I think right now gw2 pve is some of the most balanced we have ever seen it (still not perfect of course). Anet has been doing a good job taking steps towards improving it, and while those changes are certainly slower than we would like, they have shown a commitment to it. Unfortunately, we rarely discuss our ideas on what we would like to see in this department, so I want to outline my thoughts on a few things, and start a conversation about this.
1.) Power rev. I think the obvious thing to compare power rev to is hammer guardian. Both can provide permanent protection and great cc. Both provide a little bit of off might as well.
Uptime: Unfortunately, power rev trying to perma upkeep protection is very clunky because of how frequently protection is pulsed. Legend swapping too fast or too slow will result in protection down times as large as 4 seconds. Compare this to hammer guard, which is a very simple rotation. I believe that after facet of nature was nerfed, and max stacks of protection was lowered from 9 to 5, anet never revisited how that affected rev boon upkeep, and I think it is time to look into that.
Damage: Additionally we need to talk about damage. According to qt’s benchmarks, power rev and hammer gaurd are very close, the problem is that none of rev’s damage is burst. At every boss, there are little sections of time where you can’t do damage. For example, at sloth during break bar. During that time, guardian’s cool downs keep ticking, and once the boss is vulnerable again, the guardian can use all those cool downs and get a burst of damage at the end of the invulnerable phase. Rev has almost none of that. Sword 2 isn’t very much dmg, and if the rev wants to actually make sure they upkeep protection, they can’t just wait in jalis to turn on hammers. Rev needs the ability to provide more burst damage.
Assassins Presence: Some players will point to this to justify rev having lower damage than guardian. Sorry but that doesn’t fly. Our condi overlords are here, power builds are dead, and AP doesn’t add much at all to condi rangers or condi engis.
2.) Necro: Can’t viably heal, isn’t a buffer class, so the only roles we can look at for necro to fill are dps slots. There are 2 main builds, power and condi, and they both have problems.
Power Necro: The damage isn’t there. It needs a direct buff and it needs it badly. Some people will say necro is too tanky to have good damage. That’s ridiculous. Pure condi (i.e. non-ps variant) warrior can hit 30k while having max health and max armor, while also having a heal skill that scales with their damage. Thieves can bring invigorating precision (basically unkillable) and the expense of only 250 ferocity, and in addition they have 3 dodges and 3 evades and can even bring a block if they choose to. Power Necro needs a direct buff for it to be competitive.
Condi Necro: The damage is there, but inaccessible. Farbstoff showed us condi necro can hit 30k realistic buffs, which is competitive (for comparison condi engi/ranger bench marks are around 33k). But the entire build depends on combo fields. What is that garbage? This is literally the only class I know of that has to depend on the combo field system to do its damage. Its stupid. Remove the whirl finishers, and just put chill directly on the skills. Or, fix the minion nerf. Rather than a huge stupid overreaction that literally removes the purpose of half the traits in death magic, and all synergy in blood magic, actually put in the effort to tune the class correctly.
3.) Elementalist: Make a decision, does ele damage scale with hit box or not? Because your meteor shower nerf just made us move towards things like wildfire, lightning orb, and phoenix, additionally skills like icebow 4 and lightning storm still do scale damage with hitbox size. Picking a single skill and putting an internal cooldown on it is inconsistent with the class. Either all skills should have internal cool downs or none of them.
My personal suggestion: Put an internal cool down on every skill, but buff its damage accordingly. Its stupid for 1 class to dominate large hit box, and then another to dominate small hitbox. Balance it so eles do the same damage regardless of hitbox size, and make sure that damage is competitive with condi ranger.
4.) Power Ps: Probably needs a damage buff. Condi ps has better damage, better cleave, and can do most of its damage at range, and even has an easier rotation on small hitbox. Power PS can generate more might, so maybe power ps is suppose to be viable for a 7-1-1-1 comp, but right now mirror comp seems like the clearly better choice, and so power ps is literally a niche build for kc at best at this point.
(edited by thrag.9740)