Here's my problem: Most of the missions are a breeze as long as your group knows the basics of pulling and staying back and not enough missions require careful planning of a group.
The only mission I still consider 'fun' is Thunderhead because of the end since its a little different from your standard mission. I even light the beacons just to make things a little more interesting for my group. I think I never had that much fun fighting off massive wave of giants and issuing commands quickly while under fire. I think I've beaten this mission 6/6 times in the past week to help guildies and other friends. It's a blast, and I want to see more 'seige missions.'
Unfortunately, after we fight off the initial wave, the mission just tapers off. One or two mobs just trickle in at a time and they're easily destroyed.
Alternative ways to beat a mission would be fun too. I got a group of rangers and warriors for Riverside, brought Alesia 'just for kicks' and we just ran through the entire mission. We would alternate dropping the scepter to throw off the mobs and that's fun too!
Here's my little suggestion:
1) Instead of mobs just running around and just casting random spells... I'd like to see mobs actually have certain strategies or 'builds.'
For example in FoW, there are mobs that cast lightning spells...
What I would like to see is mobs being silent for a couple seconds, and suddenly spiking a target (just like a regular air spike team.) We could always dumb down these mobs and have them wand the target so the prot monk on the team will know who to drop the prot spirit on... this would give a future PvPer prot monk some practice.
The only 'real' combo I saw from monsters was outside of Ventari's refuge, with mobs casting weaken and the thorn stalkers using stoning to knock down everyone. One of the uniques running around there used to have virulence, making things quite interesting and challenging.
2) Allow party members to see a person's skillset so we can comment and suggest changes. It's quite annoying when that supposed 'disrupting ranger' you asked for brought power shot, pin down, troll unguent over distracting shot since 'he wants to do more damage.'
3) Mobs that require disruption to beat.
Heal/tank/nuke still works too well unfortunately. The only mob I can think of that requires a tiny bit of disruption is Glint. There was some quest in Ironhorse Mines a long time ago with some juggernaught that required disruption.. but he got nerfed so bad you can just punch him to death. :\
Things like that could spice up PvE a little so a bigger focus on skills and team synergy in a group is required.
I'm just hoping future zones won't be a trudgefest of pull/kill/heal/ rinse repeat sort of deal.
b




