Best Revolver Build - The Cowboy - Fallout: New Vegas (FNV)
This post will cover the best Revolver build for Fallout: New Vegas. I will be going in-depth on the main attributes, skills, and gear. This should help you make decisions on how to progress through the game in the optimal matter
Contents
Revolver Build - The Cowboy
The build idea is to represent a revolver user. And who best describes it throughout history? A Cowboy, although they mainly worked with cattle the media popularized them as righteous persons with a revolver in their holster.
With the Revolver build, my intention is to create a charismatic and pragmatic revolver user, who knows how to handle his weapon in the most difficult situations. All of this came as an inspiration from working on a ranch and reading lots of pre-war novels on cowboys in America
As you lived on a ranch, you also gained the necessary skills to survive - defending the cattle from raiders and animals, sneaking on any intruders, and riding the animals. The weapon that you preferred was a revolver. Nothing feels better than releasing 6 shots with each of them taking out an enemy. This is how true Western cowboys did?
Strangely... Your shots hit the target in the weakest spot, and you were deadly in every encounter. Is this Luck on your side? And you do not waste that luck, every time there is a chance you run to a casino or play a hand of caravan with a local vendor. Seems like no matter how bad things go you always leave with more caps.
Starting the Game
In this section, I would like to go through some recommendations for the Revolver build. This covers only the start of the game, so read the next section on how you should progress and how the end game build should look like.
SPECIAL
Attribute | Value | Description |
---|---|---|
Strength | 4 | Although you worked a lot of manual labor, you mostly pretended to do it. Being charismatic allowed you easily to persuade others to do the boring things. |
Perception | 6 | As you had to find enemy weak spots, being perceptive is the thing you learned. Having 6 shots in a barrel need to be effective. Detecting hidden enemies after crazy combat is another consideration. |
Endurance | 6 | Working in the ranches made you very healthy so you have no problems with long work. |
Charisma | 6 | Generally, as a cowboy you are well-liked, you represent an ideal of a person with strong convictions. I think this is an appropriate allocation and leads to your companions being very effective in combat |
Intelligence | 4 | Intelligence is not the strong part, but who cares? As long as you have a shiny revolver in your holster. |
Agility | 6 | As a revolver user, you should be fairly agile, the weapon gives a lot of maneuverability and your cowboy background is also relevant as you have spent much time in the fields on a horse. |
Luck | 8 | Occasional gambling, lucky shots in a duel, seems like luck doesn't leave you. This allows you to score critical hits and hit the enemy where it hurts the most. |
Tag Skills
These are the ones that you choose at the beginning of the game. Here is what I recommend:
Skill | Description |
---|---|
Guns | Well, Revolver is your main weapon, this is where you train and how you defend the ranch. This skill is the one that decides your damage. |
Speech | Being charismatic allows you to persuade people in various situations. Generally, you have no problem getting into forbidden places or helping a person not to make a stupid decision |
Sneak | Learning to use a revolver, came with downsides... You need to make every shot count and that is easy when you are nimble and can easily place yourself in the best position undetected. |
Traits
The traits are definitely optional and just recommendations. Pick up to two of them:
- Skilled - fairly low intelligence can be counteracted with this trait. it gives +5 to all skills making it a bit easier, getting everything you need. Of course, this reduces XP gain by 10%, but you can counteract this with Well Rested.
- Wild Wasteland - see unique encounters in the wasteland
- Trigger Discipline - I think this one fits the theme of the build as you want every shot with Revolver count especially when using VATS. However, I personally did not feel a need for it when making the build. The increase in AP cost may deter you.
I would not recommend Good Natured, we need to level 3 weapon-related skills, so this would only postpone them.
Early game tips
Here I would like to offer some early game tips for the build to make it easier when starting out
Use any weapon that you have on hand
Although we are concentrating on revolvers, the early game can be hard - you do not have caps, no loot, cannot buy ammo, and have low skills. Due to this don't be picky and have whatever weapon you have on hand. The early Courier's Stash DLC provides some good options - Mercenary's Grenade Rifle, Weathered 10mm pistol, etc.
Doing the main quest
Unless you are cheesing some of the game mechanics, and want to experience the game as intended, I recommend doing the main story quest up until you reach Novac. The journey will provide you with two companions (and due to your high charisma they will be very powerful):
- ED-E - in Primm City, it is a robot that you can revive using some scrap parts. The parts can be found on Lone Wolf Radio.
- Boone - you will find him in Novac. To join you, you have to do his quest and help him
These companions will help you a lot and make the game more fun and easier. Another thing is that Novac will give you your own room, where you can store loot. This makes scavenging easier throughout the game.
After this, it's your choice what to do
Progression and Final Revolver Build
Now I would like to go through the progression for the build and how it should look once "it is done". I will also share some tips and directions to get the most out of it.
SPECIAL
Here is how your attributes should look like when they are maximized and you obtain most of the stuff in the game.
Attribute | Value | Description |
---|---|---|
Strength | 7 |
|
Perception | 6 | None, taken |
Endurance | 7 |
|
Charisma | 7 |
|
Intelligence | 5 |
|
Agility | 8 |
|
Luck | 9 |
|
Skills
In this section, I will go through the skills for the Revovler Cowboy Build. I want to recommend the progression below. This will ensure that you get all the skills that you need for the build. Of course, you can still spend 3-5 points at every level on other choices and this will not create any problems.
I recommend leaving skills at 90 (except science and lockpicks as you may miss some loot) and get the rest 10 points from skill books in Mojave Wasteland
Order | Skill | Description |
---|---|---|
1 | Repair 70 | Strange choice? However, getting this will allow you to get a very powerful quality of life perk at level 6 - Hand Loader |
2 | Guns 50 | Enough to improve weapon damage a bit and make combat easier |
3 | Melee Weapons 45 | Unlocks Cowboy perk for a bonus 25% damage with revolvers |
4 | Speech 60 | Allows persuasion of more than half of the game speech checks. |
5 | Guns 70 | Enough to improve weapon damage a bit and make combat easier |
6 | Sneak 50 | Improves your sneaking effectiveness |
7 | Speech 80 | Unlock more Speech checks |
8 | Guns 90 | Improve weapon handling |
9 | Sneak 90 | You can now unlock The Professional Perk. |
10 | Speech 90 | The maximum before skill magazines. |
11 | Energy Weapons 60 | Needed to get Concentrated Fire perk |
12 | Survival 70 | If you wish to get something like a Rad Child perk. Otherwise, you can skip it. |
13 | Repair 90 | Allows crafting the best hand load ammo and getting Jury Rigging perk. |
After this you are free to put the points however, you want and prioritize the things that you think are needed based on your playstyle.
Perks
Although I list the perk in level order of when you should get them, I recommend assuming that this is a list. Different players will prefer getting different skills first, so some of the perks might be available later/earlier.
Level | Perk | Details |
---|---|---|
2 | Rapid Reload | Early in the game revolver reloading can be painful, so this skill mitigates it |
4 | Educated | This skill should be taken as early as possible (level 4), it will give 2 skill points each level up which accumulate a lot during the game |
6 | Hand Loader | This is a very valuable perk that the earlier you take the more beneficial it is. You have a higher chance to recover ammunition cases. |
8 | Cowboy | The most fitting perk for this build. It increases revolver damage by 25% |
10 | Gunslinger | Increases your accuracy with Revolvers in VATS |
12 | Terrifying Presence (Optional) | The legends of your accurate shots can easily scare even the bravest persons. (this perk is only for roleplaying, it's not as valuable otherwise) |
14 | Lady Killer/Black Widow/Confirmed Bachelor/Cherechez La Femme | Pick the one that you prefer for the type of character you are making. The dialogue options for charismatic characters and bonus damage is worth it. |
16 | Finesse | +5% Critical chance, for even more precise shots. |
18 | Better Criticals | Increases critical damage with your weapons by 50% |
20 | Mysterious Stranger (Optional) | Totally optional perk, but I enjoyed taking it with this build as you use VATS, and it explains the exceptional luck of the revolver cowboy |
22 | The Professional | Being effective at sneaking, the perk gives 20% with Sneak Attack Criticals using revolvers |
24 | Grim Reapers' Sprint | After a killed enemy in VATS restore 20 AP. This can allow you to easily take out a large number of weak enemies. |
26 | Light Touch | When wearing light armor you will get a bonus 5% critical chance |
28 | Bloody Mess | Increases damage by 5%. |
30 | Concentrated Fire | Increases your accuracy in VATS by 5% with each shot |
32 | Living Anatomy | A bonus of 5% damage against humans and ghouls is a very valuable choice. |
34 | Jury Rigging | The perks make it easier to repair items as you can use similar instead of the same ones. This will save a lot of caps. |
36 | Silent Running | Makes you harder to detect while sneaking, use this to take a perfect position for your revolver shot. |
38 | Action Boy/Action Girl | Increases the total amount of action points to use in VATS |
40 | Chemist | Gives a boost to chem duration, at the late game they are very valuable as they can improve your damage resistance, slow time, etc. |
42 | Chem Resistant | Decreases the chance that you will get addicted to chems. This is totally optional, as you can easily heal from addiction at any clinic if you have the caps. |
44 | Action Boy/Action Girl (2) | Increases the total amount of action points to use in VATS |
46 | Travel Light (Optional) | More Quality of Life improvement, allows you to move 10% while wearing light or no armor. |
48 | Rad Child | Gives a good health regeneration boost while you have radiation effects. The higher radiation the bigger the bonus. |
50 | Thought you Died | This skill would be the best option. However, if you cannot take it then go for Just Lucky I'm Alive or Ain't Like That Now |
General Tips
At level 15 start Old World Blues DLC
I really recommend starting this DLC. It will give +2 Strength after you finish it. Allowing the build to carry more items and use the best revolvers.
To start the DLC you can go to the Mojave Drive-in and at night initiate the quest. This way you can avoid the Weapon Handling perk and use perk points elsewhere
Equipment
This section will cover some gear recommendations for the Revolver Build
Weapons
There are a wide array of choices for this build
Weapon | Description |
---|---|
Ranger Sequoia | This is the most powerful revolver. However, it is very hard to obtain it in a legit way, as it is usually worn by NCR rangers. |
Hunting Revolver (GRA) | A revolver with a scope that allows you to snipe enemies from afar. Unfortunately, it has low durability, so needs repairs often. |
Lucky | It has a 2.5x crit multiplier and can be obtained fairly early if you have a high lockpick skill. moreover, it has a very low AP cost, great for fighting waves of enemies like Fiends or Raiders via VATS. |
Mysterious Magnum | This revolver has the second-highest DPS and with your high Speech, should be easy to obtain. |
The ammo can either be bought from vendors or crafted at a reloading bench.
Armor
As this is roleplaying build we are going for something that looks relevant to the cowboy build
Armor | Description |
---|---|
Bounty Hunter Duster | Has the highest Damage Threshold bonus and gives bonuses to guns and Charisma. The higher Charisma will further boost your companion's effectiveness |
Daniel's Outfit | Gives a 2 DT boost and provides a +5 bonus to barter and Medicine. |
Sheriff's Duster | Gives bonuses to guns and Charisma. The higher Charisma will further boost your companion's effectiveness. Unfortunately, it does not provide any damage threshold protection. |
Helmets
As we go with the revolver cowboy feel, the obvious choice is a Cowboy Hat. There are numerous choices, so pick the one that looks the best for you
Helmet | Description |
---|---|
Daniel's Hat | Gives +1 to Perception and +5 to Speech. If you plan on using it, you can level Speech just to 85, as the rest will be filled with skill books. |
Any Cowboy Hat | Generally, these are available throughout the game from multiple enemies and vendors. You should have no problem obtaining them. They all give the same stats - +1 Perception. Find the one with your preferred looks |
Other
Armor | Description |
---|---|
Lucky Shades | This requires you to befriend Legion. So the narrative may not fit the cowboy roleplay. However, I still leave it as it is for you to decide and they provide +1 Luck, which is a huge bonus |
Atomic-Valence Tri-Radii-Oscillator | Hard to recommend due to roleplaying, but I leave it for you to decide. Can be worn together with any helmet. Gives health regeneration and Endurance +1. Moreover, it provides an additional Damage Threshold. Requires Old World Blues DLC |
Valence Radii-Accentuator | Hard to recommend due to roleplaying, but I leave it for you to decide. Can be worn together with any helmet. Gives health regeneration and Endurance +1. Moreover, it provides an additional Damage Threshold. The weaker version of the Atomic-valence Tri-Radii-Oscillator. Requires Old World Blues DLC |
Conclusion
Thank you for reading this post on the Revolver build in Fallout New Vegas. I covered the most important aspects like the start of the game and how to progress with your perks. This should give you a guiding hand not get lost in this huge game
Feel free to leave any questions in the comments
Discussion