User:Rupsie/Rebalance Fort Aspenwood

From Guild Wars Wiki
Jump to navigationJump to search

Fort Aspenwood is very imbalanced, in such way that there are bots on the luxon side and leechers on the kurzick side. It might be better to reform this area.

My idea of this area is an mix of Alliance Battle, and GvG. In one map.

Picture:


Concept objective[edit]

Both teams attack the fort and try to gain foothold in that base, Kill the Fort commandant and the match is won.

Setup[edit]

Massive 12 vs 12, Teams of 4 people (like AB)


Important objectives[edit]

Barackmasters: There are 2 barackmasters, killing both will result in no reanforcements to the enemy team.

These are the sort of bodyguard of the barracks, as long as they are alive a group of 6 faction npc’s will spawn and head down towards the enemy base. Guarded by 3 rangers (not to much healing if you place a monk near it).

Fort commandant: Killing him will result in victory. This can be achieved by breaking through the wall in the front or split teams.

Notice: He is always protected by 1 or 2 monks + a few ele/necs?

Mob: Both mobs are balanced to each other (best is to have both mob, equally men and same skills). Composed out of 6 men (no monks in that mob). Suggestion mob: 2 warriors (AB wars), 1 curse nec (AB nec), 1 lyssa Mesmer (AB Mes), 1 Ranger(ab build) maybe 1 lighting (AB ele). This way the team is balanced is great to attack and to defend because of the medi core skills/ mob.

Gates, gates can be chopped down with melee/casters. Think like those wall in Hell principe. Every gate is guarded by two elementalist + 1 nec + 1 mes (like in the deep deep kurzick territorium castle). Idea of not using Kegs is otherwise an ele with gust could defend an entire gate > knocking the keg-carrier down > keg drops on the ground.


Gate repair kit (at shrines)

General Idea[edit]

The idea is that in the middle you have the battle cry shrine (speed boost, attack speed + recharge = shorter). And every 30 sec an small mob of luxons and kurzicks head to each other and battle there.

The player decision is to help out the middle and with the mob defeat the kurzick base. For these roles, Paragons, warrior tactics, ritualists (supportive spirits) and minion masters make there entry here.

The 2nd option is for the assassins. As you noticed on the map there are small “tunnels” towards the back of the base. These entries can only be accessed by shadowstepping. (deathcharge/return/insert shadowstep here) to make split viable. In this way the assassin, monks, rangers can come into snaring and backstabbing the base to take out “barrack masters” or make the job of an runner very very miserable.

Gates can repaired by repair kits but first the shrine must be yours.