Nice points, DI97, but check the dates. This is a 6 month old thread, (I should know, I'm the one who resurected it. Sorry.) and I doubt the OP is still checking it. If nothing else, this build is long done. Just saying, it's mostly moved over to general advice for Any spellsword build instead of that particular one. I agree with most of it, Lightning is a Hit-scan, so you don't have to lead targets. There's also maybe 3 BGs out there that's resistant to it, as opposed to Fire, or Frost.
As for Perks, you're probably going to find yourself using Destruction for most of your damage dealing, unless you're going more for a Nightblade for Backstab. Also, there's a variety of destruction spells with various effects for different situations. I like to Zot dragons, for the aforementioned hit-scan effect, but use mostly Fire for burning, and Ice Storm as a sweeper, because it travels in a line, which you can kite the enemy into, especially if there's bottlenecks. It also travels right through walls, and other obsticals, so that archer that keeps ducking behind a rock? Tell him to chill.
The hand weapon will be a lot more personal, so there's where you can specialize, or chose not to. I tend toward handaxes, because the Hack&Slash perk stacks well with Burnin DOT. Leave them burning, and bleeding, and you don't have to hit them as many times. With Critical charge, you can start them burning, strike on your way through the fray, and let them die while you set up for another pass. (If you like, you can even stack on Frostbite Venom for more DOT, and Stamina drain.)
I don't use Disintegrate, especially with Necromancy. You can't raise an Ash Pile, and while it's cool, it doesn't really help your game play. If any of the further enhancements, I go for Deep freeze, because I'd rather the enemy be paralized, than made to flee out of range. Even that can backfire, if you mistake those fallen for dead, and advance past them, they can get a free shot at your unprotected rear. None of them are game changing, so I'd respectfully suggest saving those perk points unless you got some burning a hole in your pocket.
And again, I'd add Redguard to the race list. Starting with 25 1H means you can concentrate the crucial first few levels to Destruction, yet still have plenty of power for your sidearm. It puts you within 5 of All the second teir perks, which should be pretty easy to get even while Firebolting most of the Draugr training partners. (All builds have to start somewhere.) While it's been Nerfed quite a bit Adrenaline Rush is extremely handy when everthing goes south, to escape, or drop a weapon in the spell hand for dual weild, and sweep the melee real quick.
As for the self imposed limitations, try not starting off with Crafting, and having Berserker Rage as a safety net. I go unarmored, mostly so I don't have to worry about stamina, but it also makes for incentive to not linger in the melee.
Edited by Psiberzerker, 01 July 2012 - 05:38 PM.