Instead of 20 level 28 mob that does double damage coupled with environmental effect that we can do nothing about. I suggest mob that give different style PVE in the high level area that require shutdown, spiking, snaring in order to kill. We don't need a high number of it to overwhelm you, but a couple things that could kill you or you can't kill if you don't don't take a different approach. Personally, I don't think anet has address the tanking and nuking days in PVE after all 3 chapters
1) Mob Require Spiking
Give them 1 skill:
Second Incarnation:
For 10 second this skill does nothing, after 10 second, the monster is heal to full health, all party member in the area takes 200 damage. Similar to the Shiro's skill, but appear on a normal mob. You don't need 10 of them coming together, just 1, then the player need to learn to prioritise, instead of the old "nuke away" attitute
2) Mob Require Melee Shutdown / Snare
Give them another skill:
Bloodthirst:
Enchantment spell (or stance)
For 20 second, the monster do 20 more damage for each successful hit they make while they are under this enchantment.
This way, they don't overwhelm you with damage initially, but you really need to shut them down to have any chance of survival. Again, not 10 together to overwhelm you with damage, just 1 or 2 in a group.
3) Mob Require Caster Shutdown
Give them another skill
Skill.
The caster take no damage for 5 second, this skill is refreshed everytime they cast a spell.
Open to any idea.
i
