Definitely put seven points into gunsmithing; not only can you make the Elephant Gun, but once you find the schematic in the shops you can make the Blade Launcher (fine dagger + elephant gun), which is even more overkill. I didn't even have enough strength to properly wield it, and I was still stomping everything in my path. Chews through bullets like you wouldn't believe, though; six bullets per shot. If you insist on not spending points on gunsmithing, you can also get a Mechanized Gun in Caladon about halfway through the game from a man called Maxim. You have to do a quest for him and then bring him a Clarington Rifle and a Loading Mechanism, which is good if you have abundant supplies of ammunition - 6 bullets per shot, speed 20. If you find your ammo supply is a problem, you could probably stick with the Elephant Gun instead of upgrading to the Blade Launcher.
After that, it's a toss-up between Explosives and Electricity. Any gunslinger should have at least one point in Explosives, because it allows you to make your own bullets, and the Molotov Cocktail is easy to produce and makes a great crowd control weapon. Some of the higher level grenades are pretty good as well, though I wonder whether it's worth putting seven points into explosives; Dynamite takes too long to detonate to be useful in combat, and planting it near an enemy is likely to cause him to attack you, so I don't see it having much use in combat. For demolition, a couple of shots from your Blade Launcher should smash any door or chest in your path.
Electricity might be worth it because it gives you some of the best tech gear in the game. Electro-armor, Flow Disruptor Shields, and Charged Rings in particular. My suggestion is that if you intend to play a charismatic character and build a large party as I did, go with electricity over explosives. It will help you equip them better. If you plan to play more of a lone gunslinger-type, the explosives should come in handy. Either way, though; put two points into Electricity for the Charged Ring. Build two of those and equip them to get a four-point boost to Dexterity, which saves you two points for something else. The Tesla Gun is also fairly good for gunslingers going up against anything resistant to normal damage, which is a lot, especially towards the end of the game. Having both the Tesla Gun and Blade Launcher allows you to switch off between batteries and bullets if you ever run out of one, but I found it easy enough to just stockpile bullets and give the Tesla Gun to Sebastian. I used a mod that makes all ammunition weightless, though, so weight would probably become a big concern for those not using that mod. A lone gunslinger might wish to put some points into Mechanical as well; you can make your own traps and minions.
As for normal skills, definitely max out Firearms (of course). Pick Locks is reasonably useful to save you the trouble of bashing down doors, but I don't think it's really worth the points. I suppose it'd be useful if you intend to steal from shopkeepers, though. Persuasion is good for a charismatic character; Expert Persuasion increases your max followers by one and there's at least one (rather annoying) dungeon that can be entirely bypassed by a persuasive character. Probably worth putting at least enough points into Dodge to get Expert. Otherwise, put your points into Perception and Intelligence, as well as Charisma if you intend to have a large party. Maybe a few points to Strength to get the best out of your elephant gun/blade launcher if you have points to spare, but you can still use them just fine without a high enough strength stat. I think you take a penalty to firing speed, but with guns that powerful, does it really matter?
Definitely recruit Jayna for healing (Virgil and other magical healers will be useless once you raise your technical aptitude). She may be useless in combat, but it saves you a few points that would otherwise have gone into Heal and Herbology. Her Therapeutics skills are pretty useless, but keep her well-stocked with healing items and she'll do a fairly good job of keeping you and your party alive. Sogg Mead Mug makes a wonderful tank, and he can be recruited fairly early on. I found Magnus to be fairly effective in combat as well, especially once I gave him Sebastian's Charged Axe (which you should definitely acquire, even if you don't bother to recruit Sebastian himself. It's one of, if not the best axe in the game). The Dog is also pretty effective in melee combat, but some argue that he's too powerful, so you might not want to recruit him if you're looking for challenge.
If you find the early game too difficult, try turning the difficulty to easy. it's still tough, but it's more doable. Strangely, I found the game actually got easier as I played, especially as I started to upgrade my party and their equipment, so you might be able to put the difficulty back up later on.
Post edited February 08, 2010 by Redattack34