Feedback:User/K61824/Warrior in PVE revisited

It has been observed that Warriors in PVE requires some sort of overhaul due to the inability to fill any particular role well, and the world is sttuned to counter melee than ranged professions.

For any roles that warriors are reasonably expected to be potent at, there are at least one class that can do the same job better. Here is the List:
 * Tanking:
 * For a tank utilizing blocking skills, assassins usually fare better due to the extra 2 pips of energy regeneration and critical strikes to keep energy up for blocking stances. (So long as Auspicious parry has recharge time associated with it, Warriors will be subpar to Assassins at the same block percentage)
 * For a tank who does not use blocking skills, Assassins and Elementalists fares better due to Shadow Form and Obsidian Flesh can be made permanent, drastically reduce the sources of damage.
 * For Bodyblocking function, tanking with spirits and minions works better than warrior in PVE because of the skill summon spirits (reposition to bodyblock) and the fact that necro can have up to 11 minions per necromancer while there is only 1 warrior.
 * Damage
 * For DPS pressure, Spirit spammer are strictly better due to summon spirits(summon, pull, run away and watch) while fulfilling other functions along the way (commune spammer can blind, remove enchantments, interrupt and possibly knockdown depends on the elite chosen)
 * For spiking, Dervish with may fare better in melee due to additional strikes from secondary targets that triggers with vow of strength (compared to hundred blades) or most spellcasters due to larger area of effect (warriors has a largest area of operation of adjacent, while spellcasters can have nearby or more) or armor ignoring damage
 * So long as a warrior can't match damage output of those Bladed Aatxes, other classes are typically better in dealing damages.


 * Utility function
 * For protection shouts, paragon can trigger adrenal shouts quicker with superior energy management due to leadership in most cases
 * For condition spamming, rangers, mesmers and necros can do better at range while dervish can do better at melee due to initial area of effect for some enchantments
 * For knockdown spamming, eles can do better with either earth or fire build due to AI's habit of disregarding what the elementalist is casting (They can tell whether the ele is casting something and interrupts, but not stopping the conditions to trigger conditional knockdown) or simply having a larger area of effect (earth) or multiple knockdowns in 1 spell (Fire).
 * For Pulling, Paragons can pre-shout and then pull making it a safer choice in most cases
 * For Interrupts, mesmers and rangers are way better doing it in range possibly with higher damage and with area of effect.

The world is attuned to more counter melee in the following manner:
 * explosion upon death (Death Nova or afflicted) deals armor-ignoring damage, so warrior's advantage of higher armor is rendered completely useless while the warriors have to expose themselves to every one of these foes they kill
 * Weakness has a more severe penalty to attacking professions than spellcasters.
 * For the sake of argument, Dazed is about as good a shutdown on caster as blind on an attacker, given either both of them carry a non-spell (signet?) to remove condition or neither of them has condition removal skills
 * Dazed can be ignored (bypass without removal) through a glyph or a mantra, blindness can only be ignored if you buy eotn (asuran scan).
 * there are no melee skills benefitting from misses (Determined Shot or Spear of Redemption)
 * Empathy does not require you to hit, backfire requires you to successfully cast the spell.
 * Skill damage done by casting on ally, like Ancestor's rage or some smiting prayers spells, do PBAoE damage and ignores armor.
 * There are no equivalent skills like soothing images that does to casters (arcane languor is roughly related but it requires the victim to cast spells to trigger)
 * AI in general are programmed to apply pressure, not spiking (so the disadvantages of less armor is less obvious)
 * AI who spikes generally use armor-ignoring damages or life steals to make the advantage of higher armor vanishes.

I don't exactly have a good idea as in what roles ANet wants warriors to fullfill, So I would not give the implementation of suggestions now.