Fallout: New Vegas – Critical Energy Build + Weapon + Perks/Skills

Fallout: New Vegas – Critical Energy Build + Weapon + Perks/Skills 1 - steamlists.com
Fallout: New Vegas – Critical Energy Build + Weapon + Perks/Skills 1 - steamlists.com

Level 50 critical energy weapons build, optimized around achieving max possible critical hit chance, high damage output (with ranged weapons), max base HP, max base DT (so we can withstand while wearing light armor), utilizes energy weapons, as well as crafting magazines for endless supply of True Police Stories.


Fallout: New Vegas - Critical Energy Build + Weapon + Perks/Skills - Preview - 51A15D4


Before we begin, this build requires you have all DLCs, and if you are a beginner, be aware that early levels will be tedious and relatively tough and know that this guide contains spoilers and is primarily focused on seasoned players who are more familiar with the game mechanics and are ready to take a challenge.




BaseImplantsGear & PerksTotal
S 5+1 Strength Implant+2 Reinforced Spine8
P 5+1 Perception Implant+1 1st Recon beret7
E 8+1 Endurance Implant+1 Atomic-valence tri-radii-oscillator10
C 1+1 Charisma Implant+1 1st Recon beret3
I 6+1 Intelligence Implant7
A 7+1 Agility Implant8
L 8+1 Luck Implant+1 Divide Survivor10



Built to Destroy+3% Critical Chance+15% weapon wear+3% crit chance for +15% weapon wear isn’t bad, Jury Rigging and weapon repair kits make this a negligible issue.
Hot Blooded+15% damage when your health is below 50%-2 to Perception and Agility when your health is below 50%An overlooked perk, +15% damage (every type) when below 50% HP is a no brainer here, also negative effects could be easily negated by reading skill books to offset the penalties.


Tag Skills

Guns, Energy Weapons, Sneak
Note: Guns, Energy Weapons, Sneak, Repair, Science, Lockpick, Medicine are fine choices.
By level 50 we’ll have enough skill points already, but being ranged focused build means we don’t need to invest in Melee Weapons, Unarmed and Explosives skills before maxing out other more important skills.



Pick perks in order you prefer.

Level #NameLevel reqOther requirementsRanksBenefit
2Rapid Reload2AG 5, Guns 301All of your weapon reloads are 25% faster than normal.
4Comprehension4IN 41You gain one additional skill point for reading books and double the skill points for reading magazines.
6Cherchez La Femme – Confirmed Bachelor2Female PC – Male PC1+10% damage to the same s*x and unique dialogue options with certain characters.
8Stonewall8ST 6, EN 61+5 DT against melee and unarmed attacks and cannot be knocked down during combat.
10Finesse10None1+5% Critical Chance.
12Life Giver12EN 61+30 hit points.
14Silent Running12AG 6, Sneak 501Running no longer factors into a successful sneak attempt.
16Jury Rigging14Repair 901Repair any item using a roughly similar item.
18Better Criticals16PE 6, LK 61+50% damage with critical hits.
20Nerd Rage10IN 5, Science 501+15 DT and Strength increased to 10 whenever health is 20% or lower.
22Toughness6EN 52+3 DT permanently.
24Toughness6EN 52+3 DT permanently.
26Black Widow – Lady Killer2Female PC – Male PC1+10% damage to the opposite s*x and unique dialogue options with certain characters.
28Living Anatomy8Medicine 701Shows health and Damage Threshold of any target. +5% bonus to damage against humans and non-feral ghouls.
30Implant GRX
30Endurance 82You gain a non-addictive subdermal turbo (chem) injector. This perk may be taken twice, with the second rank increasing the effect from 2 to 3 seconds and the uses per day from 5 to 10 (activated in the Pip-Boy inventory).
32Implant GRX
30Endurance 82You gain a non-addictive subdermal turbo (chem) injector. This perk may be taken twice, with the second rank increasing the effect from 2 to 3 seconds and the uses per day from 5 to 10 (activated in the Pip-Boy inventory).
34Chemist14Medicine 601Chems and (in Hardcore) stimpaks last twice as long.
36Voracious Reader22IN 71Damaged books become blank magazines; can copy existing magazines into blank magazines.
38Laser Commander22Energy Weapons 901You do an extra 15% damage and have a 10% extra chance to critically hit with any laser weapon.
40Bloody Mess6None1+5% overall damage; more violent death animations.
42Retention2Intelligence 51Skill magazines have a longer duration.
44Light Touch2AG 6, Repair 451While wearing light armor you gain +5% critical hit chance and your enemies suffer a -25% critical hit chance.
46Meltdown16Energy Weapons 901Foes killed by player Energy Weapons emit a corona of harmful energy. (Note: May cause a chain reaction)
48Vigilant Recycler6Science 701Recover drained ammunition twice as often for energy weapons and all recipes for recycling recipes are unlocked.
50Just Lucky I’m Alive50Neutral Karma1+4 Luck for 3 minutes upon finishing a battle with less than 25% health; immunity to critical hits, +50% critical damage.


Special Perks

NameUnlock conditionsRanksBenefit
Lonesome RoadLeave ED-E behind in Ulysses’ Temple.1+10% damage and +10% V.A.T.S. hit chance when you have no companions.
Reinforced SpineSink Auto-Doc after Old World Blues is finished (optional to get if you take your organic spine back).1Strength +2, Damage Threshold +2


Alternative Perks

You can drop Implant GRX and choose other perks instead, below are some examples with synergizing perks.

Implant GRX (2)If you like utilizing Implant GRX
Shotgun Surgeon & And Stay BackIf you like shotguns.
Cowboy & Quick DrawIf you like being a cowboy.
Sneering Imperialist & Fight the Power!More damage and critical hit chance against certain types of NPCs.
Tunnel Runner & Travel LightFaster movement while wearing light armor.
Grunt, Run ‘n Gun, or The ProfessionalOther guns oriented perks.
Fast Metabolism, Old World Gourmet, or Chem ResistantOther potential perks.



1st Recon beretPER +1
Crit. Chan. +5
Ulysses’ dusterCrit. Chance +5%
CH +1
Atomic-valence tri-radii-oscillatorDT 4
Endurance +1
Health Regeneration


Attributes, perks and traits that increase critical chance include:

NameCrit chanceTotal
LuckPermanent +1-10%10
Built to DestroyPermanent +3%13
Light TouchTemporary +5% while wearing any light armor18
FinessePermanent +5%23
Laser CommanderPermanent +10% with lasers33
Set Lasers for FunPermanent +2/4% with energy weapons37
1st Recon beret+5 Critical Chance42
Ulysses’ duster+5% Critical Chance47
True Police StoriesTemporary +5% (+10% with Comprehension)57
Just Lucky I’m AliveTemporary +4 Luck for 3 minutes when ending combat with 25% health or less, effective +4%.57/61
Vault-Tec Assisted Targeting SystemTemporary +5% critical hit chance when using V.A.T.S.
(Note: The critical chance added by V.A.T.S. is a flat bonus and is not affected by your weapon’s critical multiplier.)

We have total 57 crit hit chance with apparel and True Police Stories, and up to 9 extra situational bonus equaling to 66.


  • After initial dialogues with Doc Mitchell, avoid leveling up and head straight to gambling (Blackjack) to make enough caps to buy implants from Doctor Usanagi which is located at New Vegas medical clinic. Note: You can find a Sexy Sleepwear at Mick & Ralph’s for +1 LK, also remember to install intelligence implant before starting to level up.
  • Farm skill books as much as you can (prioritize Sneak skill books first), but do not read them until you obtain Comprehension perk.
  • Check your perk requirements and plan ahead.
  • Sneaking is extremely helpful during early-mid levels so don’t forget to increase your sneak skill whenever you can.
  • Don’t be afraid to do chems! Chems are powerful that give powerful boosts to the user, Med-X, Slasher, Turbo, etc., are all helpful, also don’t be afraid of addiction, there are plenty of fixers and curing addiction is cheap.


I guess this is it…

Fallout: New Vegas - Critical Energy Build + Weapon + Perks/Skills - I guess this is it... - A7CC554
I’d just like to thank everyone that read and found this guide helpful. I’ll be updating the guide whenever I can, don’t forget to rate and like, also let me know if there are any errors.
Stay safe wastelanders!


Written by Artaxeus

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