So, apparently, Gw2 pvp got 2 distinct playing field. Premade pvp and the rest.
In premade team pvp, burning is not an issue since their team composition is based around elementalist (easy access to condi cleanse), necromancer (easy access to condition transfer) and support guardian or support warrior (massive access to condition cleanse). Thus negating the insane damage that burning condition can pull out.
In the other aspect of pvp where you don’ premade 24/7 you seems to have 3 options.
Option 1 : Run the build that counter burning, be that support guardian or support warrior, be that necromancer or be that celestial elementalist.
Option 2 : Run a burning build yourself and hope that the team generated to face you did not follow option 1, may the best condition user win.
Option 3 : Run that power build you love and hope that the team generated does not include a ratio of 2+ condition users that your limited amount of condition cleanse can’t manage (you should atleast always have 1 or 2 condition cleanse, even if using option 3). Otherwise, pray to god someone in your team wanna be that support/bunk build so you can survive those burning stacks that gets applied faster than you can cleanse.
P.S. I did notice that in most case, the class diversity is… non-existent.
As for the melee class (see here guardian and warrior), it is basically expected that you will run a bunker support build nowadays (unless you are a burn guardian).
As for the thief, you are expected to +1 only because you can’t stand a burning guard, you can’t stand a trap ranger, you can’t stand… You get the point…Thief is weak in the current meta.
Mesmer are in a wierd spot because they kind of took the position of the old thief due to their survivability+mobility while being abble to deal some great damage at a range distance.
Necromancers are in a sweet spot at the moment since many power builds were left behind and those condition users that try to catch that necromancer will often eat back their own conditions and die while crying. Otherwise it is a good class to bunker and await reinforcement in case of a dire situation.
Engineer were king with their decap/bunker, but this got nerfed (thanks god). BUT! They got a decent love patch recently with the burning condition going out of control. Basically, most engineer will run a condition engineer build due to it’s insane condition burst while havign acess to some decent survivability.
Rangers, hated in WvW but fairly decent in pvp with their trap condi ranger build. High sustain and great at caping/decaping with those traps. Otherwise, the longbow ranger build is not completly out of the game, yet it is highly situational since it doesn’t offer the same contesting power in conquest as the condition build. Can be decent in the map Temple for a middle fight in a +1 scenario, but then again I would go for mesmer.
Elementalist… Nothing much to say about them is there? Still highly viable for pvp when it comes out to being good at everything while equipped with celestial gear. Won’t speak further in that case.
Conclusion about non-premade team
The condition build will often be the best choice over the power build due to the higher sustain it gives you while being able to deal some insane damage, especially for the condition builds working around burning (guardian, engineer, ranger). Power build lost its color and will often only be viable if you have players in your team willing to play a heavy support role. And even then, a condi build can pull out a condition burst that is pretty much as strong as a power user. Thus blurring the distinction between condition damange and direct damage. Back in the days, the higher sustain of a condition build was related to the fact that they could not burst someone down in a short amount of time. Nowadays, they benefit from the same tankiness as they used to while being able to burst down someone with the help of the new damage associated with the burning condition. Personnal cleanse is often not enough because your cleanse might cleanse that doom sigil, that blind or worse… that vulnerability stack.
Personnal condition cleanse is often lacking for a great amount of builds. The fact that anti condition runes/sigils can be equipped is not a valid argument to my eyes since a decent condition build will also equip runes/sigil giving him access to more conditions. The fact that the condition application is higher than condition cleanse for most build is not the problem. The problem to me seems to be the fact that a condition is now able to burst down someone while having the benefit of a higher suvivability. I think burn should have a lower damage output while being slightly longer (see here shorter duration than bleed, but higher damage than bleed).
I just think that the team composition are really stale and are forced to be around heavy condition removal due to the new damage of burning… Thus reducing the so promised build diversity promised by ArenaNet.