Let’s play devil’s advocate for a moment.
Assuming (huge assumption) the Ele gets a rework that actually puts him in the same performance line as Engi, War, Guardi, Mesmer, exactly what would change? Who would that +1 class be instead of another Ele?
Signet Necros
Lesbihonest… Sig Necros are only a thing because they actually soft counter D/D Cele Ele and other condi classes, to an extent. Assuming D/D Cele Ele gets some type of a mechanic make-over to the point where 2+ Eles on a team wont suffice but 1 still would.. the Signet Necro will then be on the same level as Guardian in terms of performance viability. I can’t say this performance is any better than war, engi, and mesmers but both classes will have equal opportunity to be that 5th pick.
Warriors
Assuming we lack that Cele D/D “support + peeler + dps + tank” spec of a class… Shout warriors can make a comeback, provided they can fill this role. To be honest, I haven’t fought, dueled or seen these Warrior builds in forever to make any type of judgement call. I’m going to assume that wars are on the same performance level as Guardians and Necros.
Engineers
This is the most likely candidate to take over that additional Ele spot. They can contribute to ANY team composition, are moderately good 1v1 fighters and can overall offer great utility to a team. If you know how to Engi then you know you can potentially outsmart almost any class in the game.
Thief
Pretty much self explanatory as their roles are the most apparent of all the classes: The best +1 roamers in the game, strong initial engagement burst abilities and can peel away efficiently. Having more than 1 thief on a team is never needed as Thieves are not great in team vs team zerg scenarios. Like Mesmers, if multiples are on a team then they’re harder to manage efficiently.
Mesmer
Great (arguably the best) 1v1 classes. Great first engagement abilities. Good peelers and roamers but poor zergy team vs team sustainability. A pro Mesmer can make a great additions to a team if they’re managed correctly in that team’s rotations. If that second Cele D/D Ele was out of the picture then these classes could in fact make a comeback.
Rangers
Ah Rangers. The class that doesn’t make the best roamers, supporters, peelers, damagers, tankers, anythingers…… you’re the middle ground class with no middle ground.
That said, I’ve met some incredible 1v1 Rangers who can stand their own in any scenario. These scenarios usually involves proper rotations, node holding, and appropriate usage of CC (taunt). If CC is used correctly, they can absolutely obliterate a person. Ranger’s in general are just incredibly hard to manage on a team and there are more bad Rangers than good ones.
I like how the Ranger fights, what they bring is definitely unique but…
Reason the pet is detrimental to the Ranger and team
The pet is more harmful than gainful… the pet doesn’t track enemies as well as they all should. The pet is that +1 brainless guy and Permeating Wrath’s (guard trait) best friend. The pet itself can be incredibly harmful to a team as it can bring more damages when people attack it. The pet itself is hard to manage since it has its own health pool.
Ranger solutions
Calculate and convert Pet damages to the Ranger’s base damage. Have the “pet” swoop down every so often when the Ranger activate his pet abilities (howl, fear, stun, rez, etc etc). When it comes down, it’s still a pet with health but it’s only summoned inside the battle when the Ranger calls upon his abilities. The Devs can calculate damage deviations by adding damage limiters (only deals 10% more damage if a boon or condi is applies) to simulate the pet not attacking because some one is kiting him (pet does less damage sometimes).
We want the Ranger to use the forces of nature to help him and his allies in combat while reducing the burdened effects of the AI that comes with the pet.
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