The funny thing about Fort Aspenwood is that if Kurzicks all went Monk Prot/Heal and/or Ritualist Heal then they'd probably win almost every time.
You have 3 lines of defense, 4 heal / prots on each side could easily suck minutes at each line of defense if Luxons even got past the outer gates. |
Assume the 'random' format of FA is broken so that all Kurzicks will bring monks.
This would mean the 'random' part of Luxon would also change to non-random and bring far more specialized offensive builds with caster hate to the area.
I am sure the balance will slightly more tip in favor of Kurzick, but not as in 'win almost every time'.
Monks/Rits would not be able to use enchantments as prots, both turtle attacks and players will take care of those. So it's straight heals and non-enchantment protection. Amber running will not be done since every Luxon player's bar is filled with monk-hate. Meaning a breached gate is a breached gate. In case of heavy enchantment protection of npc's expect some Luxon to blow themselfs near the npc's to create a nice Well of Profane.
Hexes will be flying around meaning it will be hard to counter all of them, including the 'reduced healing', 'target cannot block' or the 'hurt person who casts heal' ones.
Also expect daze to be a condition that will be there. Together with pressure and cover conditions.
Then we have the situation where the number of attackers will not only include 8 human players, but also two turtles and npc 8 warriors (since Kurz cannot kill those because they are all healing).
This is something that should not be forgotten, as long as gates are breached Luxon have more than double the number of 'players' in the field.
I doubt many 'all monk' teams could handle that.