The Best Perks in Fallout: New Vegas

The Best Perks in Fallout: New Vegas The Best Perks in Fallout: New Vegas The Best Perks in Fallout: New Vegas The Best Perks in Fallout: New Vegas The Best Perks in Fallout: New Vegas The Best Perks in Fallout: New Vegas The Best Perks in Fallout: New Vegas The Best Perks in Fallout: New Vegas The Best Perks in Fallout: New Vegas

Here are the best and most OP perks in Fallout: New Vegas that you should seriously consider picking based on your style of play. Regardless if you're a master of stealth or a brute force kind of Courier, there's something here for everyone. Venture forth, courageous wanderer, and may the Wasteland always favor your journey.

 

Jury Rigging

Jury Rigging

You possess the amazing ability to repair any item using a roughly similar item. Fix a trail carbine with a hunting rifle, a Plasma Defender with a laser pistol, or even power armor with metal armor. How does it work? Nobody knows... except you.

Ever wished you could Frankenstein your gear together to keep it in tip-top shape? Well, with Jury Rigging, you practically can! This perk lets you repair your favorite weapons and armor using similar items from the same category. No more scavenging for that one exact match or burning through repair kits like there's no tomorrow. Get creative with your repairs and save those caps for more important things, like a shiny new plasma rifle.

 

Toughness

Toughness

With the Toughness perk, you gain +3 to overall Damage Threshold. This perk may be taken twice, with the second rank granting an additional +3.

Feeling a bit squishy out there in the Wasteland? Toughness has your back. Literally. Each rank of this perk beefs up your Damage Threshold, making you harder to take down. It's like strapping on some extra armor without the weight. Perfect for those moments when you're staring down the barrel of a Deathclaw's claws and thinking, "Maybe I should have invested in Toughness sooner."

 

Finesse

Finesse

With the Finesse perk, you have a higher chance to score a critical hit on an opponent in combat, equivalent to 5 extra points of Luck (+5% chance to score a critical hit).

Who doesn't love landing those sweet, sweet critical hits? Finesse gives you a permanent boost to your Critical Chance, making those critical hits rain down like a desert storm. Combine it with other critical-enhancing effects, and you'll be popping heads like nobody's business. Just remember, luck favors the prepared, so make sure you've got your trusty weapon and your lucky charm ready to go.

 

Chemist

Chemist

With the Chemist perk, any chems you take last twice as long.

In the Mojave, timing is everything. That's where Chemist comes in. This perk doubles the duration of chem effects, giving you more bang for your bottle caps. Need a boost in a pinch? Just pop a chem and watch as time slows down around you. Pair it with other chem-related perks for maximum efficiency and become the ultimate chemist of the Wasteland.

 

Piercing Strike

Piercing Strike

Piercing Strike makes all of your Unarmed and Melee Weapons (including thrown) negate 15 points of Damage Threshold on the target.

Some enemies just don't know when to quit. That's where Piercing Strike comes in handy. This perk lets you ignore a chunk of your enemy's Damage Threshold when using unarmed and melee weapons. It's like cutting through butter with a hot knife, except the butter is a Super Mutant and the knife is your bare fists. Slice through your foes with ease and show them who's boss.

 

Better Criticals

With the Better Criticals perk, you gain a 50% damage bonus every time a critical hit is scored on an opponent.

You know what's better than a critical hit? A critical hit that hits even harder. Better Criticals gives you a hefty boost to your critical hit damage, turning those regular hits into devastating blows. Sneak up on your enemies and watch as their health bars disappear faster than you can say "V.A.T.S." It's critical for any Courier looking to make a serious impact in the Wasteland.

 

Slayer

Slayer

The slayer walks the earth! The speed of all Melee Weapons and Unarmed attacks is increased by 30%.

When it comes to melee combat, speed is key. Slayer gives you a significant boost to your attack speed with melee weapons, letting you unleash a flurry of blows faster than your enemies can blink. Whether you're wielding a sledgehammer or your bare fists, this perk will have you swinging like a pro in no time. Just don't forget to aim for the soft spots.

 

Implant GRX

Implant GRX

You gain a non-addictive subdermal Turbo (chem) injector. This perk may be taken twice, with the second rank increasing the effect from 2 to 3 seconds and the uses per day from 5 to 10.

For rank 1, you can utilize it up to 5 times daily, with each dose lasting 2 seconds. As for the rank 2, you can use it up to 10 times daily, with each dose extending to 3 seconds.

Ever wish you could slow down time and take in the chaos around you? Well, now you can with Implant GRX. This nifty perk grants you a non-addictive drug that lets you perceive the world in slow motion. Perfect for those moments when you need to dodge a bullet or line up the perfect shot. Just be careful not to overdose, or you might find yourself in a world of hurt.

 

Ain't Like That Now

Maybe you were bad once, but you ain't like that now. Your Karma has been reset to 0, you regenerate AP 25% faster, and your attack speed is increased by 20%. You are also immune to Critical Hits.

Are you tired of getting critted into oblivion by every raider with a pipe pistol? Ain't Like That Now has got your back. This perk not only boosts your AP regeneration and attack speed but also makes you immune to critical hits from enemies. It's like having a force field made of karma, except instead of deflecting bullets, it deflects bad luck. So go ahead, charge into battle with reckless abandon. With this perk, nothing can stop you.

 

Thought You Died

Thought You Died

Your storied past has fallen from memory because everyone thought you died. Your Karma is reset, you inflict +10% damage, and for every 100 points of Karma, you gain 10 Health. You are also immune to critical hits. This perk requires you to have good Karma.

Last but not least, we have Thought You Died. This passive ability rewards you for being a good (or bad) little Courier by giving you bonus HP for every 100 points of Karma gained. It's like a little pat on the back from the universe every time you do something heroic (or villainous). Plus, it resets your Karma to neutral, so you can start fresh and build your reputation however you see fit. Just remember, with great power comes great responsibility.