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General / Stealthy crossbow/crafter build
« on: April 25, 2015, 03:28:42 am »
Hi folks, looking for some general advice on my build. Going for a build where I can experience just about everything the game has to offer, including (non-asshole) dialogue and crafting. Melee and psi can wait for the next playthrough. I'm only at the GMS compound so restarting is still a possibility. I couldn't find any relatively up-to-date advice on this type of build so hopefully it can also help others. My plan so far is:
Stats:
Str 3
Dex 6
Agi 7
Con 3
Per 10+
Will 4
Int 7
Main skills:
Crossbows
Stealth
Hacking
Lockpicking
Mechanics
Electronics
Tailoring
Persuasion
Possibly 15 into biology for Doctor feat, 30 into dodge for Uncanny Dodge and some points into throwing for utility.
Feats:
Critical Power
Recklessness
Aimed Shot
Sprint
Interloper
Marksman
Kneecap Shot
Special Tactics
Ambush
Sharpshooter
This leaves 4 extra feats, additions could be:
Nimble
Ninja Looter
Opportunist
Burglar
Power Management
Snipe
Expertise
Doctor
Uncanny Dodge
Disassemble
Sure Step
Skinner
Clothier
Any advice/criticism is welcome. I also have some more specific questions:
Is 15 points into Biology worth it to get Doctor for some extra healing and the quest?
How many points is required in throwing to really make it accurate enough to be useful? Utility is priority over damage.
Is a non-chemistry crossbow build viable enough? I figured serrated and shock bolts would be enough, but my experience is very limited.
Is persuasion worth it at all? I've read both of the dialogue skills are fairly underpowered but I'm someone who loathes missing out on dialogue options/content.
Is Disassemble worth it? It seems more a money-making skill than an ultimate crafting skill due to the -10% quality but I'm unsure.
Is Power Management worth it? What about other crafting feats?
Is 40 dodge worth it for Uncanny Dodge?
Cheers folks!
Stats:
Str 3
Dex 6
Agi 7
Con 3
Per 10+
Will 4
Int 7
Main skills:
Crossbows
Stealth
Hacking
Lockpicking
Mechanics
Electronics
Tailoring
Persuasion
Possibly 15 into biology for Doctor feat, 30 into dodge for Uncanny Dodge and some points into throwing for utility.
Feats:
Critical Power
Recklessness
Aimed Shot
Sprint
Interloper
Marksman
Kneecap Shot
Special Tactics
Ambush
Sharpshooter
This leaves 4 extra feats, additions could be:
Nimble
Ninja Looter
Opportunist
Burglar
Power Management
Snipe
Expertise
Doctor
Uncanny Dodge
Disassemble
Sure Step
Skinner
Clothier
Any advice/criticism is welcome. I also have some more specific questions:
Is 15 points into Biology worth it to get Doctor for some extra healing and the quest?
How many points is required in throwing to really make it accurate enough to be useful? Utility is priority over damage.
Is a non-chemistry crossbow build viable enough? I figured serrated and shock bolts would be enough, but my experience is very limited.
Is persuasion worth it at all? I've read both of the dialogue skills are fairly underpowered but I'm someone who loathes missing out on dialogue options/content.
Is Disassemble worth it? It seems more a money-making skill than an ultimate crafting skill due to the -10% quality but I'm unsure.
Is Power Management worth it? What about other crafting feats?
Is 40 dodge worth it for Uncanny Dodge?
Cheers folks!