Now, how to improve your rotation and mechanical skills:
For rotations, I think one golden role suggested by the instruction video from “QQMore.net”is, ask yourself where you don’t want to be at . By that, I mean, if you don’t know where to go, look at the mini map, look at each of the 3 points, and ask yourself: “do I want to go to this point?”
For example: if your rev is 1v1 a druid at home, your necro and DH vs. their scrapper at far, and your team just finished a team fight at mid, you have one ele capping mid, your mesmer is running to far. Home is neutralized, far is neutralized, mid is about to be capped, where do you want to go at this point?
You want to first ask yourself this question: where do I NOT want to go:
1). Do I want to go far: there will be 3 opponents re-spawning in less than 15s, my teammate who went to help far will make it a 3v1 for now but if I join, soon it will turn into either a 4v2 or 4v3 or even 4v4. This is a fight I can go into, but teamfights near their respawn area may not be the best choice for me atm.
2). Do I want to go mid: Absolutely not at this moment since my teammate is capping it and I don't want to double cap a point.
3). Do I want to go home: Home is a 1v1, if I plus it, I can quickly help the rev cap home and then if the enemy at re-spawn decide they will send one to our home or to mid, I can easily rotate to help. So here we have our answer, we want to help out home first and then adjust our strategy depending on where our opponents want to go to.
Your playstyle and team comp also helps you decide where to go. In the example above, if you have a more offensive playstyle, and the enemy team’s comp lacks sustain, you can go far to help your teammates farm the enemy respawn, make sure they don’t get a proper re-group and snowball the game. But I’d like to play more defensively to make sure we have home and mid secured even if it means losing the far fight potentially.
How competent some players on your team are also plays an important role in deciding where to go to. If you have a teammate who keep dying in 1v1s in less than 10s, then you should probably never +1 him. Keep in mind that you should never let yourself die because of other people’s mistakes. Don’t +1 an even number fight that is about to lose. If you are already at a fight that is about to lose, run for your life, one more person dying will not do any good for your team.
After all, in soloQ you have a lot of variables which make rotation hard. Certain team comps will have an disadvantage against other comps, if you multi-class, then you can play a role your team needs. But if not, you can at least minimize the uncertainty of all those variables by counting numbers and practicing the “where NOT to go to” method.
To sum up, in my opinion, the best way to learn rotations in soloQ is by counting numbers and predicting where the enemy is going. You may not see the benefits of doing so right away, but if you keep practicing counting numbers and the “where NOT to go” rule, you will gradually develop some good understanding of rotations.
How to improve your mechanical skills
The answer is simple—go to dueling rooms, fight the professions you have trouble dealing with, learn their class mechanics, know what skills you need to save your dodges for, when to kite, what skills you want to interrupt to win the fight and etc. Once you are familiar with those, you can learn how to kite (know the LoS spots, the pvp map jumping puzzle spots, and all the teleport spots ofc).
guides and resources
There are some kiting/teleporting spots guide on metabattle.com. And there are a lot of great videos teaching you how to pvp on QQMore.net. It would be a good idea to go check them out if you haven’t done so. Watching pro-league/ESL/World champion games to watch the pros play and listen to the commentary would help to.
Lastly, sorry for my bad English and good luck to your games.