01 Jun 2009 at 22:34 - 68
I'm a mainly PvE player, so keep that in mind. By profession:
Warrior: Fairly balanced, with good options for DPS or party support, though the latter is pigeonholed into FGJ --> D-Slash --> SY! Buff some of the party support in the tactics line and make it playable. Also a decent IAS for general PvE linked to the Warrior line.
Ranger: A consistent IAS from the Ranger primary that isn't a preparation and that can be maintained a high-portion of the time. Much like Wars, Rangers have to use Drunken Master to provide a long-lasting, proper IAS. Also, Beast Mastery. It's a gimmick in PvP no matter the angle, but it should be made fun and viable in PvE.
Monk: Mooooar Dartboard buffs please! They're fun and have provided a much more variable gameplay experience as a PvE Monk. Also, on the smiting buffs, we've got good AoEDoT damage from RoJ, let's turn Word of Censure into a useful spike skill. Perhaps a skill that encourages a split attribute spread between smiting and healing/prot. For example, Word of Censure, "Elite Spell. Target foe takes 35...93 holy damage. If your target was below 33% Health, Word of Censure takes 20 additional seconds to recharge and your Monk skills heal for an additional 5...20%." A spike contributor that will allow a Monk to still Monk.
Necromancer: Don't think I'm hating or anything, but Necros have plenty of strong elites and a wide array of powerful skills in PvE. About the worst thing about the profession is a wasted K/L skill, but there's still plenty of things to do as a Necro.
Mesmer: I like the idea behind a lot of the Mesmer elites but they don't fit well into the mechanic that Mesmers have taken on in PvE. Some elite functionality changes and some more buffs like Frag that give players some more options without overpowering them through the roof.
Elementalist: Difficult to balance for HM due to the high increase of armor between NM and HM. A damage buff or armor ignoring damage makes them totally broken in NM and only average in HM. Just throwing this out there, but make Elementalist a viable party support machine without taking away the damage. More skills that disable enemies without being costly on high recharge (think Maelstrom, MS) are not as important in NM but would be helpful for party support in HM.
Assassin: Of course, being my primary, I'd like to see some Assassin elites buffed into usability in PvE. Two of my four most used elites are Wounding Strike and Barrage, the others Moebius and Shadow Form. Let's let Assassins use their own skills and still be effective DPS machines. On that note, lower recharge of Shadow Steps in general. The Warrior doesn't depend on an attack chain to push DPS, so let the Assassin hop more quickly around the battlefield and begin its chain earlier. This would encourage more consistent build that employ the strength and speed of an Assassin spike.
Ritualist: Ummmmmmm... Spawning Power. It's pretty obvious that Rits have some great skills, documented by the massive use of /Rt (in PvE more, but PvP as well). I'm going to use caps here for added effect, the only time I'll do this just to show how important it is: SPAWNING POWER SHOULD ACTUALLY MAKE USABLE RITUALIST SKILLS MORE EFFECTIVE. Not just gimmicks, please. Make the Rits best at using Ritualist skills, and they'll begin to see play. A great class for balanced party support both offensively and defensively. Give it some abilities that are highly desired and can only be performed by a primary Rit.
Paragon: Again, pretty obvious. Excellent mechanics, but they've been nerfed to oblivion. Spear damage is great, and Command has some decent options. Buff Motivation to encourage more party support from sources other than /W SY! spam. Chant heavy builds are a blast to play, make them viable for offensive and defensive party support.
Dervish: Once again, a class that can be done better with Strength or Critical Strikes on a W/D or A/D respectively. The Avatars are decent, and there are some playable ones (I love Lyssa and Grenth sees some play since the buff; Melandru in niche situations), but they're what make the Dervish special and could see some more use if buffed adequately. Scythe damage is good, and Wind Prayers have some decent skills. Make use of Mysticism (through elites, primarily, instead of an attribute functionality change) to buff these on the Dervish and make Dervs competitive with Assassins and Warriors.
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Yes, this is a wish list far more than a suspected forthcoming update. Also, a lot of people are going to see this and think "power creep." Perhaps. But you'll notice a lot of the power creep is in tactical play (skills that encourage attribute splits on Monk, Paragon, and Ritualist) and in making professions competitive (Dervs need a buff to touch Assassins and Warriors, Eles need some assistance in HM to equal a Mesmer armor-ignoring damage or any other profession in party support). More than anything, properly buffing along the skeleton guidelines I suggested (notice I said *properly*) will balance professions across the board instead of creating a new PvE meta.