Level 2: Intense Training (EN)
Level 4: Comprehension
Level 6: Demolition Expert
Level 8: Commando
Level 10: Finesse
Level 12: Sniper
Level 14: Jury Rigging
Level 16: Better Criticals
Level 18: Weapon Handling
Level 20: Demolition Expert
Level 22: Plasma Spaz
Level 24: Math Wrath
Level 26: Laser Commander
Level 28: Nerves of Steel
Level 30: Action Boy
Quoting myself for lazyness
Here's my Lvl30 character
S 6
P 6
E 5
C 5
I 8
A 8
L 8
Traits
Built to destroy +3% base crit chance, the trade off is very minor
Wild Wasteland, fun encounters and the Alien Blaster
Perks
Train INT
Comprehension - Magazine effect doubled to 20, saves heaps of skill points, Skill Books also yield a point more each
Train LCK
Scrounger - more ammo? get in
Finesse - +5% base crit chance
Travel Light - makes you run faster in light armor
Hand Loader - craft powerful special ammo
Better Criticals - 50% more crit damage
Chemist - doubles the duration of any consumable taken, drunk or eaten
Grim Reapers Sprint - 20AP when killing an enemy
Laser Commander - +15% damage, +10% base crit chance for Laser Weapons
Miss Fortunate - Revolver chicks wearing hot pants are awesome
Nerves of Steel - 20% faster AP regeneration
Jury Rigging - repair expensive and rare stuff with common and cheap stuff
Lady Killer - for some funny lines
Implants bought
Strength
Perception
Agility
Luck
Sub-dermal Armor
Skills
Barter 28
Energy Weapons 100
Explosives 78, with apparel and magazines ->100
Guns 100
Lockpick 75, with apparel and magazines ->100
Medicine 80, with apparel and magazines ->100
Melee 26
Repair 90, with apparel and magazines ->100
Science 79, with apparel and magazines ->100
Sneak 50
Speech 70, with apparel and magazines ->100
Survival 85, with apparel and magazines ->100
Unarmed 24
See, it is pretty much a jack of all trades character, allowing me to pass any skill check, except for the Barter checks which usually can be solved with Speech.
I don't like Melee or Unarmed, I don't need Barter, and 50 Sneak is enough for someone who relies on ranged combat and to keep a good hold out weapon.
I started out as a Guns user and proceeded over to using Energy Weapons at Level 22.
Regarding your Perk choices:
- Commando and Sniper aren't worth it, imo.
- Grim Reaper is more useful than Math Wrath, Nerves of Steel or Action Boy. You get 20AP restored for
every kill you land.
- Weapon Handling is not very useful. Substitute it with Chemist instead. It will double the duration of anything you are consuming.
Invest also in your Survival skill, and just a Bighorner and a Brahmin Steak will give you a +4 STR boost which will last long enough for any battle.
Chemist will also double the duration of any AP and DT boosting consumable, incl Jet, Rocket, Nuka Quartz, etc.
Paired with a high Survival skill, this perk is like Weapon Handling2+Action Boy3+Toughness2&more(ever wanted 100+ HP from a single, shabby Sarsaparilla?) combined. (Hopefully J.E doesn't read this, I'm scared it will get "fixed" if)
- I'd rather train LCK or INT instead of END on level 2
Regarding your SPECIAL
- I'd rather keep STR at 5, and buy an implant later, reasons see above
- Put more emphasis into Luck, since you are obviously going for an Energy Weapons guy. Everey point of luck is an additional point of base crit chance.