I really like the GW2 combat and trait system (to the point it’s quite the only thing that keeps me playing the game even after trying other games), however active combat makes purely focused roles way less needed since you have access to both active and passive defenses and damage modifiers/output. Which means things passive heals tend stronger than active heals in long fights and also because you can block/blind/dodge and reduce directly the damage from heavy attacks you just need to know the skill animations, the best way to build around PvE is by maximizing your possible damage output while still bringing support to the party, with damage modifiers either vs enemies (might+vuln+condition stacks, which at a threshold do enough damage without having condition based gear) or by mitigating damage (weakness, aegis, blind, protection, regeneration), to make a full support build you would need to do alone the mitigating damage job alone, and still having a way to add or compensate for the lack of personal damage i.e. sacrificing all of your dps but still be able to make the party not lose the value of a 5th member doing damage.
Thanks to the community we know that Glint will probably be signets (if Roy hasn’t changed his mind) according to datamines, so unless the passives are solid and super strong and the actives either OP or the signets are in a relatively low CD I don’t think it’ll do much… mainly because most signets just affect yourself and not the party.
Legendary Assasin Stance/Devastation Traitline: The ferocity trait is roughly 7% DPS party wide and since it boosts critical damage you need party wide fury and you don’t have access to it, the utilities in the stance are selfish buffs and I see their use in WvW roaming and as a PvP Side node attacker, unless Jade Winds it’s like Deep Freeze and can interrupt important attacks it’s weaker than snare options that can be brought by other classes because of the delay in cast time, Impossible Odds is great for 1v1, but has no use in PvE asides boosting your own dps at a high energy cost (since Chronomancer will have acces to party wide quickness), there’s not much place for Phase Traversal asides WvW roaming and PvP because unblockable isn’t a mechanic currently needed in PvE and the same could be done for Riposting Shadows it’s only use is in fights like Lupicus phase 2 and 3 and that’s the most useful situations you’ll find yourself using it, the devastation line is just good for personal DPS and outside of the party wide ferocity trait it brings nothing but compensating for the lack of damage modifiers in weapons and the other stances, also the daggers from the heal have a 1 second interval in between them, which forces you to use the heal above 50% or you’ll probably end up dead if the enemy blocks/blinds you.
Retribution/Legendary Dwarf: Centered around the “tank”/payback feel I feel it needs more active damage mitigation/punishing mechanics. Spammable stability isn’t enough to say it has enough party support on Jalis, as forced engagement taunts 1 target which shuts it down for a while which is nice, what bugs me is that it grants no party wide benefits aside Stability and the invulnerability from Rite of the Great Dwarf which like Jade Winds has a predictable animation and long cast time and thus makes it suceptible to interrupt easily, Vengeful Hammers do no damage whatsoever and I don’t see the point in using them as the accompanying weapon for the traits is long range, yes they want the feel of making the enemies not wanting to hit you but then it either needs insane damage or an effect that is punishing enough, for me Jalis needs acces to protection instead of reataliation, and retaliation uptime IMO is low and you don’t even notice the procs that give retal or increase damage while you have it up.