can stop yourself from being over encumbered without dropping anything. Bldudas 13:50, November 4, 2011 (UTC)
- Okay, it makes sense if you are not playing Dead Money. You need Educated to make up for not getting the skill books, and Jury Rigging to make up for no repair kits. Those two things are the only reason I play it. Rad Child made dealing with The Cloud and Ghosts trivial on Hardcore. GRPeng 18:05, November 5, 2011 (UTC)
1. Terrifying Presence: wish it was a 'free' perk or trait.
2. Piercing Strike: for crushing the entire Legion with Knock Knock.
3. Travel Light: to get closer, faster.
4. Slayer: because speed kills.
5. Math Wrath: I might need to go to VATSaholics anonymous because of this one. --220.127.116.11 18:35, November 4, 2011 (UTC)
1. Without a doubt if i could only have one there is no question: Jurry-rigging
2. SWIFT LEARNER FTW! jk, can you imagine? actually strong back/burden to bear
3. Strong back/burden to bear, whichever i didn't pick if dlcs count
4. Comprehension because i am a skillbook freak and collect every single one every time.
5. Educated for the same reason. I'm too lazy to do the math to decide which of these two is better. Nivlac96 22:13, November 5, 2011 (UTC)
1) Rad Child
This perk allows me to kill enemies by merely strafing them and when combined with food and the high survival skill required allows me to become almost invincible, with the only real exceptions being Deathclaws unless you REALLY use a lot of food and makes Dead Money ridiculously easy.
Anything that can wear off is considered a chem. Anymore questions?
3) Implant GRX (Rank 1)
Makes deathclaws a piece of cake.
4) Implant GRX (Rank 2)
Now I'm almost invincible.
5) Them's Good Eatin
Can't touch this.
Strong back - I pick up a lot of stuff Bloody mess - It doesn't do much but I love it when you can decapitate someone with a 9mm Educated Rapid reload Tag/Here and now --18.104.22.168 19:26, January 19, 2014 (UTC)
1-'Pack Rat' (Priceless since i play only Hardcore mode, especially during the DLC) 2-'Better Criticals' (i often play as a sniper, aiming for sneak attack critical headshots) 3-'Vigilant Recycler' for Energy weapons specialist OR 'Hand Loader' for Guns specialist (handcrafted ammo reveals full potential of weapons) 4-'Laser Commander' for Energy weapons specialist OR 'Grunt' for Guns specialist (with handcraft/optimized ammo, affected weapons becomes deadly) 5-'Thought you died' (for almost invincibility at Lvl 50) --- GEMINI57
The way i think wen it come to best perks is based only on ability of perk alone and not in combination you do when you build character. But even then prefered way to play influance choices whit esencials or logical choices. Best one in category for me then are: Silent Running, Implant GRX, And Stay Back, Better Criticals, and last one is probably Toughness for overall protection and limbs protection or mor class orentated Concentrated Fire. nEVER_BoRN