Outer Worlds Build: The Combat Medic
It it wasn't obvious. Outer Worlds is one of the best games there is.
I can't stop playing this game, even after I've beaten it. Despite the fact that there are some flaws, it's still fun to play and beat and build different ways to win.
So, I'd like to share some of the builds I made and tried.
I'll show what I went with for starts and skills, top 5 perks, how I played, and what I thought about it.
___________________________________________________________________________________________
Attributes:
Body
Strength - Average 0
Dexterity - Average 0
Mind
Intelligence - Good 1
Perception - High 2
Personality
Charm - High 2
Temperament - Good - 1
I put my skill boosts from the character creation into Leadership and Tech so I could take advantage of my companion's perks as much as possible.
After that the main skills you wanna work on is in this order.
Skills:
Leadership - Both Inspiration and Determination are VITAL to this play-style. Both improve your companions health and damage, but every 20 skill points added to these comes back to help you.
Most important one is Inspiration because of the bonus at skill level 60; it makes the skill bonus your companions give you twice as effective. This results in you not needing as many skill points pushed into the skills you'd like, depending on the comanion.
Determination has another buff at skill level 60 that allows your companions to heal more when you use your healing inhaler. Meaning, when they are about to die, you need to only use half as much healing agents as you would before.
Push these farther, and these will cause buffs to your teammates that affect you as well.
MAX THESE OUT
Dialog - I don't find tons of use for this in combat, but all the dialogue options just help with speech checks to get more experience points.
More importantly, it helps you get easier and better outcomes in situations. If you get caught picking locks or stealing, just talk your way out of it.
You'll want this to be at a minimum level of 40 and let your companions and equipment fill the gaps to pass the speech checks
Medical - This skill is under estimated and over stimulated by me. I thought I'd like the idea of using the inhaler to pump more chems in my character and boost my team. Any chems that reduce the cool-down time for my teammates' abilities would get put in so I could heal and boost my team when the fights were getting too rough. However, that meant most other drugs were useless to me.
However, there was a more obvious factor to this skill that I found to be fantastic. To better your medical, the more health you got back from healing items. I get it, "NO DUH," But this chains with determination because they are effected by your inhaler too. 80% health back to you means 40% health back to your team. I gets easier to keep them alive.
There is another advantage to his, and I'll explain later.
Get this to level 80, because level 100 is, kind of, lame.
Hand Guns - The best part about this is that you only need this to level 20. Once you do, Tactical Time Dilation with a gun will unlock bonus effects when you shoot a target, and pistols like a Vermin is the best potions. One TTD shot, at the right spot, on a target will knock them out, they like on the ground, useless and harmless for a couple seconds. That means you have one less enemy to deal with while your teammates fight and kill the others. This also pairs beautifully with Medical, because level 60 in medical increases the duration of the effect your gun had on the target.
Like I said before, all you need is a skill level of 20
Stealth - Every skill here is awesome, Sneak gives you bonus damage and could help you pickpocket, Hack allows you to get into systems better, and lock-picking is too obvious to glorify. The funny thing is, I only had to get these skill past level 20 to be interesting. Level 20 lock-picking allows you to pick locks without using picks, and that's all I needed it to do because your companions can help you pick the reach the rest of the skill level needed to pick locks.
Hacking I thought was lame, It allows you to pass security and do other things on terminals. THAT'S IT. Granted, it can help you get some things done quicker, but it's barely necessary. To boot, the skill bonuses are passe. Selling stuff to vending machines isn't bad, but you yield more money selling it to vendors that give you a discount. I also didn't really need to buy any restricted items from them.
Sneak was pretty good. I didn't get big bonuses from sneak attacks, but it did help when I had to start a fight.
Boost them how you want, just be sure your lock-picking reaches level 20
Top 5 Perks
Deadly Demonstrations - This one is MANDATORY. You're companions do most of the killing for you, so you'll want this to get us much XP from them in combat. Do that, and you'll level up at the same pace as other builds.
Precision - You're build is mainly about having your companions winning the fights while you support them from behind. Therefore, a perk like this allows is pretty good because they get a higher critical chance, resulting in more damage and faster kills.
Tag Team - Not the most consistent perk, but valuable none the less. Companion Abilities have a lot of utility and potential, so when you can use that ability again, just because you use the ability of at the other companion makes this really potent in combat.
Don't Go Dyin' On Me - Odds are this may not be required, but better safe than sorry. In Supernova difficulty, companions die permanently, so this can make sure you keep them in your game-play.
Armor Expert - This is the best perk of the game, and should be on EVERY build. It increases your armor's defense by 10%, cool, but then it also increases the armor skill by 100% double the bonus from your armor. It doesn't work on the mods you add to the armor, but that's still potent. I've used this perk to give me +34 to all my dialogue skills, by the end of the game, with from my armor alone.
GET THIS PERK
Play style:
This is a style that is great for people who are not good with combat. If you can't shoot to save your life, and/or bad with melee, this build handles that with ease. You do have to fight a little bit, but, the majority of the time, you just have to command your teammates, use their abilities till your enemies are dead, and use your inhaler a lot to make sure your teammates don't die.
On supernova difficulty, this is more difficult, but most of the time you can pull this off and it gets easier as you progress. Give your teammates the best armor and weapons, because they do more of the fighting than you will.
One thing I will admit, however, is that I used the reconfiguration device to change my stats and perks quite a bit. I had to change things as time went on as some perks became useless.
My Thoughts:
This gives you the most for your money out of Outer Worlds. With this build you could take, pretty much, any path you want, any ending you want. As long as you have the right companions, you can handle situations with skill checks or combat.
I LOVE THIS BUILD
You may like it too, try it out.
Outer Worlds © Obsidian ^^
Art © ME
I can't stop playing this game, even after I've beaten it. Despite the fact that there are some flaws, it's still fun to play and beat and build different ways to win.
So, I'd like to share some of the builds I made and tried.
I'll show what I went with for starts and skills, top 5 perks, how I played, and what I thought about it.
___________________________________________________________________________________________
Attributes:
Body
Strength - Average 0
Dexterity - Average 0
Mind
Intelligence - Good 1
Perception - High 2
Personality
Charm - High 2
Temperament - Good - 1
I put my skill boosts from the character creation into Leadership and Tech so I could take advantage of my companion's perks as much as possible.
After that the main skills you wanna work on is in this order.
Skills:
Leadership - Both Inspiration and Determination are VITAL to this play-style. Both improve your companions health and damage, but every 20 skill points added to these comes back to help you.
Most important one is Inspiration because of the bonus at skill level 60; it makes the skill bonus your companions give you twice as effective. This results in you not needing as many skill points pushed into the skills you'd like, depending on the comanion.
Determination has another buff at skill level 60 that allows your companions to heal more when you use your healing inhaler. Meaning, when they are about to die, you need to only use half as much healing agents as you would before.
Push these farther, and these will cause buffs to your teammates that affect you as well.
MAX THESE OUT
Dialog - I don't find tons of use for this in combat, but all the dialogue options just help with speech checks to get more experience points.
More importantly, it helps you get easier and better outcomes in situations. If you get caught picking locks or stealing, just talk your way out of it.
You'll want this to be at a minimum level of 40 and let your companions and equipment fill the gaps to pass the speech checks
Medical - This skill is under estimated and over stimulated by me. I thought I'd like the idea of using the inhaler to pump more chems in my character and boost my team. Any chems that reduce the cool-down time for my teammates' abilities would get put in so I could heal and boost my team when the fights were getting too rough. However, that meant most other drugs were useless to me.
However, there was a more obvious factor to this skill that I found to be fantastic. To better your medical, the more health you got back from healing items. I get it, "NO DUH," But this chains with determination because they are effected by your inhaler too. 80% health back to you means 40% health back to your team. I gets easier to keep them alive.
There is another advantage to his, and I'll explain later.
Get this to level 80, because level 100 is, kind of, lame.
Hand Guns - The best part about this is that you only need this to level 20. Once you do, Tactical Time Dilation with a gun will unlock bonus effects when you shoot a target, and pistols like a Vermin is the best potions. One TTD shot, at the right spot, on a target will knock them out, they like on the ground, useless and harmless for a couple seconds. That means you have one less enemy to deal with while your teammates fight and kill the others. This also pairs beautifully with Medical, because level 60 in medical increases the duration of the effect your gun had on the target.
Like I said before, all you need is a skill level of 20
Stealth - Every skill here is awesome, Sneak gives you bonus damage and could help you pickpocket, Hack allows you to get into systems better, and lock-picking is too obvious to glorify. The funny thing is, I only had to get these skill past level 20 to be interesting. Level 20 lock-picking allows you to pick locks without using picks, and that's all I needed it to do because your companions can help you pick the reach the rest of the skill level needed to pick locks.
Hacking I thought was lame, It allows you to pass security and do other things on terminals. THAT'S IT. Granted, it can help you get some things done quicker, but it's barely necessary. To boot, the skill bonuses are passe. Selling stuff to vending machines isn't bad, but you yield more money selling it to vendors that give you a discount. I also didn't really need to buy any restricted items from them.
Sneak was pretty good. I didn't get big bonuses from sneak attacks, but it did help when I had to start a fight.
Boost them how you want, just be sure your lock-picking reaches level 20
Top 5 Perks
Deadly Demonstrations - This one is MANDATORY. You're companions do most of the killing for you, so you'll want this to get us much XP from them in combat. Do that, and you'll level up at the same pace as other builds.
Precision - You're build is mainly about having your companions winning the fights while you support them from behind. Therefore, a perk like this allows is pretty good because they get a higher critical chance, resulting in more damage and faster kills.
Tag Team - Not the most consistent perk, but valuable none the less. Companion Abilities have a lot of utility and potential, so when you can use that ability again, just because you use the ability of at the other companion makes this really potent in combat.
Don't Go Dyin' On Me - Odds are this may not be required, but better safe than sorry. In Supernova difficulty, companions die permanently, so this can make sure you keep them in your game-play.
Armor Expert - This is the best perk of the game, and should be on EVERY build. It increases your armor's defense by 10%, cool, but then it also increases the armor skill by 100% double the bonus from your armor. It doesn't work on the mods you add to the armor, but that's still potent. I've used this perk to give me +34 to all my dialogue skills, by the end of the game, with from my armor alone.
GET THIS PERK
Play style:
This is a style that is great for people who are not good with combat. If you can't shoot to save your life, and/or bad with melee, this build handles that with ease. You do have to fight a little bit, but, the majority of the time, you just have to command your teammates, use their abilities till your enemies are dead, and use your inhaler a lot to make sure your teammates don't die.
On supernova difficulty, this is more difficult, but most of the time you can pull this off and it gets easier as you progress. Give your teammates the best armor and weapons, because they do more of the fighting than you will.
One thing I will admit, however, is that I used the reconfiguration device to change my stats and perks quite a bit. I had to change things as time went on as some perks became useless.
My Thoughts:
This gives you the most for your money out of Outer Worlds. With this build you could take, pretty much, any path you want, any ending you want. As long as you have the right companions, you can handle situations with skill checks or combat.
I LOVE THIS BUILD
You may like it too, try it out.
Outer Worlds © Obsidian ^^
Art © ME
Category Artwork (Traditional) / All
Species Unspecified / Any
Size 1280 x 969px
File Size 388.3 kB
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