Thanks for the feedback. I have some comments/questions though:
1) For EHP, I didn’t say 1 Toughness: 1 Vitality. In fact, I don’t think that’s a correct way to gauge EHP. I did realize, however, that the calculator I pulled that 1:10 ratio from was from GW1, so I’m not sure if it holds true for GW2. Anyway, how is optimizing effective health only a Necromancer and Warrior thing? Since I’m not really familiar with other classes on that level, can you provide examples of how Elementalists get more out of Toughness and Healing Power? Or how Mesmer and Guardian value Vitality? Guardian valuing Vitality doesn’t make sense to me BECAUSE they have so much Aegis/Protection/Regeneration.
2) I’m familiar with the playstyles and situations that DPS Necro builds require. But another thing that annoys me/I find unfair is how people say we can ignore defensive stats in builds, so long as X condition is satisfied. We don’t deserve to have to rely on kiting everything or party composition because the "attrition" buffer they’ve given us isn’t enough to compensate. This all goes back to my argument that the massive amount of health available to us isn’t as effective as other means of damage mitigation and limits our gear/trait choices from an efficiency standpoint.
1) Since 1T=1 Armor and 1Vit=10Hp i hold it pretty much the same (base armor from light to heavy is around a 300 difference, so its pretty much as if protection gives heavy a 40% reduction instead of 33% if we take light as the base without special stats on gear, having indirect diminishing returns the more the person gets his toughness up in terms of hp worth), but true i should have stated it as armor:hp not T:Vit.
Also i think you mistook my point in T:Vit only being a necro and warrior thing, i ment their value for effective hp, not the only ones worth doing it on, since Toughness and Vitality were the main 2 stats pointed out in the post.
Elementalists low hp pool can be used with their high boon uptime as what i mentioned in part 3, deceptive hp, since there are between 4 to 7 easy skills they can use that have over a 0.5 healing ratio lets a ele go up to 60~80% hp from under 10%. And since toughness decreases the amount of punishment taken it gives it a higher effective hp value than vitality. On a Mesmer on the other hand (and lesser degree a guardian) catching one off guard since their defensive options tend to be more reactive puts him at a weaker spot, thus having a higher initial buffer with blocking/reduction to compensate/work with the fact that reactive skills cannot hold up in hit and run fights (mesmers getting more benefits from armor in phantasam builds and guardians having a higher benefit from healing power if build for offensive use because of trait synergy and high ratios, but thats going into specific builds again).
2) While i do see what you are trying to say, i dont agree on the point that a build/setup designed to do one thing should be efficient at doing other, thats kinda what tends to cause power creep effects and "being overpowered"; here i shall use the example of a character in league of legends that is pretty simmilar to the necro in design, Cho’Gath, he has crowd control, minior healing effects, a inefficient hp buffer, mostly based on aoe and one high damage trick (lich form in necro case/transfusion on DS), being a melee with no mobility the base build falls into medium damage and high survivability, but if the team is set so that he can chose a pure offensive role, bothering with the survivability just weakens the setup.
*On a personal note, i think that both Cho and Necros in GW2 should never be the main damage dealers because the effciency we can push out with base stats and defensive options gives a bigger net benefit, but hey if the offensive setups make sense im not the one to stop it*
Traits lines are picked... well for the traits, not the stats.
Last but not least i do agree that DS is inefficient as the main damage migration necros can use (workaround being using chill and weakness, but that putting a bandage on a infected bleeding wound, sure it helps for a while but after some time it does more harm than good).
Sorry for wall of text.