Originally Posted by
Arkazon
In a great many games, you simply have a rotation. Even as a Dragoon, I have my 1-2-3 main combo on repeat, plus a 4-5-6 combo for piercing debuff, and then my jumps on cooldown. But one of my jumps leaps me away from the enemy -- I save that for when some nasty nastiness is about to drop on me. That's not part of my rotation, but it's a tool to use at the right time.
As a level 20 Arcanist, my friend simply puts up 2-3 DoTs, then spams Ruin. As a level 20 Rogue, I have a two-hit combo plus a DoT. It's hard to see at an early stage how things will get more interesting and compelling later on. I don't want to squeeze the game into a box it doesn't belong in ... but if things *do* become compelling later, I must be able to show that to my friend (and myself!), and judge whether the slog up to there is worth it.