Instead of Nerfing Werewolves to the ground again... BUFF Fighters guild skills and its passives

RaikaNA
RaikaNA
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ZOS did right by the werewolves by making werewolves... actual werewolves in the U50 patch. These are apex predators who shouldn't get so tired so easily. The increase in the cost of resources to use a skill doesn't make any sense to me whatsoever.

People are frustrated with the werewolves because the developers (ZOS) provide no useful tools to counterattack these apex predators. Instead of nerfing werewolves... why not buff the Fighters Guild skills and its passives so that people can use these skills to prepare themselves to fight against the undead and the supernatural creatures.


So without making this too long, let's go over the Fighters Guild skills that I feel need a HUGE buff..

Active abilities:
Silver bolt needs a complete makeover... Range DPS should be able to choose a Silver crossbow morph option, while melee players should be able to select a silver sword morph option. This skill should be the new spammable. The abilities should have a painful sting DoT effect against Vampires and Werewolves and increase the dmg.

Circle of Protection should provide the user protection from incoming dmg from werewolves and vampires as long as they're inside the circle... if a vampire/werewolf steps inside the circle will receive DoT damage, and their incoming dmg is reduced by a certain amount.

Expert hunter: There should be a vampire morph to use to fight against vampires, and then there should be the other morph that is available to help players fight against werewolves.
  • Arunei
    Arunei
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    They also could spend a week or two testing reduced stat return from CoE, which makes sustain on WW super easy. Increasing the Stam Skill cost is only going to drive everyone who WASN'T a Sorc WW to being one, which is going to decrease build diversity.

    Either that or do as others suggested, which is make it that WW Skills cost whichever resource is higher. At least then Mag WWs won't get gutted from the Stam cost increase, since all the Skills would cost Mag save the heal, which should default to Stam if they implemented this.

    This is an issue a number of us have been pointing out way back in the PTS days of U50. Certain Class Masteries can make certain builds overperform, such as Static Reverb for damage and CoE for sustain. Both of them were problems on WW then and still are now, yet instead of adjusting the thing causing the toxic interaction, they go after the thing benefiting from it. Unfortunately, that nerfs the people who weren't running that stuff and just pushes them into running it if they don't want to redo their builds entirely.
    Edited by Arunei on August 14, 2026 9:42PM
    PC-NA | Been around since closed beta | Alt account: Arunei PC-NA

    Avid RPer. Hit me up in-game @Ras_Lei if you're interested in getting together for some arr-pee shenanigans!

    RP Characters:
    Sarah Lacroix: Breton Vampire who really really REALLY likes likes learning Magick and also her Altmer husbando
    Kaalhil Swiftstrike: Tiny shapeshifting monster hunter Bosmeri lady with enough sass to kill a dragon or ten
    Gwendolyn Jenelle: Friendly healer with a coffee addiction and her own medical practice
    Krisiel: Literally crazy Werewolf, no like legit insane. She nuts
    Kiju Veran: Ex-Fighters Guild Suthay who likes to punch things and is also a spy and ALSO a Werewolf
    Niralae Elsinal: Young Altmeri woman with way too much Magicka and Vampire husbando
    Slondor: TESified Slenderman, except lazier and has more of a thing for deals than Clavicus Vile does
    Marius Vastino: Sarah's Imperial apathetic sire who likes to monologue
    Lirawyn Calatare: Traveling performer and bard who's 101% vanilla bean
    Soliril Larethian: Blind alchemist who uses animals to see and brews plagues in his spare time
  • Wuuffyy
    Wuuffyy
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    Adjust class masteries (focus sorc CoE) or all, raise poison damage back to 25%, raise FG to an absurd number (50% to account for lack of onslaught pen).

    You could absolutely focus on counters b/c as it stands we are going to end up in a far worse balance situation than before rework (we are gearing up to be significantly worse than pre-rework In PvP especially considering everything we’ve given up so far to be in THIS state) AND we have to worry about other specs being reworked and becoming viable and competitive also.
    Edited by Wuuffyy on August 14, 2026 9:47PM
    Wuuffyy,
    'end-game' PvE and PvP player
    ESO player since 2014 (Xbox and PC for PTS)
    -new players, feel free to DM for guidance!
  • tsaescishoeshiner
    tsaescishoeshiner
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    I don't think a rock-paper-scissors approach would be best, especially not in battlegrounds where your team is small and randomized. That would mean needing to slot skills, or using addons to change builds, only when you see werewolves.

    I think keeping their overall power more limited is better, or amplifying a more commonly-used weakness like poison damage.
    PC-NA
    in-game: @tsaescishoeshiner
  • Bushido2513
    Bushido2513
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    I don't think a rock-paper-scissors approach would be best, especially not in battlegrounds where your team is small and randomized. That would mean needing to slot skills, or using addons to change builds, only when you see werewolves.

    I think keeping their overall power more limited is better, or amplifying a more commonly-used weakness like poison damage.

    This also doesn't really work with stuck in combat situations. Being a wolf hunter sounds cool but the structure of the game doesn't really support it.

    Fighters guild needs a rework because it really doesn't have any lore/ power connection right now.

    If they had reworked it at the same time as wolf, that might have been interesting.
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