Nightwing wrote:
CRS could be dramatically helped by providing a decent delay between guardians allowing the defenders to respond in kind, and throwing more NPCs in isn't the answer. The problem is that a qualified group can tear through an outer guardian in a minute or two, and you can't really compensate the guardian per se without compromising the ability for a smaller group to even stand a chance. I'd propose more of a global lengthening of the raid system: sort of the fantasy equivalent to a real siege.
After defeating the outer guardian, you're committed to the siege, but you can't just grab the key and unlock the door -- you have to knock it down. This is a longer process (5 minutes-ish) during which you have to stay in the same room as the defeated outer guardian, allowing the defenders to siege up and use the ballistas / murder holes to try and repel the attackers. It also allows a hopelessly outnumbered defending force to gather reinforcements and help with a siege. During this phase, cabal gate would allow you to directly teleport into your keep (I'll also put in a word here and mention that protracted scenarios like this are why the fatigue penalty should be cut back toward a 1:1 basis).
Speaking from the voice of experience, a qualified group can tear through an outer guardian in 20-30 seconds, after which as it stands right now cabal gate is disabled until they attack the inner guardian, which is usually too late to do anything about.
This idea isn't
terrible but I definitely don't think it's the perfect solution either. Also, unless something pretty drastic has changed, siege weapons and the seigecraft skill in SK are broken and do not function properly. Also, lol @ ranged damage against a preped raid group. It's one thing to whittle the healers down with it while they chase you through group after group of guard spawns. It's another to try to apply it as an effective strategy during a short window where they have to stand there and take it.