Originally Posted by
Larynx
Let me explain to you why you're wrong.
1. In summary: The most important thing about warriors is that they're a very weak profession to play 1v1. They're either intentionally or not designed around requiring allied support in order to be most effective. While this concept is fine normally, no one else requires constant hand holding in team fights like a warrior does with the exception of some necromancer builds.
2. They're going to be incredibly weak versus any sort of conditions, or they need to sacrifice a large chunk of their damage or survivability.
3. Similarly, they're also very immobile. But why? You'd expect the profession with three or four gap closers on their bar to be super mobile. This is for the reasons stated above, they can't remove conditions. Chill and cripple halve the distance their movement abilities travel, making rush only 600 range, savage leap 300 range, and so on. Other professions have this issue too of course, but this can be dealt with by either have a ranged options, having a teleport ability, or simply have condition removal.
4. Warriors are very squishy, which is compounded by the above issues. They have 18k base health and most builds would get them to around 21k health and base toughness (armor difference between heavy/light is only about 200 toughness). So, right off the bat they're about even with other similar builds.
5. What makes them so weak compared to say a thief who only has 13-16k health? They lack defensive mechanics in general. Warriors can only rely on shield stance (which is why they can't bring a warhorn for mobility), or they bring Endure Pain (which has an 80 second cooldown and doesn't last the full duration due to a bug).
6. Thieves can use superior mobility to disengage from a fight, whereas a warrior can not. Thieves can use superior defensive mechanics to last longer in a fight, whereas warriors can not. Thieves have a ranged option and aren't required to be in melee to damage, whereas warriors do.
7. That's most of the basic reasons. Again, they're bad 1v1 and require constant team support (because...), they're squishy, they get shut down incredibly fast, they're vulnerable to conditions, and they're immobile and have no way of disengaging from a bad situation like an elementalist might.
As for why this makes them bad in tournaments?
8. They're can not disengage from a fight. This instantly makes them useless for any sort of far/near point assault like an elementalist or thief will do.
9. They can't 1v1 well enough. This instantly makes them useless for holding the near point or far point like a ranger or mesmer will do.
10. They're squishy and shut down easily. This makes them a pain to bring for a mid fight or any team fight since they don't contribute enough to carry their weight. You can quite literally back pedal away from a warrior who is crippled or chilled, and he has no way of doing anything about it. What will he do? Eviscerate for 150 range?
11. Warriors have a single niche. This niche isn't very desirable, and they aren't even that good at it.
On their benefits: A properly built warrior can have near 70%ish uptime on immobilize. They're incredibly effective at stopping people from ressurecting downed players with 100B, and in general can do a lot of damage to a still target. Assuming the warrior isn't being focused, he can actually do quite a bit. But of course he's going to be focused since he's the priority target.
This isn't to say classes like necromancers or engineers are fine, because they aren't. But on the scale of viability, engineers > necromancers > warriors.