Mar 15, 2010, 06:59 PM // 18:59
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#1
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Wilds Pathfinder
Join Date: Feb 2007
Location: right behind you
Guild: Highlander Honor Guard [HHnr]
Profession: R/
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Mirror World, AB, FA, and JQ Weekend Event Idea!
Okay so we all know that Alliance Battles have maps which favor the kurzicks and luxons, how Fort Aspenwood has the Kurzicks defending and the Luxons attacking, how the Jade Quarry is pretty much an even match between the two.
Well then how about this?
An event weekend called Mirror World or something like that, Every map is the same except the roles are, Reversed! Here's a greater detail example:
Alliance Battles
These are fairly balanced to begin with for the most part, so the only thing that's reversed is which spawn point belongs to which faction
Jade Quarry
This is similar to the alliance battles, all that will change is which side each faction spawns on. Sort of for the sake of the name of the event xD
Fort Aspenwood
Okay now here's the big one, a complete and utter swap!
Kurzicks will own the green mine and two command points at the start of the battle, and on top of it they'll be the ones attacking. Architect Gunther will replace the monk on the green mine, Gatekeepers Poletski and Radick will replace the Orange and Purple Commanders, and will be accompannied by an archer and a ritualist
When a Luxon captures the purple or green mine, the keepers will still be 2 archers and when a kurzick captures a normal mine the keepers will still be 2 ritualists.
However, when a luxon captures the green mine, they will be replaced by 2 luxon archers and 1 monk. When a luxon captures the Purple or Orange command point they will be replaced by an archer and a monk (following the same skill sets they have in the normal FA)
To make things interesting, a replacement for the turtles and warriors on offense is 2 Kurzick Siege Juggernaughts and 2 domination/inspiration mesmers
The outter gates defenses for the luxons will be 2 archers and 1 elementalist
The inner gates defenses for the luxons will be 1 archer, 3 necromancers on the orange side and 2 mesmers, 1 archer, and 2 elementalists on the orange side
The Inner Gates Sanctum (between the green gate and inner gates) will be protected by 2 archers on either side of the portal (in the juggernaught route) 1 elementalist and 1 necromancer.
The Green Gate will be protected by 2 turtle turrets and 1 monk
To win the game the kurzicks will need to kill the Fort Commander, ranger. Guarded by one protection monk and one healing monk.
To go even crazier into detail I even thought up the skill sets for specific people
The Fort Commander will have:
Charm Animal (Crab Pet), Melandru's Shot, Apply Poison, Distracting Shot, Lightning Reflexes, Pin Down, Troll Ungent, Throw Dirt
The Green Gate Monk will have:
Karei's Healing Circle, Ethereal Light, Healing Breeze, Healing Touch
Turtle Turrets will have the same health as the regular juggernaught and:
Turtle Shell, Turret Strike (Adjacent AoE and 1/4 the damage of a regular siege turtle attack)
The mesmers that go with the Juggernaught will have:
Complicate, Power Spike, Energy Burn, Energy Surge, Ether Feast, Mind Wrack
Siege Juggernaughts will have the same health and speed as siege turtles and will have:
Aura of the Juggernaught, Juggernaught Throw, Hurl Rocks (same damage as siege turtles but single target)
Last edited by Darkhell153; Mar 15, 2010 at 10:49 PM // 22:49..
Reason: Implementing more details/making it more readable
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Mar 15, 2010, 08:12 PM // 20:12
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#2
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Frost Gate Guardian
Join Date: Sep 2009
Guild: Avalons Wraiths
Profession: R/Rt
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Its a nice idea realy and i would like to see something like it happen since i am working on kurzick side ill never get to be offensive.
what i do not agree with is the spawn changes.
it would be interresting, but kinda lame considering that turtles WERE built for taking down gates (while staying godmode) and juggernaut is pretty crappy overall (except when backed up by a skilled monk then it becomes nearly immortal)
and TWO turtles at gate
couldnt wait to see those hit and run guys who pisses me of soloing green gate getting "lollerwutt" pwned when instagibbed by 2 turtle siege, not to mention monk npcs? (heh, theres a reason there are none in the current state of FA)
If people are complaining now, a luxon monk protting the sieges (which deals blasting amounts of over ranged dammage AND has better defence in turtle shell and cd)
if you are going to reverse, i think you should reverse but its funny ideas and i would like to have another CM with those ideas (but man take it easy with siege turtles, siege turtle > juggernaut every day even tho jugg is cool )
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Mar 15, 2010, 08:46 PM // 20:46
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#3
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Ascalonian Squire
Join Date: Feb 2009
Location: GMT-5 (EST)
Profession: Mo/W
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The change wouldn't really do anything in the case of AB and JQ.
For FA, if you switch the sides you might as well go all out and give the luxons the juggy and the kurzicks the turtles (considering having the turtle+warrior squads is the only advantage of the attacking sides, and the juggy is meant to counter the turtles). Also, the skillset for the ranger base commander would screw it up; if the only defensive skill gunther gets is the long-ago nerfed "Watch Yourself", why should the luxon base defender get a self heal, defensive stance, throw dirt and even mutliple snares? When the kurzicks don't get a monk at FA, they're pretty much screwed if the luxons get past green, why should it be any different for the luxons? Also, the gate defenders should not be changed at all, (2 eles for outer gate, 1 ele 2 necs for inner) because it would give one side a huge advantage that the other normally wouldn't have.
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Mar 15, 2010, 10:06 PM // 22:06
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#4
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Wilds Pathfinder
Join Date: Feb 2007
Location: right behind you
Guild: Highlander Honor Guard [HHnr]
Profession: R/
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well I kinda wanted to switch sides completely. What about this kinda idea?
In place of Siege Turtles for defense the Luxons get 2 "Turtle Turrets" Guarding the green ;D
They're skills are Turtle Shell, and Defender Strike (a skill I just made up does only 1/4 of the damage that the Siege Turtle's attack does)
In place of the regular Juggernaughts the Kurzicks develop a Siege Juggernaught, complete with Aura of the Juggernaught, Hurl Rocks (similar skill to siege turtle except only one target and less damage, hence two juggies ;D) and Juggernaught Throw (knockdown!).
Since it's a mirror world type event I kinda wanted to make the signiature characters still exist ;c
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Mar 17, 2010, 05:59 AM // 05:59
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#5
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Frost Gate Guardian
Join Date: Sep 2009
Guild: Avalons Wraiths
Profession: R/Rt
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now that would be smexier, if you revamped the skillbars.
(maybe create a totaly new cm if its i good? ^^)
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Mar 17, 2010, 07:29 AM // 07:29
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#6
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Administrator
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Not a bad idea, though I don't think the work required would be justified if it was a weekend event. Perhaps implement some kind of thing where the objectives of FA (either how it is now or your 'mirror world' concept) depend on where the faction line is, and make it permanent. I'd definitely play it, provided it was balanced.
__________________
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Mar 17, 2010, 03:35 PM // 15:35
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#7
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Academy Page
Join Date: Jan 2010
Profession: N/A
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I have to agree with Marty on this. It could increase the ab population as a result of people wanting to play on a certain side in fa.
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Mar 19, 2010, 02:35 AM // 02:35
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#8
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Wilds Pathfinder
Join Date: Feb 2007
Location: right behind you
Guild: Highlander Honor Guard [HHnr]
Profession: R/
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oh, I like that idea, even better than a weekend <3 come sign this peoplez ;O or point me to a forum Arenanet still looks at so I can get this idea out there :x
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