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Nightreign123
— Fallout 4 Faction Build: The Institute
#charisma
#companions
#faction
#fallout
#institute
#intelligence
#leader
#scientist
#fallout4
Published:
2016-01-12 13:16:03 +0000 UTC
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Description
The Insitute's Scientist:
A companion build focused on supporting your companions. This build mirrors the fact that the Institute uses their synths to fight their battles for them.
Special:
S: 4
P: 1
E: 1
C: 10
I: 10
A: 1
L: 1
Put the extra point from the SPECIAL book in any attribute except Endurance.
Perks:
lvl 2: Nuclear Physicist
lvl 3: Science!
lvl 4: Nerd Rage
lvl 5: Inspirational
lvl 6: Wasteland Whisperer
lvl 7: Intimidation
lvl 8: Armorer
lvl 9: Blacksmith
lvl 10: Hacker
lvl 11: Cap Collector
lvl 12: Local Leader
lvl 13: Armorer II
lvl 14: Nuclear Physicist II
lvl 15: Local Leader II
lvl 16: Blacksmith II
lvl 17: Hacker II
lvl 18: Science! II
lvl 19: Inspirational II
lvl 20: Cap Collector II
lvl 21: Wasteland Whisperer II
lvl 22: Hacker III
lvl 23: Intimidation II
lvl 24: Chemist
lvl 25: Armorer III
lvl 26: Nuclear Physicist III
lvl 27: Chemist II
lvl 28: Science! III
lvl 29: Blacksmith III
lvl 30: Medic
lvl 31: Nerd Rage II
lvl 32: Chemist III
lvl 33: Medic II
lvl 34: Scrapper
lvl 35: Scrapper II
lvl 36: Chemist IV
lvl 37: Lady Killer/Black Widow
lvl 38: Medic III
lvl 39: Armorer IV
lvl 40: Lady Killer/Black Widow II
lvl 41: Science! IV
lvl 42: Cap Collector III
lvl 43: Lady Killer/Black Widow III
lvl 44: Gunslinger (IV)
lvl 45: Chemist IV
lvl 46: Gunslinger II (V)
lvl 47: Save perk
lvl 48: Save perk
lvl 49: Wasteland Whisperer III and Medic IV
lvl 50: Nerd Rage III and Intimidation III
Weapons:
Laser Pistol
Plasma Pistol
Alien Blaster
Modded Shock Baton
Power Armor Fists
Armor:
X-01 Power Armor
Companions:
Everyone. The point of this build is to try and use all companions and see which one you like. It also helps that getting them to idolise you gives you some nice perks.
X6-88 is an obvious companion because you side with the Institute.
Description:
To start off with: this build is my personal favourite because it is so random, yet surprisingly effective. I wanted to make a build that uses the X-01 Power Armor with that sweet Institute paint, but isn't a complete copy of the Paladin of Brotherhood build.
The main purpose of this build is that you allow your companions to fight for you or that you evade combat altogether via speech passes or pacifying the enemy. At your core you are a scientist interested in persuing science and helping the Institute. You dislike combat and therefore avoid it as often as possible.
That being said, Fallout 4 is a game where you have to fight and kill. The Scientist is also extremely frail. That's where the Power Armor, chems and companions come into play.
The Power Armor is an obvious choice because it provides a lot of armor. It'll definitely make walking around the Commonwealth a lot easier and give you a shot against things like Deathclaws that'll otherwise destroy both you and your companion.
Chems can be both a blessing and a curse depending on how often you use them. I generally use Buffout, Med-X and Mentats; Buffout and Med-X for tough fights and Mentats for gaining extra experience when you finish quests. You can also use alcoholic beverages, though I generally stuck with chems myself. Chemist is taken so late in the game because you have high enough Charisma and invest in Cap Collector, so the cost of buying chems (or anything really) is low enough that it doesn't matter that much in the early game.
While it may seem logical to get 4 End and go for the Chem Resistant perk to negate your addiction to chems I deliberately decided not to do so. I wanted to keep my Endurance as low as possible and I wanted to make this character frail in both the physical and mental sense. I wanted the scientist to sometimes become addicted to chems for roleplay purposes, but if you'd rather not become addicted you are free to swap some perks like the Blacksmith ones or Lady Killer for this.
One thing that becomes important with your companions is that you get the best weapons and armor you can for them. Cait's double-barrel shotgun or Piper's 10mm. Pistol won't be useful in the later stage of the game, so either buy or mod weapons for them. If you prefer to buy weapons, stick with guns or rifles. Energy weapons and melee weapons should be modded to make them more effective.
One noticeable aspect of this build is that you either have no weapon perks or get the Gunslinger perk very late in the game. This handicap ensures that you'll rely on your companions more instead of just getting a Plasma Pistol and shooting everything yourself.
Science!, Armorer and Blacksmith are going to be your builder perks. Science! Is the most useful out of the three, as it'll help you with your energy weapons, power armor and settlements. Armorer is there to make your Power Armor more powerful while Blacksmith helps out with your Shock Baton and Power Armor fists.
There are two ways you can roleplay this build, in a similar vein to how the Institute is presented as two polar opposites in the game:
- You can play as a power-hungry, aggressive person who joins the institute in order to get his hands on the tech and power the scientific organisation provides. If you play like this you will use more violent options, barter for bigger rewards and incite more battles that your companions will have to finish.
- You can play as someone who's genuinely convinced that the Institute is the best option for helping mankind. This roleplay resolves around you thinking logically and helping out people because you realise that the insitute could really use some positive PR.
And that is everything you need to play as a charming scientist in the Commonwealth. Thank you for reading and any comment is appreciated.
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