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Fallout: New Vegas Hints
Level 16 Perks
* Action Boy / Action Girl (Agility 6): Each of the two ranks of this perk increase your action points by 15. This is definitely one to get when there's nothing that you just have to have for your character's specialization, since everyone can benefit from more action points. Remember: more action points means more attacks in V.A.T.S. mode, which everyone should use for all up-close combat.
* Better Criticals (Perception 6, Luck 6): If you meet the requirements for this perk, get it right away, since it gives you a 50% damage bonus on all critical hits. That includes sneak-attack criticals, so it's especially great for stealth-focused characters.
* Chem Resistant (Medicine 60): All this perk does is reduce the likelihood of getting addicted when using chems by 50%. That's not nearly useful enough to warrant getting as one of your 15 level-up perks.
* Meltdown (Energy Weapons 90): This perk causes enemies you kill with any energy weapon to "explode" and do splash damage to everyone nearby. It can be hilariously cool to kill one enemy in a weakened group and make him explode, thereby causing all the other nearby enemies to die and explode, too. However, that's way too tricky a scenario to set up, so this perk isn't worth taking even for energy weapons specialists.
* Tag!: This perk lets you choose a skill to raise by 15 points. That sounds great, especially since skill points are scarcer in this game than Fallout 3, but it's still not worth a perk slot.
* Weapon Handling (Strength < 10): This perk will effectively reduce the Strength requirements for effective weapon use by 2 points. Low Strength is a very bad idea for any character build, and high-Strength characters won't benefit from this perk enough to take it.
Better Criticals should probably be taken right away no matter what your character type is, and the Action Boy / Action Girl perks are good to get next unless there's something on the level 18 and 20 perk lists that you've just gotta get first.