Guilds were always core feature of every Elder Scrolls game. ESO created Fighters Guild with stamina based abilities mainly for stamina based builds, while the Mage Guild has magicka based abilities and focuses on magicka builds. These should be balanced between the builds but are far from that. I always felt that stamina based builds suffer unfair disadvantage on multiple levels, where the gap between the guild abilities is one big contributor. It even gets bigger and more significant with the 1.6 changes. I wanted to create a little overview/comparison focusing mainly on the gap between the two type of builds.
Ultimates- Meteor (Mage) - this skill was buffed massively in 1.6. For my NB it out-damages VOB with the option to proc burning/cold effects (Destro staff FTW). It has some CC utility as well. I think it is a bit OP. Before 1.6 it was very rarely used (I slotted on my sorc for the extra magicka and regen), but expect it to the next FOTM. At least it is a skill that can be used by anyone regardless of build.
- Dawnbreaker (Fighters) - this skill got some buffs with 1.6, giving it significantly more damage, less cost and removing casting time. That should sound amazing, but it's not that all shiny. First of all, a ninja nerf was applied to Flawless Dawnbreaker (anyone used the other morph ever?) reducing the passive weapon power buff from 13% to 8%. Which is even less because it does not stack with the 12% bonus from medium armor or with Major Brutality, giving only 6% (could be even less with other buffs used, like Minor Brutality). Also the damage buff is nice but still not good enough, maybe except for daedra/undeads. All classes have better options in terms of ultimate damage or utility. So it still falls back to the current situation: FD being slotted only for the damage buff. But given that casting time is removed, we'll see more accidental casts of this ultimate by people hitting 'R' by mistake, or just because weapon swapping is not reliable. Currently at least you have a little chance to interrupt your own casting. I have mixed feelings with this skill, it's not that essential as before because of the passive damage nerf but probably still will be used in min/max builds.
Meteor is definitely superior to Dawnbreaker, especially after the recent changes. Both can be used in any builds, but Meteor is heavily skewed towards magicka builds because of the guild passives.
Mage Guild Active Skills- Magelight - a must have. Personally I don't like these toggle-to-win skills that eat up 2 slots in your bar, but the skill gives a lot. 10% crit rate and 5% max magicka with Inner Light (plus the passive bonuses) are a lot. It is still included in almost every magicka build without a doubt.
- Entropy - the new favorite with the recent changes, must have for all magicka builds. A very cheap skill giving the Major Sorcery buff along with a mediocre HoT + DoT as bit of an extra. Degeneration could be a semi-useful option for melee, except I've never seen the heal to proc ever (bug or does not work as I think?). Because of that Structured Entropy is the way to go, giving an additional 8% max HP buff. Smells OP.
- Fire Rune - damage and cost scales about the same as Impulse, except the later can be much better due to the destro staff passives. On the other hand this can be used without any staff (not a big deal for most, but just for completeness). Has some limited CC capabilities with Volcanic Rune or can give an extra DoT ability with Scalding Rune for Skoria set fans. Nothing special about this skill, not expecting it to see many times but not totally useless either.
- Equilibrium - or should I just say Spell Symmetry? This skill alone adds a huge imbalance between magicka and stamina DPS. Having a magic button that gives you resources immediately during a fight (along with a Major Empowered bonus) is very OP. On top of that Spell Symmetry reduces the cost of the next spell, giving even more help with resources. It costs HP surely but unless used mindlessly it can be easily activated more than necessary. Though if you rely on it too much don't forget to send some gifts of appreciation to your healer in the of the day. Given Balance is quite useless there would be a great opportunity to change the other morph to return stamina instead of magicka, giving melee a more equal ground.
As you see 3 of 4 skills are very powerful and used by most magicka builds. On the top of that slotting these already good skills give a significant buff because of the passives. Skills are useless in stamina builds.
Fighters Guild Active Skills- Silver Bolts - a decent ranged DPS skill. There are better options with bow damage and cost-wise but this one can come handy if you use melee weapons only. Quite good against daedra/undeads, and with Silver Shards you get some AOE capabilities. Silver Leash could be great skill if it would apply the pulling effect to everything, not just D/U (could do the extra damage to the later only). It is a well built ability except for the weak pull effect.
- Circle of Protection - a minor damage debuff. With 1.6 it gives 8% flat reduction which is nice and easier to comprehend than the current defence bonuses in live. Still it is a situation skill, not worth the slot for all occasions but could be a great opportunity for cooperative play in group runs. Morphs are not extraordinary, not sure which is a better choice. Overall it a well-thought skill which benefits ALL builds equally.
- Evil Hunter - the old/new favorite from this line. It got buffed massively by giving 10% weapon crit just for being slotted. That sounds nice, until we take into account that medium armor passive was nerfed about the same amount, so if you're a melee you need to slot this ability just to get back as you were before. (I know Inner Light was nerfed by 10% too, but it gives 10% more magicka now which is a fair trade) It got buffed that you have 4% chance now to proc the extra damage on any target not just D/U. This is nice. On the other hand it was nerfed because killing any D/U now does not increase the current duration by 15 sec, simply it restarts the 15 sec duration. Guess that's a fair call but it's hitting the usefulness of the skill heavily. On 1.5 I could use this skill on the secondary bar and re-cast it once in a while. Now it has to be on both bars because of the crit buff and needs to be re-cast lot frequently. With no D/U around it does not even worth casting it (gives around 100-200 extra DPS in 1.6 but you lose more just because you need to re-cast it every 15 seconds), which makes it much worse than Inner Light.
- Trap Beast - seriously, has anyone ever used it? It is utterly useless, hope they kill it one day. Would be a great place for a... stamina based heal or damage shield skill?

While FG active abilities are not bad only one can be considered mandatory for stamina builds. CoP is equally good on all builds. There are no passives that work together with the active skills (well Skilled Tracker is, but you get the point).
Mage Guild Passive Skills- Persuasive - no comment. Nice to have while questing, then you can claim your skill point back.
- Mage Adept - 15% cost reduce is always nice. It does no good for Meteor or Inner Light. Quite good for Spell Symmetry, doesn't matter much for Entropy as it is very cheap already.
- Everlasting Magic - 20% extra duration, again a nice skill but does not work with Inner Light or Spell Symmetry.
- Magicka Controller - 2% max magicka and 2% magicka regeneration. This is very strong passive and can justify slotting more MG skills. With people using 2-4 skills on their bar, it gives a chunky 4-8% increase in vital magicka DPS/healer stats. The lack of similar skill in the Fighters guild creates a huge imbalance on its own.
- Might of the Guild - just as if Magicka Controller did not create big gap between the guild passives, this is the cherry on the top. Spell Symmetry + damage skill and now Entropy + damage skill gives a very nice extra DPS.
Fighters Guild Passive Skills- Intimidating Presence - same as Persuasive, afaik it's pretty balanced between the two guilds.
- Slayer - 9% damage buff on D/U. Pretty good, especially when those little *** are on every corner. But it's a bit unfair on stamina builds again, as it gives the same advantage to ALL builds. Would it require slotting a Fighters Guild skill or just giving out weapon damage buff it would make stamina builds more of a special snowflake. I wouldn't mind this skill if the gap between the guild passive would be addressed in some way.
- Banish the Wicked - I have mixed feelings about this passive. It is good, actually I'm quite surprised that it haven't got changed with 1.6. Gaining a flat 9 ultimate with any D/U kill can be massive with the new ultimate system. It seems to go against the whole concept of the recent changes. Personally I hope it will be replaced by something else (maybe something along the Magicka Controller / Might of the Guild lines). And again, it is for EVERYONE without the need to slot any guild specific skills or any restriction on how those kills should be earned.
- Skilled Tracker - this is very is goes all downwards. This skill is pretty useless, given there are much less werewolves in PvE than D/U. Good for PvP but a bit unfair on vampire players. Imho this knowledge should be part of the basic Fighters Guild training and all skills should affect WW the same as D/U by default.
- Bounty Hunter - seriously wtf? How did this useless c**p ended up here in the first place? AvA specific passive in the guild?! Even if you are OK with that, gotta admit it's pretty pointless. There are massive amount of dailies in Cyrodiil already. Not to mention the massive amount of dailies in Craglorn or the two Undaunted ones. Can't recall people complaining about the lack of dailies, especially not for PvP. The only reason I could think of ever doing this is to get the Indomitable Adventurer achievement a bit earlier. Please kill this!
The main gap between FG and MG is because of the passives are very good for the mages. Two FG passives are not bad, but they give the same advantage to everyone. The last two FG passives are just pathetic.
TL;DR -
Mage Guild skills are pretty strong especially with the 1.6 upcoming changes. The passives give very good synergy for the active skills. Only usable in magicka builds.
Fighters Guild skills are not bad but weaker than some MG counterparts. The passives are much worse than the mage ones and does not require the actual slotting/use of the guild abilities. All passives and some skills are equally good for all build types.
Suggested changes- Balance (Equilibrium morph) - change it to "Stamina Symmetry", mimicking Spell Symmetry for stamina users. There are already lot of complaining about stamina management which will get worse in 1.6 (more stamina based skills, increased relative cost).
- Silver Leash - make it work on all type of monsters, similar to DK chain.
- Trap Beast - replace this skill with a stamina based damage shield or self-heal ability. That could resolve the issues raised around Vigor (note, this skill should not be as OP as Vigor).
- Slayer - reduce it to a 2 points passive, with 3/5% damage bonus. 9% is a bit high. Either make it work only if FG skills are slotted (at least one on the active bar or maybe giving 2/3% bonus per skills slotted?) OR at least balance FG passives versus the current MG ones by implementing the suggestions below this.
- Banish the Wicked - reduce it to a 2 points passive, giving Minor Heroism for 10/20 seconds. Again make it FG more specific OR reduce the gap between the two guilds via other means.
- Skilled Tracker - remove this skill and let WWs be affected by all FG skill by default. Add a new 2 points passive that gives 1/2% max stamina and 1/2% stamina regeneration per FG skills slotted.
- Bounty Hunter - replace this skill with a 2 points passive, similar in power to Might of the Guild. Could be the same thing or something else, but close the gap between the two guilds.
Edited by SickDuck on February 27, 2015 11:26PM Holdviola - Khira'de Regalo - Lélekvadász - Used To Be An Adventurer - Zetor - Does-Not-Give-A-Duck - Lord Sugar - Tenar Arha - Da'rinka - Violent Moon - Extreme Runner