
Now the question, are the assassin and ritualist a good thing or bad thing for Guild Wars? Both in terms of pve and pvp. How can anet fix them? If you like how they are and don't need to be fixed, say why.
Assassin: I biggest problem with the assassin is that they die way to quickly. When I pick up a pug assassin in pve, I know that I am going to have to keep a prot spirit on him whenever things get nasty. The immediate solution would be to improve the assassin armor...but that would cause even worse problems. An assassin is pretty much the highest "damage per second to a solo enemy" character right now (if you doubt this, go watch a HoH match with Brehon playing assassin, or watch any GvG with a two man assassin yank squad). If you give assassins stronger armor, it will be the new IWAY. To counter this you could reduce the assassins damage. Then in essence all assassins would be similar to the R/A (or even worse W/A) you see in RA. Now the damage output is so low that you basically have a melee character worse in all ways than a warrior.
I like the assassin how it is, but I view the assassin as a mezmer. They are extremely powerful characters, perhaps the most powerful in the game, but to run most builds effectively, you have to be a very good player. So maybe the assassin is simply a class to be enjoyed by the Guild Wars elite.
Ritualist: This is the one class I currently have a distaste for. Really the only thing that is worth using on the ritualist in PvE and PvP is spirits so my discussion will be limited to that. Right now it is simply to easy to play a ritualist. In GvG, the ritualist is able to hide far in the backline occluded by terrain and spam spirits. Currently, to send a warrior that far into the opposing backline is very difficult to do since it puts the warrior and rest of the party at risk and it is easy for the enemy monk to see the attack on the ritualist and just stand their healing him. Ritualists should have to deal with the annoyance of kiting as monks and mezmers do while being in the midline. I think the range of defensive spirits should be significantly reduced thereby pulling the ritualist closer to the action. Conversly, I think the damage taken by spirits should be reduced (with the exception of displacement), making them more effective, but since they are closer to the fight they are easier to remove. As for PvE, the reduction in damage taken would be a nice boost and I do not think it would make anything unbalanced. The only thing I would worry about is how it would effect HoH and RA/TA where the spirit range isn't that important (since everyone is already on top of each other) and the damage reduction would make them harder to kill. Maybe making ritual lord an enchantment? That might be to much of a nerf.
Discuss! Keep it clean!
Edit: Brothel, so you would prefer a softie to overextend?
I should also note I have played neither profession so I do lack that perspective. I am only referring to what I have seen in numerous RA/TA, HoH and high end GvG.
I agree completely with Sora


