Feedback:User/Borotvaltgandalf/Underworld

Underworld.

One of the first Guild Wars elite areas, and it suffers from design flaws. Due to many foes cheating (300dmg aatxe, homogenous groups, quest mechanics and the like), people preferred farming it instead of playing it normally. And came the 55 monk, 55/SS, 600, 600/Smite, all the smite crawler farms like terratank, wwk war, shadow form(prebuff)/nuke, terra/nuke, trappers, and so on till we got Shadow Form superbuffed and we had UWSC and Mobway and the speedclears.

What I suggest is redesigning the area to support a balanced playstyle instead of farming.


 * Note that this suggestion assumes my Hard Mode change gets implemented.

Goals

 * Split up homogenous groups of enemies into more versalite balanced groups.
 * Revamp quests and quest spawns to deflect bugs and unnecessary travels like in unwanted guests.
 * Revamp enemy skill bars.
 * Reduce the number of filler enemies a little to make it easier to complete in a reasonable amount of time.
 * Revamp Dhuum fight.

Statistics:

 * 8 monster types added. There are usable models for all of them.
 * Total of 17 monsters have changed builds.
 * Most of the farming builds are stopped with this update, also this area is more viable for balanced or PUG teams.
 * 28 spirit form skills added. (note that you can still make them scale with attribute just like other skills that are aquired via skill trainers)

Aatxes
''Aatxes were always either They Kill You fast or You Kill Them Fast monsters. By reducing their base damage output from 300 to 65, I could give them more decent skillbars without making them too powerful.''

Grasping Darknesses, Dying nightmares and Keepers of souls

 * Grasping Darknesses didn't have clearly defined roles besided annoying players, so I decided to make them decent frontliners. They lack their 50% inherent speed boost too.


 * Dying Nightmares were originally designed to stop 55 monks from extensively farming UW, while not fitting any particular role. Now they are supporters capable of reversing and applying conditions.


 * Keepers of Souls were designed to keep Vengeful Aatxe alive, but instead, now they are supporting and resurrecting them, eliminating the need of a player to die or a reaper teleport.

Smite Crawlers, Obsidian Behemoths, and Coldfire Nights

 * Smite Crawlers have big homogenous groups which makes them number one farm targets, and an annoying target for balanced players. They are now boonprots in their teams.


 * No more mindless trapspamming vs minesweeping. Instead the behemoths have Energy Denial coupled up with degeneration from bleeding+poison


 * Coldfire Nights now have a bit more balanced and versalite bar.

Elementalists
(I forgot to migrate those into my table building system, so sorry if it seemed like I forgot about these mobs, because I have/had some ideas for their roles)


 * ''Stalking Nights are now a powerful combination of Earth and Air hybrid casters.
 * Charged Blacknesses now address the block heavy speedcleating builds, while not killing any forms of normal gameplay(normal groups use hex removal, or other ways of countering such a problem. for example KITING)
 * Terrorweb dryders are unique because they have 7 skills in normal mode, and 8 in hard mode, but that's because they are awesome, and not very numerous. They also carry a res in Hard Mode, so make sure to kill them First.

New Monsters:
''The Smite Carver is a warrior version of smite crawlers. The carvers maintain Stength of Honor on self. It can be found alongside its monk counterparts and Coldfire Nights and may need some darker looking shade to be distinguished from Crawlers.''

The crushing aatxes are hammer aatxes who complement theit axe-wielder kin with powerful knockdowns and heavy damage skills.

The Twilight Wraiths accompany Grasping Darkness groups to provide additional Energy Denial and turn it into damage.

Spears of Terror are skeleton archers who (or give an other name for it) add some diversity into the Chamber and Labyrinth (and more).

''Mindflay Spectres were again a niche which was made to annoy players and stop shadow form. Now they are the healers in Chaos Planes, Pits and other groups.''

Shocking Grasps are heavy hitting grasps of insanity (or ghouls) who really hit you with all they have, plus they got anti-melee in Hard Mode.

''Imagine a burning nightmare model with a djinn-like reskin. Got it? If yes then you got the look of this heavy hitter snaring you with water spells and then punishing trapped players with high AoEDOT spells.''

The last nightmares, the Obsidian Nightmares support their teams with physical damage buffs and powerful heals.

The Labyrinth
''This is the first area for revamp, for it has a lot of warrior groups, basically saying "farm me!". To address the problem, I have changed the groups of enemies to the following:''

Aatxe Group

 * 26 Bladed Aatxe
 * 26 Bladed Aatxe
 * 26 Crushing Aatxe
 * 24 Coldfire Night
 * 24 Dying Nightmare
 * 26 Spear of Terror
 * 24 Smite Crawler
 * 24 Smite Crawler


 * This is a mostly balanced group of 3 warriors, a cripshot, and boonprot defense. The key of dealing with them is removing the enchantments of smite crawlers, using antimelee against the Aatxe, and interrupting the Nights

Grasping Darkness Group

 * Any 24 Grasping Darkness
 * Any 24 Grasping Darkness
 * Any 24 Grasping Darkness
 * Any 24 Twilight Wraith
 * 24 Coldfire Night
 * 24 Dying Nightmare
 * 24 Smite Crawler
 * 24 Smite Crawler


 * Group based on energy denial.

Vengeful Aatxe group

 * 28 Vengeful Aatxe
 * 28 Vengeful Aatxe
 * 28 Vengeful Aatxe
 * 24 Keeper of Souls
 * 24 Keeper of Souls
 * 24 Mindflay Spectre
 * 24 Smite Crawler
 * Though monsters with balanced defense

Mindblade Spectre group (during Escort of Souls)

 * 24 Wailing Lord
 * 24 Wailing Lord
 * 24 Mindblade Spectre
 * 24 Mindblade Spectre
 * 24 Coldfire Night
 * 24 Twilight Weaith
 * 24 Smite Crawler
 * 24 Smite Crawler


 * Dual Warrior, three mesmers, a flagger and 2 boonprots.

Terrorweb Dryder group (at reaper)

 * 26 Bladed Aatxe
 * 26 Crushing Aatxe
 * Any 24 Terrorweb Dryder
 * Any 24 Terrorweb Dryder
 * 24 Dying Nightmare
 * 26 Spear of Terror
 * 24 Smite Crawler
 * 24 Smite Crawler


 * 'Note: This applies to other areas' dryder groups needed to kill for Restoring Grenth's Monuments

Spawn Points
Here are the spawn points:


 * Yellow dots represent stationary Grasping groups
 * Yellow lines represent Grasping group patrol paths.
 * Red dots represent Aatxe groups
 * Red lines represent Aatxe group patrol paths.
 * Darkcyan dots represent grasping popups for Clearing the Chamber. (they are grasping darkness groups)
 * Green dots represent Vengeful Aatxe groups.
 * green lines represent the path for these groups
 * Blue dots represent Mindblade Spectre groups for Escort of Souls.
 * The invisible dot at where the terrorweb dryders spawn represents the terrorweb dryder group for Clearing the Chamber.

Quests

 * ''Quests here sometimes force players to either die or teleport away, to go around for more time than necessary because of Wrathful Spirits/Escort of Souls incompatibility.

Clearing the Chamber

 * The Grasping darkness groups spawn only after the aatxe groups closest to them are killed.

Unwanted Guests

 * Vengeful Aatxes are no longer invunerable, instead Keeper of Souls resurrect them.
 * Keeper of Souls now march with the aatxes.

Escort of Souls

 * After reaching Mayor Algheri, the New Souls disappear, and update the quest.



Ice Wastes

 * The area that has been farmed since the first 55 monks arrived, but has taken less recognition since UWSC and mobway. Now it gets it's long-deserved mob and quest balance

Smite Crawler group

 * 26 Smite Carver
 * 26 Smite Carver
 * 24 Coldfire Night
 * 26 Spear of Terror
 * Any 24 Banished Dream Rider
 * 25 Obsidian Nightmare
 * 24 Smite Crawler
 * 24 Smite Crawler
 * Pretty much gvg-ish group.
 * They are replacing previous Smite Crawler groups

Coldfire Night group

 * 26 Skeleton of Dhuum
 * 26 Smite Carver
 * 24 Coldfire Night
 * 24 Terrorweb Dryder
 * 26 Spear of Terror
 * 24 Charged Blackness
 * 24 Smite Crawler

''Elementalist heavy group. The key to deal with them is disabling their blind and removing blurred. Note that spreading out is heavily advised. ''


 * They are replacing previous Coldfire Night patrol groups.

Servants of Grenth groups

 * Wave 1


 * 26 Bladed Aatxe
 * 26 Skeleton of Dhuum
 * 26 Spear of Terror
 * 26 Spear of Terror
 * 24 Charged Blackness
 * 24 Smite Crawler
 * 24 Mindflay Spectre
 * 24 Coldfire Night


 * Wave 2


 * 26 Smite Carver
 * 26 Smite Carver
 * 26 Skeleton of Dhuum
 * 24 Terrorweb Dryder
 * 24 Charged Blackness
 * 24 Smite Crawler
 * 24 Smite Crawler
 * 24 Coldfire Night


 * Wave 3


 * Any 24 Grasping Darkness
 * Any 24 Grasping Darkness
 * 26 Skeleton of Dhuum
 * 24 Terrorweb Dryder
 * 24 Terrorweb Dryder
 * 24 Charged Blackness
 * 24 Smite Crawler
 * 24 Mindflay Spectre


 * Nukes with dual charge FTW

Spawn locations
Nothing changed.

Servants of Grenth

 * Waves are split into groups: split and stand. The group composition is the following:


 * Split : 1-3-8    : Reaper.
 * Stand : 2,4,5,6,7 : King.


 * Note: Ideal GvG split tutorial.
 * The next wave arrives only after the previous group is destroyed. Every group except the last attempts a split like in gvg.
 * The last group goes straight to King Frozenwind.
 * The split groups ignore players until they are in aggro range of the reaper.
 * The first stand group approaches the king from the north, the second comes from the south.


 * No Tanking!

Dhuum fight
yeah it deserves its section.

The Nightman Cometh

 * Whenever Dhuum's health is reduced to zero, it's rest meter goes up by 10%.
 * Whenever Dhuum's rest is completed, a message tells the players to kill dhuum for one last time.
 * Killing a Minion of Dhuum gives the party +2% Morale Boost.
 * Killing a Champion of Dhuum removes 5% death penalty from the party.


 * Dhuum can now be targeted while using Dhuum's Reaping.


 * Players in spirit form with 10% morale boost return to battle!
 * Dhuum is no longer immune to conditions: Instead every condition has halved duration on him.
 * Hexes still last half duration, but Dhuum has an inherent 50% damage reduction.
 * Some little aid for those killing Dhuum. Promoted interrupts, and reduced the party's DP reliance on consumables and spirit form, which is now escapable. Wastrel's Worry spam now has it's effectiveness reduced to the point where it deals as much damage as it would without Dhuum's Natural Resistance.

Dhuum Skills

 * - Damage is reduced to 50 per pulse.
 * - Functionality changed to: Stance. For 10 second if Dhuum's next attack hits, it deals 200 damage and dhuum moves 50% faster. This stance is renewed if there are any foes othen than dhuum's target in the area. Can be renewed 5 times before recharge and does not renew if removed.
 * Summons a Champion of Dhuum. Increased casting time to 1 second.
 * Summon two Minions of Dhuum, a Terrorweb Dryder, and a Charged Blackness. Increased casting time to 1 second.
 * Increased casting time to 3/4 second.
 * Reduced duration to 3 seconds.


 * : (passive effect) Delays resurrection effects for an extra 5 seconds. If a party member isn't resurrected in 12 seconds, then it's spirit travels to the Forgotten Vale. Additionally for each kills made by Dhuum or it's minions, he gains 500 health.

Spirit Form changes

 * Spirit Form skills have been changed to reflect the profession the character is using. Some skills can only be used by certain Professions
 * A player gets the core skills and the skills of his or her Primary Profession
 * Core skills:


 * Increased Death Penalty removal to 10%, increased Recharge to 10 seconds.
 * Reduced damage to 100. This skill no longer disables Dhuum's Rest.
 * Increased energy cost to 10. This skill no longer disables Ghostly Fury. Doubled the amount it contributes to Dhuum's rest meter.
 * Profession-specific skills:


 * Monk:


 * Reduced base healing to 50. It heals for an additional 10 health for each rank in Healing Prayers. The (bonus) healing is doubled if target ally is below 50% health. This skill can target self.
 * [[image:Protective Spirit.jpg|25px]] Spiritual Protection: NEW SKILL: For 3 seconds and 1 second for each 3 ranks in protection prayers. Target ally takes 66% less damage from all damage sources.
 * [[image:Shielding Hands.jpg|25px]] Spirit Shield: NEW SKILL: For 3 and 1 second for each 2 ranks in protection prayers, target other ally has 75% chance to block incoming attacks. That ally gains 1 health regeneration plus 1 health regeneration for each 4 ranks in Divine Favor.


 * Elementalist


 * Functionality changed to: Hex Spell. For 5 seconds and 1 second for each 3 ranks in Water Magic, target foe moves 66% slower and takes 30 cold damage every second. Skeletal foes move 90% slower instead.
 * [[image:Lightning Storm.jpg|25px]] Spirit Storm: NEW SKILL: For 9 seconds. Target foe and all foes in the area of the target are struck for 50 lightning damage and 5 lightning damage for each three ranks in air magic every 3 seconds and are interrupted. This skill is easily interrupted.
 * [[image:Ward Against Elements.jpg|25px]] Energy Ward: NEW SKILL: For 8 seconds plus 1 second for every 2 ranks in energy storage, All allies whitin the ward gain +1 energy regeneration and incoming damage is reduced by 25%.


 * Mesmer


 * [[image:Mistrust.jpg|25px]] Spiritual Distraction: NEW SKILL: Hex Spell. For 20 seconds. The next skill used by target foe fails and target foe takes 30 damage and 10 damage for every 3 ranks in Domination Magic.
 * [[image:Energy Drain.jpg|25px]] Spirit Drain: NEW SKILL: Hex Spell. For 6 seconds and 1 second for every 3 ranks in Illusion Magic. Target foe activates skills 100% slower.
 * [[image:Mantra of Recovery.jpg|25px]] Spirit Recovery: NEW SKILL: Stance. For 5 seconds and 1 second for every 2 ranks in Fast Casting, Your skills recharge 30% faster and cost 2 less energy.


 * Warrior


 * [[image:Power Attack.jpg|25px]] Spirit Rage: NEW SKILL: Melee Attack. If this attack hits, it deals +3 damage for each rank in strength. It has +10% Armor Penetration
 * [[image:Protector's Defense.jpg|25px]] Spirit Draw: NEW SKILL: Skill. For 5 seconds, All allies take 10 less damage, but whenever this skill reduces damage, you take the reduced amount (up to 10). You take 1 less damage for each 3 ranks in tactics.
 * [[image:Distracting Blow.jpg|25px]] Lash: NEW SKILL: Melee Attack. If this attack hits, target foe and all adjacent foes are interrupted.


 * Necromancer


 * [[image:Animate Bone Horror.jpg|25px]] Summon Skeletal: NEW SKILL: Summon a Skeleton of Dhuum to fight on your side. The skeleton lives for 15 seconds + 1 second for every 2 ranks in Death Magic.
 * [[image:Soul Barbs.jpg|25px]] Spirit Blast: NEW SKILL: Hex Spell. Target foe and all nearby foes take 60 damage and have 50% chance to miss with attacks for 5 seconds and 1 second for each 2 ranks in Curses.
 * note: this duration is halved on Dhuum.


 * [[image:Blood Renewal.jpg|25px]] Renew Spirit: 10% NEW SKILL: All other allies within an earshot lose 5% death penalty if your blood magic is above 8, and are healed for 2 health for each point of health sacrificed.


 * Ranger


 * [[image:Natural Stride.jpg|25px]] Fade Strider: NEW SKILL: Stance. For 5 seconds plus 1 second for each 3 ranks in Wilderness Survival, you move 50% faster and have 75% chance to block attacks. Ends if you use an attack skill.
 * [[image:Poison Arrow.jpg|25px]] Spirit Poison: NEW SKILL: Bow Attack. If this attack hits, target foe has 5 health degeneration for 5 seconds plus 1 second for each rank in Marksmanship.
 * [[image:Splinter Shot.jpg|25px]] Splinter Bones: NEW SKILL: Bow Attack. If this attack hits, Target takes +2 damage for each rank in Expertise. If this attack hits a skeletal foe, That foe and all foes nearby to the target take 50 damage.


 * Ritualist


 * [[image:Shelter.jpg|25px]] Protection: NEW SKILL: Binding Ritual. Summon a Spirit of Protection. All allies whithin it's range have 20% Damage Reduction. This spirit lasts 10 seconds and 1 second for each 2 ranks in Spawning Power.
 * [[image:Brutal Weapon.jpg|25px]] Bone Crusher Weapon: NEW SKILL: Weapon Spell. For 5 seconds and 1 second for each rank in Channeling Magic. Target other ally deals +25% damage with it's attacks and deals an additional 25% damage to Skeletal Targets.
 * [[image:Wielder's Boon.jpg|25px]] Spirit Boon: NEW SKILL: Spell. All allies are healed for 50 health. Allies below 75% health are healed for an additional 5 health for each rank in Restoration Magic.
 * Assassin


 * [[image:Wild Strike.jpg|25px]] Wild Dagger: NEW SKILL: Spell. Send a fast-moving dagger that Cripples target foe (5 seconds plus 1 second for each rank in deadly arts), and removes it's Stance.
 * [[image:Trampling Ox.jpg|25px]] Ox's Charge: NEW SKILL: Dual Attack. Must hit a crippled foe. If this attack hits, it strikes for +2 damage for each rank in dagger mastery and knocks down target foe.
 * [[image:Spirit Walk.jpg|25px]] Spirit Walk: NEW SKILL: Spell. You shadow step to target.
 * Paragon


 * [[image:Anthem of Flame.jpg|25px]] Anthem of Balthazar: NEW SKILL: Chant. For 5 seconds + 1 second for every 2 ranks in Leadership, all party members within an earshot cause burning (2 seconds) with their attack skills.
 * [[image:Holy Spear.jpg|25px]] Banishing Spear: NEW SKILL: Spear Attack. If this attack hits, it deals +10 damage. If it hits a skeletal foe, All foes adjacent to the target take 30 holy damage and 1 holy damage for each rank in spear mastery.
 * [[image:"Go for the Eyes!".jpg|25px]] Strike True!: NEW SKILL: Shout. For 5 seconds and 1 second for each 3 ranks in Command, All allies within an earshot have 20% armor penetration with attacks and spells.
 * Dervish


 * [[image:Aura of Thorns.jpg|25px]] Crippling Aura: NEW SKILL: Flash Enchantment Spell. For 20 seconds: Your attacks cause crippled for 1 second per 2 ranks in Earth Prayers.
 * [[image:Heart of Holy Flame.jpg|25px]] Cold Flame Aura: NEW SKILL: Flash Enchantment Spell. For 10 seconds, you are enchanted with Cold Flame Aura and your attacks deal fire damage. When Cold Flame Aura ends, all nearby foes take 50 cold damage and begin burning for 1 second plus 1 second for each 3 ranks in Wind Prayers.
 * [[image:Banishing Strike.jpg|25px]] Grenth's Strike: NEW SKILL: Scythe Attack. You lose a dervish enchantment. If this attack hits, all adjacent foes take 40 cold damage. If it removes an enchantment from self it criticals, and deals +8% more damage for each 2 ranks in Scythe Mastery (maximum 40%). Skeletal foes take 50% more damage.

Obsidian Behemoth group
Conditions, energy denial and orders.
 * 24 Dying Nightmare
 * 25 Obsidian Nightmare
 * 26 Obsidian Behemoth
 * 26 Obsidian Behemoth
 * 26 Obsidian Behemoth
 * 24 Twilight Weaith
 * 24 Twilight Weaith
 * These monsters spawn along with behemoths. Orders replace one monk because of the tight spawns.

Popup/patrol Group

 * 24 Wailing Lord
 * 24 Wailing Lord
 * Any 24 Grasping Darkness
 * Any 24 Grasping Darkness
 * 24 Charged Blackness
 * 24 Charged Blackness
 * 24 Dying Nightmare
 * 25 Obsidian Nightmare


 * Airspikes with orders...''
 * Because they are either nightmares or phantoms or spirits, they can appear from nowhere. Same spawning locations as previous charged blackness groups.

Spawn locations
Nothing Changed.

The Demon Assassin

 * The Slayer's Skill bar changed:
 * 26 The Slayer
 * The Slayer's group changed
 * The Slayer's group changed


 * 26 The Slayer
 * 26 Crushing Aatxe


 * 26 Skeleton of Dhuum
 * 24 Charged Blackness
 * 24 Keeper of Souls
 * 24 Keeper of Souls
 * 24 Mindflay Spectre


 * The group spawns just outside the aggro range of the keeper.

Chaos Planes

 * General: No Mindblades spawn on banished dream rider death/mindblade group death.
 * There are two groups: Mindblade Spectre groups and Banished Dream Rider groups. Some banished dream rider gruops(current) are replaced with mindblade groups.

Banished Dream Rider group

 * Any 24 Grasping Darkness
 * Any 24 Grasping Darkness
 * Any 24 Banished Dream Rider
 * Any 24 Banished Dream Rider
 * 24 Charged Blackness
 * 24 Charged Blackness
 * 24 Twilight Weaith

Mindblade Spectre group

 * 24 Wailing Lord
 * 24 Wailing Lord
 * 26 Spear of Terror
 * 24 Mindblade Spectre
 * 24 Mindblade Spectre
 * 24 Mindblade Spectre
 * 24 Twilight Weaith

The Four Horsemen
First, I will change horsemen skills 28 Kazhad Dhuum

'''ATTS :
 * Axe Mastery 18
 * Curses 10
 * Strength 15'''

28 Thul Za Dhuum

'''ATTS :
 * Air Magic 18
 * Energy Storage 16'''

28 Madruk Dhuum

'''ATTS :
 * Water Magic 18
 * Healing Prayers 12
 * Energy Storage 11'''


 * 28 Ghozer Dhuum

'''ATTS :
 * Death Magic 16
 * Soul Reaping 7
 * Curses 16'''

Notes:
 * These horsemen no longer split. Instead, they either come from the left side or right side.
 * Only 4 Dryders accompany them (one each).

Pretty much standard mob

 * Any 24 Shocking Grasp
 * 24 Stalking Night
 * 24 Terrorweb Dryder
 * Any 24 Flame Spirit
 * 24 Coldfire Night
 * 24 Charged Blackness
 * 24 Charged Blackness


 * Obviously there is no need for a second kind of group, since this one is fairly versalite.

Hexer/Denial group

 * 26 Skeleton of Dhuum
 * 24 Charged Blackness
 * 24 Dead Thresher
 * 24 Dead Collector
 * Any 24 Banished Dream Rider
 * 24 Mindblade Spectre
 * 24 Coldfire Night

Conditions Group

 * 24 Wailing Lord
 * 26 Bladed Aatxe
 * 26 Spear of Terror
 * 24 Dead Thresher
 * 24 Dead Collector
 * 24 Dying Nightmare
 * 24 Mindflay Spectre

Imprisoned Spirits

 * Tortured spirits follow the party leader.
 * If the Terrorweb Dryders are killed, then the players get the quest updated even if the Tortured Spirits didn't spawn due to a bug. (Alternative: fix the bug)

Village Group

 * These groups haunt Major Algheri's village.


 * Any 24 Grasping Darkness
 * 26 Skeleton of Dhuum
 * 24 Charged Blackness
 * 24 Charged Blackness
 * 24 Dying Nightmare
 * Any 24 Twilight Wraith
 * 24 Smite Crawler

Monster Group

 * The group of monsters outside the village.


 * 26 Bladed Aatxe
 * 26 Crushing Aatxe
 * 24 Terrorweb Dryder
 * 24 Stalking Night
 * 24 Stalking Night
 * 24 Smite Crawler
 * 24 Coldfire Night

Wrathful Spirit Group

 * Any 24 Grasping Darkness
 * 20 Tortured Spirit
 * 20 Tortured Spirit
 * adding some minor diversity. The Grasping Darknesses only spawn if a group has turned hostile.

Wrathful Spirits

 * Tortured Spirits that are to be protected are renamed to Villager Spirits.