If you want to solo wars then you probably shouldn't be using heavy melee in the first place. If you want to consistently solo low wars then your best bet is going for an hpr build (or maybe just using mage because even if you don't like it mage is the best class for soloing wars), but wynn made it so that you shouldn't be able to solo most territories on purpose. It's called a guild war for a reason, the idea isn't that you take everything yourself. If you have a healer in your team comp then a medium can be completed with only that and a tanky dps. Each player needs to have a role in the war, it can't just be everyone trying to chip down the tower. If agility worked in wars, or if it was possible to dodge tower attacks, then wars would simply be far too easy. A spell guardian build could probably solo a medium without consumables at that point. By making the attacks undodgeable, the game makes you think about your team comp for harder wars, it becomes similar to an actual mmo where you have to designate someone as the healer, someone will be the tank, and then you have the dps. (also just in case you didn't know archer isn't great in wars because you can only deal damage 1 time per second, so literally only the first arrow of arrow storm hits, but that's a different problem and 100% needs to be changed) As for saying -hp instantly is bad game design, many games have attacks which you cannot dodge (ff14 is the one that comes to mind, the tanker can't really dodge anything except for spells that target the ground, but the dps and healers can usually dodge because almost all attacks towards them target the ground). I will admit that it would certainly be cooler for, say, regular attacks to be dodgeable, I feel that there should still be 1 person that cannot dodge attacks, and they would simply be the main tank (also still think it would be better for agility to not work in wars because wfa guardin would actually be broken, plus actually moving out of the way is better than flipping a coin and just not taking any damage). If everyone could dodge attacks then it would go from a legitimately difficult war to a bunch of dps builds with enough hp to survive aura and hp pot spamming after every 18s or so when an aura actually happens. Overall though, everything I wrote in this section would only actually affect stronger wars where there are multiple people, and solo wars would remain the same.