I have a flamer build... mostly because they're very easy to lvl up and I wanted to do it for RP reasons....
First things firsts, it will only work in Turn Based, in RT as soon as they start running its over. Secondly, you need 2 Bonus move so you close in the distance, and so they dont get away easily, and 12 AP (10 Agi - 2 action boys, or 10 Agi - Jet, whathever rocks your boat) so you can burst twice per turn, 1 Better criticals, and as many More criticals your build lets you get (dont forget lifegiver and 10 END)
You will also need a regular drug cocktail (buffout, cigarettes, nuka cola, psycho), and even with all this, its a very very subpar build, mostly because pyromaniac is useless and, if you manage to get that close to someone, you might as well point blank burst them to death which is ways more effective
However I admit its a very very fun build, and considering that Ive managed to burst 3 to 4 people at the same time twice in a round, doing more damage than anything else in this game (save for a massive critical from a RL) it has its uses... Oh btw, this build is alot like a RL critical build, save for finesse and mad Perception, so might as well go a RL critical build and pull out a flame thrower every now and then. Oh and tbh I dont know why am I replying to this post... its not like the TC has a stash of hundreds of drugs to power up a PVP APE powerbuild, so.... EVILKHAN, for the love of wipe, stick to crafter-nooby builds until you have the economical sustenance to do this lame and unnecessary build...