Feedback:User/Hong/Revamp Prophecies explorables

While vanquishing all three campaigns, I was struck by just how much more fun the Nightfall and Factions explorables are to fight in, compared to Prophecies. It's apparent that Anet learned a lot about area design in the time between the first and the third campaign, and it would be nice if some of this knowledge could be incorporated back into Prophecies. I assume a wholesale redesign of Proph isn't on the cards, but the following changes should be feasible:


 * Put another resurrection shrine or two in large areas like The Falls, Lornar's Pass and Mineral Springs, so that a wipe doesn't send you all the way back to the beginning.
 * Trim the patrol routes for minotaurs in Anvil Rock, and for the hydra boss in Prophet's Path.
 * Mix up the composition of the mobs in certain areas. Big homogeneous groups are just annoying to fight if you have a balanced group, and are easily farmed by specialist builds.
 * Hydras in the Crystal Desert
 * Riders and scarabs in the Maguuma Jungle
 * Ice imps/golems in the southern Shiverpeaks
 * Inferno imps and skales in Kryta
 * Reduce the healing for certain mobs where a monk boss can also be present. Too many monks generally turns the fight into a frustrating stalemate. I'm thinking of Jolo Lighthaunch's group in Anvil Rock and Deldrimor Bowl, specifically; having 2-3 centaur monks is fine, but adding him takes it over the top. The damage output of the mob can be bumped up to compensate.

None of these changes should really affect the difficulty level of vanquishing, but they would make it a lot more enjoyable.