Then when all the guides came out, all of them were dedicated to using fortify weapon skill to max out their damage, and not actual enchantments. it looked like enchanting had been subverted for the purpose of mastering weapons [img]http://www.gamesas.com/images/smilie/frown.gif[/img]
But, they were wrong.
Or at least they were too focused on just one potential pathway. In fact it IS possible to play an archivist/artificer it turns out...
The Basics
Enchantments, despite being enchantments ARE still linked to their native school. Illusion enchantments benefit from illusion perks, destruction enchantments benefit from destruction perks - for example having frost damage bonuses from destruction will make your frost enchantments stronger. It'll also make frost staves stronger - in the same fashion, fortify destruction/illusion/conjuration potions will affect destruction/illusion/conjuration enchantments.
Finally, like having a high proficiency in a magic school reduces the charges expended when casting from a staff, having a high fortification in a school reduces charge cost too - at 100% cost reduction fortification just like the spell cost becomes zero, so does the charge cost of offensive enchantments!
A typical enchantment specialist will want to set themselves up with high destruction fortitifcation (ideally 100%), they'll also want alchemy for fortify destruction and fortify enchanting potions amongst other things. Taking the elemental enchanting bonuses on the enchanting tree is highly recommended, if it's not too far out of character, picking up one of the elemental damage bonuses from the destruction tree will significantly buff your enchantment strength (I got my destruction ranks from a trainer so it was less like using a prohibitied school and more like studying under a tutor to enhance my enchanting ;p)
So what's the advantage
Well, there isn't persay. If you master a single weapon, take all the fortications for it you'll still vastly out-DPS this method, this method is just a different way of characterising your... character. BUT, there is one small advantage: Versatility.
A fortification based weapon master character has 1, possibly 2 weapons they are skilled in. An enchantment specialist can create and utilise a vast range of enchanted weapons and devices with little or no training - Bows, Staves, Daggers, Swords, Scrolls, Shields. Additionally, because you do not expend charges when attacking, you can afford to use the most expensive enchantments you care to and spam the crap out of them without worrying about soul trapping and recharging your gear.
Check these numbers to see how enchantments stack together:
Basic dual enchantment: 25 + 25 = 50 damage
With enchanting bonuses: 31 + 31 = 62 damage
With 50% destruction bonus: 46 + 46 = 92 damage
With fortify enchanting potion: 54 + 54 = 108 damage
With 100% destruction bonus: 81 + 81 = 162 damage
With fortify destruction 75%: = 283 damage
With fortify destruction 163%: = 426 damage
Yeah, imagine a PAIR of dagger that between them add another 852 elemental damage on top of their dual attack. A character walking this path doesn't need offensive training, they can take any weapon and their enchantments and alchemy provide all the damage they need to master master difficulty, an enchanter is truly a master of enchantments not weapons.
So, on to the tools of the trade:
Bows
Bows are the most flexible option for ranged combat since they can also proc sneak attacks, don't draw too much attention if you're being stealthy, they pack slightly higher damage than pairred staves and serve as a carrier for poison. A typical enchanter will have 2 damage enchantments plus the base weapon damage, so you're doing 3 types of damage simultaneously which is helpful if the target has immunities or resistances. You can also deploy weakness to magic poisons to further boost subsequent hits. In fact, you could use a weakness to poison poison, followed by a weakness to magic poison, and a weakness to element potion and stack the enchantment damage to utterly insane levels!
Staves
If you have 100% cost reduction on destruction, there is no real reason to not just use destruction magic if you're a min-max'r; but if you're reading this you don't WANT to be a destruction mage, you want to play an enchanter dammit. In this case, staves are the most powerful ranged weapon option without training... "What?" - I hear you say, how can staves be the most powerful ranged weapon for an enchanter, a staff of icey spikes only does 90 base damage even with the destruction perks, when a bow packs 108 damage under the same conditions, and thats before we even factor in the physical damage.
The answer is simple: http://i40.tinypic.com/140gsur.jpg
And of course, they benefit from destruction fortification, http://i41.tinypic.com/2dw69ev.jpg
The main downside of staves is finding them. PC users are recommended to go grab a mod that let's you craft them (You ARE an enchanter, you should be able to make them really...), console players might have more trouble makign staves their primary focus for offense. There's also the added bonus that staves don't require weapon training like a bow, if you're trying to be a total purist in your combat style.
Melee
In melee hitting fast is more important than hitting hard - afterall, each hit procs the enchantment regardless whether it's a power attack or a glancing slash, so having two weapons means you can proc enchantments twice as fast. Rather counter intuitively dagger's power attack/dual attack is slower than the spinning power attack of a sword/dagger combo so if you want to use your enchanted weapons in a straight fight for maximum damage a sword/dagger pairring is probably your best choice. 2 handed weapons are an awful choice, they attack slowly meaning the enchantments proc little - and if you want to bash/block you might as well use a shield (And enchant it with magic resistance and blocking bonuses [img]http://www.gamesas.com/images/smilie/wink.gif[/img] )
Scrolls
Like staves, scrolls benefit from school bonuses too. In vanilla they're prohibitively expensive and hard to find, if you're happy to use mods on PC you can find mods for scribing scrolls or boosting availability. http://i41.tinypic.com/2wmkgll.jpg
And don't forget!
You don't have to focus on destruction. Spells cast less frequently you don't need to reduce the casting cost of. For example you could hang onto a good strong illusion staff or scroll, and make yourself some fortify potions. Popping a potion and unleashing a scroll of mayhem will be just as effective as if a master illusionist cast it even though you may be completely untrained in that school.
Advanced Theory
Things get intresting when you throw alteration into the mix. Alteration fortification potions extend the duration rather than the magnitude of the spell effect, when a strong alteration effect (ie. paralyze) is added, so that the weapon becomes classed as an alteration enchantment rather than a destruction one the destruction component turns into a damage over time effect. With a fortify alteration potion active, and the "stability" perk, the DoT can easily last 3-5 seconds (with the balanced magicka mod and it's tweaks to how alteration duration is calculated, it can even get up to 15-20 seconds). To boot, it appears the DoT effect stacks, striking rapidly in succession results in faster damage occuring.
Destruction enchantments in this regard are still superior (if you spend 4 rather than 2 perks in destruction damage bonuses), but it's yet another creative (and from from underpowered) option, and there is a small synergy bonus in that if you are an alteration user you can carry alteration fortify gear instead of destruction fortification, since the charges on your equipment will be using the alteration stat to calculate charge usage not destruction.