Guess we’ll start this again.
Necromancer
1)You stated necromancers can inflict every condition at 1200 range. You just proved they can’t. Epidemic also has a much longer cast time and aftercast than staff skills
2)I use stun break, then move out of position for spectral wall. Now the necro can’t chain fear anymore, and since every necro trying to chain fear is going to go for broke, you dodge and then their reaper’s mark or doom misses. This is both the defense I use against fear chains, as well as the tactic I see used against my own fear chains.
1)Unless they’re in your face, Enfeebling blood has an extremely delayed cast time, making it hard to hit without great prediction skills.
2)DS doesn’t counter burst, it absorbs burst. DS has a finite HP pool, which is quite easy to burst past. Hence, the reason why it is necromancers are focused down first in group combat.
3)Assuming some player doesn’t just neutralize the point, or disengage and go somewhere else while you are helpless to stop him, or just DPS right through plague form because even with that gigantic bag of HP a necro can sill be killed.
Engineer
1)A whole lot more than class cannon can hit for 6K. An extremely common practice in the game is to use Valkyrie Equipment, which gives enough power and crit damage to hit as hard as a GC. Then, players just use traits to build up precision and fury, so then they do a lot of damage while not being a glass cannon. True glass cannons, however, can hit for a whole lot more than 6K.
2)Burning being OP was never a fact in the first place. What is a fact is that it only stacks in duration, and the class who uses burning has the worst access to bleeds out of the popular condition classes. Every class in the game except necromancer and thief can have permanent burning on a target. Therefore, it isn’t OP.
3)Half of poison dart volley misses.
4)Again: engineers don’t get good access to confusion. The only reliable confusion is from static shot, since concussion bomb and pry bar miss too easily.
5)Yes, the bomb kit is hard to use. The reason being that opponents don’t have Parkinsons Disease, and they just get out of the way of bombs in the long delay before they fire off. To use the bomb kit well, you have to predict your opponents movements and force them into colliding with bombs, all the while not being trained down due to being in the fray. Ergo, bombs are a lot harder to use than, say, something like shatters or marks.
1)You don’t get protection if you don’t get stunned.
2)Considering that every other revive is instantaneous, yeah 20% is slow. It can be out DPSed, and knocked out of.
3)Guardian: Vigorous protection gives permanent Vigor by itself.
Mesmer: Critical Infusion gives permanent Vigor by itself.
Elementalist: Renewing Stamina gives permanent Vigor by itself.
Ranger: Primal Reflexes gives permanent Vigor by itself.
Warrior: gets 50% vigor from warhorn. Vigorous focus gets 8 seconds per every stance used.
Thief: Vigorous Recovery gives up to 50% vigor uptime by itself, and gives vigor right when you need it. Bountiful Theft does similar.
Like I said: nearly every class has permanent vigor. The thief and the warrior require more than just a single skill or trait, and the only class with no reliable access to vigor at all is the Necromancer.
Ranger
1) No, I just don’t sit still.
2)SB only inflicts bleeding while flanking. Otherwise, to get 10 stacks of bleeding, they have to use their weapon skills and utilities and pet skill all at once.
2)Please write more coherently. I don’t understand what you are trying to say here.
3)The HP update changes nothing. The ironic thing here is that everyone complains about AoEs and passive damage, then complains about a class with a bunch of summons that are weak to AoEs and passive damage.
1)The HP change means nothing, again. Dodge protection isn’t reliable protection, since they get only 1.25 seconds of protection after the end of the roll. That is not permanent protection, either.
2)Other players having the ability to rez other players changes nothing in class balance and is not overpowered.
3)You can weapon dodge in root, however the dodge itself is rooting. Because of this, rangers are one of the few classes I can reliably hit with the bomb kit easily.
4)Again, I have no idea what you are saying here.
The big problem is, these condition builds you are complaining about aren’t bunkers. They’re offensive condition builds. You can’t bunker with a terrormancer, or an HGH grenadier.
I don’t have opinions. I only have facts I can’t adequately prove.