I like how you call WvW PvD but in the same breath talk people down who say that it's a joke... But let's adress your points. Let's start with WvW because that's where I personally have the most experience.
1. WvW: You can roughly split it in unorginised and orginised WvW. Unorginised is with a big random zerg. It doesn't matter what a single person will wear because the composition of the other 60 people is completly random. I could jump with Healing Power, Zerker or PVT in a Zerg and you couldn't feel a difference besides that Zerker might be more difficult to survive but shows cooler numbers on your screen. In orginised WvW Healing Power has it's place because it can make some builds a lot more sustainable than just PVT. And there might be 1-3 persons in a group of 20-30 that take more Healing Power to take a more supportive role in the team build (e.g. a Guardian with Mace/Shield/Staff and Healing Tome). But compared to other healing and support abilities in the group, healing power gets greatly outperformed. Water Fields, Cleansing and Protection for example are much much more important to surviving than a guy that takes some healing power. He is just a cherry on the cake. TL;DR: Healing Power has it's place here but it's importance is rather small.
PvP: I have next to no experience here. I played until rank 20 but found it to be complete shit and it was also lacking competition (as in the niveau was incredibly low) so I stopped after that. What I was reading from the forums and saw when I was jumping in from time to time rather suggests that Healing Power is next to non-existent in PvP. It's like WvW in terms of hybrid builds being more effecient often times but nobody seems to integrate healing power. It was more about Conditions and Boons and balancing related Stats (like Condition Dmg/Duration) with Power, Toughness and Vitality. The only thing that comes to my mind is bunker builds. Does it use Healing Power as a major stat on gear? I don't know but even if it does it's just a negative example for Healing Power because bunker builds are really bad and boring for the flow of a PvP mode. TL;DR: I don't know a damn thing.
PvE: Ok, we get the facts here. The most efficient thing to do is Zerker. End of story. I played my Guardian with full Clerics like you with people I knew. I really liked the way of the support build. I played with Heal on Dodge Roll + Sigil of Stamina for example. It was fun because we knew we could roll whatever we wanted and complete a lot of the content no problem, so I played what was most fun and also made it more enjoyable for the others. Especially in the beginning before the Zerkers raised their arms. But that doesn't mean my Healing Power safed a lot of death's. There were a few occasions where I saved someones life but most of the times everyone dodged and healed by himself just fine. I made some areas like Dredge Fractals more enjoyable but it wasn't needed at all and slowed down as well. There also were dungeons that just placed dps races somewhere. Like CoF 1 or Arah 4. And in this cases Healing Power was sooo bad and in case of Arah 4 it made the fight nearly impossible to get done. Even more often Healing Power worked antagonistic in drawing fights out and thus making them more difficult. TL;DR: Healing Power is there just for fun, makes a lot of content harder and reduces the cleaning speed greatly.
The reason why Healing Power sucks are mutiple ones imho. In PvE it's clear. The KI is so damn stupid so you can dodge it all day resulting in no dmg regardless of the static defenses resulting in full dmg builds being the best. But generally there are things that also make it very weak in PvP. First is Dodge Roll making you 100% invulnerable. Second is, as mentioned in the video, each person has it's own powerful healing skill that is really powerful without healing power as well as scaling bad with it. Thirdly, the nice idea of healing in this game was that it is more positional. You shouldn't have to click bars but move in the right position to heal/protect your allies. But in action everyone is just jumping around like ping/pong and you can't aim your healings at all. Fourth is that most Healing Skills don't heal much, are on a long cool down and don't scale well with healing power. You can use them to support in certain areas but Healing Power would be a wasted stat most of the times because you could use them without it nearly as well. Furthermore the use is very situational and you can't keep your party up at all because of low effeciency and long cool downs. There are even more effiecient ways to heal that don't scale with Healing Power like Water Fields mentioned in point 1.
I really love to play supporters in games but in gw2, while there are some cool moments where a support builds feels really good, there is always the bitter thought that you would be a better "supporter" if you would play something else. I very much prefer games with a wide variety of viable and important supporters like gw1. GW2 feels more like Healing Paladin in Diablo 2.
//On a side note: LoL/DotA 2 are not good balanced. It just works because of the way picks/bans work.
I live streamed, recorded, and published the dps tests and the results were conclusive that the dps was basically equal in long fights or when bosses aren't against the wall. The math says they are more or less equal and the real world testing backs it up. I don't see what more I can do prove it than I already have. What's even more funny is I am currently running GS+axe so we are arguing a pretty weird thing as it seems we agree in practice lol.
Thats said, I updated the original post to include GS+axe and updated the video and added a build calculator link. Super serving you guys!
The zerker-DPS as the perfect efficient method mantra starts to break down when you look at the larger game.
You will notice these people tend to stick to a very narrow scope of the game: a single path of CoF, and that's about it.
- One dungeon is "broken" in such a way that you can glitch, fly past, or speed skill its content and not have to worry about surviving.
This does not mean that this is the best way to run the game, it means this crowd has found the best way to do one repetative task. Like the person on an assembly line conveyor belt who turns a wrench on a car part 700 times per day exactly 3 cranks clockwise...
- That person cannot reasonably speak for how the whole factory runs.
These streamlined DPS only zerker builds start to break down when out of their comfort zone. Its one thing to have one zerker in a group, but when you get more, it gets pretty painful for the group. And when you get a whole pack of them, that is when you start seeing things like silly forum posts complaining Cursed Shore is too hard or lowbie event veterans and champions are impossible...
- Because these folks fail to realize their one-trick-pony is not ideal when faced with challenging a second trick.
That mantra breaks down if you're a bad player.
Since personally run dungeons/fractals every day in organized groups, and have been since November, with 4/5 and sometimes 5/5 berserker dps specced classes, I can say that everything you said is false.
See I don't throw out baseless assumptions, I prove and educate people on how to do things. Since I have proved and continue to prove/improve on strategies, tactics, and general speed run times I 100% know that you are incorrect.
Yeah its actually worrying me that they call these dungeon modes, but most importantly the world bosses endgame content for PvE Players.
The dungeons are not really challenging or interesting, bosses are lame, the normal mobs are way harder. The problem is with this 'no trinity' philosophy you gotta wonder what do u do then?
Well as youd expect it comes down to kiting kiting kiting, and DYING a lot. Pair that with the rez mechanic and you got a bad PvE mechanic system right there, making it basically impossible to implement challenging raid or even group content.
Basically, without healer or tank, theres only kiting and running and pressing dodge, and rezzing. It completely removes the teamplay cooperation aspect in that sense, couple that with the non progression rewards and the non existing raid content and no PvE player could play this for more than a week.
In WoW, when u talk about Endgame and you started say Cata, you knew that even at the start there were 3 big Raid Dungeons that all are challenging and will take not days, but Months, to 'finish'. Guild Wars doesnt really have something like that. SWTOR didnt have that either, and guess what, Players left because there was no incencitive to keep playing/paying.
The Dragons and such are even worse, they dont even FACE the group, they are completely scripted events that you can go AFK at most of the time. If you script a Dragon to have 5 Front abilities that are aimed at killing the group why do you not force the group to stay in the front and 'work for their loot'. Not saying that they are hard even if you did expose yourself to actually fighting his abilities, i mean the only mechanic you can construct to kill a raid with this kind of rezzing mechanics is massive AOE damage and overwhelming Adds, nothing else is even possible. And that doesnt make for a lot of challenge. On top of that since you should be able to play with 'any class' according to Anet, they cant even introduce mechanics that require specific abilites, like AoE condition removal etc.
The game is simply not designed for challenging group PvE content in any way shape or form. As such id hope that they really focus on PvP, but with current state even that gets old fast since there is no ELO system, no matchmaking system, and pretty bad balance issues in the classes and maps, and very little varity.
Others have said if this game had a subscription fee it would have lost 90% of subscribers and its simply true. Not that im saying that the game is bad, its not. Its 'ok' for a release state game, just not 'pay monthly' ok, which for most players no game was after the free month of all MMOs in the last couple years (compared to WOW), thats why all these games lose so many subscribers so fast.
And lets be honest the 'dynamic event' system is not new, or special, or even cool. Its just like rift basically and after you have completed 1 or 2 zones you realize its always the same. 3 Stages defend kill small kill big, or escort. The hearth system is also just a quest system nothing more, but in that sense its actually worse than WoW PvE quests since those tell a better story.
Of course it has its good parts as well, like jumping puzzles and vistas etc, its not that bad. Of all the MMOs released in the last couple of years it probably has the best release state. But MMO Players, at least PvE, dont really care about the flashy stuff and when it gets down to the core of PvE most games failed so far, GW2 is no exeption.
PvP on the other hand, even if it gets constantly getting improved, for an MMO i expect lasting consequences, huge feuds, intrigues, basically consistent stuff that has a lasting impact. If i wanted to play 5vs5 in a controlled environment i could just play LoL, Dota, CS or whatever. For me MMOs PVP needs to be different to be interesting, like the WvW, but i would have expected more of an lasting impact of that. Especially with Guild vs Guilds, Guilds Castles and real incencitives for players to emerge into the game world, like EVE Online.