Further reworking the starting zones
The only additional tutorial that I think needs to be added is a breakbar tutorial, but starter zones are the wrong place for it. Instead, put “Interrupt” tutorials in the game. Make them one of those notifiers that pop up near the top of the screen, and have it pop up when the player first “equips” a skill that can interrupt. It could be a utility skill, or equipping a weapon that has an interrupt skill on it. Then guide the player through it, just listing all of the things that can cause interrupt, and then at the end saying that Stability is the only way to prevent being interrupted.
Now, when you enter VB, there should be a real breakbar tutorial at the start of the map. I say VB because core tyria has almost no breakbars in it at all, so its mostly pointless to provide a tutorial for something core players will almost never see.
Putting all of that information, especially advanced mechanics like breakbars, reflection, and jumping over waves in a starter area or in the beginning of the game is not a good idea. By the time that a player actually encounters these things, the tutorial will be half-forgotten. What would make more sense is to put these in certain Personal story chapters. For instance:
Reflection tutorial – The Battle of Claw Island (lvl 60) – Instead of the step when you fire trebuchets at the dead ship have you reflect its attacks using a shield generator-type turret. Maybe have a guardian and mesmer NPCs to the side using Wall of Reflection and Feedback to illustrate how class skills have the same functionality.
Wave Jumping – Retribution (lvl 60) – Change Blightgast’s attacks to be a bit more like Tequatl’s, put jumpable waves instead of the Orrian fish pulling you along with some NPC announcement that you can actually jump the waves so you don’t get hit.
Breakbars – The Battle of Fort Trinity (lvl 70) – Rework the orrian mesmer fight to be a meaningful boss, elevate the mesmer to champion status and add a mechanic. Every 33% the mesmer gains a breakbar and takes no damage from physical attacks and conditions until the bar is broken. Have the bar not regenerate so that the damage from cripple/chill/etc. is apparent, and have a couple of friendly NPCs cripple the boss so there is no way to not progress. Probably have one of the friendlies shout about “breaking the mesmer’s concentration” or something and how you can do it.
This way the information is given gradually, promotes playing the Personal story, and should be close to the time it will be useful.
Another option would be to put 1 training spot on each map, with an icon like hte dodge thing. Each one teaching a different mechanic. Then add some minor AP or a minor collection or something to it. That way most players will have an easy reward/reason to hunt it down and at least familiarize themselves with the mechanics.
Naturally many will just rush through, but at least then they have a slight chance at “oh right I remember this from that …. teaching thing… that I ran through. Perhaps I should look that up again?”
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