giving advise tailored to the average player.
Group composition and cooperation are MASSIVELY important. In most of the videos you post on how to have normally more vulnerable characters succeed really well you have a nice group composition willing to play in a logical fashion.
Oh I know I'm the exception in general. I'm doing my best to encourage changing that, and it has worked amongst my friends circle pretty well. There's lots of talented players out there, and their talent collectively outweighs promotes, gear, etc. Better builds being easy and available are step one. Teaching / Learning step two. I am happy to say, with no hesitation, that I made the game more enjoyable for several players by providing insight and guidance that directly resulted in more effective gameplay for them. "OMG the templar is enjoyable now" -- after teaching shieldwall attack-cancel pattern 1 . . . then subsequently demonstrating how to approach an enemy mob for alpha strikes.
Yes promotes matter, but guess what... there's a lot you can do outside of promotes, and they're immediately effective. Oh. I played with low promotes too like everyone else. Just because I didn't make videos, or hang around here much then, doesn't invalidate what I say or do.
There is no average player, and you cannot speak for that strawman, as we don't have the statistical data for that. There are only individuals, and we can only give generic advice in the public without getting to specific individuals. The individuals I like to keep around are those willing to learn, and yes tailor group composition to each other.
Do you have comments on the videos where I solo? I will admit that technically fulfills the "nice group composition and willing to play in a logical fashion" requirement, as it is a a group of one player with predictable aggro management. However, I have also advised that players themselves choose complementary kits tailored to the groups they encounter. There is only one situation where you cannot do so, and that situation is where you host and ready/start before anyone joins. In that case you still retain the option to choose a self-sufficient perilous class. Templars, Eles, Keepers, AW's, any kit you can solo with, etc.
My stance on pugs is that if they aren't willing to cooperate, let them die, befriend & win with those that are. Eventually you play with private games on a good friends list rotation. Being unwilling and unable to socialize in a multiplayer game is counter-productive.
They simply dont have the items, the weapons, the stats or many times even decent team mates when pugging.
Good strategy means you're guaranteed to win, no matter poor execution of tactics (or lack of all of the above). So what if you win slower than if you had a better start, you'll still win and win more than if you executed bad strategy. All of the missing elements come in time with the strategies I outline.