A common thought in many of the threads about the difficulty in PvE (or lack thereof) is that monsters often have pretty basic skillbars. They simply aren't effective in many situations. I figured the community at large could maybe come up with some ideas to make things more interesting...
The rules are simple: Rebuild the skillbars of a monster or group of monsters however you see fit. Try to keep them level-appropriate (no Elite skills for Charr) and decide early whether they're going to be gimmick builds or balanced. most mobs in Factions and Nightfall run balanced team builds, at least in the mid- to end-game areas. Do not add new monster skills, but if a monster has a monster skill, feel free to use it on the new bar. Don't bother with bosses, because the skillbar for bosses shouldn't be updated until they lose the insane double-damage bonus that they all get- doubling a bad skillbar can be bad, doubling a GOOD skillbar would just be frustrating.
The skillbars should be able to work as part of a group, but not be useless in a same-class group. The ultimate goal is to make groups that are challenging to go against, without making them ridiculously overpowered for the level they're found at.
My example: Charr (Balanced team build, levels 1-8)
Charr Axe Warrior
Cyclone Axe
Frenzy
Wild Blow
At level 5: Disrupting Chop
At level 8: Healing Signet
Charr Blade Warrior
Drunken Blow
Pure Strike
Frenzy
At level 5: Final Thrust
At level 8: "Watch Yourself"
Charr Ash Walker (Necromancer)
Plague Touch
Faintheartedness
Life Siphon
At level 5: Shadow Strike
At Level 8: Chilblains
Charr Mind Spark (Mesmer)
Fragility
Shatter Enchantment
Shatter Hex
At level 5: Energy Burn
At level 8: Chaos Storm
Charr Shaman (heal/smite monk)
Infuse Health
Heal Area
Bane Signet
At Level 5: Zealot's Fire
At level 8: Purge Conditions
Charr Scout (Ranger)
Ignite Arrows
Penetrating Attack
Troll Ungent
At level 5: Distracting Shot
At Level 8: healing Spring
Charr Flame Wielder (Fire elementalist)
Aura of Restoration
Flare
Conjure Flame
At Level 5: Fireball
At Level 8: Flame Burst
OK, this isn't the best team build ever, not even close (I've never MADE a team build before) but the essential idea is to give each monster more that they can do. The Charr went from having 2 skills each, to having 3 base, and getting a new skill added at levels 5 and 8, making them a new challenge at those levels. I used only core and prophecies skills for them, and they should be able to function in either same-class groups, or mixed groups.
Now, your turn. Feel free to give the Charr a REAL team build, or to make Trolls into super tanks. Let's see how the community would rebuild the monsters to make them into real threats (without environmental effects or uber-powerful monster skills that break every balance rule there is)
O
