[2/2]
Necros: Same as ranger, less power to pets, more to player. Less to conditions, more to mindful skills and careful positioning rather than spamming and overunning enemy cleanses’ CD. Buff their power speccs, redirect some of power of even condition speccs to abilities that involve more than spam conditions and hope he doesnt have any condition cleansing up. Usually it ends up in a paper/rock/scisso, in which the one with more turns wins (conditions have much lower CD than most condition cleansing, 10 secs average as opposed to 30-50 secs average).
Condtition stats in the game as general usaully come with toughness or vitality, so the way these character work is; really beefy and at the same time spammy and bursty thanks to bleed and burn.
Engis; Very potent bunkers, capable of defending very well, but outside of that very little variations. They suffer from the condition problem too. Not that they cant survive it, but conditions are currently flawed, condi engi is very potent and once conditions are tunned down that specc will be acceptable. Overall I would say give them more power builds, things that dont involve kits so much. Overall a strong class, once others get tunned down, specifically the way conditions work. Turret changes were a great start!
Thieves; The mechancis of the class allow for indiscriminate abuse of it, talking about stealth, evades and blinds. Stealth is still too strong, even with the reveal debuff. The ability to instantly burst down without counterplay is really strong, Im talking about 12k backstabs, (16 k in WvW without might stacks and only food) which can instantly drop a guardian, ele or another thief who happened to have revealed. Risk is non existant , yet stealth still punishes the ally team of the thief, a stealth thieves wont be contributing much to the score. Though their ability to secure kills is too strong, even for an assassin. Sw/D is the bigger offender. The ability to completely ignore any disengage of any class and engage and disengage at will is too strong of a mechanic. They need ways to punish careless usage of initiation, evades, blind, stealth or any combination of those. Overall I would say buff them for their lost power, they need to bring something else than killing potential to the team, they barely have any utility other than killing, at which warriors make a better job. They need better defense, without stealth/evade spam they blow too fast, but if I have to choose, keep the evades, tune down stealth and teleports, will make for timely use of skills and make the encounter more fun for both sides rather than just the thief side.
Mesmers; Strong duelists, weak everywhere else, specially tagging in fights and chasing opponents. Their utility is only matched by guardians, but damage wise they are lacking outside skirmishes. More AoE options could solve this. The way their stealth works is beautiful; small tactical stealth which have long CD, this concept should also be applied to thieves. overall they are really strong in organized teams, provide lot of good things, they just need minor fixes to make them be one of the strongest classes around.
Elementalist; left them for last, because these are the ones I have the most experience with, and the one that, in my opinion, need the most help. Though the staff changes were great, I believe we are going in the wrong direction with the class. Conjures isnt something many players desire to use in PvP given how the drawbacks greatly overweight the goods. The fact that they dont allow flexibility, they are limited and many other issues exposed before make them very undesirable. That aside, I would love to make them another option in PvP, I find flame axe and ice bow quite fun in concept. As for their support; staff has gotten some nice changes, specifically to its healing, but they pale next to engis and guardians, which is why you wont see them all that often, if ever, and I will explain why;
the core problem of eles have not being addressed yet; their lack of survavility and dependance of water/arcane. Most speccs have to run at least 20 in arcane and minimun 15 in water, that 35 trait points which are near mandatory for any respectable level play. Support eles usually specc into these so they dont have much issues, the rest cant afford this and thus we have things like what happened at MLG, were there were 0 ele given how they dont bring anything unique to the team and have more drawbacks than strenghts (I hate bringing it up, but it is a very important point and the trend wil continue unless something is done about it!).
Overall the game is really close of adquiring balance, only fixes and tunning up/down of certain mechanics. Nothing drastic should be made, but many considerations should.
[GoM] Gate of Madness Server Elementalist|Guardian
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