To my opinion Berserker stuff is too strong in pve. I will now try to reason it.
Lets assume you have a blanc lv 80 char having
1k power
1k vit ~16khp
1k toughness +Armor~2kArmor
1k precision ~5%crit chance
50% base crit dmg
and we have 600 primary stat, 2 times 400secundary stat (or 40% critdmg)
I will not reflect condition dmg and healing power here, but it is similar.
the weapon attack is 1k, leading to a DPS of 2k*95%+2k*5%*1,5 (noncrit+crit) =2050DMG per second
the effective health is calculated via Armor*2/3 x HP/1000 (assuming 2/3 dmg is taken from direct hits)= 21333EHP
A knight setup adds 600toughness, 400 precision (roughly 20%crit) and 400 power, which is still quite offensive. Therefore, the DPS changes to 2,4k*75%+2,4k*25%*1,5=2700DPS (31,7% increase)
While the EHP change to 2,6k*2/3*16=27733EHP (30% increase)
A Berserker setup adds 600Power, 400Precision (roughly 20%crit) and 40%critdmg
Boosting the DPS to 2,6k*75%+2,6k*25%*1,9=3185DPS(55% increase), while the EHP remain at 100%
This looks quite balanced to me. Boosting one stat is somehow compensated (55% and 0% vs. 30% and 31,7%). However, this was only half of the armor, so lets see what happens when we add the 2nd half:
Using two Knightsetups changes DPS and EHP as following:
DPS: 2,8k*55%+2,8k*45%*1,5=3430DPS (67% increase)
EHP: 3,2k*2/3*16=34133EHP (60% increase)
Knight+Berserker Setup instead:
DPS 3k*55%+3k*45%*1,9=4215DPS (105% increase)
EHP: 2,6k*2/3*16=27733EHP (30% increase)
Full Berserker setup:
DPS: 3,2k*55%+3,2k*45%*2,3=5072DPS (147% increase)
EHP: 100%
This shows a clear trend that more Berserker means more stats in the end, however, this is still not the end of the story. We love to play in a party, which means we get buffs from our mates and we use skills and potions to boost ourselves. I will not refer to defensive buffs at this place, because this would be too complex to show the influence on the one hand and on the other hand i will explain in the end why it is not needed. That said we get permanently attitional 15% crit chance from banners and fury and 300 extra power from might, banners etc. Finally we are using potions VS undead or whatever comes across us and receive an extra 10% dmg.
DualKnightDPS: (3,1k*40%+3,1k*60%*1,5)*1,1=4433DPS (116% increase)
KnightBerserkerDPS:(3,3k*40%+3,3k*60%*1,9)*1,1=5590DPS (173% increase)
FullBerserkerDPS:(3,5k*40%+3,5k*60%*2,3)*1,1=6853DPS (234% increase)
Still, these values can be enchanced by traits giving +10%dmg traits, rune of scholar etc. The more offensive traits, the bigger the gap. For easier calculation lets assume that traits add again 10% dmg on top. Therefore, a Boss with 400k HP that is solod by a
DualKnightDPS: 400k/(4433*1,1)DPS takes 82 seconds
KnightBerserkerDPS 400k/(5590*1,1)DPS takes 65 seconds
FullBerserkerDPS 400k/(6853*1,1)DPS takes 53 seconds (i.e. even when he is downed for 5 seconds, he is still faster than a hybrid paying attention to the fact that another FullBerserker revives)
What does it tell us? A well traited player havind ascended Berserker gear can kill a boss 35-40% faster than a player running offensive knight gear. But there was something about effective HP.. well
1st: toughness does not protect vs condition dmg
2nd: Agonie is more effective if the player has more HP
3rd: Healing power needs to be skilled separately
4th: Dodging prevents all DMG
5th: Bosses often simply onehit, there is no point in stacking HP etc., Furthermore, the example shows that with 21333EHP the Full Berserk can take 402DMG per second and still win the fight (without healing) and the offensive DualKnight can only take 416DMG per second, which is 3,5% more, while he needs about 55% more time to kill the same boss.
My suggestion is to cap the attributes, i.e. the first 100 power grant 200 power, the 2nd 100 grant 150, 120, 100, 80, 65, 50 and so on. I’m sure there are nice functions for it. Or to change the effect of a dodge roll into - reduces incomming DMG and Conditionduration by 90% and changes knockdown, fear, pull, push, stun etc. into weaker conditions like cripple etc. This could make defensive builds essential to exist in pve. Just think of GW2 in 3 years when your adding the new tier that comes after ascended: CritDMG will further increase and normal builds will become even worse. Im aware of the thing that this argumentation has many flaws as its does not pay attention to condition dmgetc.
PS you can calculate for youself what happens when your using full Power (primary), Vitaly, Toughness: 400k/((3,5k*0,8+3,5k*0,2*1,5)*1,1*1,1)DPS takes 85seconds, and EHP change to: 2,8k*2/3 *(16+8)=44800EHP