If you’re talking about PvP as in sPvP, you already have the best gear on all your characters (unless you want to play one of two sets which require gold to unlock).
If you’re talking about PvP as in WvW, your gear won’t make a significant difference unless you’re in small/guild/solo/duo roaming.
For PvE Dungeons, play what you want for enjoyment, play whatever looks more fun.
If you care at all about the current in-game Dungeon meta (which is liable to change at any given patch, with or without forewarning), classes with their respective group attributes are as follows:
All classes assumed to be running full Berserker (or Assassin’s, if applicable):
Warrior: Easy damage. Not particularly the best, but definitely easy-mode to play. High health pool, moderate damage. Easy playstyle. Lots of mobility and evades, when necessary. For party play, can provide near 25 stacks of might (25 is possible) for the entire party, in addition to providing things such as ~300 Power, and 150 Precision/Ferocity to the group.
Mesmer: has the potential to be very strong, however is very, very weak. In the best scenario’s the DPS is phenomenal, rivaling the current top-DPS professions. However, the majority of fights will not be that scenario, due to enemies being capable of hitting things. The playstyle is extremely reactive. It’s extremely skill-intense due to being forced to watch and react according to enemy animations. Memorization and reactive response are necessary. Note: This is not mechanically intense, this is skill intense. Does not provide anything unique to a speedrun group except Time Warp.
Guardian: is a very strong “support”. Capable of providing Reflects, Projectile Destruction (weaker than Mesmer, but more reliable), Aegis, Blinds (weaker than Thief) and some Healing.
I’d go through the rest, but I just wanted to give you an idea.
For quick bio’s of the other professions:
Thief: One of the highest DPS in the game, also provides mass stealth. Also has easy access to blasts, allowing for mass Healing, Might stacks, Stealth and more.
Elementalist: One of the highest DPS in the game, also provides Elemental Weapons to boost ally DPS in addition to being capable of providing ~18 Might and Permanent Fury to the party. 25 Might is possible both in and out of combat with the proper setup.
Necromancer: Extremely greedy, can only provide high DPS and some Vulnerability.
Engineer: Decent stealth, good blasting (can provide roughly 18 Might or 14s of Stealth), can apply 25 stacks of Vulnerability in addition to having good DPS.
Ranger: Can provide Spotter (Precision), Frost Spirit (7% party-wide damage boost), and decent DPS. Also has a blast with an AoE Buff skill.
So in a group, you will want:
Warrior for Banners (one or two), Phalanx Strength and Empower Ally (PS and EA are optional, although EA is highly recommended).
Elementalist for Elemental Weapons and good Might/Fury blasting. (Hence why PS is not necessary. EA is hard to grab without sacrificing Warrior DPS, although it’s a worthy trade, in my opinion.)
Engineer for Vulnerability stacking (25 Vulnerability is a 25% damage increase). Additional blasts can speed up a run.
Thief for high DPS, stealth and other field blasts.
Ranger for Frost Spirit and Spotter.
However, with a team like that, each profession will easily have access to at least one blast, meaning you can skip trash extremely fast with Lightning Field blast (Swiftness) followed by Smoke Field blast (Stealth).
Depending on the dungeon, you may opt to get a Guardian or Mesmer for their Projectile manipulation abilities (Reflection and Destruction).
The Thief may not be necessary due to Engineer also having access to a Smoke Field combined with lots of blasts (both by the Engineer and combined with everyone else in the group).
The Elementalist may not be necessary due to all the blasts readily available along with Fire Fields (Ranger, Engineer, and Warrior have Fire Fields).
Of course, this is simply speedrun theorycrafting (and my opinion, at that). Guardians are typically always brought to round off a team and ensure people don’t die. Also, the average player is under the fallacy that heavy armor makes a significant difference in the game.


