Do we just have one hotbar? I watch the videos I see them use 3 or 4 abilities in combat. I guess this could be due to the user but are we going to be spamming our strong and weak attack buttons ad infinitum?
One hotbar, the first five skills are determined by the weapon you're using and are also unique based on the profession. So a Warrior using a 1h sword has completely different skills than a Thief using a 1h sword. The #6 skill is always a healing ability which there are many to choose from. 7-9 are always utility skills and which there are also many of and you can change those out too. Your 0 skill is always your elite skill which once again there are many and can be changed out. You can change out any of your 6-0 skills as long as you're out of combat. In combat you can have 2 weapons equipped at once(with 2 exceptions, see below) and you can swap between them at any time during combat. So you can go from a 1h & shield to a bow with the push of a button and have entirely new skills. The Elementalist uses a profession specific mechanic called attunements and because of this can only have 1 weapon equipped at a time. The Elementalist has 4 attunements, each attunement has 5 skills per totaling 25 skills per weapon. The Engineer can only use 1 weapon at a time as well, their profession specific mechanic is their Toolbelt. The toolbelt allows you to equip different weapon kits and backpack kits that change out your current weapon skills for new ones depending on what kit you equip.
As for spamming your hardest attack, no that's simply not how GW2's combat is built. Skills in GW2 aren't as simple as this skill just does damage and nothing else. Take the Warrior for example, the #1 skill on the 1h Sword is a 3 chain attack that you can combo, the initial hit is a slash attack that makes the target bleed, follow up with a gash attack that stacks another bleed, and you finish it up with a final thrust. Now keep in mind that the combat system takes into account positioning and animation, so if your sword hits multiple targets it will actually do damage to those multiple targets, not just the target you happen to have selected.
Another example is the Thief's 1h Sword skill called Rending Slash, it will cripple your opponent which slows their movement speed by 50%.
GW2's skills are like toolsets and the diversity within them akin to a MOBA if you've ever played LoL/HoN/DOTA.
There's no global cooldown in GW2, instead the cooldown timers on skills range from 5-30 seconds on normal skills, 30-60 on heals/utilites, and 180 on elites. So what this means for combat is if you just spam all of your skills you're going to be taking a dirtnap real quick. So instead you strategically use your skills in relation to the situation at hand, your position, your allies positions, your enemies positions, your elevation, your enemies elevation, etc. Swapping between weapons is crucial so that you don't find yourself in a bind. Blow through your skills just because they're off cooldown and you can waste an opportune time to get the kill.
Then you have to take cross profession combos into account. An Elementalist could lay down a flamewall, switch to air attunement and chill a nearby enemy, then use their water trident to send that enemy right through the firewall, burning him. Anyone with a projectile based weapon could fire a skill through that same flamewall and turn their arrows/bullets into flaming bullets, you can go up to that same flamewall as a melee class and start throwing fire around with your attacks. Another example is if a Guardian lays down a Symbol of Faith, someone could use a leap skill to go through the symbol and remove conditions from nearby allies. Last example I'll give is if a Necromancer lays down a Well of Darkness and an Elementalist puts down Churning Earth on top of the well, the well already blinds foes and the Churning Earth cripples them, but when the Churning Earth ends it then increases the overall AoE damage output.
THEN you get into Traits. Traits allow you to further customize your character. Traits are split up into Primary traits and Weapon traits. Primary traits are things like stat increases, like increase vitality (HP) by 25, or add 75 armor, but also have other interesting effects. Some examples are
Increase damage by 25% when health is below 50%,
Reduce stun duration by 25%,
Increase damage of environmental weapons by 10%.
Then you have Weapon traits that specifically modify what a skill does.
Some examples:
- Fireball has a wider area of effect
- Fully charged Ice Shards also stuns
- Vapor Blade heals allies
- Cause Call of the Wild to grant health regeneration
- Point Blank Shot recharges faster
- Necrotic Grasp cripples on critical hit.
-Chilblains applies weakness.
- Causes Locust Swarm to last longer
THEN you could get into specific gear mods, but I won't go into all that. Point is good luck spamming skills cause you'll be a sitting duck for mobs and players alike. Mobs in GW1/GW2 aren't stupid and actually have very smart AI.
Aggro/AI –
Aggro will take into account quite a few factors:
Simple creatures use a system based on proximity, how much damage is being done to them, how much damage they're doing, health of the player, armor, etc. More complex creatures will use all of the above among other things such as using specific skills, attacking the player that is the furthest away from them, focus on players wearing medium or light armor and try to chase them. Some creatures might run away from you, swap weapons to have entirely new skills, dodge your attacks, use specific skills on players at specific times, etc. Different armies will also have their own systems that are based on different themes, skills, and AI.
If you've read this far I highly suggest you read my thread over on MMO champ:
http://www.mmo-champion.com/threads/1058358-Guild-Wars-2-Mass-info-for-the-uninitiated.-READ-ME!