I'd like to give some feedback to ANET regarding where we need the most improvment in Class design - specifically balancing the Class Attribute Lines. I, for one, find diversity in playable builds BY FAR the most interesting thing about GW, and I would like to do everything possible to constructively promote further improving balance/diversity of builds.
NOTE: this discussion is based organized eight-man PvP (which is what this game is balanced upon, IMHO). My apologies to the PVEers (now just go make a MM for crying out loud!)
I am rating each Attribute line on a scale of 1 to 5 for usefulness in organized 8-man PvP. 5 = excellent, 3 = average, 1 = aweful, etc.
******Warrior******
Strength = 2; Average (at best) skills and poor inherent effect
Axes = 5; excellent line with lots of useful skills
Hammers = 5; ditto axes
Swords = 5; best weapon line not requiring an elite, also some interesting Factions elites
Tactics = 3; Some decent skills in here
WARRIOR OVERALL = 4.5; Half the backbone of the game. If only a strength warrior were viable....
******Monk******
Divine Favor 5; Good skills and excellent inherent effect
Healing = 5; excellent line with lots of useful skills
Protection = 5; ditto Healing
Smiting = 2; Only a couple of usable skills in any form of the game
MONK OVERALL = 4.5; The other half of the backbone. Now, if only a Smite monk (w/out prot skills) were viable...
******Mesmer******
Fast Casting 4; Poor skills but that's not the point, excellent inherent effect
Domination = 5; Excellent skills
Illusion = 5; ditto Domination
Inspiration = 5; Ditto Domination, Illusion
MESMER OVERALL = 5; Anet's best job on a class IMO
******Elementalist******
Energy Storage 2; Would be an easy 1 without prodigy
Air 3; A few very good skills, the rest below average
Fire: 3; Similar to Air, some very useful HA skills but most are underpowered
Earth 4; Fits its niche very well
Water 2; Another niche attribute, but should be better at doing what it does
ELEMENTALIST OVERALL = 2.5; An average utility class, but with tons of untapped potential... After all the complaints, the factions skills were very disappointing
******Ranger******
Expertise 5; Awesome inherent effect and good skills, what more could you want?
Marksmanship 3; Good weapon attribute, unfortunately most skills are damage based, which is not a Ranger's job
Wilderness Survival: 5; Wide variety of usefuls skills, I like this line alot
Beastmastery 2; Poor pet AI and skillbar-hogging skills make most of this line virtually unusable in PvP. A couple of good niche skills it's only saving grace
RANGER OVERALL = 4; An excellent all-around class.
******Necromancer******
Soul Reaping 4; Good inherent effect, unreliable but that's the point. Could use a couple of linked skills I think
Blood 4; Pretty good selection of skills - damage is weak considering some of the life sacrifice, but I can see where they're going with it
Curses: 4; Good selection of skills
Death 2; MM not viable in PvP, non-MM skills are below-average. I guess this is a PVE line, so I will cut it some slack...
NECROMANCER OVERALL = 3.5; A pretty good job - offers a diffent type of damage, which is a nice touch, though the damage is a little low to be noticable. New Factions skills were mostly disappointing.
******Assassin******
Critical Strikes 3; Good inherent effect, one very strong skill, the rest are average to poor.
Dagger Mastery 2; Combos were a nice idea, but their fragility makes your options extremely limited
Deadly Arts; Is there anything usable in here?
Shadow Arts; If the 'sins only self heal wasn't in here, it would be another dead attribute line
ASSASSIN OVERALL = 1; Only one-two viable builds makes this class extremely disappointing. The fact that they are even more useless in PVE is confounding ... what was the plan for this class? Definitely alot of work needed here.
******Ritualist******
Spawning Power 3; Good inherent effect, but the fact that your main attribute is tied to spirits makes any non-spirit build feel very gimped.
Channeling Magic 1; Yikes. Lower damage than an Air Ele without the utility.
Communing 4; A nice selection of offensive and defensive spirits. Non-spirit skills are weak.
Restoration Magic 1; Heals are average at best, and come with so many weird conditions as to make them virtually unplayable. If Restoration can't keep up with Healing (or offer anything different), then why have it?
RITUALIST OVERALL = 1; The fact that there is only ONE single viable ritualist build should be an eye-opener. Some serious work needed.
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CONCLUSION
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Anet has done a very nice job with the core 6 classes. (With a couple of minor exceptions - it sure would be nice if a nuker could actually nuke...) But overall, kudos on creating 6 very distinctive clsses that allow for a great diversity of builds.
The two new Factions classes, however, are quite disappointing and need major work. Assassins have basically one viable build, they should have more usable shadow-step options than AoD, and more usable combos.
Ritualists are even worse, Ritual Lord is so much above and beyond any other skill they have it's pathetic. It's effects on GvG have been a major bummer (seeing an enemy Ritualist elicits a collective groan from our entire team ... be prepared for a long boring match...) Then again, if it wasn't for Ritual Lord, the class would be totally unusable. I mean, Soul Twisting is a great skill, but what are you gonna do with the other 4-5 slots on your bar?
As far as the coming of Nightfall, Paragons look very cool. I'm not so high on Dervishes, though. Balancing them for PvE means they will probably be useless in PvP...
Your thoughts?
F
