» Sat Jun 23, 2012 10:25 pm
I typically go the sneaky archer route, and raise Archery, Smithing, and Sneak first, with side skills depending on which variant I'm playing (some use Conjuration, some Illusion, etc.). Light Armor in all cases, since the idea is to not get hit in the first place, although I eventually reach the armor cap as I also level Alchemy and Enchanting. Magic Resistance is vital (at least for me), and I either add Archery or Magic enchantments depending on the build.
Focusing skill increases and perk allocation are indeed very important early on; you want a high, well-developed combat skill and a couple of well-developed secondary skills (Sneak, Block, Smithing, etc.) ASAP, so that you can hold your own in a fight while building toward your end-game gear. I typically do as bcurdragonborn does and only put 1-2 perks in skills to be developed later (save Speech, which I perk whenever a new ability opens), usually just one in the opening perk and maybe one beyond that if I have the skill level for it (depends on the skill and why I'm delaying it).
If playing a sneaky sort you don't really need to perk armor skills unless wearing Heavy Armor, but as that perk needs 70 skill I don't recommend that route, since it will take ages to get there and in the interim the noise will tank your sneaking capability. Light Armor should only really be perked at all if you're going to cap it (which I do), and even then how much you do so depends on which crafting skills you are going to use and which armor type you are going to wear; as I use all three skills and wear Dragonscale once I can make it, I only need the first rank of the opening perk to cap.
Do not be afraid to make stupidly powerful weapons, even though they will trivialize most of the combat; against those opponents for whom this will not be the case (notably: Elder or Ancient Dragons, and Dragon Priests) you cannot afford a drawn-out battle, because the chances steadily increase that they will get a massive critical hit and kill you. These weapons will drastically shorten such fights, which will greatly reduce the number of chances they have to land such hits.
Many folks recommend Block for a 2H-user, and it's not a bad idea, but I tend to not use it and instead rely on abusing Stun-Lock via chained Power attacks. Then again I play them berzerker-style; I like the added risk during the initial stages of a fight, and it just feels 'right' to use them that way since part of a 2H weapon's effectiveness is the shock value from the impact of a massive chunk of metal, which you don't get while blocking with one. If you're not going to cap your armor Block becomes a lot more important, since you can't soak hits as well as someone who does.
If you're going to use Illusion or Conjuration you want to level them early on, as the early spells become utterly useless in short order, and in the former case you want to take the increased performance perks so that they will still work at high levels (you'll need to Dual Cast as well).