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Where you choose to go from here is entirely up to you, there’s no wrong path now that you’re this kitted out and loaded.
Iron addicts gym iron wars plus#
That plus jump packs on your power armour and you’re a floating blimp of mass destruction. You may want to also consider the Laser Gatling Gun. You should never be getting close to running out of power cores unless you’re regularly dumping them as mini-nukes to fend off people on your tail.
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You should barely be getting hurt - and if you are getting hurt then you should have your power armour auto issuing your Stimpacks and focus on raising the defense of your T-60 or X-01.
Iron addicts gym iron wars full#
A ternatively you can get the full suit in a little location called “Court 35” The rest is ensuring that you do not run out of parts, note that we’ve finally included Fortune Finder and Intimidation, now’s the time to live up your billionaire status and really start rolling in the caps. The head is available on board the Prydwen. Your power armour is the best, model T-60E or better, always, if you haven’t already got your hands on some X-01 power armour go grab some from the little building near Fort Strong - note it’s missing a leg and a head. Medic ensures you don’t need to run through your whole pile of stim packs to stay alive.Īt this level, you shouldn’t be dying ever. The first is pure profit piling, ensuring that you’re the Richest lone wanderer out there, the next two are survival based - with your high intelligence you’ll be levelling fast and since Wasteland Whisperer is based on creatures lower than you being submitted then you’ll be able to quieten down most Wasteland creatures. Notice three new perks, Cap Collector, Wasteland Whisperer and Medic. You’ll want the Targeting head no matter the Power Armor you take - having every living being (and turret) highlighted for you means you’ll never stumble across a foliage blended foe again. With the profits, you should be buying aluminium, adhesive, and metal - ensuring that your power armour is fully kitted-out with the highest upgrades possible. You should be finding ammunition (and lots of it) in every second container - and selling all of it. But for real, this phase is where your focus on money intensive activities pays off. Taking Idiot Savant in place of Lone Wanderer is an option….And pays well. At these levels, you should be grabbing every Fusion Core you can find and hoarding them. The rest is building the rest of our foundations to being Rich, Invincible, and Deadly.
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Remember with Lone Wanderer you can carry even more, on top of that, your Iron Man character is permanently encased in a massive walking cupboard - you are a one-man caravan. Local Leader begins the start of a very profitable perk track, ensuring that there will always be a vendor to buy your ridiculous amount of over-stock. Scrounger II is taken for more caps building and increasing chances that your ammo supply will literally never run low.Įverything here remains the same as the Survival phase, barring one perk, Local Leader. Armorer 1 means you can now take your first step to a fully kitted-out set of power armour - get hoarding that aluminium. Nuclear Physicist is our first step to being permanently encased in power armour. Rifleman is where we begin to establish battlefield dominance, ensuring our damage output meets our heavy protection. Scrounger and Hacker are purely for cap building - we take Scrounger instead of the caps perk because ammunition is far more plentiful and with our high charisma it sells for an extremely hefty amount. Gun Nut is establishing a path to our more dangerous late-game weapons. We take Lone Wanderer for two reasons, so we don’t die and so we can carry more - remember, Dogmeat doesn’t count as a follower, so this perk is always in effect as long as you don’t swap him out. We start with the perks that will ensure our rich and glorious future. Perception 3 + Early Bobblehead technically means 4Ĭharisma 9 + Special Book technically means 10 Phases: Survival, Establishment, Hustler, Playboy The whole build is centered around not having to think too much, you don’t worry about positioning or stealth, you don’t worry about traps, landmines or the size of your enemy - you literally just wade into the fight and decimate everything. This is a power build- designed to get you to end game easily and as soon as possible. If you ever fall below 10,000 caps we’d be astonished. You’ll weather any and all damage and have a bottlecaps stack piled as high as Everest. You won’t find anything challenging beyond Level 10. A warning - this build is over-powered in regular difficulty.
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