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.
 
 

Preview

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

Introduction

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.
 
 

 
 
 

SPECIAL

 

Base Implants Gear & Perks Total
S 5 +1 Strength Implant +2 Reinforced Spine 8
P 5 +1 Perception Implant +1 1st Recon beret 7
E 8 +1 Endurance Implant +1 Atomic-valence tri-radii-oscillator 10
C 1 +1 Charisma Implant +1 1st Recon beret 3
I 6 +1 Intelligence Implant 7
A 7 +1 Agility Implant 8
L 8 +1 Luck Implant +1 Divide Survivor 10

 
 
 

Traits

Name Benefit Penalty Notes
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.

 
 
 

Perks

Pick perks in order you prefer.
 
 

Level # Name Level req Other requirements Ranks Benefit
2 Rapid Reload 2 AG 5, Guns 30 1 All of your weapon reloads are 25% faster than normal.
4 Comprehension 4 IN 4 1 You gain one additional skill point for reading books and double the skill points for reading magazines.
6 Cherchez La Femme – Confirmed Bachelor 2 Female PC – Male PC 1 +10% damage to the same s*x and unique dialogue options with certain characters.
8 Stonewall 8 ST 6, EN 6 1 +5 DT against melee and unarmed attacks and cannot be knocked down during combat.
10 Finesse 10 None 1 +5% Critical Chance.
12 Life Giver 12 EN 6 1 +30 hit points.
14 Silent Running 12 AG 6, Sneak 50 1 Running no longer factors into a successful sneak attempt.
16 Jury Rigging 14 Repair 90 1 Repair any item using a roughly similar item.
18 Better Criticals 16 PE 6, LK 6 1 +50% damage with critical hits.
20 Nerd Rage 10 IN 5, Science 50 1 +15 DT and Strength increased to 10 whenever health is 20% or lower.
22 Toughness 6 EN 5 2 +3 DT permanently.
24 Toughness 6 EN 5 2 +3 DT permanently.
26 Black Widow – Lady Killer 2 Female PC – Male PC 1 +10% damage to the opposite s*x and unique dialogue options with certain characters.
28 Living Anatomy 8 Medicine 70 1 Shows health and Damage Threshold of any target. +5% bonus to damage against humans and non-feral ghouls.
30 Implant GRX
 
 
 
(Optional)
30 Endurance 8 2 You 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).
32 Implant GRX
 
 
 
(Optional)
30 Endurance 8 2 You 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).
34 Chemist 14 Medicine 60 1 Chems and (in Hardcore) stimpaks last twice as long.
36 Voracious Reader 22 IN 7 1 Damaged books become blank magazines; can copy existing magazines into blank magazines.
38 Laser Commander 22 Energy Weapons 90 1 You do an extra 15% damage and have a 10% extra chance to critically hit with any laser weapon.
40 Bloody Mess 6 None 1 +5% overall damage; more violent death animations.
42 Retention 2 Intelligence 5 1 Skill magazines have a longer duration.
44 Light Touch 2 AG 6, Repair 45 1 While wearing light armor you gain +5% critical hit chance and your enemies suffer a -25% critical hit chance.
46 Meltdown 16 Energy Weapons 90 1 Foes killed by player Energy Weapons emit a corona of harmful energy. (Note: May cause a chain reaction)
48 Vigilant Recycler 6 Science 70 1 Recover drained ammunition twice as often for energy weapons and all recipes for recycling recipes are unlocked.
50 Just Lucky I’m Alive 50 Neutral Karma 1 +4 Luck for 3 minutes upon finishing a battle with less than 25% health; immunity to critical hits, +50% critical damage.

 
 
 

Special Perks

Name Unlock conditions Ranks Benefit
Lonesome Road Leave ED-E behind in Ulysses’ Temple. 1 +10% damage and +10% V.A.T.S. hit chance when you have no companions.
Reinforced Spine Sink Auto-Doc after Old World Blues is finished (optional to get if you take your organic spine back). 1 Strength +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 Back If you like shotguns.
Cowboy & Quick Draw If you like being a cowboy.
Sneering Imperialist & Fight the Power! More damage and critical hit chance against certain types of NPCs.
Tunnel Runner & Travel Light Faster movement while wearing light armor.
Grunt, Run ‘n Gun, or The Professional Other guns oriented perks.
Fast Metabolism, Old World Gourmet, or Chem Resistant Other potential perks.

 
 
 

Apparel

Name Effect
1st Recon beret PER +1
 
 
 
Crit. Chan. +5
Ulysses’ duster Crit. Chance +5%
 
 
 
CH +1
Atomic-valence tri-radii-oscillator DT 4
 
 
 
Endurance +1
 
 
 
Health Regeneration

 
 
 

Attributes, perks and traits that increase critical chance include:

Name Crit chance Total
Luck Permanent +1-10% 10
Built to Destroy Permanent +3% 13
Light Touch Temporary +5% while wearing any light armor 18
Finesse Permanent +5% 23
Laser Commander Permanent +10% with lasers 33
Set Lasers for Fun Permanent +2/4% with energy weapons 37
1st Recon beret +5 Critical Chance 42
Ulysses’ duster +5% Critical Chance 47
True Police Stories Temporary +5% (+10% with Comprehension) 57
Just Lucky I’m Alive Temporary +4 Luck for 3 minutes when ending combat with 25% health or less, effective +4%. 57/61
Vault-Tec Assisted Targeting System Temporary +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.)
61/66

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

Tips

  • 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

 
 
I hope you enjoy the Guide we share about Fallout: New Vegas – Critical Energy Build + Weapon + Perks/Skills; if you think we forget to add or we should add more information, please let us know via commenting below! See you soon!
 
 


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