I cannot help but notice the now redundant altars whenever a keep is taken in WvW. I had somewhat of an idea that would be both a help, and incentive to defend these keeps and putting altars back to use.
Introduction:
My idea was sort of inspired by the altars in Aion. In Aion there were multiple altars surrounding forts which could aid in both an offensive and defensive way. A guild needed to clear and claim these altars, then needed a specific item which they could craft or buy to activate it. However, only the guild could activate said altar. The altar then would place a debuff or a buff on the area surrounding the fort for a limited amount of time.
Now you’re probably thinking, how would this work in GW2?
Altar Alternative:
Ever since Orbs were removed from WvW, altars have lost their purpose in WvW, and overall incentive to defend a keep with no orb is low.
Breakdown:
[*] First a guild must have claim to a keep in WvW.
[*] That guild must have Art of War ranked to 5.
[*] With a certain amount of influence, that guild can then purchase 6 “Orbs.”
[*] These Orbs can then be used to activate the altar for a certain effect for a limited amount of time.
[*] The effected area spans the same amount of distance that fort buffs would. So any enemy or ally within that radius will be affected.
[*] Once an altar has been activated it is placed on a cooldown. This prevents people from spamming orbs.
ORBS:
- Orb of Kormir- Blinds all enemies within target keep radius for [X] seconds. This effect cannot be removed unless the altar is damaged.
- Orb of Grenth- Chills all enemies within target keep radius for [X] seconds. This effect cannot be removed unless the altar is damaged.
- Orb of Melandru- Poisons all enemies within target keep radius for [X] seconds. This effect cannot be removed unless the altar is damaged.
- Orb of Lyssa- Confuses all enemies within target keep radius for [X] seconds. This effect cannot be removed unless the altar is damaged.
-Orb of Balthazar. Burns all enemies within target keep radius for [X] seconds. This effect cannot be removed unless the altar is damaged.
-Orb of Dwayna- Heals all allies within target keep radius for [X] seconds. This effect cannot be removed unless the altar is damaged.
Scenario:
Say you’re inside of your garrison. It is the last keep you have on your map and everyone in that borderland is there trying to defend it. The enemy has heavy momentum and is ripping through the gates or walls.
The guild who claimed the garrison goes into their guild tab, art of war, and then purchases one of the orbs with influence. Then they move to the altar inside of the garrison, place whichever orb they chose on the altar and activate it.
The enemies are pouring through the gates now, making their way into the lords room, where you and your server wait to make your final defense. All of a sudden, the enemies are blind, poisoned, chilled, burned, confused, or you’re gaining a bit of health back every couple of seconds. You use the limited amount of time you have while the debuff or buff is active to try to hold your keep.
Conclusion:
While some may complain that this suggestion may be giving an unfair advantage, I believe not. Just like some can purchase buffs they can place on a fort when they claim it, purchase siege with influence, this is a minor help in comparison to orbs.
There’s no risk of an orb being hack or exploited, as the debuff or buff cause by the orb will only last for less than a minute or until the altar has been damaged. There will be a cooldown on the altar, so orbs cannot be spammed.
(edited by Mara.5372)

This would be glorious. We definitely need something to replace the loss of the orbs.