For the vast majority of players stepping into Tyria, Guild Wars 2 isn’t their first MMO. Many will come from a background of playing other titles where things like static ability rotations are necessary evils. These MMOs often have what I call skill bloat, or the illusion of complexity created by crowding your user interface with dozens of seemingly unique abilities. I say the “illusion” of complexity because for most of the time spent in those games, only a fraction of your abilities are used a majority of the time. Many are completely situational, only coming into play once or twice over an entire gaming session. Others are specifically designed to be part of a rigid sequence, or rotation. They may have their own button and hotkey, but they aren’t really an independent ability in practice. Some skills become completely obsolete, and are replaced by new ones meant to take their place while essentially doing the same thing. To manage all of this clutter, players often resort to macros and addons.
In Guild Wars 2, ArenaNet has scaled all of this down into something far more manageable and far more meaningful. Several professions have chain abilities where a single ability slot performs three successive attacks, with each one hitting harder or being more powerful than the one before. You hit the button three times in a row, and each of the abilities fires off in sequence. There’s no need to have each of these split out into three different ability slots, when they’re clearly designed to be used in order.
By tying abilities to weapons, and limiting the number of utility skills you can have at the ready at any given time, ArenaNet offers us a chance at real customization while still providing us depth and complexity. In your travels you may encounter five different warriors who are playing five different ways, and each of them just as viable based on their style of play. By giving most professions the ability to hot swap between two weapon sets, and giving elementalists and engineers the ability to change between attunements and kits respectively, this depth and complexity increases exponentially, all while maintaining a streamlined user interface.
Because of the ways abilities are designed and executed, the concept of static ability rotations isn’t something that rears its ugly head in Tyria. Sure, you may have abilities that are best used in conjunction with others. A Guardian using Whirling Wrath to spin and hit enemies around him will obviously benefit by using Binding Blade to first pull those enemies close. A Warrior leveling his rifle to fire off a Kill Shot will do considerably more damage to his target if he first shoots them with Brutal Shot and lowers their defenses. However, there is a world of difference between those examples and memorizing 1,2,1,2,1,2,3,1 the way many players do in other MMOs. That’s not skill. That’s a post-it note on the side of your monitor, or a macro programmed into your keyboard.
In Guild Wars 2, the focus is on adaptive gameplay, not rotational play. During the early levels in PvE, where enemies don’t use their full arsenal of crowd control and conditions against you, you may get away with spamming buttons or hitting abilities on cooldown. At higher levels, however, this kind of play will only get you a one-way ticket to death and the nearest waypoint. Just as in PvP, you’ll need to look at your list of weapon abilities and utility skills carefully and use them at the right time. Knowing when to cripple your enemy and close with him, when to dodge, when to create space or blind him all become extremely important to your success. The leveling experience gets increasingly complex, not because you’re confronted with a never-ending string of new abilities to master, but because you need to use the abilities you have more intelligently.
Paying attention to your enemy is of vital importance as well, and in Guild Wars 2, you must do so actively. There are no cast bars, no addons to flash or tell you when an opponent is about to fire off an ability. There’s nothing that’s going to play the game for you. Instead you must pay close attention to your opponent’s animations and the audio cues within the game itself. You must learn from experience, read and adapt. This goes for players in PvP and for enemy NPCs in dungeons and higher level zones.
You need to think. You need to react. You need to have a plan. When you factor in other players and professions and the potential for cross-class combinations, this only gets more important.
That’s called skill, and that’s what Guild Wars 2 is all about.
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This video from Anonymous Defender provides perfect examples of what I’m talking about!


Great article, thanks!
@rolyvento You've very welcome! We at GWI are all dedicated to making the transition to Guild Wars 2 as smooth as possible for players coming from other MMOs. A lot of that involves coming in with the right expectations. If you can think of any other topics we should cover that would help achieve that goal, please let us know.
8 years of WoW is not a vet.. I come from UO.. I am a vet this dude is a nub
@illxet So true,I still have my UO beta CD.
@illxet I come from Meridian 59, The Realm, and that text-based MUD that was on AOL which were out before UO. So, I guess that makes you the nub. Let's play the infinite regression game!
@Raggok @illxet Friendly neighborhood mod here reminding all of you to please keep this civil and let's not have this devolve into who has been playing video games longer than whom. In the end, it really doesn't matter and doesn't add to the discussion. Thanks! :)
@Centurion_GWI
*sigh* You kids and your new fangled contraptions... I raided on paper...
long, long ago... in the "before" time... ;-)
@Raggok ur a nub Raggok.
I raided on an etch a sketch.
@Raggok ahh well as a mod, I am the eternal ruiner of fun. Sorry. Occupational hazard. Next time, use emoticons :)
@ananamoose My reply was entirely in jest, hence the infinite regression remark. I was hoping someone would come in and trump me and call me a nub but, alas, you've ruined the fun.
Well... you're "preaching to the choir" here, but I'm still gonna say "Amen!" (Btw, I really enjoyed the linked video also, and subscribed to that channel as a possible source of future helpful videos I can share with folks who are having difficulty understanding how GW2 differs from past MMOs.)
I find it perplexing, and even a little bit disconcerting, how many folks seem to be stuck in "old paradigm" thinking - insisting that the "trinity" group roles are alive and well in GW2 and skill rotation-style gameplay will still be the norm, when nothing could be further from the truth. What results from this in the relatively near future is going to be interesting to see... will they come to realize how foolish such thinking is and adapt to a much more fluid and active combat system, or will they "blame the game" for their own inability to adapt and learn, and simply walk away from GW2? It's difficult to predict... I have strong faith in the ability of the vast majority of folks to be complete nincompoops, but every now and then they surprise me.
Hopefully, insightful and well written articles like this one will continue to be posted in prominent sites where folks will at least be exposed to the idea that a new paradigm is at work in this game, and perhaps it will be somewhat less stressful and shocking for them when that is born out during gameplay, and they will more readily adjust their mindset and approach to the combat in GW2.
@ArcherAvatar "will they come to realize how foolish such thinking is and adapt to a much more fluid and active combat system, or will they "blame the game" for their own inability to adapt and learn" - I think we are seeing a good bit of this already. Excellent post. Hopefully Arenanet sticks to it's guns.
@ArcherAvatar Thanks for the feedback! I agree with you 100%. The video was brought to my attention by our own @Aliette, and was a great find. The timing couldn't have been more perfect.