I was just watching a team paradigm stream, and the guy playing the mesmer was asked this question. He replied:
‘Tier 1 : Thief, guardian and mesmer’
‘Tier 2 : Everything else but the warrior’
‘Tier 3: The warrior’.
After having played a warrior using every single combination of weapons/traits/runes etc I have to agree. I pondered the reasons why the warrior would place last in picks and the answer is pretty obvious.
We lack utility, group synergy, mobility in a fight and viable ranged attacks.
I find myself having to take balanced stance in traits as there are so many knockdowns/stuns/knockback/fears etc firing off all the time I can’t stay close to a target without it. Even then roots and cripple are my bane.
If you trait for defense you can’t have damage and vice versa. To actually reach a target to inflict damage you need enough defence/damage avoidance to stay up, this is the basics of a melee class. With all but 2 weapon sets you need to be in the thick of the fighting, running through multiple aoes and facing ranged foes with high dps. If you do reach them they have multiple escape skills to avoid your damage.
Let’s look at weapon sets:
Rifle : No group utility, all single target damage, one skill requires you’re next to the person, two do no damage. Burst skill only reason to take.
Bow : Poor aoe damage, poor multi target damage, 3 sec root on long timer, Burst skill : nice but it’s on a timer, needs to be stood in and have the adrenaline built up.
Maces : low damage, single target, no group utility, only the 1 skill does damage, if the person has stability it negates the entire line.
Axes: Good damage, but no group utility, no mobility, easily neutralised. Entirely based on building 3 adrenaline bars and bursting. Apart from the spin all single target.
Swords: Poor damage, have to religiously stick to the same targets to build bleeds. If they clear it (as many skills do) you end up with 0 damage. No group utility, the burst is low damage, just a nice root.
Shield: no group, only benefits you, long cool downs.
Warhorn: Group utility!!!! Nice when traited, but that’s it. You wish you had a shield for the 3 sec block when a thief is tearing you apart and you’re tooting the horn.
Greatsword- No group skills, 2 skills do damage, HB self roots, and has a long duration unless you combine it with frenzy, even then you end up taking 50 percent more damage from everyone else. Nice escape skills/closer skills.
Utility skills : Many of the skills are either just unusable, no group purpose, very short lived or are highly situational/selfish and on a long cooldown (banners…2 minute timers..cough cough).
So all in all the warrior fails in high level tournys/against decent teams because it brings nothing to the table. It does nothing that a guardian can’t do and more. You want melee dps bring a rogue, you want dps with defence+group utility bring a guardian.
If you’re going to design a class where in order to kill things they need to be near their target give them better defence/stability in a lower tier, higher hps, more damage mitigation or more ways to move through cc.
When I play spvp as a warrior you know who I look for first to fight as I know they’ll fall over easiest? The warrior. I know if they haven’t spent points in stability I will decimate them with utter ease. Closing down every other class is like a benny hill chase if they have an ounce of skill.