SPECIAL
Strength - 5
- With Weapon Handling, Reinforced Spine, and the Strength Implant, there's never any reason to put more than 5 points into a non-Melee build. I could drop it lower, but I like having an even 200 Carry Capacity.
Perception - 5
- This is one short of what we need for Better Criticals, but there are plenty of ways to get that one point. This build uses Intense Training at Level 2 to do it.
Endurance - 5
- I've never been interested in all the implants. I'd rather work with what I have instead of throwing my build out of whack to get all of them. With 5 Endurance, I can pick up 4 SPECIAL implants and the Sub-Dermal Armor.
Charisma - 1
- Standard fare for a combat build.
Intelligence - 9
- I'm aware that with a Level Cap of 50, I don't need to max out Intelligence. In fact, I could drop it to 5 and take Educated; that would do what I want with no issues. Unfortunately, that locks up my perks until Level 6; I won't be able to start working on the build until Level 8. By starting with 9 Intelligence, I free up my Level 6 Perk Slot.
Agility - 8
- Faster reloads, mainly. I need 6 to get Silent Running; the extra points are just because I needed to put them somewhere. I could probably have put at least one into Perception, but I like the faster reloads.
Luck - 7
- I need 6 for Better Criticals; 7 is just using extra points.
TAG Skills
Lockpick
Repair
Sneak
The most useful advice I've heard on TAG skills is to tag what you'll need early in the game. Here, the bonus to Lockpick counters my low initial Lockpick score. Repair is a skill I need for several perks, so boosting it gives me a head start on getting that where I need it. Finally, Sneak is the core of my build, so I want that higher initial level to make it easier to sneak from the get-go.
Traits
Good Natured
- For me, this is a huge win. I tend to stick with a single group of weapons (in this case, Guns), so for 5 points from a skill I will use and 20 points from skills I won't use, I get 25 points into secondary skills that I will use. It's a great Trait.
Skilled
- This might as well say that it increases all skills by 5 for free; the XP loss is insignificant.
Perks
Level 2 - Intense Training (Perception)
- I use this level to pick up the last point I need in Perception to get Better Criticals. The perk selection at this level is meager; the only other one worth considering is Light Touch, and I intend to stay out of straight-up fights as much as possible.
Level 4 - Comprehension
- I use my early levels to meet perk prerequisites, so I need Skill Magazines to help in the early levels. Not very useful end-game, but I generally don't reach Level 50, so I'm not worried about it.
Level 6 - Travel Light
- I love this perk. It makes actually walking everywhere bearable. Since I'm going stealth, I'll be stacking Implant M-5, and possibly Tunnel Runner if I get up that high, so I'll be zipping around while I'm sneaking.
Level 8 - The Professional
- The namesake of the build, and an excellent perk overall. I could push it back later, but I've already pushed it back far enough.
Level 10 - Hand Loader
- This one is actually kind of under debate; more information in the Weapons section.
Level 12 - Silent Running
- A must-have perk for any Stealth character.
Level 14 - Jury Rigging
- I consider this one of the best perks in the game. It makes so many things viable that wouldn't have been before. All my builds have it.
Level 16 - Better Criticals
- Already a great skill, but Sneak Attack Criticals make this even better.
At this point, I generally have the core of my build up and running; after this point, I just start taking things that I had to leave behind earler (such as Toughness).
Weapons
I'm having some trouble here. The strongest Silenced Pistol is the 12.7mm Pistol, and the thing hits like a truck. Unfortunately, it's only alternate ammo types are both Hollow Point. The next best option is the .45 Auto Pistol, but it takes 3 perks (Grunt, Hand Loader, and Better Criticals) and a specific ammo type (.45 Super Hand Load) to beat the performance of a 12.mm Pistol on it's own. If I stick with the 12.7mm Pistol, I may not even bother taking Hand Loader at Level 10; just use the weapon with normal ammo and call it good. If I do that, I would probably take a rank in Toughness at Level 10 instead.
Armor
1st Recon Beret
Lucky Shades
Joshua Graham's Armor
Frankly, this is all about the look. The +9% boost to Crit Chance is nice, but I'm more interested in the overall look. The Lucky Shades are just because I want all my equipment to be doing something; however, I won't be siding with the Legion. I'll build my reputation with them by turning in stolen NCR Dogtags, then kick them to the curb.
Anyway, that's the build. Any input is appreciated.