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Builds / Re: Lvl15 Pistol need help on my build
« on: February 17, 2022, 07:32:33 am »
Looking through your build it seems a bit weird to me that you invested so much points in STR and melee. Are you using melee combat heavily? Because if you don't you should maybe drop putting points into that. Same goes for a few other skills where you invested like 10 points and then left it be.
But it's all salvagable. You should settle on a goal for your character and then dump all your points in the necessary stats.
For instance: You're using guns. New base ability points should go straight into PER, also keep Guns maxed out. Select feats that give you an advantage when fighting or that help covering your weak points.
Also traps/grenades make an excellent addition to a pistol build. Level that Chemical skill asap so you can craft better traps and grenades, a MK IV (chemical 69) or MK V (112) can be a real game changer, not to mention incendiary grenades. A Napalm or Magnesium grenade can torch a lot of stuff you'll be facing in Expedition and will definitely help you to handle any unwanted guests frequenting the expedition base camp.
For the other crafting skills: Mechanics seems like another obvious choice once you got your Chemical up far enough. Crafting your own firearms is definitely superior (though I don't know right now how much Mechanics you'd actually need for decent guns).
Overall: Try to identify how you usually play. What weapons/tactics do you use? Choose feats that add to this.
That's just my two cents, I hope it helps.
But it's all salvagable. You should settle on a goal for your character and then dump all your points in the necessary stats.
For instance: You're using guns. New base ability points should go straight into PER, also keep Guns maxed out. Select feats that give you an advantage when fighting or that help covering your weak points.
Also traps/grenades make an excellent addition to a pistol build. Level that Chemical skill asap so you can craft better traps and grenades, a MK IV (chemical 69) or MK V (112) can be a real game changer, not to mention incendiary grenades. A Napalm or Magnesium grenade can torch a lot of stuff you'll be facing in Expedition and will definitely help you to handle any unwanted guests frequenting the expedition base camp.
For the other crafting skills: Mechanics seems like another obvious choice once you got your Chemical up far enough. Crafting your own firearms is definitely superior (though I don't know right now how much Mechanics you'd actually need for decent guns).
Overall: Try to identify how you usually play. What weapons/tactics do you use? Choose feats that add to this.
That's just my two cents, I hope it helps.