Or if you don't trust the link here it is:
DPS: Call it whatever you like--DPS, damage per second--we just call it DAMAGE, and when it comes to making red bars go down, you can never have enough of it. Don't trivialize it though; damage is a very versatile aspect of combat. There are so many ways that a character can do damage. Let's take a look at a few.
Let's stop here for a moment and point out how these damage types aren't mutually exclusive in any way. There are projectiles, AoE projectiles, AoE projectiles that apply damage over time, etc. Try shooting a spread of seven arrows through a wall of fire--it works wonders for roasting up a set of attacking monsters or enemy players.
- Damage over time. This is the perfect way to apply some heavy damage to an enemy with little time investment upfront. Set an enemy on fire and just wait for the burning to do its magic.
- Area of effect. Making one red bar go down is nice, if that's all you can do. We prefer to spread the love among many enemies. That's what AoE spells like Fireball are for.
- Projectiles. Some attacks require you to be close to your enemy, while others let you deal damage from afar. Projectiles are somewhere in-between; you shoot an arrow at a target and if it hits, apply the damage.
There are as many varieties of damage as there are weapons in first person shooters, and then some. We wanted to give you a chance to experience that FPS kind of variety, so we have given each profession different weapons and skill sets that let them do damage in different ways.
Heal: Don't belittle the SUPPORT role by calling it heal. Healing is the least dynamic kind of support there is. It is reactive instead of proactive. Healing is for when you are already losing. In Guild Wars 2 we prefer that you support your allies before they take a beating. Sure, there are some healing spells in Guild Wars 2, but they make up a small portion of the support lines that are spread throughout the professions. Other kinds of support include buffs, active defense, and cross-profession combinations.
For instance, an elementalist can support his allies by dropping down a ground-targeted healing rain that rejuvenates allies in an area. He might also use Windborne Speed to help them chase down a target or escape out of longbow range. A warrior might shout "On My Target" to help his allies do more damage to a marked enemy, or use his warhorn to "Call to Arms" which improves the armor of his allies for a short time.
We use our cross-profession combos to fill in the rest of our support. An elementalist can create a Firewall or Static Field to improve the ranged attacks of his allies. A warrior can carry a Banner of Wisdom around the battlefield to increase the power of his allies' magical attacks. An elementalist might cast an ice spell to freeze enemies, but that same spell might give his allies Frost Armor to protect them from incoming attacks. When you boil it down, support is just the friendly way for players to work together to accomplish a shared goal.
Tank: This is where Guild Wars 2 makes the biggest break from the traditional MMO setup. Tanking is the most rudimentary form of the most important combat fundamental, CONTROL. Every game has it, yet it always seems to get a bad name. In Guild Wars there was Knockdown, Interrupt, Weakness, Blind, and Cripple, to name a few. We wanted to build upon what we think makes control such an important part of dynamic combat.
Control is the only thing versatile enough to get away from the rock-paper-scissors gameplay of other MMOs. It's healing when you need it, its damage when you need it. It is the glue that holds together our system. From controlling movement to controlling damage, there are tons of exciting dynamic scenarios that control can set up. You can use a stun to save an ally or to finish off a fleeing enemy. Immobilize that warrior to get away from them, or use it on an elementalist to close in on them. In order to use it well, we had to understand the drawbacks of control too. How often can you do it? How excessive is the duration? How does it affect the difficulty of challenges you face?
There are a lot of different levels of control, from a simple cripple, to an immobilize, to a knockdown. Each one has its place. The more devastating control effects are, the more infrequently they need to occur, and their duration needs to be shorter. Knockdown is one of the strongest forms of control in Guild Wars 2, but you won't see a character that can just keep knocking someone down indefinitely, and you won't see a knockdown that puts an enemy out for so long that they won't be able to react. It's simply a tool that players have at their disposal to use at the right times to turn the tide of a battle.
You could say instead of DPS/heal/tank, we have our own trinity of damage, support, and control, but we prefer to think of them as the variety of elements that create a diverse and dynamic combat system that gives each player a toolbox to work with to solve any encounter we might throw their way. If that sounds like the kind of combat you are interested in, Guild Wars 2 is going to be a great place for you and your friends to fight together for many years to come.
This is a post made by the devs of GW2 during devopment on how they wanted GW2 combat to work. As we know this is not how combat in GW2 takes place. Here is my take on the situation as well as my solution to the problem:
Take note that while I mention the GW2 METAgame my focus here is the core problems with the combat system (which in turn effect the METAgame)
The goal of this topic is to suggest solutions and point out problems these solutions may cause. Also if you belive that there is nothing wrong with the core mechanics of GW2 please state your resoning in reguards to Anets original goals as covered in the above post. This post is for disucsion on the GW2 Trinity and how to fix it, Not weather or not a Trinity should exisit in the first place.
Oh, and a special thanks to Tranquility for finding that post for me.