Difference between revisions of "Fallout 3: Elektra Gomez"

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(Custom Weapons of Interest: added A3-21 Plasma Rifle to unique weapon list)
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=== Custom Weapons of Interest ===
 
=== Custom Weapons of Interest ===
  
* There are no custom create-able Energy Weapons, but you can plan on some of the unique ones (Firelance, Alien Blaster) to pack a nice punch!
+
* There are no custom create-able Energy Weapons, but you can plan on some of the unique ones (Firelance, Alien Blaster, A3-21 Plasma Rifle) to pack a nice punch!
 
* Based on which skill you tag at 18:
 
* Based on which skill you tag at 18:
 
** Explosives:
 
** Explosives:

Revision as of 06:51, 18 April 2009

That's how tight her game is, son! She turns mzrfzrs into piles of dust! Elektra has a strong sense of what's right, and she's vowed that anyone lootin and jacking "will pay what they owe!". She maintains her own collection of Energy Weapons, and if you're out there bullshotting--don't let her get that critical on ya or POOF! A lot of flower bringin and slow singin! At least yo family won't have to pay to cremate ya punk arse....

(Energy Weapons, Sneak, Lockpick)

Note: This character was heavily based on Crackee Simms, so there is a lot of content I re-used here.

Pros: Guns and ammo of the small guns class are plentiful throughout the Capital Wasteland--which like all the rest of the non-Crackee Simms-types out there, you can sell. Once you get a couple weapons (take Wasteland Survival Guide and visit the Super Duper Mart early, you'll be frying up delicious entrees of all manner of animal, insect, ghoul and knife/nailboard/knuckle-wielding raider/mutant. Might be able to get some sneak snipes. I chose to pair up sneak here instead of repair so that you can save on the repair costs maintaining your own weaponry and armor. When using Energy weapons, it's better to be able to get a sneak shot in, because a critical from a laser gun will disintegrate the enemy. Late in the game, I chose to tag Small Guns late, so you can keep a couple in your residence (or on you--some varieties are basically free).

Cons: Energy weapons are expensive, and the ammo is not nearly as plentiful. At first, you will need to pay to have your energy weapons repaired. You also might have to buy ammo.

Tips and Strategies

  • When being charged by something much faster than you, take out the legs. Otherwise, shoot the head (or the arms if the head has a low percentage).
  • Lockpick helps you get that ammo in all those locked things (for selling).
  • Not as many ammo options, so you shouldn't have to carry around a bunch of weapons. But since the strength is lower and there aren't a bunch of combat-energy perks anyways,I took Strong Back. Still, keep it light and you shouldn't have to run to a trader all the time.
  • Run and Gun or Sneak and Snipe--your choice.
  • Either disarm the bomb and wait for that 1a-3a unlocked Lucas Simms door for the Strength bobblehead or get him killed to get the key to his house.
  • I picked V.A.T.S.-friendly Perks (as always), as applicable--I just don't do a lot of free-hand shooting with guns. Flamers and Mini-Guns are free-hand weapons, but rifles and pistols are best in V.A.T.S. (for me). Combined with Critical Hit bonuses, V.A.T.S. is highly recommended to wax a sucker before they can run up on you. And the disintegration is always a crowd pleaser.
  • I chose an "entertaining" option: Mysterious Stranger. Since you are getting extra points from Educated and there is a lower Intelligence stat than some of my other templates, plan to find a couple of the Skill Books (read up online or do what I did-buy the Prima Guide), of course saving them all until Level 5.
  • Accuracy of a weapon is much more important than damage. So, first chose the most accurate weapon, then the most damaging.
  • Between 6 and 8, as Gunslinger makes you very deadly in VATS, with the Laser Pistol (likely all you got unless you bought something or the Talon Company Mercs have starting trying to jump you). I went ahead and threw in Commando so you can get some great distance VATS kills with the rifles later.
  • This is another "silent, but deadly" character. You will have low Barter and Speech skills as I sacrifice Charisma to keep a higher Intelligence (for boatloads of skill points). For this one, I recommend throwing some points into Barter, or at least wear barter-enhancing gear when you deal with traders so you can buy a lot of the energy ammo you find.
  • Put some points into Repair (around 40 or so), for repairing up the small ordinances you will sell (and to lighten your load out in the field). Later it is also to keep your own stuff going, once punks with Energy weapons show up.
  • I sparingly use chems more with the shooting characters (Jet and Psycho stacked). This comes in handy when trying to snipe someone--it gives you another VATS shot, and makes sure each successful shot packs more punch. I do this after I've gotten the Megaton place with the My First Laboratory, so that I can detoxify for free. Note: I do not spend any money on chems, I just use the ones I run across in raider hideouts and such. Another option is to substitute Mysterious Stranger with Chemist and/or Chem Resistant.
  • For the end game, or at least to be able to go Behemoth or Death Claw hunting--I tag Small Guns late, purely to make it easier to get Concentrated Fire (for sniping). A side effect is you can be capable with the dart gun or rail gun to cripple the legs on the run-and-smash Behemoth and Death Claws, just in case, then laze 'em up. Another option completely is to tag Explosives if you've poured some points into Small Guns (or found the bobble head and enough skill books to get Small Guns to 50 for Concentrated Fire). Combined with sneak, you can place Bottlecap mines down and watch the beasts run right into their death (or toss a Nuka Grenade at them).
  • By the time you get Concentrated Fire, you will be a finely tuned V.A.T.S. killing machine. You will get criticals virtually each couple hits, and your critical damage and to-hit will be great. If you can sneak and get off a sneak critical, you will one-shot kill a lot of the adversaries you will face. With the right weaponry and high enough weapon skill, you could even one-hit sneak snipe a big beastie. If you acquire the unique A3-21 plasma rifle, you will be leaving a lot of goo-ified beyotches in your wake.

Custom Weapons of Interest

  • There are no custom create-able Energy Weapons, but you can plan on some of the unique ones (Firelance, Alien Blaster, A3-21 Plasma Rifle) to pack a nice punch!
  • Based on which skill you tag at 18:
    • Explosives:
      • Bottlecap Mine (schematic from Moira). Watch a charging beast get blasted into bits!! Just stand well back!!
      • Nuka Grenade (schematics from merchants). Sneak V.A.T.S. throw this concoction to see an unaware buster blow up!
    • Small Guns:
      • Railway Gun (Stealing Independence reward). High bonus for cripple means you say "SLOW DOWN, SUCKA!" if you target the legs.
      • Dart Gun (MDPL-05 power station). Poison laced so automatic cripple for slowing down suckers.

S.P.E.C.I.A.L.

(#) = balance

   S - 5 (5)
   P - 6 (4)
   E - 5 (4)
   C - 3 (6)
   I - 7 (4)
   A - 7 (2)
   L - 7 (0)

Tag Skills

  1. Energy Weapons
  2. Sneak
  3. Lockpick

Perks

  1. Thief (+5 Lockpick, +5 Sneak) [AGI 4, PER 4]
  2. Intense Training (END +1) [None]
  3. Educated (+3 Skill Pts every level) [INT 4]
  4. Comprehension (+2 increase per skill book) [INT 4]
  5. Gunslinger (+25% chance to hit in V.A.T.S. with pistols) [None]
  6. Toughness (+10 Dmg Res) [END 5]
  7. Commando (+25% chance to hit in V.A.T.S. with rifle) [None]
  8. Strong Back (+50 to carry weight) [STR 5, END 5]
  9. Finesse (+5% to crit. hit chance) [None]
  10. Mysterious Stranger (10% chance Mysterious Stranger shows up in V.A.T.S. when opponent has 150 HP or less left) [LUC 6]
  11. Sniper (+25% chance for headshot in V.A.T.S.) [PER 6 AGI 6]
  12. Silent Running (+10 Sneak, running has no effect) [AGI 6, SNEAK 50]
  13. Cyborg (+10% DR, PR, RR, Energy Weapon) [SCI 60 MED 60]
  14. Life Giver (+30 HP) [END 6]
  15. Action Boy/Girl (+25 AP in V.A.T.S.) [AGI 6]
  16. Better Criticals (+50% dmg on crit. hit) [PER 6, LUC 6]
  17. Tag! (+15 to a fourth skill, Small Weapons) [None]
  18. Concentrated Fire (+5% to hit chance on V.A.T.S. for each successive shot) [Small Guns 60, Energy Weapons 60]
  19. Grim Reaper's Sprint (A kill in V.A.T.S. restores AP) [None]

Going Good: Fast Metabolism (+20% HP using stimpacks) [None], Going Evil: Cannibal (+25 HP and -1 Karma / corpse) [None]

Quest Perks

  • Those! - Chose Ant Sight (PER +1, +25% Fire Resistance)
  • The Wasteland Survival Guide - Choose snide responses for Crit Chance bonus or, if having trouble staying alive, Standard for Health bonus.
  • The Replicated Man - If playing good, offer to take out the chump, then tell the chump, then blast the chump before he can get the Replicated Man. Otherwise just tell the chump about the Replicated Man. Either way, telling the chump gives you Wired Reflexes perk (+10 to-hit chance in V.A.T.S.)