Elementalist: Intelligence: Reduces attunement recharge rate by 2% every point, for a max of 60% (15s down to 6s)
Warrior: Brawn: Increases the damage of your burst skills by 1% per 10 points, for a max of 3%. (100% to 103%)
Ranger: Empathy: Increases your pet's attributes bonus by 1 per point, for a max of 30 bonus points to each attribute (120 in total) (Majority of pet attributes are 1374, so let's say from 1374 to 1404, which is less than a 3% increase to each attribute. Edit: Seems I was a bit wrong here, apparently each point in empathy adds 10 attribute points, but is listed as "1 attribute bonus" so I perceived it as just 1 attribute point. Ignore those calculations.
Necromancer: Hunger: Increases the life force pool by 1% every point, for a max of 30% (100 to 130)
Guardian: Willpower: Reduces the recharge rate of your virtues by 1% per point, for a max of 30%. (30s->21s, 60s->42s, 90s->63s)
Thief: Cunning: Reduces the recharge rate of the Steal ability by 1% per point, for a max of 30%. (45s to 31.5s)
Engineer: Ingenuity: Reduces the recharge rate of your tool belt skills by 1% per point, for a max of 30%. (Toolbelt skills rely on your heal and utility skills so they vary greatly, but understand that 30% is a big reduction)
Mesmer: Guille: Reduces the recharge rate of your shatter skills by 1% per point, for a max of 30%. (15s->11.5s, 30s->21s, 45s->31.5s, 60s->42s)
Now, the majority of these obviously please the player with some very nice bonuses, however when we take a look at the Warrior and Ranger, it just doesn't seem to be up to par with the rest of the classes.
Warrior:A 3% increase in burst skill damage? Oh come on, consider that 3% is a VERY small amount, a few stacks of might would do more than that, especially since Brawn only effects your burst skill damage, which keep in mind, all have 10 second cool-downs except for the longbow which is 20 seconds. If you hit 1000 damage with your burst skill, it will bump up to 1030! So useful! Now, I won't say that the actual train-line is useless (because it sure isn't) but if you look at the other profession's attributes, brawn looks like an ant next to a kitten. There has to be a more useful addition that can be added to brawn rather than a 0.1% damage increase per point. How about the amount of adrenaline being needed for each bar? I understand that this was most likely done to keep Eviscerate from being overpowered; but why must the rest of the burst skills suffer? Eviscerate is no longer overpowered anyway, so why not increase it to a full 1% per point. Well, I'm sure there has to be some sort of method they can use to have it be a bit more useful than a 3% damage buff on your burst skills.
Ranger: Now the Ranger's empathy at maximum would only increase each of it's pets attributes by 30 points. Which is very much benign at level 80 or in pvp. I think this would be a lot simpler to fix; maybe so that it scales with level or so; or maybe a completely different addition, I don't know but it seems to be not doing very much at the moment compared to the other classes. Edit: See above edit in the Ranger section.
Well, that about sums up my thoughts. It was something that's been bugging me for a while and I haven't really seen people discussing it so I figured I would begin a thread where I can hear other peoples' thoughts. I'm sure ArenaNet has their reasons for keeping them as they are at the moment, but I feel as though it would bring better profession balance if every profession attribute was as useful as the next. If you have any, please share your thoughts/opinions/ideas on what can be done, if anything at all.
Edited by Babylon421, 18 August 2012 - 06:41 AM.










