Almost every meta pvp build has the following features:
-the greatest possible number of blocks, evades, and invulnerabilities;
-the best damage they can inflict while keeping those invulns, blocks,etc;
Now, let’s consider one of the few exceptions: the Reaper.
Let’s take, for example, the 2 “defensive” traitlines: Blood Magic for support/sustain and Death Magic for increased tankyness + condi removal. With those traitlines, the Reaper can’t do damage at all, even if we take utilities that grants damage combined with those traitlines (both minions and wells are not that great in a pvp scenario).
So, let’s try with a defensive traitline + an “utility” traitline, like Blood Magic + Soul Reaping. Now maybe we can be more efficent, we have lifesteal, unblockable marks, good life force generation, better cooldowns on reaper shroud. BUT we still lack on damage. We don’t have boonstrip, condi pressure, or good power burst. Let’s face it: we don’t even have a good defensive capabilities, we can’t tank at all. In 1 v 1 maybe.
So we need damage. And what we need for damage? We need Spite/Curses/Soul Reaping. Now we can boonstrip, apply condi pressure AoE, and so on. We can combine Spite with Blood Magic instead of Soul Reaping for a more “teamfight oriented” build, yes. But we are still offensive and squishy.
Basically, if you are a necromancer, you must choose between damage and tankyness. You CAN’T HAVE BOTH. If you take offensive traitlines, you will do damage but you are squishy. If you take defensive traitlines, you can survive better but you can’t do damage. Or crappy damage. Well, you get it.
Now, let’s see warrior, for example. You can take mace and shield for blocks, endure pain (x2) for damage immunity, resistance with berserker stance, blocks and break stuns with rage skills, and Discipline and Defense, that are basically “utility” and “defensive” traitlines. Not a single utility/trait is meant to do damage. So, how the hell I can perma cc / condi burst enemies with 10+ stacks of bleeding+confusion+burning while having 1k hp/s regen with invuln and blocks?? What kind of balance is this??
The same goes for other classes, like power dh, condi chrono, etc: really good damage under passive/defensive utilities,weapons and traits.
I haven’t written here to say “anet nerf this, anet nerf that” since i use both necro and warrior for example. The fact is that, currently the game is based only on those who have more passive defensive skills and don’t need utilities to do damage. It makes no sense, for example, to remove celestial amulet when this condicancer berserker has x3 moar damage than the old shoutbow warrior with almost the same survivability. I know that the celestial was OP for some classes, yes, I just want to make it clear that the most important things aren’t the stats itself but the utility that you have available. Cele reaper was good but not op since it was counterable, especially in teamfights. Cele tempest didn’t had counterplay – CUZ WHAT?- passive defenses/invulns/cleanses AND damage. This game is all about broken mechanics. It always has been, sadly!
All classes should have the right balance between offensive skills and defensive skills, you could not have it all in a single build.
Thank you all for reading