* Best energy weapons require 8 STR so you need to go there with Intense Training and Implant sooner rather than later. Weapon Handling at lvl 16 can lower requirements by 2 points - but why waste a perk while you can have same effect, extra +1 STR from it and all at meagre expense of 4000 caps? Doing 4 STR initially, then weapon handling, implant and intense training would work too, what do you think?
* Energy overall compared to Guns is low on damage but high on critical chance so a build for energy has to exploit this.
* There's a possible synergy with Explosives if you intend to use Flamers. Requires Pyromaniac perk at lvl 12 and 60 Explosives for +50% fire damage. Is it worth it? Maybe for late game after level 20 and everything else is covered?
* Energy Weapons have quite high skill requirements so you need them at 75 quite early or your Plasma Caster won't cut it. Up to 100 for Tesla Cannon and/or Tesla Beaton.
* High Science and Repair are necessary to recover ammo, to make weapon repair kits and finally to be able to patch your rare toys with similar items. You don't find enough of energy weapons to have everything at 100% like with Guns.
* You need to loot Silver Rush store with Stealth Boy early on. There's no other way.
Now the build:
STR 6 (+2) (Like I said, best guns require 8). Or STR 4 and then a whole chain of boosts to get weapons that require 8.
PER 6 (for better Criticals more than anything else)
END 5-6 (allows getting implants for STR, END, INT, AGI and LCK + one or two elite ones (I don't like regen one so can do with 5 END). I could add one END here and remove one point from PER boosting it with implant instead. What do you think?
CHA 1 (all points moved to INT to make a skilled sociopath)
INT 8 (+2) (Mother of all attributes)
AGI 4 (used for AP, reload time, weapon draw time and that's it, I want it moderate)
LCK 7-9 (+1) - Crit chance, bonus to all skills, casinos - and everything else. If INT is mother of all other attributes, this is the daddy of them).
Traits:
Good Natured: Since we won't be using other weapons, this nets 20-30 skill points right away at expense of -5 Energy Weapons. Worth it.
Fast Shot: +20% fire rate at expense of -20% accuracy. Laser RCW and later Gatling being my main reasons here - but plasma spam doesn't fail either with huge magazine capacity of energy weapons.
Skills:
Tag Energy Weapons, Science and Lockpick.
In the game first do Lockpick to 55, then Science to 75 for Recycler (you need this early or you will be fighting with a machete more than your laser rifle), then Repair and Energy Weapons. After which you can get Speech, return from exploring the wastes and do some questing finally.
Perks:
2 - Intense Training, +1 INT (for skill points, I want it at 10 eventually)
4 – Educated, +2 skill points per level (so extra 54 throughout the game)
6 – Comprehension, +1 skill points from books (there’s 5 books per skill and 13 skills, so I get another free 60 skill points or so per a game, vast majority of those very early and in skills I have no time to upgrade otherwise), double skill points from magazines (so I can stop training most things (like Lockpick) at 55 early on and move on to other stuff while doing skill-checks in quests)
8 – Vigilant Recycler (Science 70), recycling boost for more ammo. Most perps are armed with Guns so there won't be as much of ecells to grab as normal ammo types.
10 – Finesse, +5% crit chance, often doubled by energy weapons which have higher crit chances than Guns.
12 – Intense Training +1 STR. (+implant which will allow using Plasma Caster and other heavy weapons in the category)
14 – Jury Rigging (Repair 90), repair things with similar items, required for every energy user because you don’t loot even nearly as many of those as Guns.
16 – Better Criticals (PER and LCK = 6), since most of my good attacks will be criticals…
18 – Meltdown (Energy Weapons 90), killed enemies emanate harmful energy around them – this will often harm me – but at the same time for role-playing reasons I can’t imagine a build without this. Or if you go with STR 4 build, you want to take Weapon Handling here.
20 – Intense Training +1 LCK. (Can't have too much)
22 – Laser Commander (Energy Weapons 90)
24, 26, 28, 30 - I could train Explosives here.

Equipment:
1. Early (Good Springs -> Boulder City) : Recharger Rifle, Recharger Pistol, Plasma Defender and Scoped Laser Rifle. And Plasma Rifles and Combat Armors of looted caravan en route to Vegas.
2. Mid-game (Deathclaws, Nightkin and Fiends): Q-35, Multiplas, Tri-Beam, Laser RCW.
3. Late-game (everything else): Plasma Caster, Gatling, Plasma Beaton and that unique Gauss.
Companions:
1. Veronica early on, she will lead to BoS and she will allow crafting ammo anywhere.
2. Tajeda later on. He slows down rate at which your guns break which is priceless even for a high Repair character.
Any comments? Corrections?
