Ritualists and Necromancers are heavily overpowered. They do both damage and healing better than any other class, and Ritualists have the best party wide protection in the whole game using Soul Twisting + defensive spirits.
Elementalists are now super crap for damage because their spells need to pass an armor check, and enemy mobs on hard mode have insane armor levels against elemental damage. However, they make brilliant healers or protection roles by playing as a ritualist or monk secondary and using their Energy Storage elites (Ether Renewal for E/Mo, or Ether Prism for E/Rt):
Mesmers are now the 'nuker' class, their domination and illusion attack spells bypass enemy armor, just like necromancer spells, but the mesmer spells deal hundreds of armor ignoring damage. Also, they have the best pressure skill in in the whole game with Panic. Panic single handedly shuts down entire enemy mobs no matter how large it may be.
While monks are still fun to play and an overall very decent and versatile class thanks to their Ray of Judgement buff (ignores armor, arcane echo + RoJ = more powerful nuking than an experimentalist) they have lost preference to necromancers and ritualists for healing and protection. Even Elementalists make better healers now. The reason is that Monks have no energy management, once their energy is depleted, they struggle to keep a party alive. Necros and Elementalists have unlimited energy through soul reaping and and Ether Renewal, and Ritualists have a few decent, but not as powerful energy returning skills as well allowing all those classes to keep on healing for longer without running out of energy.
Melee classes are mostly poop now compared to a team of necromancers, ritualists and mesmers. The game is horribly imbalanced and lame if you arent a ritualist, necro or mesmer, or an elly and dont mind doing nothing but healing.
Assasins have relied purely on shadow form for a very long time. Its all that they are good for in PVE, and horribly broken. after how much it has been nerfed, I find it really annoying and hardly fun to play, but people still carry on trying to use it because its still total invincibility.
Paragons are only good for the Imbagon build. One specific build with huge damage reduction for the whole party.
Class order for usefulness, various uses of each class rated from 1-5, 1 being worst, 5 being best:
1) Ritualist - Damage - 4, Pressure - 1, Healing - 3, Protection - 5
2) Necromancer - Damage - 3, Pressure - 4, Healing - 5, protection - 2
3) Mesmer - Damage - 5, Pressure - 5, Healing - 1, protection - 1.
5) Monk - Damage - 3, Pressure - 1, Healing - 5, Protection - 3.
4) Elementalist - Damage - 2, Pressure - 2, Healing - 4, Protection - 4.
5) Paragon - Damage - 2, Pressure - 1, Healing - 2, Protection - 5.
(*Pressure means either hex / degen play, or enemy shut down. Its really only a Mesmer and Necromancer thing and doesnt work on other classes at all. Elementalists do good pressure + damage in normal mode with searing flames, but it becomes a lot less desirable in hard mode with the increased armor rating of enemy mobs).
And everything else sucks. Stuff that I've given a score of 3+ to is usable in hard mode and elite areas. Anything with a 4 or 5 is the ideal way to currently play that class. Anything with a 3 is completely playable and decent enough to play in most areas of the game. Stuff with a 2 is fine for normal mode but isnt ideal to use in hard mode, and stuff with a 1 should never be attempted unless its for fun
