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Unique energy weapons new vegas

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It goes without saying this is a dump stat. The END implant pays for itself in terms of the implant maximum cap so this one if basically free. Later on Walker’s Instinct can give us +1 when outside and Alertness can give us +2 when standing still, which can get us up to 10.Įndurance is only really necessary for the number of implants we need. We do need PER 6 for Better Criticals so start it at 5 and take the implant. Perception is a bit of a dump stat as the only thing it affects is compass range, which is not super important for us. Later, after Old World Blues, getting our spine back gives us +2 STR so all weapons can now be wielded properly. All we need to do is take the implant to get to 6 and Weapons Handling to reduce the requirement from 8 to 6.

We need to get to 8 STR to be able to wield any sniper weapon such as the Anti-Material Rifle or YCS/186. Strength can start at 5 as your equipment won’t take up much of your carry capacity but you will need the space to carry guns to sell.