In short, I've been messing around with AP lately. Testing a few different builds on a few different characters. Trying to figure out which one does the best overall job as an AP caller. And perhaps making a list of all classes with pros and cons after.
Hoping some others will chip in here with some pros and cons lists for their professions. Since they exist in almost infinite variety. Might burn myself here but only including the ones that I concider actual contenders. And I also concider alternative builds and variety a factor since having a character that is effectively tied up to a single type of build in order to stay effective is no fun. Alternative builds must be hero friendly, meaning that it must be a build you would want to play as a player character in a hero team.
And though I have not mentioned it in the pros and cons, effectiveness when AP gets stripped should also be a factor. Aka are you just standing there doing nothing if you mess up or are you still going to be contributing to the teams efforts?
Fully aware the lists of pros and cons is incomplete ATM but i will edit the main post later.
Assassin
Pros:
Variety of builds and higher level Deathly Arts, AL 70.
Can run any secondary effectively.
Can effectively run melee builds as well, even AP ones.
Cons:
Using secondary professions for damage can often be subpar to using primaries.
Elementalist
Pros:
Large energy pool
Allows for both strong single target and strong AOE, helping to finish off targets.
Can bring utility such as KDs
Can use several different builds (Air, Fire, Earth and Water are all viable)
Several other viable builds for variation
Cons:
Lack of effective cover hexes
Needs attunement and GOLE for energy management
Mesmer
Pros:
Fast casting
Double EVAS build
Easy and effective cover hexes
Several other viable builds for variation
Can remove protective enchantments
Cons:
Active Energy management (presuming you use aspicious incantation)
Monk
Pros:
Access to both offensive and defensive AP builds, such as Aegis Chaining, AP bonding
Low energy recuirement
Signets penetrate spell immunity
Cons:
No effective cover hexes
Necromancer
Pros:
Several viable AP builds
Soul Reaping
Easy cover hexes
Can bring Necrosis over YMLAD or FH
Can do good AOE damage
Can remove protective enchantments
Cons:
Slow casts
Ritualist
Pros:
Explosive Growth, Boon of Creation and Spirits gift works with AP
Very good when stuff dies fast
Cons:
Vulnerable to enchantment removal (slow recasts)
Massive lack of single target damage to help spike
G
