Level 1
ST 5 PE 5 EN 5 CH 6 IN 8 AG 6 LK 5
Small Guns, Sneak, and Speech
Bobblehead (Medicine)
Level 2
Speech +8 (40), Explosives +10 (25)
Intense Training (IN)
Bobblehead (Intelligence)
Rad Regeneration
Level 3
Small Guns +8 (40), Lockpick +10 (25), Science +2 (27)
Lady Killer/Black Widow
Bobblehead (Lockpick)
Level 4
Sneak +2 (34), Small Guns +10 (50), Lockpick +5 (40), Science +3 (30)
Educated
Bobblehead (Small Guns)
Level 5
Sneak +3 (37), Small Guns +10 (70), Speech +5 (45), Medicine +5 (40)
Child at Heart
Bobblehead (Science)
Bobblehead (Repair)
Level 6
Sneak +3 (40), Small Guns +5 (75), Lockpick +10 (50), Speech +5 (50)
Toughness
Bobblehead (Speech)
Level 7
Lockpick +15 (65), Speech +3 (63), Repair +5 (40)
Entomologist
Wired Reflexes
Ant Sight
Level 8
Lockpick +8 (75), Speech +7 (70), Explosives +8 (35)
Strong Back
Level 9
Energy Weapons +18 (35), Speech +5 (75)
Commando
Covert Ops
Power Armor Training
Level 10
Sneak +2 (42), Small Guns +2 (80), Lockpick +2 (80), Repair +10 (50), Science +7 (50)
Finesse
Barkskin
Level 11
Sneak +3 (45), Science +5 (55), Medicine +15 (55)
Animal Friend
Bobblehead (Barter)
Level 12
Sneak +5 (60), Explosives +8 (43), Science +5 (60), Medicine +5 (60)
Silent Running
Bobblehead (Unarmed)
Bobblehead (Sneak)
Level 13
Sneak +5 (75), Explosives +17 (60), Science +1 (61)
Bloody Mess
Level 14
Energy Weapons +15 (60), Science +8 (69)
Cyborg
Bobblehead (Energy Weapons)
Bobblehead (Big Guns)
Bobblehead (Explosives)
Level 15
Sneak +5 (80), Speech +5 (80), Repair +2 (52), Science +11 (80)
Intense Training (LK)
Level 16
Small Guns +10 (90), Energy Weapons +10 (80), Repair +3 (55)
Better Criticals
Level 17
Sneak +10 (90), Energy Weapons +10 (90), Repair +3 (58)
Action Boy/Girl
Superior Defender
Ghoul Ecology
Level 18
Speech +10 (90), Repair +13 (71)
Sniper
Bobblehead (Melee Weapons)
Level 19
Repair +19 (90), Medicine +4 (64)
Intense Training (EN)
Level 20
Lockpick +2 (82), Science +5 (85), Medicine +16 (80)
Grim Reaper's Sprint
Auto Expert
Booster Shot
Pitt Fighter
Level 21
Lockpick +8 (90), Science +5 (90), Medicine +10 (90)
Life Giver
Hematophage
Level 22
Explosives +10 (81), Big Guns +13 (41)
Intense Training (LK)
Level 23
Big Guns +23 (64)
Intense Training (AG)
Level 24
Big Guns +23 (87)
Robotics Expert
Level 25
Unarmed +7 (35), Barter +12 (40), Big Guns +4 (91)
Pyromaniac
Xenotech Expert
Level 26
Unarmed +13 (48), Barter +10 (50)
Nerves of Steel
Level 27
Unarmed +12 (60), Barter +10 (60), Melee Weapons +1 (27)
Warmonger
Level 28
Unarmed +10 (70), Melee Weapons +13 (40)
Quantum Chemist
Level 29
Explosives +10 (91), Melee Weapons +13 (53)
Paralyzing Palm
Level 30
Unarmed +5 (82), Melee Weapons +18 (80)
Almost Perfect
Punga Power!
Bobblehead (Strength)
Bobblehead (Perception)
Bobblehead (Endurance)
Bobblehead (Charisma)
Bobblehead (Agility)
Bobblehead (Luck)
As to the Agi for high action points... well you get 2 shots with a sniper rifle at 7 - 10. Again, it is wasteful to boost that skill with the thought of getting more shots off. It simply isn't true. Personally I use FPS from range and 90% of the time they die from that. If they close 1 shot to the head suffices. If it is multiple targets, well I use the same thought process. Engage at extreme range from stealth if out doors, or from stealth to the head indoors. With well over 500 hours into this game, I can say that I absolutely have a streamlined build with all the perks that make the game accessible no matter what you do. I have many builds with comprehension. Perfect builds. This is not that. It is the perfect PLAY build.
You would give up Animal friend perhaps? I only used it in this build but in my play through it made certain areas a snap ( getting the sneak bobblehead early for instance ) or completing Moiras Wasteland quest where several areas are laden with molerats. That it also makes roaming the wastes a bit easier is a bonus.
Warmonger? It gives you every schematic in the game x3 meaning they are the mot powerful version of them you can make. It also helps get an achievement ( if that is important to you ) for having built every weapon. Couple this with Quantum Chemist and you have a ridiculous amount of nuka grenades. Just remember kiddies, don't put the nuka cola in the vending machine as ice cold nuka wont be transformed. You have been warned. ;)
Pyromaniac? What, and pass up all the good fun using the Heavy incinerator weapon the Enclave drop? During the last phases of the game it absolutely owns everything on the airfield. +50% more flaming AOE death? Yes please!
Luck gets a boost from the lucky 8 ball which I get before level 10 ( which is why medicine is at 40 when I'm in that geographic location ( getting the 3 bobbleheads nearby ) Again, it was done with much thought and serious play through.
In the end comprehension is only a crutch to get skill up faster. Anything beyond 80 is more than useful for mot skills. The ones that are useful at 100 are at 100. Agi above 7 is minimal at best and more useful to those that solely on VATS ( in which case the game might be a tad hard ). Endurance is always useful. No two way around it. It gives Hps ( offset by Lifegiver ) and resistances ( offset by toughness, barksin and the Superior Defender perks ). In the end, it never missed an Endo over 6.
Thanks for the input though ;)