Feedback:User/Sparky, the Tainted/Fort Aspenwood

These are my ideas on how to fix Fort Aspenwood (at least partly). I may add more suggestions if I think of more problems. Any likeness to another feedback page is unintentional - however, I do attempt to avoid this. Keep in mind that skill change suggestions are based on the trend of only Core and Factions skills.

Both Sides
Simply put - things that affect both sides.

NPCs
Some NPCs don't use the proper PvP versions of skills. Unlike most forms of PvP, NPCs play too large a role in this randomized format. They can be healed and, without any sort of limitations, can easily lead to victory with competent players (from the Kurzick side only).
 * Replace all skills that have PvP versions with their appropriate skills
 * Reduce healing on all NPCs caused by players by 50% (Health gain caused by Health regeneration/life stealing and damage reduction are obviously not affected by this)

Capture Points
The Purple and Orange Mines and Resurrection Shrines can be easily taken out by long bows or flat bows - quickly, easily, and without risk. This can technically be done from both sides, though generally is done (and is easier) from the Kurzick side.
 * Purple and Orange Mines/Resurrection Shrines - Give these posts a ward-like effect for only NPCs that cause bow attacks to "Miss" or "Stray" (could be anywhere from % chance) when shot from too high and/or too far away (specifically, from the fort's turrets)

Kurzick
This is the section for changes that mostly affect the Kurzick side and its NPCs. Currently, the Kurzick side has the advantage. This is not because it takes less skill, but less strategy. A Kurzick player can do almost anything and it will assist their team fairly well. The many ways for Kurzicks to win include; running amber, stalling/killing turtles, stalling opposing players, healing the NPCs, and just killing stuff. There are many exploits and strategies, every build and player can easily take advantage of at least one without needing to be aware of it.

NPCs
Most of the Kurzick NPCs are too useless or specialized, strong against either spell casters or attackers (and useless against the other). The majority of them are anti-melee (why?). Purple and Orange gates are strong against melee, but fairly useless against anything else. The Green Gate, however, offers lightning fast interrupts, anti-melee, and a heavily armored, high level Juggernaut with Juggernaut Toss. The Kurzick monk NPCs do not have good AI and Gunther can be pulled very far from his initial location (generally getting himself slaughtered). The gates are too easily taken down in seconds by nukers, rather than Siege Turtles like intended.
 * Kurzick Elementalist - Replace Sliver Armor with Stone Daggers, improve the AI's Ward Against Melee chaining abilities
 * Kurzick Mine Cleanser - Improve AI to prevent casting the same spirits as nearby allies at the same time
 * Gatekeepers Radik and Poletski - Improve healing priorities to Gunther, then themselves, then players
 * Kurzick Juggernauts - Live up to the Juggernaut lore and respawn about 60 seconds after dying as long as their spawning point is under Kurzick control
 * All gate NPCs - Improve AI to scatter away from the gate (as opposed to towards the gate, going almost nowhere)

Mines & Amber
Running amber should be the primary method for winning. Currently, Green Amber Mine has no reason to be taken from the Luxons (nor do the Command Posts).
 * Refined Amber Chunks - Counts as 3 Raw Amber Chunks even when repairing gates; repairs a gate and adds 4% to Gods' Vengeance when given to Gatekeepers Radik or Poletski, adds 6% to Gods' Vengeance when given to Gunther
 * Purple and Orange Command Posts (Kurzick) - Maybe replace the Kurzick Army Ranger with a Kurzick Juggernaut, to make the posts harder for Luxons to quickly recapture

Luxon
This is the section for changes that mostly affect the Luxon side and its NPCs. The Luxon side has the disadvantage. This is because the Luxon players do not take advantage of their very few and narrow exploits. A Luxon player must be able to either destroy gates/convert mines or protect turtles and other players. The ways to win as a Luxon include; defending attack squads and charging gates with capable builds. A Luxon player must be aware of (and realize the importance of) its exploits and strategies to take advantage of them.

NPCs
Most of the Luxon NPCs are useless, showing no notable strengths or advantages. The Siege Turtles are one of the exceptions: their long range, powerful Siege Attack removes enchantments; their Turtle Shell gives them fairly good defense from non-critical direct damage; their Carrier Defense gives them good protection against melee characters (if used). The Luxon monk NPCs, like the Kurzick ones, lack good AI - as do their most important NPCs, Siege Turtles.
 * Luxon Warrior - Replace "Coward!", Auspicious Blow, Berserker Stance, Renewing Smash, and Staggering Blow with Enraged Smash, Hammer Bash, and Sprint - Or, improve AI to wait until Berserker Stance ends before using Renewing Smash, then use Staggering Blow > Auspicious Blow > Berserker Stance
 * Luxon Priest - Improve AI to use Healing Breeze as its primary heal (and to cast it on injured players), improve healing priorities to Orange or Purple Commander, itself, then players
 * Purple and Orange Commanders - Replace Barrage and Splinter Shot
 * Siege Turtle - Improve AI to ignore player characters (including spirits, pets, and minions) while Siege Attack is recharging or enemy NPCs are within range (unless those players are in range of Carrier Defense), Siege Attack no longer removes enchantments (only with something to the effect of the healing reduction above in place, or only removes enchantments from NPCs)
 * Attack squads - Replace the Luxon Warriors with a more balanced team; a monk with Karei's Healing Circle, a Luxon Army Ranger, a Luxon Mesmer, and a Luxon Warrior (alternative to changing the Luxon Warriors' skills)

Shrines & Command Posts
The Command Posts are very far back and waste time walking to and fro'. There is also no point in capturing these locations, as doing so has minimal effect and can cause a squad of 8 warriors to appear.
 * Purple and Orange Command Posts - Commanders will continue to send attack squads until killed
 * Purple and Orange Resurrection Shrines - Allow the Luxon Longbows to send attack squads from their corresponding Command Post when available and not in combat (alternative to continuous squads)