For PvP, the animation times are way too fast for people to react to. At 18:08 into the tank showcase, the shield charge barely has any travel time and acts as more of a teleport than a charge. Right after, the stomp that knocks down the enemy looks like it's around 1/4 of a second.
Most animations should generally be around .5s, .75s, or 1s long as they give .25s, .5s, and .75s respectively for the average person to see and react to. With the current combat, the likelihood that you get hit by a skill the enemy uses is extremely high unless you have a combination of inhuman low reaction time, extremely low ping, are out of range of their attacks, or can chain defensives for long periods of time.
The safest option is going to be to create distance the instant the opponent approaches into their attack range because you won't have enough time to tell what skill the enemy is using, much less be able to figure out what you want to use to counter it. This is insane fast-twitch levels of combat that you would see in a fighting game. I noticed this for the ranger showcase as well where the arrows moved so fast I assumed they were hitscan (also evidenced by the fact that arrows seemed to travel through terrain, so the projectile trail is likely just for show.)
The flipside is if you're the melee attacker and the enemy dodge rolls backwards once, you miss 3 skills cause you can cast half your bar in 2 seconds.
https://youtu.be/DwWK9HJNJRQ?t=1088