This is a suggestion based on a rekindled topic that's been around since PC launch. Currently, the fighter's guild skill line abilities are focused against daedra, undead, vampires, and (with a passive perk) werewolves. I know that in ESO, the fighter's guild has been contracted to deal with the daedra, but historically they do a lot more than that - mostly mercenary work. The fighter's guild abilities available to us, however, are of very limited use against non-daedra. Being focused on the overall guild's job of dealing with daedra is fine, but taking it to the point where fighters guild members can no longer effectively combat normal opponents is absurd, IMO.
The basis of the suggestion is this:
1. Rework all fighter's guild passives and abilities into more generalized combat abilities, with some focus against daedra, but no perks against undead, vampires, or werewolves.
2. Add a dawnguard skill line, which can only be accessed by players who have not become werewolves or vampires. The dawnguard skill line will include passives and abilities focused towards taking out undead, vampires, and werewolves specificially, and will offer immunity to being afflicted by vampirism or lycanthropy.
Below are some suggestions on the new abilities.
Fighter's Guild
The fighter's guild is a martial organization of mercenaries and sellswords. Members are well trained in the use of their weapons and general combat tactics and equipment.
1. Backhand
A melee ranged ability that causes you to swipe your target with a swift backhand, stunning the target and dealing moderate damage.
Morphs could include "follow up" which allows you to activate the ability again on the same target, following the backhand with a punch for extra damage and stun duration. A second morph might be something like "spiked gauntlets", causing backhand to make the target bleed for additional damage.
2. Leg Sweep
A spinning attack that knocks down your target.
Morphs could include a radial sweep that knocks down all nearby targets, or a slam that does extra damage to your target.
3. Shoulder Charge
Rush your opponent and slam into them, setting them off balance.
This would serve as a universal gap closer for those classes/weapon types that dont have a charge-style ability.
4. Bear Trap
Set a bear trap that immobilizes the next target to walk into the area. Target takes bleeding damage over time.
5. Grappling Hook
Throw a hook and chain at your target, then pull them towards you. Targets that cannot be pulled will instead pull you to the target.
A generic version of fiery chains from the DK line, allowing other tanks the luxury of using a pull ability.
Ultimate: Companion
Summons a fighter's guild recruit to assist you in combat. The recruit wields two daggers and it's damage is based off of your weapon damage and weapon critical.
Ultimate is consumed as the companion attacks enemies, and the companion can be toggled on/off at will. This works in a similar manner to the sorceror's overload ultimate, where you can use the ability for a time without consuming all of your ultimate charge. The companion will last longer the more ultimate you build up before activating it.
Morphs could include a Guild Blade, who uses a two handed sword and deals more damage plus additional area damage; or a guild shield who uses a 1h sword/shield combo and taunts enemies, allowing for a mini-tank for ranged/dps characters.
Passives:
1. Parry: Increases the amount of damage absorbed when you block attacks with non-shield weapons (this applies to all weapon types -except- shields).
2. Riposte: Whenever you successfully block a melee attack, your next light attack deals additional damage and has a chance to offbalance the target.
3. Daedric Contract: You deal additional damage to daedra, and gain additional ultimate when killing daedra.
4. Mercenary: You find additional gold on defeated enemies.
5. Bounty Hunter: Allows you to accept fighter's guild missions in cyrodiil.
Dawnguard
The dawnguard is an organization dedicated to hunting the evil abominations of tamriel: werewolves, undead, and vampires. They utilize a number of specialized equipment and weapons to accomplish this daunting task, as well as blessings from the divines for protection from their prey.
1. Silver Bolts
Use a dawnguard hand crossbow to fire a silver bolt at your target. Does additional damage to undead, vampires, and werewolves, and knocks them down.
Morphs:
Silver Leash - activate again when used against undead, vampires, or werewolves to pull the target to you and deal additional damage.
Silver Shards - fires a spray of bolts in front of you (a la arrow spray from the bow line), dealing damage to all enemies at close range, with bonus damage against undead, vampires, and werewolves.
2. Bola Shot
Fire a silver bola from your crossbow, entangling an enemy. Does additional damage to undead, vampire, and werewolf targets.
Morphs:
Ball and Chain - further slows and damages undead, vampire, and daedra targets.
Silver Anchor - Anchor your target to the ground, preventing them from moving for a short time. Only effects undead, vampire, and daedra targets.
3. Circle of protection
Same as current. Same morphs as current. Effects apply vs werewolves, undead, and vampires instead of daedra.
4. Expert Hunter
Same as current. Same morphs as current. Effects apply vs werewolves, undead, and vampires instead of daedra.
5. Divine Judgement
Place a spell of divine judgement on your target. Werewolves, vampires, and undead are weakened, dealing less damage and moving more slowly. Player-character vampires and werewolves are unable to use any vampire or werewolf specific abilities for the duration.
Morphs could increase duration or add damage over time.
Ultimate: Dawnbreaker
Same as current. Morphs are flawless dawnbreaker and dawnbreaker of smiting. Effects werewolves, undead, and vampires instead of daedra.
Passives:
1. Aedric Protection: Renders you immune to vampirism and lycanthropy, and reduces the damage you take from poison and disease effects.
2. Witch Hunt: All of your attacks and abilities have a chance to deal additional damage against werewolves, vampires, and undead targets.
3. Blessed Blades: Increases your weapon damage and weapon critical against vampires, werewolves, and undead when using melee attacks.
4. Consecrated Arrows: Increases your weapon damage and weapon critical against vampires, werewolves, and undead when using bow attacks or dawnguard crossbow abilities.
5. Purifying Magic: Increases your spell power and spell critical against vampires, werewolves, and undead when using restoration or destruction staff attacks.
PS4 / NA
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