*As a note. I do not consider the use of Runes to be a deciding factor outside of farming, since the meta in both pve and pvp revolves around minor runes, and +1+1 or +1 doesn't make THAT much a difference IMO.
Warrior's. Massive Armor is always a plus. While they lack energy, most of their skills rely on adrenaline. While they are usually single target killers, they have some of the (if not the most) DPS in the game. Especially in PvP. Their primary adds armor penetration, and while not an EXTREMLY large amount, they have many useful skills IN the strength category to make them perfect.
My evaluation, Great class.
Rangers. Great elemental armor and good armor for a ranged class. Balanced in this aspect. Great energy management with good skills under their primary, balanced imo. Great DpS but better condition spreading. They can hit multiple targets in PvE, Daze an end boss, spread poison in PvP, Distract. Pretty much an all around good class. Solid
Great class
Mesmers Currently my Primary, used to be looked down upon in PvE but have always been perfect in PvP. Spell casters with low armor is to be expected of course. Basic spell caster energy. Primary is usefull in PvP more then PvE due to getting out spells before the opponent. I use it in PvE to be able to cast spells before my friends or h/h can kill the opponent though lol. While not as many of their primary skills are used, in most builds, their primaries effect makes up for it.
Great class, hard to balance though when needed.
Monks The life line of most parties. Basic Spellcaster armor and energy is to be expected. While their primary does not provide energy management, it DOES provide a healing boost to all of their monk spells. Also there are useful skills in their Primary. Able to use protection prayers and still have some heal is great. They can even split and be hybrid, smites that protect, prots that can heal, many opportunities. PvP though they are pretty much restricted to heal/prot, which is ok. Balanced at the moment.
Needed class, hard to balance when needed.
Elementalists Again, basic spell caster stats are to be expected. Their Primary is sometimes a necessity. While Energy pool size does not mean you have great energy management, Ele spells have a hefty cost and exhaustion which energy storage helps counteract. Energy storage also allows for Eles for some different builds. Not much to say here for me really.
Good class.
Necromancers Energy armor blah blah basic. Of course. Their Primary however is one of the most useful in the game. Insane energy management without skills in PvE, ok energy management in PvP. Due to this they are allowed to take on more secondary skills that need high energy, such as restoration spells. Couple good skills in their primary as well such as signet of lost souls.
Extremly good class.
Now We get into the campaign specific classes, so this will be a bit harder to talk about.
Assassins. I can't really talk about balance for these guys tbh. While the 70 armor is a set back, and critical strikes opens up lots of opportunities, I can't say I have seen them in most gvg's, and in PvE they are almost always some kind of SF. Someone else will have to cover this for me. They introduced a concept which I think Anet didn't really want, was instant kills, and shadow stepping to a foe which makes them harder to balance.
Can't personally discuss, but extremly hard to balance.
Ritualists Now this is where I grumble grumble and is one of the main points of my topic even though i haven't gotten to the other classes yet. Spellcaster armor/energy makes them nothing special of course. Weapon spells, item spells, and spirits make them usefull in ways, however most necro's can run most rit builds better then the rits due to soul reaping. Spawning power IN MY OPINION provides nothing special to the table. Little energy management is ok since monks have the same. But it doesn't provide extra healing either, or more damage. It increases spirits health, which most rits runs 1 -2 spirits and can still be taken out fast. Also increases weapon spell duration, however most weapon spells have low durations to begin with making the gain very little. Spawning Skills also leave something to be desired, most are only used in specific builds such as spirits strength, and minion bombers, and again, leave more to be desired.
In my opinion, Spawning or its skills needs a total re haul Or spawning needs some other effect. This class needs some attention, since they have the best looking armor in the game
Paragons Not many used in PvP anymore due to nerfs, but Extremly powerful in PvE. Imbagon isn't the only good build. Great armor (still 20 vs physical less then warrior but great nonetheless) wields a shield with its weapon, low energy but like warriors, use adrenaline skills, and decent dps. The only thing that bugs me about Paragons is their Primary is almost required for the MAJORITY of their builds, but the same goes for monks and a couple other classes. Usually restricting you to Leadership, spear master, command OR Motivation. I have seen Paragons ditch spear master all together for mot/com/and leadership, although I can't justify loosing a weapon for a class like this.
Overpowered in PvE, underpowered in PvP due to nerfs. Needs some attention.....and less midrift and less skirts >>
Dervish Assassin armor, but with a bit more health, and more survivability due to its skill selection. Its Primary also helps power its health/energy and can even be used for other things, such as buffing melee classes with the orders build. Bit more flexible then other classes, and introduced the most powerful (But huuuge damage range unless a crit sin) weapon in the game.
Good class, multiple uses, a bit hard to balance due to scythe imo.
As you can see, from my point of view, Core classes are usually the easiest to balance, mostly because the original game was built around these, and introduction to new types of skills increases difficulty to Balance. I am NOT suggestion remove the classes all together, since 1 that would never happen and 2 a good amount of players would stop playing. But I AM suggesting to Anet a couple things
1)Spawning power needs a good long look at. Although they are used as flag runners in GvG and this probably prevents Anet from changing Spawning power, I think they are loosing out on their primary while other classes still thrive from their own.
2)Paragons as a whole needs to be looked at from a PvP point of view, maybe take a look at the whole imbagon thing too, but I never really see many "LF imbagons" so I would be fine with them leaving it alone.
3)Assassins. I can't suggest anything for this class. But I hope Anet will learn from the past and try not to make a class that wasn't supposed to exist in GW2, instakill or 1-2-3-4-5-6 class.
Usually I don't care one way or another if things are debuffed in PvE, due to it being hard to balance seeing as how humans think, monsters don't, but I hope some of these things are looked at before Anet totally ditches GW1.
Discuss please. Is spawning power fine? Are Paragons fine? And give any insight to Assassins please. Also tell me if I missed anything on other professions. Also provide any suggestions to spawning power if you feel the same way.
Also If i counter an arguement, please know I am not trying to yell or be mean or rude or anything, I am just saying my view and am not very tactical at talking on forums most of the time >_>