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Originally Posted by Taisayacho
No. Lots of skills with tons of combinations in sets of only 8 is what makes (made) GW great - the fact that one actually has to find out what works, rather than having only a few skills to choose from. Each skill or skillset has something better than it in any given situation. There is no one "optimum" team build - there's always a counter, unless ANet decided to buff WS further (somehow?) or something else stupid like that.
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Inspite of the fact that skills are expressed in all possible combinations, the same combinations come to the forefront through the efforts of the bean counting min-maxers. Then these are coppied by the rest. The function of being social, and a community, is to share that information which leads to community success. When this is done people are ridiculed for using cookie cutter builds.
Some variation is needed because there are a variety of groups of people. Everyone is unique just like everyone else in their clique. Some people simply will never be good interupting as a Mesmer but do great as a Ranger. The variation of skills plays to that advantage and is inclusive. The problem is knowing which skills should be viewed as fodder for the monsters and which can be used effectively.
GW has from the outset provided so little information about the way their game works as to be equal to the manual parents get when a baby is born. Let me be real clear - they don't say anything helpful in understanding how the game works and what you can do. Hence, if you want an elder pet, you either have to cap one or repeatedly guess at how to make one. Most people opt out for a Dire pet because those instructions and a clear path to success are available (or they end up with a hearty pet by doing next to nothing). It is the same with skills and skill combinations. There is insufficient time and instruction on the game for most people (especially occasional players) to do more than copy from the few builds that work.
GW has forgotten that the point of the game is entertainment, which is most readily achieved when a player feels successful. The mash they have slammed together, nerfed up, and pureed over the last few years has resulted in a game to broad for the general player to walk in and grasp. So, most quit and only use the few things that works for those around them. Instead of fostering ingenuity, the excesses have quashed it.

