Difference between revisions of "Fallout 3: Elektra Gomez"

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That's how tight her game is, son! She turns mother suckas into piles of dust! Elektra saw one of her homies reduced to ash by a rogue Enclave officer back in the day, and she's vowed that some day they "will pay what they owe!". She maintains her own collection of Energy Weapons, and anyone out there bullshitting--don't let her get that critical on ya or POOF! A lot of flower bringin and slow singin! At least the family won't have to pay to cremate em....

(Energy Weapons, Repair, 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 repair here instead of sneak 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.

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. For this reason, I am not taking Strong Back. 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 strength bobblehead or get him killed to get the key to his house.
  • I picked V.A.T.S.-friendly Perks, as applicable. 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 some "entertaining" options this time, to include Bloody Mess and Mysterious Stranger. Since you are getting extra points from Educated perk, I didn't want to use too many perks on things like more ranks of Gun Nut or other +5 skill point perks, but these are ones you can substitute if you like.
  • 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, use 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 high 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.
  • Repair, early, is 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.
  • I sparingly use chems more with this character (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 the "entertainment" perks with Chemist and Chem Resistant.

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!

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 Might (STR +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.