This is round 2 for me, with a lot more knowledge of everything. For info I play necro, guard, mesmer, revenant some engie and some ranger. I will indicate what needs issues with a priority index. 1 for high, and game breaking, 2 for needs work , 3 for some work needed. 4 is a technical issue/bug.
Dragon Hunter
- Test of Faith(1). This skill is instant cast and unblockable with a pretty hard hit of 5-12k depending on if it crits or if you pass the barrier, and also grants protection. When traited it is an instant cast daze that is unblockable on a 24s cool down. This pretty much assures revives and cleaves will happen with all of the above. The damage on activation is also rediculous, since I find it barely matter if they hit by going through.
- Fragments of Faith(2) is too strong. It hits pretty hard for a defensive ability.
- Dragon’s Maw (4) . It isn’t animating at all. I was in a full party on TS and no one had it animating.
- True Shot (2). It hits a little too hard right now. Not too hard to be broken but harder then mighty blow, it’s melee equivalent and that’s silly.
- Symbol of Energy (3) is too hard to land on people, teammate or enemy.
- Hunter’s ward (3,4). This skill is kind of a super powerful skill if it lands, excluding the damage. Needs a slight tone down by # of people hit or by cooldown. It also doesn’t always animate.
- Piercing Light(3) It’s too strong as it stands. Reducing daze time would fix that.
- Heavy light(3) is again, too strong. Simply from the activation time + stability duration resulting in being cc proof more than half the time.
Warrior/Berserker
- In general (1-2). I don’t play warrior but it’s fairly obvious that there’s an issue with it. While rampage and shoutbow are still somewhat viable, there are other builds that do the same thing better (ie dragonhunter and druid respectively). There are also no berserker builds since it means no fast hands and that’s way too handy of a trait not to bring.
Revenant/Herald
- down state has slow and a knock back. That’s just too strong.
- Coalesence of Ruin (2) is too strong and costs no energy almost with a 2s cooldown.
- Sword auto attack(3) hits too hard. It just hits harder than any auto I’ve seen, including necro dagger.
- Unrelenting Assault (3 and 4). It hits friggen hard 1v1 but does little in team fights. The bug is that it can just stop casting and potentially lock your character when using a shield.
- Mallyx(3) is just not great.
- Jalis (3) doesn’t have a viable stun break for pvp. 50 energy is too much for that.
- Phase Traversal (3) can leave you dead in the water if it decides it doesn’t want to connect, since it pops the energy at the start of the cast.
- Glint(2) is just the best legend. It cost’s little energy even if played right. Even just blowing all your facets is fine cause the abilites are that strong.
- Corruption (2) is not a viable trait line with the exception of Demonic Defiance.
- Salvation (1) is not a viable trait line
- Ventari (2) the heal per energy and lack of stun break will mean this legend can’t be taken.
I am open to seeing a ventari revenant for support, I’m not knocking that idea. But it’s just too weak.
Scrapper
- Rocket jump (3) The triple leap, while awesome in theory, is too powerful, especially with the number of lightning fields.
- Function gyro (4) doesn’t seem to work when slowed, so it doesn’t work on revs.
- In general I have few issues.
Theif/Daredevil
- Vault(3) hits for 10-15% too much.
- rest of the skill(3) hit too little.
- Theif in general (1) needs a work with the introduction of reveals and just general lack luster ability. See https://forum-en.gw2archive.eu/forum/professions/thief/Thief-issues-3 for more indepth analysis.
Druid
- General (2) the idea of the class as a dedicated healer with plenty of condi removal potential is going to put this as a scale tipping class.
- Smokescale (2) are just doing too much damage.
- Bristlebacks (2) also do way too much damage.
- avatar skill 3 (3) does more daze (to potentially perma daze) than no daze. Don’t know how this happened.
- avatar skill 4 (3) is essentailly heal skill 2 for how much it heals.
- Staff skill 3 (3) provides a heal a kite and an evade on a 15s cooldown. It just does too much.
- Ancestral Wisp (?) I don’t see this skill ever being used by allied or enemy druids. There’s a reason for that but I don’t know what that is.
- The root trait (2) when interupt pretty much can be used to perma lock someone, especially when used with the 3rd avatar skill.
- glyphs (3) aren’t useful by the looks of it
Reaper
- Chill damage (3) hits too hard for how easy it is to apply and how cruel it already is.
Chronomancer
- Well of Precoginition (3) should not allow for point contribution.
- Deja vu (3, and yes, the alt) I really like this skill but I can’t deny it provides a lot of sustain + a clone. I’d like to see using this up the cooldown while lowering the cooldown of the base, which would make it require some skill to use rather than being a lower cooldown block skill.
- Continuum rift (4) when is killed doesn’t instantly warp mesmers back always but will occasionally wait its full time.
Tempest
- Overload Air, with air attune (3) means this has kitten cooldown. It can be interupted which can hurt but all in all its a pretty easy access to high damage.
- Warhorn (3) isn’t very useful, or no one has found a build for it. The numbers are fairly low.
Equipment
- there are still plenty of useless trait combos, like Rampage amulet.
- Trapper runes (2) are probably too strong for pvp since they give more stealth than a thief can give itself when cooldowns are low.
PvP
revenant – Hoogles Von Boogles
Mesmer – hoogelz
revenant – Hoogles Von Boogles
Mesmer – hoogelz
(edited by Hooglese.4860)