I tried a build inspired by this a while ago.
It was very funny to pug-tank dungeons by just standing there, taunting once in a while. I remember a CoA II (normal) run with two DD at low CP and a 'healer' below lvl 30 who got constantly one- or twoshotted. The daedroth boss was a bit messy since one of the DDs got locked out of the room. The pressure got so high I had to actively heal myself while light-attacking everything to death.
PvP (no CP) was a different story. Already two decent players were enough to burst me down since the health recovery ticks are to far apart. That is underwhelming for a build that gives up everything for survivability. It would be a different story in a group with incoming heals and pressure on your opponents.
All in all, it was fun to try it out.
Edit: Weapon glyph of hardening should fit the build quite well in Murkmire.
Have you tried this out much since then?
To be honest, it's probably a L2P moment. No one can burst down this build if followed correctly.
That is entirely possible, since I PvPed only a few hours with this build. With burst; I also didn't mean 100 to 0 in two global cooldowns, it was more in like 15-30 sec by 2+ attackers if I remember correctly. I was not able to heal up again. As I said, it was fun to try out but not really my cup of tea.
Well, I am going to try it out.
You should do that.
Also, as an easy way to get a bit more survivability on your current built (like training wheels, it's not really optimal) you can try 3 x protective on jewellery, and slot Temporal Guard frontbar (constant Minor Protection) and Light's Champion backbar (very strong heal and Major Protection when you need it).
High crit resist is a must in CP PvP. It's not that important but still very helpful in no CP.
Would you still suggest Nord as the Race? i know they have added ultimate regen and increased resistances. But how well would an Argonian work with their potion passives or Khajit as the only race to still have Health recovery?