this is an idea i came up with while thinking about an ability i mentioned a while back and while thinking more specifically about the fighters guild line in general where i realized something. the figthers guild IS NOT your traditional adventurer type guild who incorperates all types of people hence why crossbows and bear traps are things that they would even THINK about using but in truth, is meant to have been turned into by sees-all-colors, a paladin holy order fighting back against the evils of the world being undead and daedra hence why the fighters guild *** is all about fighting back against molag bal first with him trying to restore the mortum vivicus and than later with coldharbours evil anchors he sent to nirn to try to pull it into his realm. it was this realization that made me realize that for holy templars, using crossbows and bear traps honestly is too underhanded a tactic and anyways, their abilities should be based on holy *** some more instead and before anyone freaks out, i have an idea to keep those 2 abilites but make them a part of a new skill line all together that perhaps would also be easier to level up only needing world xp and not 'lore books found' or 'daedra killed' or 'dungeons xp earned' and all that.
now to start with what would worry most people, that new skill line i mentioned could either be the ledgerman and this new skill line being added to their own unique 'artificer' line or could just be the line where the crossbow and trap would go would be a world skill line called artificery. this line would start with the crossbow before leading into the trap with than i could also even see the razor caltops which dont make sense for again, a frontline fighter in a battlefield type skill line with they could be moved to this new skill line as well as its 3rd before than the next ability would be a poison dart and than the last could either be an ult and scaled as such or could just be the fifth ability being a *** big ol bomb that hits enemies with a burning dot. beyond this i personally still feel the bomb should be the ult with it being a low cost aoe dmg ult focused on applying burning for a long while with the fifth ability being the revealing flare from the support line of the alliance stuff since that also doesnt feel like it really works in terms of being a war ability. lastly as for the passives, its better to start by pointing out that you got at least one bleed proc with the trap, you got a poison proc with the dart, and a fire proc with the bomb, and you got the major breach and physical dmg sundered from the caltrops meaning that this line could offer passives based around status effects while also getting a base 3% boost to all dmg for each ability slotted so as to cushion the blow of both the crossbow and trap no longer counting as fighter guild abilites which would mean they dont get boosted by its passive dmg and ult gen any more with on top of that, i also would say the crossbow dmg morph should be made to apply bleed and do bleed dmg to help add to this status effect extraviganza especially with how bleed was nerfed recently.
with those abilites new homes sorted, that leaves at least 2 if not techincally still 3 gaps in the fighters guild skill line and 2 gaps in the alliance lines. with this in mind, i will start by saying the fighthers guild abilites in order should be my previously mentioned ability, holy blade with the morphs of evils bane and perhaps something called courageous fury with the base ability gives you the ability to empower your next light or heavy attacks with holy magic that allows you to 'shrive clean the forces of evil and destroy all before you!' working out to meaning that you do an AOE burst of dmg and any undead or daedra hit (werewolves are daedra and vamps are undead) also get set on fire with the VFX could make it look like you call forth the dawn breaker holding it in one hand even if you got a 2 handed weapon with while being held in one hand by itself, it still uses your two handed passives at least before you strike an enemy and cause a burst of light in a 3m radius. The first morph, evil's bane i feel should firstly hit all enemies with a slowdown similar to the judgment of akatosh set or the templar biting jabs ability while also afflicting all enemies with major cowardice while the courageous fury would make it so you and any ally within 9m of you gain major courage for 2 seconds (the cast time is 2 seconds to to maintain it, you can cast it than heavy attack for 100% uptime). the next ability being the ring of protection i feel is fine with the ring of preservation morph but the turn evil morph needs a full rework where i feel all its current buffs should be removed with the only thing that stays is the fear on cast and as enemies walk into it with firstly, its radius should be changed to 6m or even 8m as the effects i will give it next make it so enemies have to actually walk on it but its current 3m radius is too small for it to do really anything. After that, all enemies who walk on it get minor cowardice which stays on them for the next 4 seconds if they leave the circle as well as all allies within the circle get immunity to fear AND i feel it should add an extra burning dot to any undead or daedra who enters the circle while pushing them back once. With all of that, turn evil would feel like a proper ability meant to combat the forces of evil with its extra benefit against the undead and daedra while also being an interesting lions heart style courage ability any good templar should have and having the fear and cowardice both just be useful effects that also lend to that them of evil knowing to fear you intrinsically. the next ability is fine and needs no rework for either of its morphs with than onto ability number 4... for this one, i feel it should be a self buff to grant yourself minor resolve and a heal over time but to make it different from resolving vigor, it would firstly have an aura around you similar to the effect that occurs on your arms and blades when you trigger the evil hunter ability that already exists and all effects would only last for 5 seconds with any enemy within maybe a 3m radius from you take fire dmg with undead and daedra instantly suffer a burning dot as well basically making it something i think should be called like, Radiant Aura which would turn to Destroy Evil with its first morph making it just do more dmg with the other morph being Protect from Evil granting you major protection for the 5 second duration. now with most of that word wall done, the last ability i think they should get is a paladin classic being a lay on hands type healing ability that again uses the VFX from the evil hunter ability cause that flaming dusky light is really cool with as for what it does, it heals you or the lowest health ally within a 9m radius and grants minor fortitude. as for its morphs, the first morph would be called Restore Good, and this ability would not only heal both you ALWAYS and also the lowest health ally near you but also grants major fortitude instead now while the other being called Empower the Evil Hunter or something similar also grants major vitality and a damage shield applied to them. lastly i would also change that passive to make all fighters guild abilites instead do more dmg against undead and daedra in general since the fighters guild aint the *** dawnguard but instead is a holy order of paladins fighting against all forms of 'evil' in the more traditional general sense that includes all undead and daedra (demonic) type *** with perhaps an added effect to make all burning status effects last for like 4 seconds longer or something in place of the skilled tracker abilites old effects.
with that that is the fighters guild line reworked to fit the theme established in game for the only thing left is the 2 alliance line abilites i poached for that new skill line with the first one for the assualt line should be a charge ability where you mount on your horse and charge forward swinging your weapon off both sides doing dmg with each swing and if you trample a target with this ability idea came from the scribing ability that lets you summon your horse to attack for you momentarily and horses and wars go hand in hand so this feels like a good choice but it should also cost like 7000 stamina AT LEAST if not like 10000 stamina. beyond that for the support line i got!!! nothing.... idk, nothing about this line really speaks to me but i guess its meant to represent like a battlefield doctor so maybe a sanctuary bubble that so long as they dont attack, any attack made against them within its radius is lessened drastically encouraging them to play as a proper healer and helping them to not be insta focused down the second someone sees them healing while making abilites that can push them out of their sanctuary for the ground AOE morph or push them and their tank far enough away from each other that the tank can die would become the best call to deal with them as they should NOT get the benefits of blocking, dodging, OR CC immunity meaning you could also perma stagger them if their tank does nothing to protect you with tho it would be a toggled ability that you can use while under the effects of CC abilites to help let healers not get perma locked into being stunned and have the ability to turn it off when smart players start perma stunning them.
all in all, thats my concept for just a lot of things that should happen and if this did happen, i would LOVE to try making a proper pure figthers guild fighter again and see how they finally feel like real damn paladins and not the dawngaurd knock off vampire hunters.