I understand the team, long ago, wanted to make each profession as different as possible, but the resource mechanics need to be trashed. It makes gameplay on certain builds and professions unbalanced, not good and not fun inside of wvw or spvp.
You have thief with passive unlimited resource gain to where they can spam skills.
You have a slow casting Necro, with abysmally poor defense utilities and abysmally poor movement skills, and you force this profession to niggle with resources for survival and performance when other professions don’t.
Druid. It was supposed to be a good team healer, yet it’s not good at all for that role. A player on Druid fiddles around with a low quality damage and low quality healing staff to generate Astral force, just to access clunky and low quality heals for movement based combat. It’s super easy to shut down a Druid in Celestial Avatar form that it’s not even funny anymore. Druid healer doesn’t even play a role in wvw group play, but that’s what it was supposed to bring to the table...
When you’re sitting in the back of a zerg spamming hammer skills and running Facets, there’s no real complaint about Energy resources there. But go outside of the zerg to small scale and roaming and it’s like playing skill “whac-a-mole”. I use 1 skill and 3 disappear. I may need a skill I haven’t used prior, but now it’s gone, and 1 pops up that I don’t need at that moment.
I’m not trying to be disrespectful, but there is no balance to be had with these types of designs. This is what needs to be done... Yes, I know, a change would require other adjustments, but the team should start here and start caring about competitive balance for profession designs a bit more...
Thief- Get rid of Initiative and put skills on lower recharge timers.
Necro- Shrouds are now stances. Stances are maintained until downed or manually exited. That’s it.
Druid- Celestial Avatar form is now a stance. This stance is maintained until downed or manually exited. That’s it.
Revenant- No more energy mechanics. All skills function on recharge timer only. Facets, and a couple others, exist for a set duration of time.
Again, I know other adjustments need to be made for such changes, but we need to get this stuff under control and make improvements for all areas of the game.