So I've been theory crafting up a build a melee "Heavy Attack" build, and I am thinking about running a melee stamina Sorcerer; however, my initial choice was a Dragonknight. Molten Armaments does seem very appealing; however, unlike a lot of the self-casted spells the Sorcerer get, Molten Armaments can be applied to allies in an area. After much deliberation, I decided upon the Sorcerer because of their self-cast heavy attack perks.
The Build
http://eso-skills.com/skill?z=alc7f3n@DJK9q5m%Cxrw0uu@D9yPzee
First question, do passives from, say, the Restoration Staff tree affect another weapon type? In example, I am highly intrigued with the synergy between "Critical Rush", "Dark Deal", and the Restoration Staff Passive "Cycle of Life". So I'll explain the whole build as well as that combo mentioned above. As mentioned, this build relies on Heavy Attack damage, but also focuses on a niche synergy of Sorcerer spells and 2-handed spells. With Critical Surge being maintained 24/7, I can effectively be healed from all critical hits each second. Critical Rush closes the gap and 100% lands a critical hit. I can manage my Magicka and Stamina with Dark Deal and the passive Cycle of Life, as well as Degeneration. Even Energy Overload gives me Magicka back. Increasing my weapon damage is done through Energy Overload, Critical Overload (20% damage increase), Forward Momentum (20% damage increase), Bound Armaments (11% damage increase), as well as Camouflaged Hunter (8% damage increase). Would further increase damage by 40% if a DK with Molten Armaments were around me! As an added note, the racial passive "Carnage" from the Khajiit gives me 8% increased weapon critical.
Thoughts?
Primary BarEnergy Overload: Makes my Light Attacks deal immense damage, dealing 1512 damage whilst making my Heavy Attacks AOE based which deal 596 damage. As an added perk, each attack deals 3% more damage and returns 1102 Magicka!
Critical Surge: Gives me 20% increased weapon damage as well as a 2700 heal ever 1 second if I critically strike someone. Critical Surge is similar to Molten Armarments, but weaker. Remember, Molten Armaments can be applied to me as a buff vs Critical Surge being self-cast only!)
Critical Rush: Launches me to an opponent, allowing me to close the gap better. Allow me to perk your interest by saying that this skill always lands a critical strike, which ultimately means I'll be healed from Critcal Surge listed above! As an added bonus via a morph, this damage is increased by 68% based on distance traveled from my initial location to the enemy.
Dark Deal: For 2923 Magicka, I restore 8059 Health and 2696 Stamina. This gives me even more surviveability, albeit at a 1 second cast. Nonetheless, it's a fine trade off, especially with Cycle of Life!
Forward Momentum: Gives me a 33 second buff which gives me Major Brutality which ultimately increases weapon damage by 20%.
Degeneration: Defiently the weak link in this build, or at least it seems so. It's the morph to Entropy and gives me Major Sorcery which increases my spell damage by 20%, similar to Forward Momentum with Major Brutality. Degeneration also gives me a 15% chance to leach life from a foe based on 100% weapon damage, low chance for a high-stake reward. Does the buff Major Sorcery affect the damage output of the ultimate "Energy Overload"?
Secondary BarBound Armaments: Gives me an "Active Buff" which increases my physical defense via Minor Resolve. The major perk to this passive is it's morph bonus which heavy attack damage by 11% and max stamina by 5%!
Camouflaged Hunter: A really nice "while slotted" skill which acts more of a passive for me. I gain permament Major Savagery which increases my weapon critical by 2191, as well as minor berserk which increases my weapon damage by 8% while crouching if I get a critical hit. Synchronizes nicely with Critical Rush, eh?!
Flawless Dawnbreaker: A nice little "while slotted" ultimate that gives me 5% increased weapon damage.
PassivesCycle of Life: Heavy Attacks restore 30% Magicka.
Essence Drain: I gain Major Mending upon completing a Heavy Attack, I also get healed 30% of the total damage I do from a Heavy Attack!