There IS depth to builds in this game though. You have 8 skillbars/16 weapon slots/rune slots to fill out, you and your heroes. There are 1306 skills. At the start of the game, like any MMO, you are going to only get access to a fraction of a percentage of these options because the game is mostly trying to get you used to the systems and the style of gameplay. Guild Wars is an RPG first and MMO second, really. You're encouraged to spend time early with skills that counter or interact favorably with enemy types to make fights and missions easier. As you get stronger and access to more customization, you get to craft 8 man teams with tons of synergy.
An example is Fevered Dreams, a mesmer Elite Hex that spreads conditions to other adjacent targets. You can pair this with burning from Avatar of Balthazar from a dervish hero, Bleed/Disease from necromancers, etc. Say you choose burning from Avatar of Balthazar. Now you're spreading burn, so "They're on Fire" the paragon skill gives your team a 35% damage reduction from burning foes. Tenai's Wind the elementalist spell does big damage and aoe interrupts burning targets. That encourages you to play Air Magic, so you might play the Thunderclap elite for the condition Cracked Armor. Spreading that gives you armor shred. Just combining these abilities means you have: 35% Damage Reduction vs burning foes, spread -20 Armor status effects, AoE interrupts, and the pressure on healer enemies mana from the Health Degen status effects. Sounds pretty synergistic to me.
That does sound very interesting, And puts things more into perspective that your team plays a bigger role in your build chain than your own rotation does. That does actually bring me back to ye olde Dragon Age Origins and other classic RPGS where you could have a squad in synergy with eachother by using skills that will directly benefit the next squad member. So that a rotation is now not just what you press on your skillbar but when your allies do at specific moments. Thats pretty cool imo.