» Sat Jun 09, 2012 5:07 pm
As a 2H class you have to consider what your weakness will be and what school will help counter that. Also, remember you have to pause and switch between spells and swordplay if you use 2H. Here are my thoughts.
Destruction - Obviously you wouldn't need it for melee damage, so it's only useful at a range. That means you're not getting the optimal use out of the magic school's design. A bow however is designed to be purely range based. So this is a much better choice for that type of damage. Add a few points in the tree and the stealth perk, and you can get lethal with a bow pretty fast.
Illusion - The primary benefit from this school is crowd control and quiet casting. The problem is, as you level, you have to put points in the perk tree to get continued benefit against higher level foes. What good is a fear spell that only affects low level creatures when you can one shot them? So unless you spend the perk points, this won't be as helpful in boss fights. Invisibility seems like a nice spell, but you can easily make potions instead.
Conjuration - I hate pets. They get in the way as I flail around with my mighty blade. True, you can eventually summon some awesome pets, but you can also have companions with you as well. If you can't make it through a dungeon with a companion, your build needs more work than a simple spell school. It's really up to you, but the "benefit" of a companion is available for free from the many people who will gladly fight with you at no cost of perks (Though I'd love to see a perk tree for leadership).
Restoration - This school has a bit to offer a melee fighter. Healing can benefit a great deal, especially early on. However, with the surplus of potions available, it's not a MUST have. Increased magic regen isn't that big a deal since you won't be casting too many spells in the first place. Avoid death is a nice get out of jail free card. However, by the time you get 100 in restoration you will be loaded down with Ultimate Healing potions. You can chug one of those without having to switch weapons, so it's also not great.
That leaves my choice for a melee compliment ... Alteration.
Alteration - This has the best perk for a true melee class IMHO, Magic Resistance. It costs 5 perk points, but you block 30 percent of a spell's effects. You can also spend three more points and get Atronarch once you hit 100 in alteration. Alteration also has some very helpful spells like Detect Life, Telekenesis, Paralysis, Transmute, Equilibrium and Water Breathing.