Warriors and Elems are the most basic, at least at first. It's just about building up some good combos that deal a lot of hurt, and it has the room to let you diversify into causing conditions and interrupting when you want.
Rangers, however, are good if you've got a few other players to play with, since it'll let you hang back and see how things work without being right in the enemy fire zone all the time.
Mesmers are much the same, but require a bit more work. An Illusion mesmer isn't too hard to do, their hexes tend to be pretty general, nothing too specialized.
Healing monks aren't too complex either, but if you play with henches it's easy to get bored, and if you play with other people you can easily end up grouping with dudes that are gonna whine if you don't do a perfect job and save them whenever they're idiots.
I'd say that of the basic six classes, only Necros are really an "advanced" class, as such.
Of the four expansion classes so far, I'd call assassins something along the lines of the warrior. Basics, like how to string together a really painful combo, are relatively simple, but learning the advanced stuff like the timing of when to strike and when to dodge outta there, can take some time.
Dervishes are relatively basic, too, even more basic than the assassins, since they really ARE made for getting into the thick of it and hacking enemies to lumps.
Paragons and Rits are relatively advanced, not horribly complex for someone who knows the game, but definitely not a very good starting point, I'd say.
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