» Fri May 27, 2011 8:38 am
Hmm.
Speech, Unarmed, and either Energy Weapons or Small Guns. Unarmed is surprisingly useful in the game. You get advanced punches and kicks that make it useful, get a LOT of attacks per round, and can get two nice perks in San Francisco and New Reno. It's also very useful when you first start the game, before you get access to even a simple gun...and it's still useful late in the game; wear power armor and use a power fist and you're pretty much a god. Small Guns is great in the middle of the game, but at the beginning it's overshadowed by melee or unarmed and by the end was overshadowed by energy weapons. Really, as soon as I got my hands on a decent energy weapon I didn't look back! However, you have enough time until then that you could make it your fourth tag skill or simply put points into it long before you'll need to. Speech is an absolute must in any Fallout game...although to be fair, you probably don't need to get it higher than 100, so you could simply put points into it early and save the tag for something else.
I didn't find lockpicking or barter all that useful - I ended up with too much stuff to carry most of the time, and by the end of the game always had too much stuff and too much money. Doctor could be good, but again, stimpaks are easy to get and by the end of the game, the experience and healing you get from doctor, and the few times you can use it, just don't make it worthwhile.
Science might be good if you want to get the robodog, as you need a really high skill to get the best brain. But other than that one event, there's not much use for it. EDIT: Forgot about the doctor/science combination. Still, getting both to 100 isn't too hard without tagging either - it makes more sense to save it for combat skills, where you're going to want/need to get 150-200 by the end of the game!