Premise:
In case if the title isn't enough: an elite mission that is actually hard and ergo "elite".
Objectives in said suggestion:
*Reward skill, not time.
*Rewards teamwork
*A difficult but realistic elite area that is hard because of the enemies build, not because I decided to give them 60,000 Health
*Unfarmable
The Lore:
Somewhere in the depths of Tyria the Zaishen Order, a guild famous for knowing and sharing the way to the Hall of Heroes to all those who they deem worthy, lies in their underground temple. An ancient force from Tyria's past has affected parts of their vast Temple, and out of fear they have blocked off the lower sections. Now heroes, they call upon you to aid them, but be afraid, for whatever thing runs afoul in this temple, seems to have magic beyond the likes you've ever seen...
(ie: cliche villain makes cliche bad things happen and you the cliche hero must go do the cliche thing of saving people's butts. Go figure.)
The basics...:
This Elite Mission functions differently than the others in that when using a Scroll (which may be used in any place a passage scroll can be used) takes you to an outpost instead of the actual mission.
However, the scroll only works if you (and all other humans players in your party) have completed all 3 campaigns and Eye of the North in Normal Mode, otherwise it fails to function. Upon activation, the scroll removes all heroes and henchmen from your party.
This outpost is unique in that it is the only place in the game with a Skill Trainer that can teach you skills from any campaign & Eye of the North. Upon entering the outpost all people are afflicted by a "debuff" known as "Mysterious Curse".
The Rules of the Elite Mission:
The "Mysterious Curse" is a debuff that is constantly active even when in the Mission. It has the following effects:
*PvE-Only skills are locked and may not be used.
*Heroes may not be taken. (There is no henchmen in the outpost, so those don't fly either)
*All PvE split skills are now their PvP versions.
*All consumables fail to activate. (this includes beers, rice cake like items in town, tonics, festival items like the candy corn, birthday cupcakes, the Nightfall drake kabob stuff, EotN Consets, Scrolls of Rez, etc. They're all disabled.)
The Elite Mission's layout:
This elite mission is also technically a Dungeon, however unlike the EotN dungeons, this one does not have a defined layout, and it is not A to B progression. Instead this mission is 5floors (each takes about 20 minutes to beat, making this mission roughly a 1 hour and 40 minutes endeavor.) that are randomly chosen from a list of premade floor designs. Basically there is a lot of floor designs, all of which are not simply A to B, but have side rooms and such to explore, and they are randomly chosen, meaning each time you play the layout of the dungeon as a whole will be completely different.
The levels progress this way:
Level 1 = Old meta Prophecies builds, stuff like Boon Prot will be found here. Not very effective, decent players can beat easily.
Level 2 = Old meta Prophecies & Factions builds, stuff like AoD Shock, etc. Built to be a little bit toughter.
Level 3 = Old meta Prophecies & Factions & Nightfall builds. Harder still.
Level 4 = The above, but with slightly tougher & newer builds. This level also includes retired "Level 5" builds.
Level 5 = Current meta builds. (Also contains a final fight that is 1 random Guild Wars boss with better grouped "meta" enemies to support them.)
Each "build" may use old versions of certain skills where neccessary to make them work, and in the case of current meta builds, special versions of these skills are made so that even if Skill Updates change them, none of the builds will break in the future. If you "grab" these skills, you get the current PvP legal version, not the version they use.
The Elite Mission's Foes:
On top of this, each "room" like section has an encounter with some monsters. These monsters are "Possessed Zaishen [Class]", which are level 20 foes that have level 20 health and energy stats, with energy regen similar to their actual class. These monster groups are randomly chosen based on the floor you are on, earlier floors have early meta builds, with later floors having current meta builds.
These monsters use AI rules specific to this elite area:
*They move out of AoE as soon as they possibly can.
*They try to kite whenever possible.
*They know how to weapon swap intelligently.
When an enemy group is encountered, a blueish aura will block your escape/progress from this group, forcing you to fight them. Some areas have flags which can provide teams temporary Morale Boosts (which go away after you win), or do AoE damage to the team that doesn't have the flag, or environmental effects like spiked coral (PvP legal environmental effects, not the random PvE ones.), etc.
Since these rooms are randomly chosen and the enemy groups randomly picked, this means sometimes you or the enemy will have advantages/disadvantages. A good example is a room that might have a lot of rocky pillars and the enemy team is a ranger spike, they are at a severe disadvantage if the players play tactfully and use the pillars to block their arrows, but maybe another team will get the same enemy group but in a wide open spot, meaning they'll need to work harder together to win.
These enemy groups are usually well balanced, and since they use real player energy mechanics this suddenly changes how players should approach their team. Enemy teams will usually have answers to everything, which prevents solo or even team farming. Player teams need to take enchantment removal, and skills like [Diversion] and energy denial become more important making Mesmers very very useful. All these opponents use typical PvP gear, and thus have typical PvP health & energy values. This means player teams have to be balanced too, or else they will fail.
Here's some examples of just some of the types of enemy groups you'll encounter:
Level 1:
[Backbreaker][Crushing Blow][Irresistible Blow][Gale][Healing Signet][Frenzy][Sprint][Resurrection Signet]
["Charge!"][Sever Artery][Gash][Final Thrust][Healing Signet][Frenzy][Gale][Resurrection Signet]
[Crippling Shot][Apply Poison][Distracting Shot][Storm Chaser][Troll Unguent][Blackout][Distortion][Resurrection Signet]
[Crippling Shot][Apply Poison][Distracting Shot][Storm Chaser][Troll Unguent][Blackout][Distortion][Resurrection Signet]
[Migraine][Conjure Phantasm][Spirit of Failure][Power Drain][Drain Enchantment][Mantra of Persistence][Distortion][Resurrection Signet]
[Offering of Blood][Enfeeble][Faintheartedness][Life Siphon][Malaise][Parasitic Bond][Distortion][Resurrection Signet]
[Offering of Blood][Mend Ailment][Reversal of Fortune][Purge Conditions][Holy Veil][Divine Intervention][Guardian][Divine Boon]
[Offering of Blood][Mend Ailment][Reversal of Fortune][Dwayna's Kiss][Protective Spirit][Divine Intervention][Guardian][Divine Boon]
Notes:
-The Last Pride vs War Machine, Game 2 GWWC Finals, this was EvIL's build.
-Uses old versions of skills like Offering of Blood, Backbreaker, and Distortion.
Level 5:
[Dismember][Body Blow][Distracting Strike][Bull's Strike][Shock][Primal Rage][Rush][Resurrection Signet]
[Devastating Hammer][Crushing Blow][Hammer Bash][Bull's Strike][Flail][Distracting Strike][Enraging Charge][Death Pact Signet]
[Melandru's Shot][Distracting Shot][Savage Shot][Apply Poison][Natural Stride][Mending Touch][Hunter's Shot][Resurrection Signet]
[Power Block][Diversion][Cry of Frustration][Shame][Shatter Enchantment][Inspired Enchantment][Power Drain][Resurrection Signet]
[Lingering Curse][Suffering][Faintheartedness][Enfeeble][Signet of Humility][Waste Not, Want Not][Inspired Hex][Resurrection Signet]
[Patient Spirit][Infuse Health][Word of Healing][Draw Conditions][Protective Spirit][Guardian][Holy Veil][Disciplined Stance]
[Gift of Health][Guardian][Life Sheath][Glyph of Lesser Energy][Spirit Bond][Holy Veil][Aura of Stability][Aegis]
[Mark of Insecurity][Weapon of Shadow][Weapon of Warding][Wielder's Boon][Soothing Memories][Protective was Kaolai][Recuperation][Dash]
The Rewards:
Every room has a random chance to spawn a locked chest that requires a "Temple Key" that can only be bought in the outpost.
At the end of each level (which I remind you, take ~20 minutes to beat assuming you don't go into side rooms/secret passages) a Temple Chest will spawn, which gives every player of the party the following:
*X Temple Tokens where X = the level you just beat (ie: Level 1 gives you 1 Temple Token, this means players will get 15 Temple Tokens per full clear, not including rare drops from the possessed Zaishen.) (Temple Tokens are untradeable)
*Rare weapon skins have a chance to drop, much like the Zaishen chest.
*Additional rare new skins may drop (similar rarity as the MPB, this is to give new rare stuff to the economy)
*A 5th Level Temple Chest drops 1 Temple Shard (also untradeable)
Additional level Temple Chests may drop gems, etc.
At the very end of the 5th level and in the outpost there is a Rewards guy who can turn your Temple Tokens AND Temple Shards for various rewards:
-Rare "Zaishen Temple" prestige armor for each class (also requires money)
-Rare "Zaishen Temple" weapons.
-Special minipets only gottenable here
-Summoning Stones (that uses various builds found within)
-Various tonics (Shiro tonic anyone?)
-Temporary 1 hour item effects to make you stand out, such as a fiery effect for armor, or black angelic wings (similar to Para wings).
Some items cost money, some cost Temple Tokens, some cost Temple Tokens & Shards, some cost all 3, just depends. These are in fact a grind, however I think this grind is not bad considering the elite mission is a) hard, b) requires humans only, c) the items can't be traded and therefore bought, d) the elite is randomly generated making it more replayable. However, the costs for these items would be small, 1 full run could get you ~3-5 of the lower tier items (Less wanted tonic/sum stone).
Upon completion or failure of this mission, you are sent back to where you used your scroll, and must use another to get to the outpost.
So in summary, an elite area that goes through the "history of PvP" and uses groups of enemies that use builds that actually work together, act smartly, and require teamwork to get past.
What do you think?
D

