Home Blog

Guild Wars 2 Crafting Complete Guide By: Jerich


Over the past three beta weekends, I leveled each crafting discipline (All except huntsman over 100).  I also spent a ton of time mapping zones and researching any source I could find.  Here are some pointers to help you hit the ground running when the game releases.

Table of Contents

Part 1:  A Crafting Overview
Part 2:  Choosing a Crafting Discipline
Part 3:  Crafting Explained (with Tips for Leveling) (Basic) (Intermediate) (Advanced)
Part 4:  Gathering Explained (More than Just Nodes!) (Basic) (Intermediate) (Advanced)(for Gaiscioch Members)
Part 5:  Crafting Maps (Vendors, Farming Locations, and Gathering Routes)
Part 6:  Tips for Selling on the Trading Post
Part 7: General Tips / Tricks
Part 8:  Discipline Specific Tips / Recipes (Armorsmith) (Leatherworker) (Tailor)(Weaponsmith) (Huntsman) (Artificer)(Jewler)(Chef)
Part 9:  Useful Links
Part 10:  Thanks and Recognition
Part 11:  How to Leave Feedback for this Guide

Part 1:  A Guildwars 2 Crafting Overview

Three Things Everyone Should Know About GW2 Crafting

#1:  Everyone should Gather
Gathering in Guild Wars 2 is a HUGE source of experience and loot.  Even if you are not going to craft in GW 2, the first thing you should do when you start leveling is to buy some gathering tools and at least harvest the nodes on your questing path.  I will discuss gathering more in part four.
#2:  You Don’t Want to Level Crafting by Grinding on Default Recipes
The fastest and most efficient way to level crafting disciplines is to use the discovery process.  If you choose not to use this feature, you will need about two to three times the materials.  (Note: Artificer, Chef and Jeweler sometimes break this rule.)
#3:  You Should not Try to Learn all the Recipes
The Guild Wars 2 system is designed so that you will only learn about 1/4 to 1/3 of the total crafting recipes while leveling.  If you try to learn them all, you need three to four times the ingredients (which could be better spent leveling an entirely different discipline).
Why you should craft in Guild Wars 2
While you could play Guild Wars 2 without crafting, there are several reasons to consider picking up a couple disciplines even if you weren’t planning on it:

  • Experience:   Every crafting profession will give you ten character levels.  When you throw gathering in the mix, it is not impossible to get over 25% of your character experience just through crafting.
  • Self Sufficiency:  Even with a global trading post, there are often times you will not be able to find the exact item you want.  Leveling crafting lets you tailor make your equipment to whatever stat you want without having to hope that someone put the exact item you want on the trading post  for a decent price.
  • Fun:  If you value discovery and making your own gear, the Guildwars 2 crafting process is easy, non-grindy and fun!
  • Completion:  If completion is your thing, no character is fully maxed out without two level 400 professions.  (A few people may even say eight!)
  • Helping Others:  It is fun to be able to meet other people’s needs.
  • Achievements:  Crafting actually has its own achievement section!  You have to max out every discipline and do quite a bit of gathering and salvaging to complete them all.  Also, many of the daily and monthly achievements (which have great rewards) are crafting related.  (Note: Luckily these achievements seem to be by account based instead of character based.)
  • Epic Items:  You will need to have at least two crafting disciplines maxed to make epic weapons.  These are the mountaintop goals of GW 2 PvE.
  • Profit:  While it can take a lot of work to become wealthy while crafting, it is actually one of the better ways to become wealthy (if you know what you are doing).  I will write a section on this later.
  • Convenient Bank Access:  You can access your bank via crafting stations.  Since there are crafting stations at each major outpost, this means you will be able to access your bank on the field.

What are the Guild Wars 2 Crafting Disciplines?
Guildwars 2 Crafting Disciplines at a Glance

*In addition to specialty bags, armor crafting professions can all make normal and invisible bags.  Jeweler Accessories consist of rings, earrings and necklaces.
What are the steps of the Guild Wars 2 Crafting Process?
Guild Wars 2 does not employ any crafting mini-games like Everquest 2 or Vanguard Saga of Heroes.  This is what the general crafting process looks like:

Step 1:  Gathering your Raw Materials (using one or more of these methods)

  • Harvest a node
  • Break down equipment by using a salvage kit
  • Loot items from monsters
  • Buy items from vendors for gold or karma (some of which must be unlocked first)
  • Transmute the ingredient using the Mystic Forge (either upgrade the tier of component or make an entirely new one)

Step 2:  Combine your Raw Materials into Intermediary Ingredients

Step 3:  Combine your Intermediary Ingredients to form a finished product

  • Using a recipe if you already have it
  • Using the discovery process if you do not

Here is a more detailed chart for you visual people that shows how the complete cycle works…

Crafting Cycle Image
How is Guild Wars 2 Crafting Different than Other MMOs?
While there are similarities to existing MMOs, Guild Wars 2 definitely has some distinctives.

  • It is Discovery Based:  You are given very few recipes and have to experiment (or read a guide) to uncover new ones.  This is by far the most efficient way to level and actually pretty easy if you know what you are doing.
  • It is Anti-Grind:  You do not need to make 100 widgets to level crafting in Guild Wars 2.  If you are doing it right, you will only need to make one each of a specific finished product.
  • It is Big: There are a ton of recipes to discover.  Armor Smith alone has over one hundred and  fifty finished products in tier one.  Expect there to be well over 500 valid recipes for each profession.
  • It has Bloat (which is a good thing):  Each  crafter is not meant to discover everything.  Most people will make less than a quarter of the total recipes while leveling.  This is by design and discovering each recipe will be a time consuming (and somewhat wasteful process).  You could most likely level four to five disciplines with the resources necessary to completely explore one of them.
  • It is More Streamlined:  From being able to send crafting materials directly to your bank, to being able to access your bank while crafting, to being able to discover recipes without every looking at a guide, Guild Wars 2’s crafting process is more user friendly than any game I have played.
  • It is Not Random:  While some people may debate this with me, I believe this is a good thing.

Won’t a Global Trading Post Ruin the Crafting Market?
While this has worried many people, Arenanet has designed their crafting system to work with a global marketplace.  Here is how:

  • You don’t need to make more than one of any item while leveling.  This prevents crafted items from flooding the marketplace.
  • You won’t discover more than a quarter to a third of the items while leveling.  This means that everyone will have niche recipes that they make that other people don’t.
  • There are a ton of recipes to make (that means that there are enough niches to satisfy a lot of people).
  • Due to Guild Wars 2’s item scaling philosophy, crafted items won’t become obsolete with new content like they do in other MMOs.
  • Crafted items are Bind on Equip, so people won’t be able to resell them after using them.
  • This is not to say that it is easy to make a profit crafting (it isn’t), but many crafters have made money and have made a lot of it.

I believe that these factors will enable a smart and motivated crafter to turn a profit even when faced with the competition from a global marketplace.  I will go into detail on how later.

Part 2: Choosing Your Crafting Disciplines 
You can choose two active crafting disciplines per character.  While you can actually have more, doing so incurs a cost (40 silver at max level) each time you want to swap back to an inactive discipline.  There are a variety of reasons to choose a particular set of crafting disciplines on your character.  Here are some things you should think about before choosing.

Is it Useful to Your Profession? 
Here is a chart of which discipline I think is most usefull to each profession:

Discipline Usefulness by Profession Chart

For those that want a little more information, here is a more detailed list of why I picked the choices above.   I sorted them so the discipine I personally feel most useful to each profession is on top:

All Professions

  • Jeweler: Accessories (5 out of 11 gear slots), Item Upgrades
  • Chef:  Consumable Food Buffs
  • Artificer:  Consumable Potion Buffs
  • All Armor-Making Disciplines:  Various Bag Types



  • Armorsmith:  Armor (6 out of 11 gear slots), Bags, Armor Runes
  • Weaponsmith: Melee Weapons (7 out of 11 weapons), Weapon Sigils
  • Huntsman:  Ranged Weapons (4 out of 11 weapons), Weapon Sigils



  • Armorsmith:  Armor (6 out of 11 gear slots), Bags, Armor Runes
  • Weaponsmith: Melee Weapons (6 out of 11 weapons), Weapon Sigils
  • Artificer: Magic Weapons (4 out of 11 weapons), Weapon Sigils, Consumable Potions Buffs
  • Huntsman:  Ranged Weapons (1 out of 11 weapons), Weapon Sigils



  • Leatherworker:  Armor (6 out of 11 gear slots), Bags, Armor Runes
  • Weaponsmith: Melee Weapons (3 out of 6 weapons), Weapon Sigils
  • Huntsman:  Ranged Weapons (3 out of 6 weapons), Weapon Sigils



  • Leatherworker:  Armor (6 out of 11 gear slots), Bags, Armor Runes
  • Huntsman:  Ranged Weapons (3 out of 4 weapons), Weapon Sigils
  • Weaponsmith: Melee Weapons (1 out of 4 weapons), Weapon Sigils



  • Leatherworker:  Armor (6 out of 11 gear slots), Bags, Armor Runes
  • Weaponsmith: Melee Weapons (5 out of 10 weapons), Weapon Sigils
  • Huntsman:  Ranged Weapons (5 out of 10 weapons), Weapon Sigils



  • Tailor:  Armor (6 out of 11 gear slots), Bags, Armor Runes
  • Artificer: Magic Weapons (4 out of 5 useable weapons), Weapon Sigils, Consumable Potions
  • Weaponsmith: Melee Weapons (1 out of 5 useable weapons), Weapon Sigils/li>

  • Tailor:  Armor (6 out of 11 gear slots), Bags, Armor Runes
  • Artificer:  Magic Weapons (4 out of 8 weapons), Weapon Sigils, Consumable Potions Buffs
  • Weaponsmith:  Melee Weapons (3 out of 8 weapons), Weapon Sigils
  • Huntsman:  Ranged Weapons (1 out of 8  weapons), Weapon Sigils



  • Tailor:  Armor (6  of 11 gear slots), Bags, Armor Runes
  • Artificer: Magic Weapons (4 of 9 weapons), Weapon Sigils, Consumable Potions Buffs
  • Weaponsmith: Melee Weapons (3 of 9 weapons), Weapon Sigils
  • Huntsman:  Ranged Weapons (2 of 9 weapons), Weapon Sigils

Which disciplines work well together materials wise?  
Which disciplines are synergistic with regards to materials?  I researched this by making a spreadsheet of all the materials used in Tier one Crafting by profession and then graphed the outcome.  Here is the result:

Crafting  Material Distribution Chart (Tier 1)

As you can see, the limiting component for the six equipment making professions is Fine Crafting Materials (like a Vial of Weak Blood or a Tiny Totem).  These are materials that primarily drop from monsters, they cannot be harvested.  If you attempt to do more than one of these professions, you will need to either grind or buy extra Fine Crafting Materials from the Auction House.  In fact, the trend has been for Arenanet to increase the ammount of fine crafting components needed.  At the time I am writing this guide, the percentage of fine crafting components needed has actually increased.

Armorsmith and Tailoring use the most cloth, which I find the hardest ingredient to collect in large amount.  All the Weapon skills use varying amounts of wood and ore.
 What conclusions can we make from this chart?

  • Since Jeweler and Chef are the only professions that don’t use Fine Crafting Materials, they are the best complimentary discipline for any other discipline.  (Note that artificer does use some cooking ingredients for potions)
  • In particular, Jeweler works best with any metal heavy discipline (since you get gems from metal nodes).  While this is challenging for Tier 1 since they both use copper ore, they use different metals in T2 and T3 (but the same metals again in T4-T6).
  • To a lesser extent, any weapon crafting discipline works well with any armor crafting discipline.  Armor Crafter and Weaponsmith are the worst of these combinations since they both use metal.
  • The worst combinations are two Weapon or two Armor disciplines.

What type of player are you?  
Certain types of playing styles yield themselves to gathering different kinds of materials.

The Event / Heart Farmer
This kind of player goes from heart to heart but doesn’t make a huge effort to explore the nooks and crannies of an area.  While not going out of their way for gathering, they will salvage drops and gather nodes that are in their path.  Basically they just ride the event wave of the zone.  This playstyle will yield equal amounts of ore, cloth, wood and fine crafting materials but low gems.  The following disciplines match this playstyle:

  • Best Fit:   Tailor, Leatherworker, Artificer
  • Okay Fit:  Huntsman, Armorsmith, Chef
  • Avoid: Weaponsmith, Jeweler

The Explorer
This kind of player likes to explore the nook and crannies of a particular zone.  They will go into caves, scrape the edges and swim down to the bottom of lakes just for the fun of it.  This playstyle gets slightly more of everything than the previous, but gets a LOT more gems and ore.  Because of this, they are the perfect candidates for the following disciplines:

  • Best Fit:  Weaponsmith, Jeweler
  • Good Fit:  Everything Else
  • Avoid:  Nothing… these guys can do it all.  (Avoid Chef, though, if you only plan on doing one or two starter zones)

The Completionist
This kind of player completes every zone in order, getting every heart, exploring every zone, and basically just likes to have 100% completion on every area in the game.  They will get a lot of every material and their ore ratio will depend on how far off the beaten track they go.   If they just go from point to point, their material ratio will be more like the Heart Farmer.  If they go off the beaten track it will be more like the Explorer.  Needless to say, though, these guys will be swimming in materials and may even have enough to feed four or more disciplines on alts (unless they try to discover every recipe… that way leads to madness).

  • Best Fit:  Chef (This discipline needs access to heart vendors across a wide ranger of areas… Only a Completionist can really do it justice)  Right now, however, chef is fairly easy to level and you cannot make much profit on it.  Personally, however, I think it is the most fun of all disciplines.
  • Good Fit:  Everything else and perhaps  3-4 more disciplines.  Your only problem will be being too high a level to use your gear… but that is what alts are for!

An Example of Two different playing Styles
I did two heart runs during the beta.  One was a leisurely 11 hour 15 minute full clear of Queensdale.  The other was a four hour rush through hearts in Wayfarer foothills where I just mapped many nodes instead of mining them.   Here are the crafting materials I got for both of them:

  • Leisurely run: 370 copper, 76 jute, 134 leather, 270 wood, 165 fine crafting materials, 88 gems
  • Quick run:  48 copper, 46 jute, 24 leather, 76 wood, 44 fine crafting materials, 5 gems

Do you want to sell your goods on the Market?  
Some people craft for profit as well as fun.  This style of player is most likely interested in producing items that the largest amount of people need.  I tried to project this by using guildwars2census.com and taking note of the class percentage data.  I then processed the various goods disciplines make by class and created a chart that says what percentage of the market each discipline makes gear for  (Note:  I assumed people would only buy about 4-6 weapons including underwater but would buy a full set of gear).  Here is the chart:

GW@ Crafting Market Analysis Chart

As you probably expected, Jeweler comes out way ahead since it makes goods that every class can use.  Weaponsmith makes weapons that almost every class can use so it is second.

  • Disciplines with Highest Market Coverage: Jeweler, Weaponsmith, Tailor
  • Disciplines with Lowest Market Coverage:  Armorsmith, Huntsman, Artificer*

* While Artificer falls dead last, remember that both it and Chef make consumable buffs.  If these become the standard for dungeon and WvWvW raids, both of these professions may turn out to be lucrative.

One thing to to keep in mind while  looking at this chart, however, is that it only takes into account potential demand for items.  The price of items will also be dependent on supply and this will be hard to predict before the game goes live.  Recently, John Smith (The Economist of GW 2) posted a blog about the beta economies here.   It seems that jeweler was the most popular profession by a lot.  If this trend continues, weaponcrafting professions may be the most lucrative in terms of supply and demand.

Also be aware that artificer, jewelcrafting and cooking seem to be the easiest professions to level right now (because they are not as dependent on fine crafting materials).  Be aware that this will affect supply.  I will talk more about how to sell your goods on the Auction House for profit in part 6 of this guide.

Do you want Legendary Weapons?   
If you desire to eventually get legendary weapons for your characters, you may be interested to know that each legendary weapon requires two components that can only be made by max rank 400 crafters.   We don’t know whether these can be traded for or not, but you may want to make them yourself anyway.  Each weapon requires two different crafting disciplines and while this is a pre-launch list that may be subject to change… Here are some possible combinations (according to the reddit post http://www.reddit.com/r/Guildwars2/comments/xnbom/what_we_currently_know_about_crafting_legendary/ ):

Update:  We now know how to make each legendary weapon!  Be warned that they take over two million karma and many many resources to make.  Read this guide for more information:  http://www.guildwars2guru.com/news/780-the-recipe-for-crafting-your-legendary-including-screenshots/:

  • Axe: Jeweler, Weaponsmith
  • Dagger: Cook, Weaponsmith
  • Greatsword: Armorsmith, Weaponsmith
  • Hammer: Jeweler, Weaponsmith
  • Mace: Armorsmith, Weaponsmith
  • Shield: Armorsmith, Weaponsmith
  • Sword: Artificer, Weaponsmith
  • Spear: Leatherworker, Weaponsmith
  • Longbow: Leatherworker, Huntsman
  • Shortbow: Jeweler, Huntsman
  • Rifle: Tailor, Huntsman
  • Pistol: Armorsmith, Huntsman (Some people say it uses Tailor instead of Armorsmith)
  • Torch:  Unknown, Huntmsan
  • Warhorn: Leatherworker, Huntmsan
  • Speargun: Cook, Huntsman
  • Focus: Jeweler, Artificer
  • Scepter: Armorsmith, Artificer
  • Staff: Cook, Artificer
  • Trident: Leatherworker, Artificer

Maxing Every Discipline – Alts or Not? 
While you can only have two active disciplines, you can swap between them without losing recipes.  The cost per swap is 10 copper per crafting level (or 40 silver at max level).  This allows you to have all disciplines at maximum on one character if you are willing to pay the costs.  Here are the pros and cons to each:

Using Alts

  • Pro – Cheaper… you don’t have to pay the fee for switching
  • Pro – You get 20 free levels on your alt for maxing two professions
  • Pro – More bag space between characters for intermediary components
  • Con – You have to swap characters often.
  • Con – This will make newbie areas slightly easier if you powerlevel crafting since your alts will all start at level 20.  Guild Wars 2 level scaling mostly mitigates this effect but not completely.  (Some people may see this as a Pro)

Recommendation for using alts

  • If you are using alts, combine your weapon and armorsmithing disciplines on the same characters.  This allows you to buy the rare and exotic karma recipes one (or two times) instead of once for each recipe.

Using One Character

  • Pro – Your main character is more “complete”
  • Pro – 60 extra skill points on your main character (makes getting legendary weapons easier)
  • Pro – You don’t have to swap characters to make an item
  • Pro – You will be able to make the components for any epic weapon you want
  • Pro –  Some heart vendor recipes are soulbound.  This means that you will have to explore with alternate characters to get them if you don’t craft on your main.
  • Con – This can get expensive if you switch often (40 silver may not break the bank, but it isn’t cheap either)
  • Con – Space will get short and you will find yourself muling often.


Part 3: Crafting Explained (with tips for leveling)

Crafting Basics A: Learning a Discipline
Typically the first thing you should do with a new character after doing one or so hearts quest is buy some gathering tools.  I will talk more about this later.  The next thing I would do if this is your first time playing Guild Wars 2 is to explore your home city.  In particular, look for the bank, the Asuran Portal to Lion’s Arch, and the crafting area… Here is what they look like:

Finding A Crafting Trainer

Once you have decided on your two disciplines, it is time to talk to the master crafter and learn them.  Don’t worry too much about choosing wrongly.  It is free to drop one of your existing disciplines and pick up a new one later.  It is also fairly inexpensive to pick up a discipline you dropped.  (10 copper per skill point).

Personally, if this is your first time playing, I would go to Lion’s Arch at this time through the glowing Asura gate in your home town.  I would do this for two main reasons…

  • Lion’s arch is the way to get to other Newbie areas (you will likely want to do at least a couple).
  • Lion’s Arch is the best place to craft in the game (crafting stations, auction house, bank and Mystic Forge are all in one convenient location).

I used to do all my crafting in Divinities Reach, but honestly, Lion’s Arch is so much better than any other area that you want to make this your crafting home.

Becoming a Crafter is as Easy as Selecting a Quest

Now that you are a crafter, you should go out and farm some nodes, kill some monsters, and do heart quests / events until you hit level 5 (the first level where you can make items you can wear).  You won’t have a ton of bag space yet, but you can right click on crafting components and send them directly to your bank.  Once you hit level 5, you probably have enough components stored up to begin crafting…

Crafting Basics B:  The Crafting Station
You will want to run up to your crafting station and interact with it.  A big user interface will then pop up with a variety of tabs you can pick from.  There are four in all…

The tabs of the crafting station

The first place to begin is to go to your collections tab… If you have been gathering components and sending them to your bank, this is where they show up.  In order to start crafting, you actually have to transfer all relevant materials to your inventory.

Note that now might also be a good time to either craft yourself eight slot bags if you have the components, buy them off the auction house or at least buy four of the leather bags you can buy from almost any vendor.

The Collections Tab

Now that you have moved your materials to your inventory, you can switch to the recipe tab and start crafting.  The first thing you will need to do is refine your basic materials.  You should always do these in batch as soon as you are able to make a new tier because you want to get as many levels as possible through refinement.

Refining your raw components

After I have done this, it is time to make some intermediary components.

Image Showing the Making of a Crafting Component

If this is your first time playing, you probably won’t have enough materials to make a ton of items.  You probably do have enough to make some.  Hopefully you have some weak blood by now.  If you do you can make some level five weapons or armor.  You might also want to make yourself some bags and runes if your profession allows it.

Crafting Basics C:  The Discovery Process
You may be tempted at this point to grind your levels on basic things like bags and simple armor.  You should not do this.  Guild Wars 2 crafting is discovery based and you level at least twice as fast using the discovery system.  My next step is usually to make enough components to begin the discovery process.  In the case of leveling Armorsmith, that means I will need to make some insignias.

An Image Showing how to Make Insignias

Once you have enough made components, you can switch over to the discovery tab and begin the discovery process.

The Discovery Process Part 1

The first thing you will see when you do this is a bunch of materials on the left.  These are all the materials that are the ingredients of at least one new recipe you can discover.   You can select any of them by either double clicking them or dragging them to the right.  (Note:  Charlatan pointed out that components can sometimes appear in red for cooking if you have found all the level appropriate recipes for that component.)

The Discovery Process Part 2

Now that you have selected at least one component, you can clearly see how many undiscovered recipes there are that use it (note that not all of these will currently be creatable at your skill level).  You can also see the required skill level for the currently selected item.  The nicest thing about the discovery pane, is that the items that don’t combine with the selected material will gray out (which makes finding new recipes fairly easy).
 Next I just keep adding components…

The Discovery Process Part 4

Notice that all the other components are now grayed out and I have the option to craft this new recipe.

The Discovery Process Part 5

When you click the button, the UI tells you what you have crafted, adds it to your recipe list and gives you the option to make more.  If particular, note the large amount of bonus experience we get for discovery.  In this case it is 100% but it can go as high as 150% if we get a critical success.  This is the main reason you generally want to level crafting through discovery.  You can level with half the materials you would use just by grinding.  Next I will talk about how to efficiently level crafting.

Intermediate Crafting Part A:  The Guild Wars 2 Tiered Crafting System
Crafting in Guild Wars 2 uses six tiered system.  During the beta weekend events we have been able to get to tier three.  Here is a chart that shows the tiers as of Beta Weekend 3 (I have added the tiers after tier three by searching for recipes).

Guildwars 2 Crafting Tiers at a Glance

As you can see, there is a repeating pattern of 75 skill point for each level except for tier five (which has 100 skill points) and tier six (which has one skill point).  Every discipline except cooking (which follows a real world recipe system) follows this pattern:

  • First 25 Skill Points:  Refine Base Materials, Make Component Items, Fine Equipment (Three Types)
  • Next 25 Skill Points:  Fine Equipment (The Other Types)
  • Final 25 Skill Points:  Masterwork / Rare (T2-T4) Equipment
  • Tier 5 Extra Skill Points:  Rare Equipment
  • Tier 6: Exotic Equipment (Requires Globs of Ectoplasm as a Limiting Ingredient)

Now let’s more closely example a tier in detail.

Intermediate Crafting B:  How Each Tier is Structured
If you want to level as effieciently as possible, you need to understand the strucutre behind each crafting Tier.  Every discipline except cooking uses a repeating pattern.  Let’s look more closely at T1 Armorsmith…

A Closer Look at the Tier 1 Armorsmith

As you can see, the tier can be split into three sub-tiers of skill, each being comprised of 25 skill points:

  • In Sub-Tier 1: We will primarily refine our raw materials, make crafting components and discover the first level of armor  (Note that in this tier we can make three types of armor)
  • In Sub-Tier 2: We will primarily discover the next level of armor (Again three new types)
  • In Sub-Tier 3: We will discover masterwork armor.  Since masterwork armor takes a lot of fine crafting components to make, this is the most difficult sub-tier to skill through.
  • Once you get to skill level 75 you repeat the process, but this time with Tier 2 components.

Intermediate Crafting C:  Tips for Efficient Leveling
Here are some general tips that apply the above information to level as efficiently as possible….

Tip #1:  Make your refinements and components as soon as they become available.
Refinements and components only give experience for twenty five levels.   You will want to front-load them as much as possible because doing so will extract the maximum experience  before they go gray.  I always start by doing batch refinement of everything I have collected so far and then make enough components for my discovery process.  Read section D for an example of how to do this in practice.

Tip #2:  Discovery is almost always better than grinding.
The reason why is that discovery yields 100% more bonus experience than grinding on a known recipe.  The only reason I would grind is if you are making something that you will use (bags, gear, multiple runes, etc) or if you find an especially easy recipe (cooking and artificer have a lot of these low hanging fruit).  Also note that jeweler has less recipes than the other professions.  You will most likely have to make duplicates from 25-50.  After this,  you will have enough recipes to level with discovery. (Thank you wildclaw and Lasmrah for bringing this up)

Tip #3:  You should make items appropriate to your sub-tier when possible
You may be tempted to keep leveling a Sub-Tier 1 level item once you hit level 25 because they will still yield experience.  Resist the urge.  Why?  You will level much faster and more efficiently using the Sub-Tier 2 armor that just opened up.  This will mean you will have more available fine crafting components for Sub-Tier 3.  Since this is the hardest Sub-Tier to get through, you will need to save as many components as possible.

Tip #4:  Be adaptable in your level strategy.
Have you been finding a ton of a specific component?  Go ahead and discover one of each type of item that component can make.  Are you finding an even amount of components?  Cherry pick the recipes that use the least amount of materials and make one type of each of those.  You should be constantly evaluating what you have available and use the appropriate materials.  The main thing to watch out for is the second set of 25 points.  Don’t violate Tip #3 if you can help it.

Tip #5:  Don’t be afraid to use the trading post.
You can get a lot of discovery points making things like runes and sigils if you buy the rare components on the trading post.  Always be searching for cheap fine crafting materials and rare components.  Sell you excess materials and buy these cheaply.  You will level a lot faster if you do.

Tip #6:  Become best friends with web crafting databases
While most of the general recipes are predictable, you will often miss easy experience like runes and bag discoveries.  You should bookmark sites like http://wiki.guildwars2.com/ and http://www.gw2db.com/ and get used to using them.  I use Guildwars 2 wiki to get a general understanding of what is available to craft and gw2db for its sorting potential.  In particular gw2db.com can sort according to crafting discipline and skill level.  This lets you see at a glance what you can craft.

Tip #7:  Don’t kill yourself with efficiency, expecially if you are making equipment for yourself as you go
You don’t need to worry about being as efficient as possible.  As long as you are not completely inefficient you should be able to level quickly and easily.  Just making gear you are going to use will almost take you through a tier.   The bellow example illustrates this point.

Intermediate Crafting D:  An Example of Leveling from 0 to 75 Armorsmith
Let’s say I am making a new warrior and I want to create my own gear and bags while leveling.  I don’t have access to the resources of another character so I won’t be able to do things like frontload the first 20 points of each tier with refinements and components.   Here  is what I can expect assuming I am really unlucky and don’t get any critical successes (You will actually level slightly faster than this example).

Character Level 1-5 (Armorsmith Skill Level 0)…
During these early levels, I will mine ore, farm jute and some blood.   Once I get to level 5 it is time to make some armor and runes to wear!

  • Refine 25 copper ingots:  (Current Skill Level 5)  Edit (In the last stress test I tried this and remembered you can only refine copper in chunks of 5.  I need to recalculate)
  • Refine 8 jute: (Current Skill Level 7)
  • Make bronze glove lining, bronze glove panel, bronze chain chest lining, bronze chain chest padding, bronze chain leggings lining, bronze chain leggings panel, bronze chain boot lining, bronze chain boot panel.  (Current Skill Level 10)  Edit (Don’t make simple chain legs until they are fixed.  As of the last stress test they use the box of armor recipe instead of the correct one.  You will waste components.)
  • Make simple mighty gauntlets, shoes, coat and leggings.  (Current Skill Level 14)
  • Discover a rune of life:  (Current Skill Level 17).
  • Make three more runes of life:  (Current Skill Level 20)

Character Level 6-10 (Armorsmith Skill Level 20)…
I continue to mine ore, farm jute, etc.  I am also going to try to get twelve bone chips so I can make myself some vital armor.  Once I have the materials, I will make myself two eight slot boxes and some level 10 armor.

  • Refine 20 bronze ingots:  (Current Skill Level 21)
  • Create 2 eight slot boxes: (Current Skill Level 23)
  • Refine Ingots, create a suit of chain components and 4 vital jute insignias:  (Current Skill Level 24)
  • Discover a full set of vital chain armor:  (Current Skill Level 28)
  • Make 4 runes of life:  (Current Skill Level 31)

Character Level 11-15 (Armorsmith Skill Level 31)…
Continue to farm ingredients and level.  I am going for a defensive character with my warrior so I decide I want toughness this time and make sure I either farm fifteen tiny scales or get them from the auction house.  I also need four crystal and molten slivers to make runes for my level fifteen armor.  I am also going to want three tiny scales and three glittering dust to make my last two 8-slot bags.

  • Make my 5 resilient insignias and a set of chain components:  (Current Skill Level 34)
  • Discover my resilient bronze armor:  (Current Skill Level 44)
  • Discover an 8-slot equipment box and 8-slot safe box:  (Current Skill Level 47)
  • Create a rune of life… Create / Discover 2 minor runes of the soldier and fighter.  (Current Skill Level 51)  (Edit: I couldn’t buy charges slivers since they were too expensive this last stress test… so I just discovered a piece of precise and healing armor instead)

Character Level 16-20 (Armorsmith Level 51)…
I am continuing to level and farm Tier 1 materials.  Note that I will start finding tier two materials somewhere in this level range.  In keeping with my defensive theme, I’m going to make some masterwork resilient armor and keep the same rune combination as last time (with one rune of Svanir thrown in the mix).

  • Make my armor components and six embroidered jute insignias:  (Skill Level 55)
  • Make my 2x runes of the soldier, warrior, 1x rune of life and discover a minor rune of Svanir:  (Skill Level 59)
  • Make my masterwork resilient armor:  (Skill Level 70).

Note that at this point, I am probably only one four discoveries away from Skill Level 75 and Tier 2 (depending on how lucky I have been with my discoveries).  That should be pretty easy at this point.

(I tested this progression on the 8-21 Stress test and aside from the comments I have already made it worked as expected.  I ended at 73 skill after bonuses and was able to get to 75 by crafting a couple extra masterwork discoveries)

I don’t typically plan out my leveling path in this much detail, but I wanted to show you how easy it is to get from one tier to the other even if you are not 100% efficient.  You can practically do it just making items that you are going to personally use.  While it is possible to level a bit more efficiently that my warrior did in this example, you can still level crafting while you level up your character and keep yourself geared at the same time.

Advanced Crafting A:  How crafting experience Is Calculated

The Math Behind Crafting Experience 
People at Guild Wars 2 Wiki have already figured out how the experience formula for crafting works.  I am going to get a little mathy here… so if you don’t like math, feel free to skip to the conclusions summary after the next chart.

 The raw equations (taken from wiki.guildwars2.com):

  • Equation for Experience Needed per Crafting Level:  xp_req(N) = floor(xp_req(N-1) * 1.01) where
    • The first crafting level requires 500 experience.
    • Each level beyond that requires 1% more than the last.
  •  Equation for Crafting XP Gain per Item: xp_gain(N) = xp_req(N+1) * multiplier * (1.0 – (N – N_min) / span) where
    • Refinements have a multiplier of .3 and a span of 25
    • Parts have a multiplier of .6 and a span of 25
    • Items / Foods have a multiplier of 1.4 and a span of 40
  • Discovery gets a bonus of 100%
  • Critical successes get a bonus of up to 50%
  • Making items in batch may or may not give bonuses (this is currently being debated on the talk page of the wiki)

The important thing to note here is that the xp gain equation takes the requirement for the next level into consideration.  This means the leveling curve is flat and the percentage of experience you get towards your next level is only dependent on the item type you are making and how much you exceed that items minimum level requirement.

By using these principals and the equations, we can build the following experience gain chart which should be viable for the entire crafting process:

Crafting Experience Chart
 Observations (Non-mathy folks start reading again here)

  • Refinements and components only give experience for 25 crafting levels beyond the minimum.
  • Gear / Food gives experience for 40 levels beyond the minimum.
  • Discovering a recipe at the level it opens can yield almost 3 crafting levels of experience!
  • Gear / Food and Discoveries will give you the Bulk of your experience.

Advanced Crafting B:  Tips for the Completionist who is Overleveled
One problem serious crafters may face is being overleveled.  If you are serious about cooking and leveling multiple professions at once you are probably going to go for completion of each zone.  This means that you may hit level 25 before you start getting many tier two ingredients.  It would be a sad thing indeed to not be able to create your own gear!  Here is how to get around this problem…

Tip #1:  Offer to Make Gear for your Guildies/Friends!
Most likely, you are leveling slightly slower than the powerhouses of your guild that are not going for multi-zone completion.  Offer to convert their raw materials into gear for them.  You get levels and they get gear.  Everyone wins!

Tip #2:  Use the Mystic Forge!
Even if you don’t have any friends, you should at least make friends with Zommoros.  He is always willing to help you out… for a price.:)  You can actually covert one tier of ingredients to the next using the Mystic Forge.  I will go into this more in the next section.  If you are doing multiple full clears of zones, you are most likely swimming in Tier 1 components and skill points.  You can use those extra ingredients to start you on your Tier 2 journey so you don’t miss out on the fun of self-crafted gear.

Tip #3:  Use the Trading Post!
Sell some of your excess ingredients and buy tier two ones.  While this is usually more expensive than the Mystic Forge, you should be able to get some great deals if you look for them.  Some components make gear that not a lot of people want and these tend to go for cheap.

Part 4:  Gathering Explained (More than Just Nodes)
You need to gather raw materials in order to start crafting.  Fortunately Guild Wars 2 gives you a large variety of methods to do this…

Gathering Basics Part A:  Sending your Materials to Your Bank 
The most important thing you should know about gathering in Guild Wars 2 is how to manage your inventory.  Typically crafters always have a ridiculously hard time managing their bulging packs in MMOs.  Guild Wars 2 helps in this regard by giving you the option to send your materials directly to your bank while on the field.

How to Deposit your Materials to Your Bank

You have two options…

  • The first (easy to miss because you have to pick the dropdown on the top of your inventory) is to send all the collectables in your inventory directly to your bank.
  • The second is to right click on each collectable one at a time and send it to your bank.

There are  two small issue, however, with this feature right now:

  • First, your faithful mini-pets are not safe!  Unfortunately, mini-pets count as a collectable.  This means that the send all feature will boot them directly to your bank.  There are three solutions to this problem.
    • One is to have a copy of your minature already in the bank collections.  This will prevent your inventory one from being sent.
    • The second is to get tailor made craftman’s bag.  Materials will be placed here first and therefore be easy to right click one at a time and send to your bank.
    • Third, placing a mini in an invisible bag / safe box will keep them safe.  No materials in these will be sent to your bank.  (Thanks Cetacea and Charlatan for this bit of information)
  • Second, sometimes items don’t get sent.  The reason is that your collections tabs in your bank can only store 250 of each component.  As soon as you have this many, items will no longer be sent to your bank.  As you probably imagined, there are ways to work around this too (Other than just use or sell it)…
    • Move the material from your collections tab to your bank proper.  If you are a crafter, you will be able to access your bank at the workstations at every major crafting station.
    • You can mail the excess to a secondary account or friend and have them return the mail to you.
    • You can jump on another character and mule the item to them.  (You have a mule parked directly outside a bank don’t you?)
    • Now would be a perfect time to visit the Mystic Forge and transmute the component to the next tier!
    • As soon as the collections area is no longer jammed, you can start sending the material to your bank again.

Gathering Basics Part B:  Harvesting Nodes
If you have played Guild Wars 2 for any length of time at all, you have seen harvesting nodes both in the field and on your mini-map.  They look like this:

Gathering Explained
 How Node Harvesting is Different than other MMOs
If you have played other MMOs, you are familiar with having to share harvesting nodes or being annoyed when a group member runs off to harvest.  GW 2 is not like that.  Everyone in your party can see the node and every one can harvest it.  The node refresh timer is personal.  You also get a TON of experience for harvesting (about three monster kills worth) and nodes can drop rare items like gems and dyes.  This means a couple things.

  • You should always have the appropriate harvesting tools at hand and harvest most nodes you run across.
  • If you are grouped, you should make harvesting part of you scheme and all harvest every node you run across.

Gathering Tools
You would be surprised to know that more than fifty percent of the people I have talked to have never harvested one of them.  The primary reason, I believe is that they can’t find the gathering tools…

The first thing I do after making a new character is do one or two hearts.  As soon as I do this, I have enough money for a set of basic gathering tools.  While there are multiple kinds of gathering tools, you only need a set of the copper ones to harvest newbie zones.

Gathering Tools Explained

  • There are three types of gathering tools.
    • Harvesting Sickles gather cooking nodes
    • Mining Picks harvest ore nodes
    • Logging Axes harvest wood nodes
  • Each gathering tool has a limited number of uses (30 nodes worth in the case of picks and axes, 50 nodes worth in the case of sickles).  I typically carry a spare of each type with me in case my tool breaks on the field.
  • There are multiple grades of picks ranging from copper to orichalcum.  Basically each new level of pick gathers a new tier of component.
  • You can equip them by right clicking on them.
  • There is NO benefit to using a higher tier tool gathering tool on a lower tier item.  Don’t waste them.
  • Black Lion Chests have a chance of spawning rare gathering tools that only have ten charges but are “Extremely efficient at gathering resources and uncovering rare components.” (like gems and dyes)

 Here are some locations of vendors who sell them:

  • In Queensdale – Horatio in the Shaemoor pub sales them.
  • In Ashford – Kaladrian the Greedy in the Village of Smokestead
  • In Wayfarer Foothills – Odgrim near the Horncaller Waypoint
  • One of the first NPCs in every major starting city sells them.  If you can’t find one on the field, zone into your city and you should have no trouble.
  • At least one vendor in every major outpost sells them.  This is a great place to restock (I typically have a spare set at all times in case my tools break).
  • Often karma heart vendors will sell gathering tools.  This is a great way to get them if you are low on cash.

Seeing nodes (the control key):
Often you will be running toward a node on the mini-map and it will be hard to see.  This is especially the case with cooking nodes that tend to be hidden among a bunch of foliage.  Luckily the Guild Wars 2 control scheme will show all of the nodes, interactable items and enemies when you hold down the control button.  Warning:  If you remap your controls, make sure to remap this key… It is super useful

Using the control key to show nodes

Cooking farms
Sometimes you will come across a dense cluster of one type for cooking like the picture below:

A Gathering Cooking Farm

Supposedly each zone has one, these are the only places to get the specific cooking ingredients, and they are on a 23 hour timer.  Basically they are timed to give you the incentive to log in and farm them each day without feeling like you have to camp them.

Example locations

  • Lettuce Farms:  Queensdale, Metrica Province
  • Potato Farms:  Wayfarer Foothills, Plains of Ashford, Caledon Forest
  • Strawberry Farm:  Kessex Hills, Snowden Drifts
  • Spinach Farm:  Gendarran Fields

Gathering Basics Part C:  Using a Salvaging Kit
While you can gather ore, wood and plants from harvesting nodes, the primary method of collecting leather and cloth is to use salvaging kits.

Salvaging Items

There are two main types of drops that can be salvaged: scraps of cloth etc that are specifically designed to be salvaged and equipment that can be salvaged (but you might also want to use it or sell it).  Typically I salvage everything because there is an achievement for it and I love to get as many materials as possible, but a good case could be made for selling equipment to get money.  I will leave the balance up to you.

Types of Salvage Kits

  • Salvage kits range from Crude (the cheapest) to Master’s (the most expensive).
  • Like harvesting tools, salvage kits have a limited number of charges (15, 20, 25, etc).  Most likely, there will eventually there will be kits with 100 or more charges, but they haven’t been added yet.
  • While all salvage kits will give you basic components, higher quality kits have a chance of salvaging rare materials (used to make runes and sigils) and upgrade components.  I suggest using crude if you are poor and at least basic or fine if you have some extra cash.
  • You can also buy a Black Lion Salvage Kit (25 uses) from the gem store that will always recover an upgrade component.  Use this to recover those rare runes that you had to do 10 dungeon runs to get.  If you don’t want to pay real money for this, you can always buy the gems from other players.
  • Note that you can also combine the top three salvage kits with mystic forge stones to create a 250 use mystic salvage kit.  This is incredibly useful and I reccomend doing this while gems are so cheap.

Where can I buy them?

  • Typically you can buy them wherever you can buy your harvesting tools.
  • That means the first few vendors in every major city and every major outpost.  Make sure you don’t run out!
  • Heart vendors often sell salvage kits for a small amount of Karma.  This is how I typically get my kits at first.
  • Bags that humanoids drop have a chance of dropping them as well.  This is a great way to stock up if you are a cheapskate (like me!).

Gathering Basics Part D:  Vendors
You will often need to buy crafting components from vendors before you can complete your finished goods.  These range from someone standing next to the crafting station to a specific heart vendor you need to unlock.

Gathering by Vendor

Types of Vendors:

  • Master Craftsman:  These are the people that trained you in your discipline.  They sell items you need to either refine your raw materials or make your components.  They also sell rare insignia patterns for karma.  If you are interested in making your own gear or selling gear on the market, these are the recipes to focus on!
  • Unlockable Heart Vendors:  Heart vendors often sell specific crafting recipes.  You have to unlock them to access it.  Also, in the case of cooking, they sell ingredients you can’t get any other way.
  • Miyani in Lion’s Arch:  This Mystic Forge vendor sells items for skill points.  Read the advanced section for a little information on the Mystic Forge.
  • Scattered Vendors:  Other vendors are scattered throughout the land.  Honestly, we don’t have much information on them yet.  Be sure to explore and record your findings!

Intermediate Gathering Part A:  Monster Farms
NOTE:  If you haven’t turned on autoloot in the options tab… do this now.  You will hate life if you try to farm one of these without that.

Scattered throughout each map, there are locations that tend to drop a high percentage of crafting components (either fine crafting materials or cloth or leather).   Humanoid creatures are typically the best because they drop gear, cloth and leather fragments and bags filled with crafting components. The best places are usually tucked away in hidden locations which have a fast enough respawn to keep even a group occupied.  One such example is Beggar’s Burrow in Queensdale.

Gathering by Monster Farm

You reach it by means of a hidden door covered by shrubbery.  Inside is a bandit farm where the monsters spawn faster than you can kill them and drop a ton of bags.  In just 45 minutes this farmed during this last stress test I was able to come away with 55 jute cloth, 15 leather squares and 30 fine crafting components.  This is typically much faster than just questing as normal will yield.  When grouped, those numbers can rise to over 100 jute an hour.   If you need leather, on the other hand, there are a variety of Centaur Farms in Queensdale that drop at a fairly fast rate.  I recommend being on the lookout for areas like this in your travels.

Note:  The anti-farming code in the game will make it so you stop getting drops from monsters after about an hour.  If you find this happening, it is time to move to a new area.

Intermediate Gathering Part B:  Gathering Routes
Node positions in Guild Wars 2 tend to change slightly every time the server resets.  I get into some theory crafting based on my observations in the advanced section.  That being said, every zone has spots where nodes tend to be clustered more often.  If you pay attention to zone layout, you can typically find a path that will consistently yield good result.  For instance… SuperHeroGeorge and I (a fellow Guild member) have ran the below path over five times:

Gathering Route

Sometimes the nodes are not always in the same spots, but each time I have run this route, I end with over 100 copper, 75 wood and 9-11 gems.  That is not bad for something that can be run by a speed specced warrior in less than thirty minutes.
Respawn time
Unfortunately, as of the last stress test I was running into node respawn times of over an hour.  While some nodes respawned quicker than this, any closed loop you want to run multiple times will have to span an entire zone to be profitable.  I recommend finding a couple favorite paths, running them then doing something else for a while before running them again.  Another solution would be to farm humanoids for a hour (to get the bags with gathering tools), then use those to run your route.  Rinse… repeat.

Intermediate Gathering Part C:  Buying on the Trading Post
The global trading post is one of the best places to gather crafting goods.  Typically you will have more than enough of one type of item and too little of another (especially fine crafting components).  The best way to fix this is by using the Black Lion Trading Post.  If you have never used it before, I would make it a goal to sell and buy at least one item within an hour of starting Guild Wars 2.  You can access it by clicking on the Lion Icon on the top of the UI:

Black Lion Trading 1

As soon as you do this, you will most likely see them Gem Store highlighted.  You actually want the third tab down that looks like a set of scales.  This is where you can search for an item or pick a common one.

Once you select an item you will see something like this:

Black Lion Trading 2

This is where you want to start playing the market…  You could either buy the item from the lowest priced seller immediately or you can set a buy order.  That allows you to name your price and hope someone will eventually sell it to you.

Typically if you set a reasonable price that is near the top of the buy orders, someone will eventually come along and sell you the item (unless it is rising in price).  You should always get in the habit of using buy orders to get materials you need for cheaper.  Plan ahead!

As a side note… you can buy or sell from anywhere, but you have to go to a trading merchant to pick up your wares.  This is another reason I love to craft in Lion’s Arch.

Part Six of this guide will outline more tips and tricks to using the Trading Post.  In the mean-time SuperHeroGeorge is writing a great general purpose guide on the trading post.   You can read it here.

Intermediate Gathering Part D:  Map Completion
Each time you completely finish an explorable map (unlock all the hearts, vistas, waypoints and point of interests), you will get a variety of rewards which will include crafting components appropriate to the Zone’s level.

Map Completion

I was able to complete Queensdale and Kessex Hills during Beta Weekend 3.  Each time, I got 40 of a specific component (copper ore and thin leather respectively).  While completionists will probably get a lot of materials just exploring the map… this reward is a good bonus.

Advance Gathering Part A:  The Mystic Forge
One of the reasons I love Lion’s Arch is that there is a Black Lion Headquarters right by the crafting stations where I can pick up my Trading Post sales and purchases.  The other reason is that it is the home of the Mystic Forge which has unique opportunities for crafting.

Search for it located near the main traders plaza and it will be fairly obvious… it is a big glowing forge with a column of light above it.  If you run around it you will see a vendor named Miyani.

Mystic Forge Part 1

She sells items which are designed to be used in forge recipes for skill points.  She also sells recipes that you need in order to make Epic Weapons.  While many of these items are useful for crafting, outlining the intricate workings of the Mystic Forge could fit inside an entirely new guide.  I am just going to focus on a couple recipes that will be immediately useful to the burgeoning crafter.

The cheapest item is the Philospher’s Stone.  You can get 10 of these for one skill point.  While skill points may be in limited quantities as you level, you will keep getting them after level 80 each time you get enough experience to level.  These will add up and you will use them like currency (you actually need a 200 skill point bloodstone shard to make an Epic Weapon)!

Mystic Forge Part 2

As soon as you open up the Mystic Forge you should be immediately comfortable.  It uses almost exactly the same interface as the discovery tab.

Mystic Forge Part 3

I put some copper ore into the forge and follow that up with a Philospher’s stone.  I then throw in some iron ore and some shimmering dust and hit combine….

Mystic Forge Part 4

My 250 copper has been transformed into 153 Iron Ore (which my character found much more useful).  In fact, the research on Guild Wars 2 Wiki seems to indicate that any T1 material + T2 Dust + T2 material + Philospher’s stones will yield the appropriate T2 item.  The recipe also works for T2-T3!  While the forge research is still ongoing, this simple recipe is definitely something to keep in mind.

Note: The iron didn’t get used in the process.  The reason I needed it in the recipe was to tell the Forge to transmute the coppoer into iron.  If I had used silver instead, I am pretty sure the end result would have been silver.  You can also do this with wood, cloth, fine crafting components etc (even dust!)

Since I plan on completing every zone, chances are I will have more skill points and low end ingredients than I need.  The forge will let me keep myself in level appropriate gear.

Using the forge to get recipes
On the first week of launch I was able to get my monthly achievements which yielded me enough Mystic coins to test out the cooking recipe.  I bought 6 x  Elonian Wine for about three gold, spent some skill points to get some arcane crystals, and used a strawberry cookie and 17 Mystic coins…

How to make cooking groundspawn recipes

And was able to make this…

Tray of Strawberry Cookies Recipe

Basically the recipe for each of these is….

  • Food item:  Elonian Wine, Crystals, Mystic Coins, The Base Item
  • Armor Box:  Elonian Wine, Crystals, Mystic Coins, Chest Armor Piece of Base Item

The recipe cost scales with skill rank

  • Strawbery Cookies (Skill Rank 75): 6 x Elonian Wine (Roughly 1.5 gold), 9 x Crystals (6 skill points), 17 x Mystic Coins, 1 x Strawberry Cookie
  • Simple Mighty Chain Armor Box (Skill Rank 0):  1 x Elonian Wine (Roughly 25 silver), 4 x  Crystals (3 skill points, 2 x Mystic Coins, 1 Chest Piece of Simple Mighty Chain Armor

Advanced Gathering Part B:  Node Respawn Time Conjectures 
I haven’t seen anyone who completely explains how crafting nodes respawn as of the time I am writing this.  I have made some observations of the last few beta weekend and stress tests, however…

  • Everyone seems to always see the same nodes (and be able to harvest them)
  • I watched the servers be brought down multiple times in a row one stress test.  Each time they reloaded different nodes were activated.  There were about 2-3 times the total number of nodes than were activated at one time.
  • When I run a route and come back later, the same nodes seem to have respawned.
  • Some nodes seem to respawn quickly (15-20 minutes), others seem to take longer than an hour. (or 23 hours in the case of cooking timers).

These observations lead me to the following theory:

  • I think nodes are chosen randomly from a possible pool of nodes every time the server resets (which will probably be for maintenance).  These nodes are then frozen in place until the server resets.
  • Different nodes have different base respawn times… whether this has an element of randomness is unknown at this time.
  • When you harvest a node, the it starts a countdown for you.   Once it reaches zero you will be able to harvest the nodes again.

Please let me know in this thread if you can disprove part of this theory or have some more light to shed on this.

Part 5: Crafting Maps (Vendors, Farms and Gathering Routes)  Work in Progress

Important Note for Using these Maps
You may have jumped straight here… Be aware that node positions change every time the server resets (I am pretty sure that they are drawn from a pool of 2-3 times the total spawned nodes).  That means that your nodes may be different since these maps only represent my (or in the case of wayfarer my and SuperHeroGeorges) playthroughs.  That being said, there will still be prime routes due to hotspots remaining consistant (nodes are based on probability after all).  If I can get people to help me with the raw data in release, I could make maps that incorporate several server resets and are more accurate.  Thanks!  Jerich.

Queensdale Crafting Map

Kessex Hills 
Kessex Hills Crafting Map
The Shiverpeaks 
 Wayfarer Foothills 
Wayfarer Foothills Small
Part 6: Tips for Selling on the Trading House

This is not a trading post guide. That would require entirely new guide and would be quite speculative at the moment. Note that this section is somewhat rushed because I want to get it out before launch. I will come back to it later once the market patterns start to solidify. Here are some initial observations.

Three Things Everyone Should Know about the Trading Post

#1 It is Not an Auction House
You don’t put up items to bid on. You put up Buy Orders and Sell Orders. The Guild Wars 2 Trading System functions more like a commodity market that most current MMO games people play.

#2 There is a Significant Listing Fee
Guild Wars 2 Wiki states that the Listing Fee is 5% of listing price. This 5% will be charged whether the item sells or not and even if you take the item off the market. If your item sells, you will be charged an additional 10% fee. I don’t think we know the impact of this right now, but it will make mass buying and selling much riskier and discourage posting inflated prices in the hope of getting lucky.

#3 The Trading Post is Packed with Useful Features
You can look at buying and selling stats when trading as well as see what is buying / selling several levels deep. It is definitely worth spending some time with the interface and playing with all the options.

Trading Post Basics: Buying / Selling
Make a goal of at least buying and selling one item your first few hours of playing GW 2. Once you are through this initial hurdle, you will start being more comfortable with the Trading Post.

  • When to place an item up for sale: Remember that there is a 5% listing fee. If you think you are setting a reasonable price and the item will sell, then post it up. If you think the price is rising, you can even post above the current high price.
  • When to sell to a buyer: If you think the price is falling or you need the money right now, you should sell immediately to the highest buyer.
  • When to buy from a seller: If you need the item right now, the price seems reasonable or you think the price may be going up, then buy from a seller.
  • When to place a buy order: If you can afford to wait, then place a buy order. If you think the price is going down, then you can place your buy order lower than the current top.

The Material Trade
Materials will be hot commodities in the beginning of the game as people use them to level. Early components will continue to retain value as the game progresses due to being able to upgrade them in the Mystic Forge. Selling materials will almost certainly be the easiest way to make money in the trading post with the least amount of effort and risk. While we don’t know which will be worth the most yet (that will be determined by demand), there are several observations we can make.

  • In the last three Beta Weekends, materials actually dropped in price for about six hours as people explored the game and hadn’t switched to crafting mode. After that it shot up almost 100%.
  • Wood tends to be the least profitable item with cloth the highest.
  • In other games, once prices stabilize, they tend to minimize on Monday / Tuesday and maximize on Friday Saturday. This means that you should buy early week and sell on weekends.

Selling your Crafted Items A – Go Rare or Go Home
Note: Everything here is a Prediction. Real prices will eventually be based on supply and demand that is caused by many factors including, but not limited to frequency of drops, ease of getting rare / exotic gear without using crafting, difficulty of content, etc. These factors will drastically alter the market and cannot be fully predicted at this time.

While you will probably be able to sell most items early in the game as you progress, only certain types of items will generate consistent demand. Here are some of the things I think will sell…

  • You can make rare items for the 35, 50, 65 and 80 level (and exotic items for level 80). While these items cost more to make than their masterwork equivalents, They are not worth more than twice as much. I believe people will typically want rare gear. That also means that masterwork, rare and exotic items that fall between these levels may be valuable.
  • Explorable Dungeon Modes open up at level 35, 45, 55, 65, 75, and 80. Since people typically want to gear up for successful dungeon runs, I anticipate these levels to be where people often stop and re-gear.
  • People tend to upgrade weapons more often than armor if money is tight. This is because weapons make a bigger impact on their killing power.
  • Typically, max level gear and low level gear sells the best. This is because people tend to spend most of their time at max level and often get tired of a new character at low level.
  • Rare skins that require dungeon components to make or any tradable item that is flashy and requires significant effort (skill points, dungeon tokens, many ectoplasms, etc) should be worth a lot.
  • I predict wealthy people to buy boxes of leveling gear if we can get them in rare form. These are easier to store while your character is leveling.
  • There will typically be one to a few types of food items that people find most useful. One will be the most common type of ground spawn food item that people use in WvWvW or dungeons, the other will be items for specific builds. Once players learn these, they will be the most common items to sell.
  • In addition to this, items that help with leveling (+ experience etc) should sell (Once Anet fixes them).
  • Like materials, expect prices to minimize mid week and maximize on weekends.

Buying Materials and Selling Crafted Items – Risk versus Reward
Be aware that a five percent listing fee is a siginificant hurdle to buying components and selling gear. You need to be in a market with a large enough margin to warrant the risk of your item not selling. If you are serious, here is a technique you can employ to sell on the market.

  • First you will want to find a corner of the market and use a spreadsheet or some other tool to calculate the rare material price of each item you want to sell based on the cost of the materials on the AH.
  • If there are items for less than this cost * 1.25, then the item is not worth selling. If items are selling for more than this on the market (or it is empty), then sell another for 1.5 times the materials cost.
  • Keep track of how fast the two items sell. If the first fails to sell, do not enter the market at this time.
  • If the first sells, it may be worth selling that item if it sells consistently.
  • If the second sells, that market is hot and you should make an effort to keep at least three items (one for 1.25, one for 1.5 and one for 1.75) on the market place each week until the market dries out.

Taking Advantage of Events

  • If you can spot an event trend you can make a lot of money quickly. For instance, if there is a new Wintersday event in a particular dungeon, potions appropriate to the dungeon will rise in price. If you start thinking about what people will need, you can usually find the best market.

That is all I am going to write on this subject for now. I will write more once we know more about how the economy is actually working.
Part 7: General Tips / Tricks 
This section is designed to highlight a few tips and tricks that will be useful for crafting.  Let me know if you have any other ones that you think are worth putting here!

Inventory Tips

Gathering Tips:

  • Get an invisible bag if you want to use minis. Otherwise the send all materials to bank sends the minis back too.
  • Always keep an extra set of tools in your inventory. You don’t want to run out while in the middle of the field right next to a large cache of gathering nodes
  • If you have a padded equipment box to gather dropped equipment, that will make salvaging faster.
  • Playing a class with good run speed buffs and charges will help you gather much faster. I am starting with warrior over guardian for this reason.
  • Turn on auto=loot in the beginning of the game. This will save you a ton of time and won’t be a big deal inventory wise if you are careful.
  • Always sell junk items whenever you can.
  • Try to keep your bank clear so you can send items back to it. This can sometimes be a pain, but it will save you grief in the long haul.
  • Hold down control to highlight crafting nodes. This will help you find hidden ones.
  • You should convince your entire group to gather while grouped. It is better for experience and will keep them from being annoyed at you when you sometimes run off.

Crafting Tips:

  • I recommend using Lion’s Arch as your crafting hub. It is superior to all other zones.
  • You should make use of crafting stations while on the field to craft upgrade your inventory / fix your bank. It is incredibly useful.
  • You may want to find a crafting buddy that is doing other disciplines than you and send each other excess components. You can then make each other gear (this will give you more purpose to your discoveries).
  • You will often be able to sell your finished gear on the trading post for more than the vendor sale price. I typically do this (or salvage them).
  • If you are a member of Gaiscioch, make sure to check out Marketplace. It is a great way to get resources for leveling crafting and then use them to help out guild members. You will also gain contribution points and artisan points by using this.

Have any other tips you think would be useful for people?  Feel free to contribute them and I will update them.  Check the botton of this guide for information on how to contribute.
Part 8: Discipline Specific Tips / Tricks / Recipes

Note: This guide is not meant to take the place of specific discipline guides. I do, however want to give you enough information to get you started so you don’t miss entire categories of recipes. It is meant to be used in tandem with another resource like Guild Wars 2 Wiki, gwdb, or Guildhead. Here are some general tips / general recipes for each discipline.


  • If you are having trouble getting from 0-25 and you want something to grind on… Runes of Life are the cheapest.
  • You can buy Rare Insignias with Karma from your Master Trainer. There are ones for level 35, 50, 65 and 80.
  • Gloves, Helms, Pauldrons and Boots are the best things to make while leveling since they are cheaper than Leggings and Chest

Types of Recipes

  • Armor: 2 x Components, Insignia
  • Box: 10 Ingots + Rune of Holding (No rune needed for 8 slot)
  • Safe Box: 10 Ingots + Rune of Holding + 3 Dust
  • Equipment Box: 10 Ingots + Rune of Holding + 3 Scales
  • Runes of Life: 2 Bronze Ingots + Bolt of Jute
  • Runes: Ingot + 1 or 2 Rare Crafting Materials (Slivers, Fragments etc) (Some recipes have one extra components)
  • Armor Boxes: (Contains 1 of each): Ingots + Cloth + Thread + Fine Crafting Materials


  • Fine: Cloth + 3x Fine Crafting Materials
  • Masterwork: Cloth + 5x Thread + 8x Fine Crafting Materials
  • Rare (T2+ Unlocked with Karma): 2x Cloth + 10 x Thread + 15 x Fine Crafting Materials

Unique Armors

  • Iron Legion’s Armor:  Purchasable in Char Areas for Karma?


  • If you are having trouble getting from 0-25 and you want something to grind on… Runes of Life are the cheapest.
  • You can buy Rare Insignias with Karma from your Master Trainer. There are ones for level 35, 50, 65 and 80.
  • Masks, Shoulders, and Gloves and Boots are the best things to make while leveling since they are cheaper than Leggings and Chest.

Types of Recipes

  • Armor: 2 x Components, Insignia
  • Pack: 10 Leather + Rune of Holding (No rune needed for 8 slot)
  • Invisible Pack: 10 Leather + Rune of Holding + 3 Dust
  • Oiled Pack: 10 Leather + Rune of Holding + 3 Bones
  • Runes of Life: 2 Leather + Bolt of Jute
  • Runes: Leather + 1 to 2 Rare Crafting Materials (Slivers, Fragments etc) (Some recipes have one extra components)
  • Armor Satchels: (Contains 1 of each type of item): Leather + Cloth + Thread + Fine Crafting Materials


  • Fine: Cloth + 3x Fine Crafting Materials
  • Masterwork: Cloth + 5x Thread + 8x Fine Crafting Materials
  • Rare (T2+ Unlocked with Karma): 2x Cloth + 10 x Thread + 15 x Fine Crafting Materials

Unique Armors

  • I haven’t found any yet. Let me know if you find them.


  • If you are having trouble getting from 0-25 and you want something to grind on… Runes of Life are the cheapest.
  • You can buy Rare Insignias with Karma from your Master Trainer. There are ones for level 35, 50, 65 and 80.
  • Masks, Gloves, Shoulders, and Boots are the best things to make while leveling since they are cheaper than Leggings and Chest.

Types of Recipes

  • Armor: 2 x Components, Insignia
  • Bag: 10 Coth + Rune of Holding (No rune needed for 8 slot)
  • Invisible Bag: 10 Cloth + Rune of Holding + 3 Dust
  • Craftsman’s Bag: 10 Cloth + Rune of Holding + 3 Bones
  • Runes of Life: 2 Jute + 1 Leather
  • Runes: Jute+ 1 to 2 Rare Crafting Materials (Slivers, Fragments etc) (Some recipes have one extra components)
  • Armor Satchels: (Contains 1 of each type of item): Leather + Cloth + Thread + Fine Crafting Materials


  • Fine: Cloth + 3x Fine Crafting Materials
  • Masterwork: Cloth + 5x Thread + 8x Fine Crafting Materials
  • Rare (T2+ Unlocked with Karma): 2x Cloth + 10 x Thread + 15 x Fine Crafting Materials

Unique Armors

  • Devout Gear (Level 20 Masterwork): Recipe From a Karma Vendor (Let me know if you find where)
  • Shadow Armor: (Let me know if you find where to get the recipe)


  • You can buy Rare Insignias with Karma from your Master Trainer. There are ones for level 35, 50, 65 and 80.
  • Recipes to make if you have extra wood: Axes, Hammers, Maces, Spears
  • Recipes to make if you have extra metal: Daggers, Shields, Swords, Greatswords

Types of Recipes

  • Weapons: 2 x Components, Insignia
  • Sigils: Ingot+ 1 to 2 Rare Crafting Materials (Slivers, Fragments etc) (Some recipes have one extra components)
  • Consumable Sharpening Stones: Not enough data


  • Wooden Dowl: 1 wood plank
  • Plated Dowl: 1 wood plank, + 3 ingots
  • Fine: Wooden Down + 3x Fine Crafting Materials
  • Masterwork: Plated Dowl 8x Fine Crafting Materials
  • Rare (T2+ Unlocked with Karma): 2 x Plated Dowl + 15 x Fine Crafting Materials

Unique Weapons

  • Wooden Sword: From Wayfarer Foothills (Karma Vendor)
  • Quetzal Harpoon: From Kessex hills in lake area
  • Lionguard Issue Sword: Unknown vendor at this time
  • Char Weapons: Lakor Grizzlemouth in the Village of Butcher’s Block (Diessa Plateau?)
  • Copper Mace: ???
  • Grawl Axe: ???
  • Iradiated Sword: Chaos Krewe Leader Pachoo, Metrica Province Heart Vendor


  • You can buy Rare Insignias with Karma from your Master Trainer. There are ones for level 35, 50, 65 and 80.
  • Recipes to make if you have extra wood: Longbow, Shortbow
  • Recipes to make if you have extra metal: Horn, Torch, Pistol, Rifle, Speargun

Types of Recipes

  • Weapons: 2 x Components, Insignia
  • Sigils: Ingot+ 1 to 2 Rare Crafting Materials (Slivers, Fragments etc) (Some recipes have one extra components)


  • Wooden Dowl: 1 wood plank
  • Plated Dowl: 1 wood plank, + 3 ingots
  • Fine: Wooden Down + 3x Fine Crafting Materials
  • Masterwork: Plated Dowl 8x Fine Crafting Materials
  • Rare (T2+ Unlocked with Karma): 2 x Plated Dowl + 15 x Fine Crafting Materials

Unique Weapons

  • Experimental Skritt Musket: From Twitchok (Karma Vendor in Brisban Wilds)
  • Skale Repeater: From Researcher Irkz in Ascalon Basin (Karma Vendor in Plains of Ashford)
  • Char Weapons: Lakor Grizzlemouth in the Village of Butcher’s Block (Diessa Plateau?)
  • Iradiated Sword: Chaos Krewe Leader Pachoo, Metrica Province Heart Vendor


  • You can buy Rare Insignias with Karma from your Master Trainer. There are ones for level 35, 50, 65 and 80.
  • Often potions will be the cheapest thing to skill up on. If you can get a lot of potion components, you may want to break the discovery rule while leveling… And example would be a Minor Potion of Nightmare Court Slaying which is a level 100 item that requires lettuce, spinach, venom and water. If you farm spinach farms for a couple days, this will most likely be an easy few levels.
  • Recipes to make if you have extra wood: Focus, Scepter, Staff
  • Recipes to make if you have extra metal: Trident

Types of Recipes

  • Weapons: 2 x Components, Insignia
  • Sigils: Ingot+ 1 to 2 Rare Crafting Materials (Slivers, Fragments etc) (Some recipes have one extra components)
  • Tuning Crystals: 6 x Dust
  • Potions: 1 x Dust, 2 other ingredients, 1 x water or blood base


  • Wooden Dowl: 1 wood plank
  • Plated Dowl: 1 wood plank, + 3 ingots
  • Fine: Wooden Down + 3x Fine Crafting Materials
  • Masterwork: Plated Dowl 8x Fine Crafting Materials
  • Rare (T2+ Unlocked with Karma): 2 x Plated Dowl + 15 x Fine Crafting Materials

Unique Weapons

  • Asuran Trident: ???
  • Harpy Totem: ???
  • Irradiated Focus: ???
  • Skale-Smacking Stick: ???
  • Char Weapons: Lakor Grizzlemouth in the Village of Butcher’s Block? (Diessa Plateau?)
  • Moogooloo Trident: ???
  • Glaxx’s Focus: ???
  • Mossy Scepter: ???


  • You can buy Rare Insignias with Karma from your Master Trainer. There are ones for level 35, 50, 65 and 80.
  • Level 25-50 is a dead-zone where you only have six recipes to discover. You may need to grind extra items in this area. Luckily you will have necklaces and four gems (eight recipes) in T2.

Types of Recipes

  • Necklaces, Earrings, Rings: 2 x Components + Jewel
  • Gem Transmogrification: 2 x Jewel + Dust

Upgrade Components (Double as Masterwork / Rare Activators)

  • Fine: Base Jewels
  • Masterwork (Adorned Jewels): Filagree + Jewel
  • Rare (T2+ Unlocked with Karma): Filagree + 5 x Jewels

Unique Items

  • Enchanted Rock Pendant: ???
  • Jeweled Broach: ???
  • Iron Band: ???
  • Owl Amulet: ???
  • Deldrimor Ring Replica: ???

I don’t really want this guide to become a guide for individual disciplines and cooking does not have the same types of repeating patterns that the other disciplines have. I think cooking really warrants its own guide with directions on where to get each item. I will make one later if no one on our forum


  • If you plan on discovering each recipe, plan on getting a lot of bag space. Cooking can be the most bag intensive.
  • If you play your cards right, however, you can look for recipes that are easy to make that you can grind on. One example is Chocolate Covered Bananas. These only require chocolate bars (which can be bought from your trainer) and Bananas (which can be bought for karma).
  • A large stack of the same item, will often be more useful for leveling (since a single stack of 20 items takes up less space than 20 stacks of one while on the field). Keep that in mind while grinding. One way of leveling cooking is to grinding on recipes that you will use.
  • The wiki says that cooking recipes do not stack. I was, however, able to get two to stack while eating in beta weekend 3. I am not sure if that was a bug or not.

Components / Recipes:
I will try to make another guide for cooking later. (unless one I can link to gets made first). Covering karma vendors etc… here would give this guide too much bloat.
Part 9: Useful Links 
Here are some useful links I have found as I researched crafting information:

Official Wiki
http://wiki.guildwars2.com/wiki/ – This is a one stop shop for most things Guild Wars 2. The Guild Wars community is great at keeping wikis up to date. The crafting section is great and will often link directly to zone information.


  • http://www.gw2db.com/ – The curse database site. You can sort by level of crafting skill which is incredibly useful.
  • http://www.guildhead.com/ – Made by the creators of Wowhead. This will most likely be a great tool with interactive maps as well as item searches.


Video Guides

Crafting Maps

Discipline Specific Guides:

  • I will link these as they become available. Let me know of any high quality discipline guides are written.

If you find any more links that you think I should post here, let me know either here or my guru link (which is stickied in the guru forums).  I will look at them and add them if they look useful.

Guild Wars 2 Inventory Space Management Guide By: Jerich


I always run out of inventory space in any MMO I play.  The main problem is that I love to craft and quest and always have a ton of those items on hand.  Here are some things I’ve found out about GW 2 to help me plan my storage space.

Starting Inventory


  • 30 shared bank slots
  • Crafting Material / Cooking Material / Mini-Pet Storage… You can have 250 of each crafting item stored.

Per Character

  • 20 slot starter backpack
  • Four bag slots
  • You can have up to 5 characters



  • 4 slot bags can be purchased from vendors for 32 copper
  • 8 slot bags can be made by crafters (tailor, leatherworker, armorsmith) with 20 tier 1 materials (jute scrap, rawhide scraps, copper ore)
  • Each tier of crafting makes a higher quality bag (10 slots, 12 slots, 15 slots, etc).  In addition to raw materials, these higher level bags require an increasingly expensive vendor item called runes of holding.
  • 20 slot bags can be made at max level, and they require a superior rune of holding (10 gold) to make.

Specialty Bags

  • All three professions can make invisible bags (which don’t show up when selling to merchants)
  • Tailors can make 8-20 slot Craftsman’s Bags (New crafting materials are placed here first when looting)
  • Leatherworkers can make 8-20 slot Oiled Leather Packs (Junk items are placed here first when looting)
  • Armorsmiths can make 8-20 slot Reinforced Padded Equipment Boxes (Weapons and Armor Fill this bag First)

Gem Store Upgrades

   Free Storage

  • We start with 30 bank slots
  • Each Character Starts with a starter pack and 4 bag slots (100 maximum slots)
  • We can make 5 characters.
  • That means we all have 530 free slots without using the cash store (which is a pretty decent number considering we have seperate storage for crafting ingredients in our bank and can send crafting items to the bank while on the field)

Bank Tab Expansion

  • You can expand your bank 7 times for 600 gems each time
  • Each expansion adds another 30 slots
  • Since gems will most likely sell for 400 for $5.00, this each expansion will cost around $7.50.
  • Each extra equpment slot  bought this way is therefore 25 cents

Character Slot Expansion

  • You can buy more character slots for 800 gems
  • This is about $10.00 US currency
  • If you assume you can easily get 20 slot packs, you can get 100 equipment slots this way.
  • Each extra equipment slot bought this way is therefore 10 cents.
  • Even if we factor in the high price of 20 slot bags and just use 8 slot bags, each slot is still only 19 cents a piece

Bag Slot Upgrade

  • You can add an extra bag slot to a single character for 400 gems  (Up to 3 times)
  • This is about $5.00 US currency
  • If you assume easy 20 slot packs, this is 25 cents a slot
  • If you use 10 slot packs, this is 50 cents a slot

Tips to Maximizing Your Inventory on the Cheap

   How to get by without extra bag slots even if you are a crafter

  • Buying salvaging tools should be prioirty #1… Even if you don’t craft, you will want to mine every ore node / chop down every tree you come across for experience and profit.  You can buy them from vendors in most starting areas.
  • You can buy a crude salvage kit at many renowned heart vendor for a small karma price.  Use these kits to break apart trash drops.
  • Send any crafting material directly to your bank by right clicking on it and choosing (send to bank)
  • You can quickly sell junk items to renowned heart vendors through the sell all junk items button.
  • You can post any item you think will selll (crafting ingredients will sell really well until bots ruin the market) by directly opening up the trading house.  I will write a guide on this later.
  • You can also mail items directly to an alt from the interface if you have a second account (directy from the interface without using a mailbox).  Tyr Odinson (on post 51) tested this and calculated you can get 100 extra spots of storage this way.  Check out his post here:  http://www.guildwars…ap/page__st__50
  • Using these steps, the default bag slots should be more than sufficient

Organizing your Bags

  • Ideally, I will organize my bags this way…  Starter Pack = Overflow and a space for my salvage kits
  • Bag #1 Reinforced Padded Equipment Box… All my salvagable loot will come here for me to quickly break apart or sell on auction house
  • Bag #2 Craftsman’s Bag … All crafting material will gather here for me to quickly righ click and send to bank.
  • Bag #3 Invisible Bag … My Extra gear (extra weapons / armor, buffs, etc) that I don’t want to sell on accident will go here.
  • Bag #4 Oiled Leather Pack … Junk items will go here so I never have to sort through them.

Efficient Use of Gems

  • Buy Character Slots First:  If you find yourself running out of space… Your best bet is to make sure you are using all five of your character slots and then to buy more character slots
    • First… this is the cheapest use of gems by far (10 cents per equipment slot compared to 25 cents for the other options)
    • Second… It is quite possible that Arena Net will give each of your characters a birthday gift like they did in Guildwars 1.  These are usually worth money and on a per character basis.
  • Buy Extra Bank Slots Second:  I would only buy bank slots if you find the 30 default slots too annoying.  While not as good a deal as character slots, they are a quality of life issue and mean you won’t have to mule as much.
  • Buy Extra Bag Slots Last:  These are not a good deal.  I would only buy them if you find yourself running out of working space consistantly and even then only for your main characters.

Part 2: Gem Store Upgrades vs 20-Slot Bags
As like any MMO, bags in GW2 get more expensive as you get better and better ones. Here is a table that lets you quickly see the scaling cost per inventory slot for each level of bag:

Note: (For a more detailed listing of how I calculated these numbers… go to http://gaiscioch.com…post_32754.html)

The Price of Bags

  • Starter Backpack (20 new slots):  Free!
  • 8-Slot Bags (32 new slots): 6 copper / slot
  • 10-Slot Bags (8 new slots): 3.47 silver / slot
  • 12-Slot Bags (8 new slots):  7.38 silver / slot
  • 15-Slot Bags (12 new slots):  17.60 silver / slot
  • 18-Slot Bags (12 new slots): 75 silver / slot
  • 20-Slot Bags (8 new slots):  6 gold / slot

*These costs are assuming 8 slot packs are 50 copper and other packs sell for 1.5 times the cost of the rune

The Price of Gem Store Upgrades

  • Extra Character Slot (80 new slots assuming 15 slot bags):  10 gems / slot
  • Bank Tab Expansions (30 new slots): 20 gems / slot
  • Extra Bag Slot (18 slots assuming 18 slot bags):  22.22 gems / slot   

When should you buy gem store upgrades instead of 20-slot bags?

  • Extra Character Slots:  Buy When Gems are Cheaper than 100 gems = 57 gold
  • Bank Tab Expansions:  Buy When Gems are Cheaper than 100 gems = 30 gold
  • Extra Bag Slots: Buy When Gems are Cheaper than 100 gems = 24 gold

Note: I don’t think the price of 100 gems will reach 24 gold until at least a month after launch. If gems ever go over 57 gold per 100, that will probably be at least a couple months after launch. That means it will most likely be better to purchase gems for inventory upgrades instead of investing in 20 slot packs.

Edit:  Shayne Hawke created a rather epic Excel spreadsheet where you can input the current auction house price of bags.  It then tells you whether you should update your bag sizes or buy bag slots etc for EVERY type of bag.  Definitely worth checking out… Here is the Link: http://www.guildwars…ap/page__st__57

Part 3:  Adding Inventory By Purchasing Your Own Private Guildbank

We can be part of multiple guilds at once in Guildwars 2.  This means that you could create a dummy guild just for the sake of a guild bank.  While I think we should always represent our real guilds so that our task influence go to our guild, it is quite possible to buy the influence you need to purchase a guild bank.  Here are the breakdowns…

Cost of Hiring a Guild Promoter

  • 10 influence for 10 silver
  • 100 influence for 1 gold
  • 1,000 influence for 10 gold
  • 10,000 influence for 100 gold

Cost of adding a guild bank

  • 500 influence to research Architecture Level 1
  • 1,000 influence to research Architecture Level 2
  • 1,000 influence to add a 50 slot guild bank  (requires level 2)
  • 5,000 influence to research Architecture Level 3
  • ??? influence to research Architecture Level 4
  • 5,000 influence to add 100 additional slots to your guild bank (requires level 4)
  • ??? influence to research Architecture Level 5
  • 10,000 influence to add an additional 100 slots to your guild bank (requires level 5)


This means that it will cost a mere 25 gold to add the first 50 slots to your personal guild bank.  That is about 50 silver per slot and is comparable to the jump from 15 slot packs to 18 slot packs.

While we don’t know right now how much architecture level 4 and 5 will cost, let’s assume that they are 10,000 and 20,000 respectively.  This means that the next 100 slots would be 200 gold or 2 gold a slot.  The final 100 would be 300 gold or 3 gold a slot.  Note that both of those are better deals than moving to 20 slot packs  (although using this route will probably take over a month of real life time).

I hope this helps!

– Jerich of Gaiscioch / Sanctum of Rall

P.S.  Thank you Shayne Hawke for pointing out a minor calculation error (which caused around a 10% error)!  I have modified the OP to reflect this.

Guild Wars 2 Acronyms List By: Kamatsu



1 – The number one is commonly used as a sign that you are “ready” while in a group.

1337 – Leet is an alternative alphabet for the English language, using numbers and symbols to represent words.

1H – One-handed; denotes a weapon held by one hand.

2H – Two-handed; denotes a two handed weapon.

AC – Ascalonian Catacombs (dungeon)

Admin – Administrator

AFAIK – As far as I know

AFK – Away from keyboard

Aggro – Aggravate, AI threat level for each player controlled character

AH – Auction House

AI – Artificial intelligence, general term for computer controlled monsters or allies, also refers to the behavior of those creatures.

AKA – Also known as

AL – Armor Level

Alt – secondary character (not your main)

Anet/ANet – ArenaNet

AoE –  Area of Effect

ATM –  At the moment


Ban – To prohibit or deny access.

BBL – Be back later

BBIAB – Be back in a bit

Beta – Trial release meant to test the game and sort out bugs, etc. before the actual release.

Bio – Bathroom break (biological waste)

b/o – Buyout (Purchase immediately)

Bot – Software program designed to do a specific task.

BRB – Be right back

BRT – Be right there

BTW – By the way

CBA/B – Can’t be arsed/bothered

CC – Crowd control. Any ability that impedes movement/alters AI behavior.

CD – Cooldown (skills)

CM – Caudecus Manor (dungeon)

c/o – Current offer.

CoE – Crucible of Eternity (dungeon)

CoF – Citadel of Flame (dungeon)

Core – Fundamental members of a team.


DD – Direct Damage / Damage Dealer

DE – Dynamic Event

Dev – Game developer

DM – Death Match

DND – Do not disturb

DoT – Damage over Time

DP – Death penalty

DPS – Damage per second

E3 – Electronic Entertainment Expo

Ele/elem – Elementalist
Eng/engie/engy – Engineer
ESRB – Entertainment Software Rating Board

exp – Experience or explorable mode (dungeon)


FFS – For fudge’s sake

FTL – For the loss

FTW – For the win

FYI – For your information


G – gold

GG – Good game

GH – Guild Hall

GJ – Good job

GL – Good luck

GLF – Group looking for

GM – Good morning or Game master

GTFO – Get the fudge out

GTG (G2G) – Got to go

guard/guar/gua – Guardian

GvG – Guild versus Guild

GW – Guild Wars

GWAMM – God Walking Amongst Mere Mortals (rank 6 of the Kind of a big deal title)

GZ or gratz – Congratulations


HoM – Hall of Monuments

HotW – Honor of the Waves (dungeon)

HP – Hit points; health

HUD – Heads up display


IAS – Increased attack speed

IC – I see

IDC – I don’t care

IDK – I don’t know

IIRC – If I remember/recall correctly

IK – I know

IMBA – Imbalanced

IMHO – In my honest/humble opinion

IMS – Increased movement speed

IRC – Internet Relay Chat

IRL – In real life

J/K – Just kidding


k / kk – Okay

KoaBD – Kind of a Big Deal

KS – Kill steal


LA – Lion’s Arch

L2P – Learn to play

LFG – Looking for group

LFP – Looking for party

LFR – Looking for runner

LMAO – Laughing my ass off

LOL – Laughing out loud

LVL – Level


mes – Mesmer

mf – Magic find

mIRC – IRC client (http://www.mirc.com)

MM – Minion Master (necromance with minionskills)

MMORPG – Massively Multiplayer Online Role Playing Game

Mod – Moderator/Modification to a game or program

Mule – Character designed for storage


N1 – Nice one

necro/nec – Necromancer

NP – No problem

NPC – Non-player character

NTY – No thank you


OH – Off-handed; denotes a weapon held in the off-hand.

OMG – Oh my gosh

OMW – On my way

OBO – Or best offer

OIC – Oh I see

OOC – Out-of-character (usually used in role-playing)

OP – Original Post/Opening Poster OR overpowered

ORLY – Oh really


PBAoE – Point Blank Area of Effect

PC – Price Check or Personal Computer or Player Character

PEGI – Pan European Game Information

PK – Player kill

PM – Private Message

PoI – Point of Interest

PoS – Parent(s) over shoulder.

pub: public game in pvp (hot-join)
PUG – Pick-up group

Pull or Lure – Aggroing (drawing attention) a controlled amount of mobs.

PvE – Player versus Environment

PvP – Player versus Player

PvX – Player versus Anything

QFT – Quoted for truth

QQ – Crying


r/b – Reserve bid

rang/ran – Ranger

rdy – Ready
Re – return or reset

res/rez – Resurrect

RNG – Random number generator (outcome based on luck)

ROFL – Rolling on the floor laughing

Roll – To create a new character

RP – Role-play


s/b – Starting bid

S/D – sword/dagger

SE – Sorrow’s Embrace (dungeon)

sec – Give me a second. Often in response to ‘rdy?’

SM – Stonemist (WvW)

Smod – Super moderator

sPvP – Structured PvP

SS – Screenshot

STFU – Shut the fudge up


TA – Twilight Arbor (dungeon)
TBH – To be honest

thf – Thief
THX – Thanks

TL;DR – Too long; didn’t read

Toon – A character

tPvP – Tournament Structured PvP

TS – Teamspeak, a voice chat program (http://www.teamspeak.com)

TTYL – Talk to you later

TY – Thank you

TYT – Take your time

TYVM – Thank you very much


UI – User interface


Vent – Ventrilo, a voice chat program (http://www.ventrilo.com)


war/warr – Warrior
WASD – The directional movement keyboard keys

-way – A suffix used to denote a team build, and usually follows the primary skills or professions in that build.

WB – Welcome back

WC – Wrong chat/conversation

WP – waypoint

WRU/WHORU – Where are you? or  Who are you?

WTB – Want to buy

WTF – What the fudge

WTS – Want to sell

WTT – Want to trade

WvW – World versus World (versus World)


XP or EXP – Experience


YT – You there?

YW – You’re welcome


Zerg – Refers to any game tactic that involves taking a lot of characters or playable units and overwhelming the apposing player before he or she is ready. A pop reference to the RTS game StarCraft.

Guild Wars 2 Equipment Attributes Guide By: Terra



This FAQ explains what you need to know about gear and how its attributes are distributed. I’ll predominantly aim this at level 80 equipment as we can talk about all equipment rarities. The reason for this FAQ is:

  • To explain how attributes are distributed at level 80
  • To answer some common misconceptions
  • Illustrate the methods and difficulty of obtaining equipment

If not stated, the tables in this FAQ are from the GW2 wiki or self made.

**Warning** – Long read, there is a summary section at the end.


Equipment Rarity

Each item has a quality which indicates the rarity or nature of the base modifications available on the item.  The following is the rarity in ascending order:

  • Junk = Gray
  • Common = White
  • Fine = Blue
  • Masterwork = Green
  • Rare = Yellow
  • Exotic = Orange
  • Ascended = Pink
  • Legendary = Purple

Attribute Allocation
Is all gear the same?
No, as you level all gear increases in terms of stats and defence rating.

At any given level, is all gear the same?
This is where there are many misconceptions. For any given level, attributes and defence ratings are not the same UNLESS they are the same rarity also. Here’s an example of two great swords at level 80 (Image from reddit poster ardikus).

Posted Image

The rest of this post will explain why they are not the same and what to expect at level 80 in terms of gear and how its stats are distributed. The last section will contain the knownmethods of obtaining maximum stat gear.

Why does gear provide stats in PvE but not PvP?
Answer? It’s a trick question. PvP gear has stats… but not every bit of gear has it, in fact only two do. The amulet and the jewel that goes in it.Have you ever wondered why AN made amulets so powerful? It’s obvious with a bit of thought. Amulets are there to replace stats on the rest of your gear. It would be a pain to have 6 gear slots, 5 trinket slots, a back pack slot AND weapon slots all with stats – especially if you want to change your build. Most people know roughly what they want, whether it be power, crit or condition build,What AN have done is simply taken all the stats off of ‘gear’ and put it into one concise place… the Amulet. In BWE 1 they also had ring/ earring slots but quite rightly realised that they didn’t need them and instead amalgamated those slots from 5 items with 25/15/15 stats to one jewel for the amulet with 125/75/75 stats (i.e. same stats overall).

So what about PvE?
Well AN have simply broken down the stats you got from amulets and put them back on armour, weapons and accessories. There will be no +798/569/569 amulet, those stats now belong on gear, trinkets etc.If you now think with the mentality that the super powerful amulet has been split amongst gear, then you’ll realise different builds concentrate on different skills. Condition builds don’t need power, so the exotic great sword in the image would be ideal. While heavy dd builds would like the stat choices of the other great sword. Bottom line, not all builds will focus on the same stats so just because a weapon doesn’t have power does it mean it’s useless.

Therefore, how can we compare two items if they have different stats?
Easy for weapons, as you can also look at its damage stat (weapon strength). Max weapon strength for a great sword in PVP is 995-1,100. It’s logical PvE will be the same and as you can see Exotics max weapon strength is 995-1,100. Rares only have a max weapon strength of 882-975.

Ok, so what about stats for non-weapons, can you compare the two? Yes, you can look at the defence rating for the piece or because AN loves symmetry you can look at the stats. Don’t look at how they’re distributed (in terms of power, precision etc) but look at the numbers.

  • Exotic 128/128/179
  • Rare 113/113/158

Each stat is approximately 13% higher on the exotic than the rare.

What if I want an Exotic but don’t like how the stats are distributed?
Not all weapons/ armour will be the same. There will be different exotics where one might have power/ precision/ condition damage, another has power/ vitality/ toughness and so forth. The bottom line is all exotics will be distributed in a 128/128/179 manner for 2-Handed weapons at L80.Similarly almost all rare 2-Handers at level 80 will have their 3 stats in a 113/113/158 manner. Masterworks will be closer to 100/100/140 (i.e. 13% less powerful etc).

How many attributes does gear have?
At level 1 all gear has only one attribute. As you level up it increases to three at level 80. There will be some exception where level 80 gear has four stats – these pieces of gear usually have a non-primary attribute as the fourth stat at the expense of lowering the other three primary attributes.e.g.

Level 80 Exotic Greats sword A
Level 80 Exotic Greatsword B
Power179Toughness98Vitality98Crit Damage 5%

To compensate for the crit damage bonus to weapon B, it’s vitality and toughness stats were reduced. However, AN have reduced them proportionately to so that both weapons have equal “power” overall. This does not mean A will hit as hard as B.Instead, add all the attribute points in weapon A (it comes to 435) and weapon B (comes to 375 + 5% crit damage). AN value the 5% crit damage to be equivalent to 50 primary attribute points.

Edit: As has been pointed out, in terms of literal numbers although AN is fairly consistent, they don’t necessarily rely on objective evidence to balance their game but subjective evidence such as player feedback/ internal testing plays a role.For instance, the celestial amulet has a total stat point of 1704 + 15% crit. The Berserker’s amulet meanwhile has a total stat point of 1651 + 15% crit. Thus one amulet has 53 extra stat points so gives you more bang for your buck. However, very few players will ever pick the celestial amulet as specialising in a few stats seems to be more beneficial than spreading them out. AN have obviously ‘buffed’ the amulet to offer more incentive, that’s my take on it.Wildclaw points out crit damage is worth more points/ percent on amulets than jewels. I again think AN have done this based upon subjective player feedback. Who wants 1% crit damage bonus at 80. Seems rather low. At the same time, AN once had 31% crit damage bonus on their amulets, that seemed rather high. So it looks like AN are tweaking numbers for balance.

The last thing Wildclaw points out is something which on paper looks better than it should. Most jewels provide 125/75/75 distribution = 275 total stat points. Interestingly the Rampager jewel provides 125/75/45/45 = 290 stat points. It is effectively providing 15 free points. Again this is probably from feedback AN got that having 2 low stats of 37.5 wasn’t enough incentive and they changed it.One has to remember AN only added vitality as a fourth stat since BWE2. This was almost certainly due to the fact the squishy classes (Thief and Elemetalist) had low base health pools and defence. Thus they were struggling to obtain high damage builds without 12k healths in BWE1. So AN buffed the power jewellery with vitality so these damage builds could have an extra 3k health.To add to all of this, if we look at runes we can see divinity rune offer the best bang for your buck in terms of overall stat points. Most 6 set runes have 205 total stat points and a 6th set ability. The divinity rune have 240 stat points but also 18% crit damage. The latter provides more crit + damage than any other 6 set rune. AN have most likely done this based upon their internal testing but it is a interesting point to bear in mind.Most weapons will only have 3 stats at 80 but remember this:

  • Weapons have stats to represent the stats taken from amulets. Whenever you are picking gear, the sum total of all the stats on all pieces of gear is equivalent to one amulet. Yes that includes the weapon and accessories. In fact weapons make up almost 25% of an amulet!

Do all pieces of gear have stats?
In a nutshell, yes. There are 12 main pieces that contribute: 6 equipment slots, 5 trinket slots and your weapon. If you have 2 weapon sets, it’s the one you are wielding. Below I’ve provided an image of a level 35 Asura in cultural armour. In it I have included the caption for the amulet and to act as a reference, the chest piece.As you can see, amulets have stats but they are significantly reduced compared to PvPPosted Image

So all exotic gear has a 179/128/128 distribution?
No! Only 2 Handed exotics have that distribution. Below is what other pieces of exotics have at level 80.

  • 2-H Weapon = 179/128/128
  • 1-H Weapon = 90/64/64
  • Head = 45/32/32
  • Shoulder = 34/24/24
  • Chest = 101/72/72
  • Hands = 34/24/24
  • Legs = 67/48/48
  • Feet = 34/24/24
  • Rings = 67/48/48
  • Earrings = 56/40/40
  • Amulet = 90/64/64
  • Backpack = 22/16/16*

*Note all numbers in red are estimates (based upon up scaling of rare level backpack) as no exotic backpack has been seen yetSource for the exotic Jewellery stats: http://www.gw2db.com…ysocola-jewel-sAs you can see, the sum total of the weapon plus equipment slots make one amulet.That is if you add all 6 equipment slots (head, shoulder, chest, glove, leg, boot), 5 trinket slots (Amulet, 2x Rings, 2x Earrings) and the main weapon (either two 1 handed weapons OR one 2 handed weapon) you get roughly 798/569/569, the left over stats are meant to reflect the jewel which goes into the amulet.So you may have to rethink that ‘precision’ sword as it will eat into your stat allocation elsewhere

Ok, so all gear at level 80 will have the same attribute allocation setup if they are from the same rarity?
Yes!!! So all exotic axes at level 80 will have a 90/64/64 distribution while rare axes at 80 will be 79/57/57.The difference between exotics will be how the attributes are set up?Exactly, so some exotic swords will be power/precision/condition damage while others are vitality/toughness/healing. But both swords will have a 90/64/64 distribution.

So exotic gear is always better than other gear?
Yes with one huge caveat, that is both items must be of the same level. A level 70 exotic helm is not necessarily better than an 80 masterwork helm. You should only compare items of the same rarity and level for true comparisons.From a pure personal point of view, I found on average for any piece of equipment I found, each level of rarity is equivalent to 2-3 levels.e.g. A green level 10 power sword was as good as a blue level 13 sword which was as good as a white level 15 sword.

Edit: The new gear level Ascended will be the max tier set.

Obtaining Gear

Can I get all gear rarities from level 1?No, see the following:

  • Common  = Level 1-80
  • Fine = Level 1-80
  • Masterwork = Level 10-80
  • Rare = Level 35-80
  • Exotic = Level 60-80
  • Ascended = Level 80
  • Legendary = Level 80

Where do I get the gear from?

  • Common = Mob Drops, Chest Rewards, Merchants
  • Fine = Mob Drops, Chest Rewards, Karma Merchants, Crafting, Mystic Forge
  • Masterwork = Mob Drops, Chest Rewards, Karma Merchants, Crafting, Mystic Forge, Map Completion
  • Rare = Mob Drops, Chest Rewards, Karma Merchants, Cultural Vendor Merchants, Crafting, Mystic Forge, Dungeon Token Rewards, Map Completion
  • Exotic = Mystic Forge, Dungeon Token Rewards, WvW Merchants, Crafting, Chest Rewards, Mob Drops, Map Completion, Purchased from TP
  • Ascended = Fractal of the Mists
  • Legendary = Mystic Forge

How difficult is it to get level 80 exotic gear?
It depends on play time and the method of choice. Most exotic pieces run at 2-3g. For a typical player this is a couple of hours of gold farming per piece. Below I go into depth about total times.

Dungeon Tokens
Each dungeon has its own unique tokens. Going the dungeon route path, it will cost you:

  • 2-Hander = 390 tokens
  • 1-Hander (main hand) = 300 tokens
  • 1-Hander (off hand) = 210 tokens
  • Head = 180 tokens
  • Shoulder = 210 tokens
  • Chest = 330 tokens
  • Glove = 180 tokens
  • Leg = 300 tokens
  • Feet = 180 tokens
  • Total (6-Piece (Full) Set) = 1380 tokens
  • Total (2-H + Full Set) = 1770 tokens
  • Total (Main + Off Hand + Full Set) = 1890 tokens

Dungeon tokens are obtained by completing explorable mode runs of each dungeon. Each dungeon on nets 60 tokens for each completed explorable mode run for first run of the day. Thats 180 tokens a day. The dungeons have a DR (diminishing returns) system where if run too quickly, subsequent runs will net lower tokens amount. The tokens are character bound so repeating the dungeon on an alt for the first time will net 60 tokens provided you have allowed sufficient time for DR to have worn off – this is usually 1-2 hours.

If we want a full set of level 80 exotic gear we would need to run:1380/60 = 23 Dungeon runs

For a 2 handed weapon we would need to run:390/60 = 6.5= 7 runs

For a main and off hand we would need to run:510/60= 8.5= 9 runs

A person who wants a full set of exotics and a main and off hand from the same dungeon vendor would need to do 30-32 dungeon runs.


For those wondering, badges of honours are rewards dropped by opposing players, mobs and from keep sieges. They may often be concealed in loot bags.

  • Head = 260 Badges of Honour
  • Shoulder = 229 Badges of Honour
  • Chest = 312 Badges of Honour
  • Glove = 188 Badges of Honour
  • Leg = 292 Badges of Honour
  • Feet = 208 Badges of Honour
  • Total (6-Piece (Full) Set) = 1489 Badges of Honour

How hard is it to get badges of honour?From a typical 1hr hectic WvW play the average player will get 10-20 badges depending on luck and remembering to loot corpses too!Being optimistic, at 20 badges/hour that means:1489/20 = 74.45= 75 hours.

When I initially made this thread I stated at this time we had no evidence to say what exact role crafting plays in making exotics. Nirgal though kindly pointed me in the direction of a few hidden pages in GW2DB.I’ll link one inscription and one insignia.Valkyrie Ancient Inscription – http://www.gw2db.com…ed:created-fromValkyrie Gossamer Insignia – http://www.gw2db.com…amer-insignia-s. Since going live crafted items have been a main source of players gearing up on exotics. They cost around 2-3g per piece and are readily available from the TP.

But if they’re much easier to get than the other exotics why bother getting the other exotics?
The most likely reason is for different skins. All the base level 80 exotic set looks like this:Posted Image
Posted Image

A lot of people will find them unappealing and thus hunt the other exotics for skins.

Why have exotic dungeon skins which look the same as the rare skins when you can just transmute a rare skin over a crafted exotic?
This is a mute question now, AN obviously saw this error and now all rare gear from dungeon vendors have a boring singular look and not the dungeon armour look.

What stats can I get?

I said all exotic gear has the same total power i.e. all chest pieces would be 101/72/72 etc. Well, GW2 uses 8 stats on it’s PvE gear that we are aware of:

  • Condition Damage
  • Critical Damage
  • Healing Power
  • Magic Find
  • Power
  • Precision
  • Toughness
  • Vitality

Using GW2DB we can see (also seen in earlier crafting) there are only 7 different Insignias/ inscriptions:

  • Berserker’s = Crit Damage/ Power (main)/ Precision
  • Explorer’s = Magic Find (main)/ Power/ Precision
  • Knight’s = Power/ Precision/ Toughness (main)
  • Carrion = Condition Damage (main)/ Power/ Vitality
  • Rampager’s = Condition Damage/ Power/ Precision (main)
  • Valkyrie = Criti Damage/ Power (main)/ Vitality
  • Cleric’s = Healing Power (main)/ Power/ Toughness

*New* Crafted L80 Jewellery Exotic

  • Chrysocola Jewellery: Condition Damage (main)/ Power/ Vitality
  • Beryl Jewellery: Power (main)/ Crit Damage/ Vitality
  • Coral Jewellery: Precision (main)/ Condition Damage/ Power
  • Emerald Jewellery: Precision (main)/ Toughness/ Power
  • Opal Jewellery: Magic Find (main)/ Power/ Precision
  • Ruby Jewellery: Power (main)/ Crit Damage/ Precision
  • Sapphire Jewellery: Healing (main)/ Power/ Toughness

This wiki is a good start for further info:http://wiki.guildwar…iki/InscriptionSo crafted exotic items at 80 will have one of the above eight stat sets.However, there are eight variables which come in threes meaning there are at least 56 distinct combinations. If only eight are covered here, what about the rest? Where is the soldier set (power/ toughness/ vitality)?

Basically, the other exotics will make up some of the remaining stat combinations. You must also remember you could have one 2H exotic with 179/128/128 power/precision/condition damage which is different from a 2H exotic with 179/128/128 condition damage/power/precision. In the former power is the main stat while the latter has condition damage. So there are actually more than 56 combination of stats.That being said you can expect the ‘other’ methods of obtaining exotics to have skins you may want also. Whether they are worth the time to grind or not is up to you. I am a little surprised that the soldier set isn’t one of the crafted sets but I guess it will be one of the more desirable ones. It’s also intriguing that all the crafted sets have power.

Karma can be exchanged for exotic weapons at any of the high priest temples in Orr and by the vendor near the Arah entrance. To gain access to these vendors your server must be in control of the temple. Each piece  costs 42k karma. Below is an image (produced by dulfy user Blazer) of which stats each temple has. Note there are currently no exotic weapons which can be with karma.

Posted Image

Mystic Forge

The mystic forge can prodcue exotic gear. It can produce this via set ways and random ways. The random method involves throwing in 4 items of the same rarity. To get a guaranteed exotic if you throw 4 exotics in you will get a different exotic. If you throw 4 rares in you have a 20% chance of getting an exotic item out. You must throw the same type of rares to get that type of gear e.g. 4 greatswords for a greatsword. Throwing 3 greatswords + 1 hammer = random weapon.

The set recipe is for weapons only at this time but produces some of the most prestigious skins, some on par with legendaries.

All known recipes for these exotics follow the same formula.

Eldritch Scroll (50 skill points) + X Mystic Coins + ??? + ???

Here is a link to the wiki of current known recipes: http://wiki.guildwar…rge/Other_Items

A relatively cheap way of obtaining exotic weapons is using the forge to make the mystic weapon. Total material costs will be about 1-1.5g. Here’s the wiki link:


Chest Rewards
Confirmed that at least they can be rare rewards from meta event bosses. One was obtained off of the Lvl 15 starter zone meta event so it’s not only in L80 areas.

Also jumping puzzle chests and dungeon chests may now reward exotics.

Map Completion
Completing any of the following zones will reward you with 2 exotic items:

  • Fireheart Rise
  • Mount Maelstrom
  • Straits of Devestation
  • Frostgorge Sounds
  • Malchor’s Leap
  • Cursed Shores

Monster Drops
The final confirmed way to get exotics is random drops from monsters. The rate is extremely low but monsters in cursed shore have been known to drop legendary precursors too.

How difficult is it to get Legendary gear?
Much harder than exotics and there are only known legendary weapons. We now know that the recipe for legendary weapons are:

I’ll refer you to Xagaroth’s guru guide as the requirements have been beefed up considerably since beta:


Ascended Gear

What is this? 
A new gear rarity introduced in the November update with an 8% stat improvement over exotics and the ability to use infusion slots.

Posted Image

How do I get it? 
The Nov update will only introduce jewellery and back slots but the items are obtained from the mystic forge using items obtained from the fractal of the mists dungeons. Whether all the components come from the new dungeon or not is not yet known.

Why a gear treadmill?
AN have come out and said they do not expect there to be any other armour rarities introduced in the foreseeable future. The main reason for there introduction was 2 fold:

1. They want to introduce infusion slots to the armour – these slots allow infusion items to go in which are designed to aid damage reduction/ damage increase etc against the bosses in the new dungeon.

2. They felt there was a gap between exotics and legendaries that needed to be filled. By this, they mean time. A full set of exotic can be ground out 2-3 days, a legendary will take 2-3 months. AN wanted an item players (specifically the more hardcore) strive towards which falls in-between the two.

So why not just upgrade exotics?
The main reason I feel is you’ll always have the easier exotics to obtain (crafted ones). Having such items in the game means you cannot fill the ‘time discrepancy’ of their attainment with them. If you say well those armour pieces shouldn;t have infusion slots and only the harder exotic pieces should then you have introduced a 2 tier exotic system.

But why the stat increase?
The main reason is if you are going to make this the ‘best-in-slot’ item then there has to be some differentiation between exotic and it if people are going to put ‘considerable’ more effort to attain them. Remember, these items are likely going to need weeks to get each as that’s the time gap in gear attainment the game currently has. To drive players to go for a new gear system needs some incentives beyond aesthetics.

All in all, I think this was an oversight by AN and ascended gear should have been in game from the start. They are simply trying to fix that issue by introducing them now. They know they have gone back on their promise of no gear treadmill but at the same time they felt without doing this they could not expand the game to forfil content for the more hardcore. Also many casual players have completed their exotic sets and are about to hit the legendary wall – potentially months of grind for nothing. This set allows AN to fill that void, offers more content and the infusion design (though many regard as lazy) is a tried and tested method to keep players playing.

For those with legendary weapons, they will be ungraded to ascended stats in the future.


  • All level 80 gear is not the same
  • Exotic Gear WAS the max level gear in terms of stats – replaced by Ascended gear on 15th Nov 2012
  • PvE gear is designed by breaking up the stats of the PvP 798/569/569 amulet and putting it back on gear
  • Exotic gear at level 80 has 13% better stats than a Rare 80 item. Ascended gear has 8% better stats than Exotic gear.
  • All level 80 exotic gear will have the same “total attribute” points but different gear will have different attribute allocations e.g one exotic glove is 34/24/24 in power/precision/vitality while another is 34/24/24 in toughness/vitality/healing
  • The confirmed ways of obtaining exotics are: dungeon tokens, WvW, crafting, chest rewards, mob drops, karma and the mystic forge.
  • There are at least 8 crafted exotic sets that require globs of ectoplasm.
  • Exotic gear has many obtainable ways.
  • Ascended gear and Legendary gear will be the newest tier – AN have no intention to introduce further tiers

Guild Wars 2 Warrior Sample Builds Guide By: themightykhoner


Hey guys. I know I’m like everyone else out there whose been anticipating GW2 for ages now, you just want to crawl under a rock and hibernate until midnight of the 24th. Instead I fill my time with creating builds and planning my adventures in GW2. While doing this I’ve come to the conclusion that I’d like to level a warrior as one of my first “endgame” characters. So, I’ve created many builds and tested them in PvE as well as PvP. I think I have a pretty good idea of what I want to build and I’d like to share it with the community. My hopes in doing so is that not only do I give others an idea of what to build, but also for me to improve my build. So please leave a comment with your opinions, or suggestions. I’d be more than happy to debate why “Trait X” is more valuable then “Trait Y”.

Greatsword / Longbow – Early Crit Build


This one seems to rise above the rest early on, grabbing Deep Strikes (Arms) and stacking sigils gives you immense critical strike rating.

Thanks to Gimiz for all the help!

Now that you’ve seen it, I’m going to go in-depth and describe my choices and thought process behind them.

Why Greatsword?
Greatsword seems as if it was built for PvE, not only does it grant lots of single target damage, and CC. But the AoE it provides is insane, which is ideal for dynamic events and killing multiple mobs at the same time.

Why Longbow? 
Again same reason as the greatsword, although it doesn’t offer as much direct damage then the Rifle, I believe it’s easier to kite with, it offers more support / utility then the rifle, and it’s AoE is unmatched. This makes it more favorable then rifle in my mind.

What’s is the build centered around?
This build capitalizes around DPS, AoE, and Dynamic Events.

DPS :: Damage per Second :: The faster you kill a mob the sooner you can kill the next one, which optimizes your leveling experience.

AoE :: Area of Effect :: Your not only going to pull one mob, or not do dynamic events. Focusing on AoE makes you able to kill multiple mobs very fast, and clear dynamic events with ease.

Dynamic Events :: These play such a big role in PvE, and as an AoE based warrior you play a big role in dynamic events. When using this build you can hit all mobs in a dynamic event with 5+ abilities.

Strength :: 20 points.
>> Reckless Dodge (5) :: Damage foes at the end of a dodge roll. Dodging is huge part of GW2, and what better way to reward dodging then with damage?
>> Berserker’s Power (10) :: Increase damage depending on how much adrenaline you have. With this build you will be doing tons of damage, hence generating a large pool of adrenaline. More Adrenaline = More Damage
>> Building Momentum (15) :: Burst skills restore endurance. This is the counterpart of dodging. As a warrior you focus on adrenaline, and burst skills. And as a GW2 player you focus on dodging. Need I say more?
>> Slashing Power (20) :: Greatsword damage is increased by 10%. Grants you more damage for using your main weapon. Win.

Arms :: 20 points.
>> Precise Strikes (5) :: 33% chance to cause bleeding on critical hits. This is just a little bonus you get for critting.
>> Deep Strike (10) :: Gain +40 precision for each unused signet you have equipped. With this build you have 5 signets. Most of the time you have at least 3 signets up. 3×40 = 120 Precision. This will make your critical chance skyrocket.
>> Critical Burst (15) :: Burst skills have a 10% increased critical chance. On top of your huge critical chance you have this. More often then not your burst skills will crit.
>> Forceful Greatsword (20) :: Gain might on a critical hit with a greatsword. Greatsword skills recharge 20% faster. With your crit chance you chance you should be critting every other hit, might = more damage. Win.

Tactics :: 20 points.
>> Determined Revival (5) :: Gain 5 toughness per level while reviving. This helps a ton for dynamic events. Getting downed is inevitable and that toughness can go a long way
>> Stronger Bowstrings (10) :: Increased longbow range. This is great for dynamic events, and leveling. You can do damage from farther away, and can kite longer while playing solo.
>> Fast Healer (15) :: Revive 10% faster. Once again, this is amazing for dynamic events, you can pick up your allies quicker and blast through events quickly.
>> Burning Arrows (20) :: Longbow damage is increased by 10% against burning foes. Most of your longbow skills burn foes. This trait just stacks upon itself and increases your damage by a significant amount.

Discipline :: 10 points.
>> Versatile Rage (5) :: Gain 5 strikes of adrenaline on weapon swap. With this build you are constantly switching weapons, and this rewards you for it.
>> Signet Mastery (10) :: Signets recharge 20% faster. You have 5 signets, I mean… Come on..

How do I use this build?

Solo :: Pull enemies with Longbow. 5 > 3 > 2 > 1 > 4 > 1 (Until melee range). Switch to greatsword, 5 > 1 > 2 > Burst.

Events :: Greatsword 4 > 3 > 2. Longbow 4 > 3 > 2 > Burst. Rinse & Repeat.

  • Go to greatsword when longbow (AoE) abilities are on cooldown.
  • Go to longbow when greatsword (AoE) abilities are on cooldown.

(PvP) Greatsword / Double Axe – Burst Spam Crit Build


On paper this seems like the highest direct damage build out there it capitalizes on stacking might stacks, and adrenaline up-time. Your goal with this is to constantly be critting, keeping full might stacks on yourself, and full vulnerability stacks on the enemy.

I won’t go into as much detail on this one because it’s for PvP, and PvP isn’t as formula-like as PvE. For example to maximize DPS in PvE you do X, then Y, and Z, on a mob standing still. In PvP there is to many variables to get maximum DPS down to a formula. But.. enough rambling. Let’s get into it.

So first off, I take greatsword for great AoE damage, mobility, and to stack Vulnerability. With my second weapon set being double-axes. I run this for the same exact reasons I run greatsword. AoE, Mobility, and Vulnerability.

Why these traits / warrior skills?

These traits offer this build large critical strike rating (with Fury), massive damage, mobility, and survivability.

Strength :: 30 points.

I go 30 points into strength because of the damage

>> Restorative Strength (10) :: Using a heal skill removes crippled, chilled, immobilize, and weakness. Since I take no points in defensive traitsthis is good to break soft CC’s ,

>> Slashing Power (20) :: Greatsword damage is increased by 10%. ’nuff said.

>> Berserker’s Might (30) :: Go into Berserker’s Stance when you gain over 5 stacks of Might. This effect can only occur once every 45 seconds. Basically will increase your adrenaline for 8 seconds every 45 seconds you are in combat.

Arms :: 15 points.

But Khoner… this is a “Crit Build” why don’t you go 30 into Arms?
Good question. The crit offered from precision cant match the crit offered from Fury Stacking. The reason for going 15 points in is for the Critical Burst minor trait, that makes the Burst’s (the main damage dealers) crit more often. More crits = more fury = more damage = more endurance = more bursts.

>> Rending Strikes (10) :: 33% chance to cause Vulnerability on critical hits. Mo’ Damage. Need I say more?

Discipline :: 25 points.

I go 25 into discipline to pick up Versatile Power and to get higher critical strike damage, and burst damage. Most important tree for this build.

>> Warrior’s Sprint (10) :: Run faster while wielding melee weapons. Not the best of traits, mostly filler, but hey more movement speed.

>> Signet Mastery (20) :: Signets recharge 20% faster. Since I run 3 signets on this build, which are all very useful, this lets you use them more often.

>> Versatile Power (25) :: Gain Might for 10 seconds on weapon swap. Most important trait, keeps your might stacks going since you are constantly switching weapons.

Why these Runes?

These Runes give power and might duration, 2 of the most important stats for this build. I wouldn’t stray to far from these.

Why these Sigils?

Since this build focuses on fury uptime, what better way to use Sigils specifically for it?

How do I use this build?

  • Maintain maximum stacks of Fury. This can be done by critting, switching weapons, Signet of Rage, Arcing Slice, and Dual Strike.
  • Maintain maximum bleed / vulnerability stacks. This can be done by critting, Swing, Slice, and Cyclone Axe.
  • Maintain health / condition-free. Mending, Shake it Off, Signet of Stamina.
  • Revive teammates.

Guild Wars 2 Warrior Power Rifle Build Guide By: Zinn


I’ve finalized my builds for launch and this is one of the two.



The first thing you need to do is precharge your adrenaline to full using signet of fury.  The reason being with the traits berserker focus and heightened focus, you gain 12% damage and 9% crit chance if your adrenaline bar is full.

Your attack sequence is to open with rifle applying a bleed.  This activates you 10% bleed damage trait.  Follow this up with you vulnerability attack to get 5% more damage.  Then you use volley.

If they are closing on you, switch weapons and eviscerate.  Your cooldown on signet of fury will have long since been up so charge you adrenaline bars again to full with it.  Some targets you will have killed at this point.  If not, go defensive.  You can either wait out the eviscerate timer or switch for the knockback and kite a bit.

You always want to keep you adrenaline full.  Only using it on the eviscerate and then immediately filling it up again with the signet.

Possible Changes

Here is a list of changes to traits and abilities you may consider:

  • Shake it off exchanged for balanced stance
  • Shake it off exchanged for On My Mark
  • Rending strikes exchanged for Deep cuts
  • Rune of Divinity for Rune of the Scholar

With the three forms of condition removal, I felt it was in a good spot overall.  Bringing in balanced stance is probably something I will do at launch.  Bringing in On My Mark and Rune of the Scholar is something I am considering for opening burst.  Those two together will add another 20% damage and 105 more power with the loss of a little bit of survival.

Deep cuts is simply to extend the bleed time to make sure the 10% damage to bleeding targets doesn’t drop.  With the high crit and other bleed proc, I never found that I really needed it though.

Guild Wars 2 Mesmer Builds Guide By: Xovian


For me, going through calculators and surmising the various possibilities of the mesmer profession is as fun for me as playing the game itself. I’m a builder, I enjoy the intricacies of making a profession work, even in some of the most odd combinations. Thus, this thread is about “builds”, but no one specific build, but all of them, and the instances they are useful in. Sample builds will be included at the end of this section.

There is no one “best” build for a mesmer, as it will in large part depend on where you are and what you are doing. A PvP build will obviously be inferior to a PvE build if you are doing PvE, and a sPvP build may not work so well in large group scenarios such as WvW. Each build has it’s strengths and weaknesses, and this thread is to explore those possibilities.

It is important to note one major thing for any build. The combinations of weapon skills to secondary and elite skills is the very first thing someone should consider. While the two skill types don’t often directly interact, it should be something you keep in mind as far as combos, aka Combo Fields. You may look at your build and notice that with your weapon choices and your secondary skills, you may not have a single combo ability. While not a bad thing inherently, it should be something you consider.

The second most important decision you will make about your mesmer is what Traits are you going to use. This decision is almost, and in some cases more so then the first, just as important to a characters build. Traits tend to be great on focusing on a single aspect of the character. The question becomes what can traits actually focus on? The reality is, just about everything a mesmer has at their disposal has a trait somewhere for it.

The question becomes, do you focus on weapon skill(s) with your traits for an increase in damage? Do you focus on a single ability, like phantasms? Do you go a balanced route that improves upon more then one ability or skill? There are literally thousands of ways, you can build a mesmer, and each will have it’s own subtle difference. And those subtle differences will make larger changes then you might think.

The most important thing to think about when you are theory crafting or going to test a build is ask yourself a few questions:

-What’s it’s purpose? PvE, PvP, WvW, Dungeons?
-What are you going to focus on or try to improve with traits? Weapon abilities, skills, cooldowns, ect?
-How do the weapon skills and your secondary skills mesh, if they do at all?
-How do your skills both weapon and secondary mesh with your traits?

I think it’s important that every person planning to play a mesmer, spends at least some time trying out a few things in the Mists, even if you have no gumption to ever PvP. Why? So you can TRY IT OUT. GW2 gives you the ability from level 2 on to try everything out you could possibly desire. You can practice on target dummies and many other entities in the Mists. See what works for you, and what doesn’t. Just because you see someone else’s build, doesn’t mean you’ll have the same success with it. So I implore you, try stuff out before you plan to go a specific way, especially those of you more focused on PvE, after all, in PvE, it costs money to make changes to your character.

And the Samples:

A sample PvE build. This build has one focus: Phantasms.
Check it here
You’ll notice a few things about the build right off, other things are a bit more subtle.
The first thing you’ll likely notice is that it uses 1hd Sword for both primary weapons. While not always considered a “good” strategy or use of a weapon, the sword has some of the lowest cooldowns as far as weapon skills a mesmer has access to. With this build, all the sword cooldowns are 10seconds, so that’s faster then the other weapons, so it’s still worth using. The other weapon skills that are lower in cooldown produce clones, and for this build while useful in a pinch, clones are not desired.

As to the phantasms themselves, they deal a lot of damage, give you excellent defensive abilities, and they don’t die easily compared to regular phantasms and definitely not as easily as clones.

There is some behind the scenes abilities that make this build effective. One of those subtleties is that for each Phantasm you make, you are given regeneration at the time of their casting. This in turn also gives you protection (status protection) for two seconds. The clones, while not a focus of this build are highly useful at the start of a fight for use in shattering.

As to gear enhancement, it is showing the PvP equivalent Runes and Sigils, bare in mind there are PvE versions of these as well given by heart vendors for Karma, and may also be available through various dungeons. You’ll notice your heal gives you regeneration as well because of the runes, add in the trait and you remove a condition too. Useful for some of those enemies that like to use cripple.

Overall this build is very solid and a good starting point for people who want to focus on phantasms for PvE. You’ll be tough as nails, able to keep your phantasms alive because they each regenerate each other, and you as well. With high hp, good armor, and a healthy dose of defense (50% reduction by a phantasm plus an added 3% reduction for each illusion up), you should be able to take on most pve challenges by yourself and still come out of it alive.

A Sample PvP build. This build has two focus points: Conditions and Clones.
Check it here.
This is a build I came up with for PvP. It focuses on conditions given by the staff, and the added conditions and boons given by the clones. Since clones share the weapon of the mesmer upon their creation, they also have the ability to inflict any secondary effects the same as a mesmers current weapon. The second focus of clones is the ability to make clones consistently even if they are destroyed due to their very low hp. You can make clones by skills, weapon and even by dodging. This is handy for putting out extra conditions and also for setting up to shatter the illusions.

The subtleties of this build are in the given secondary skills. Both of your clone maker secondaries are also stun breakers. You also have the ability to stun your foe or improve condition damage with the signet. The final trump card is the Moa Morph. Unlike every other “condition” in the game, Moa can not be removed by the person who is effected by it, and it’s got a good duration of 10 seconds. With the given runes, you also gain protection/regeneration when you heal, which is very handy vs certain control builds such as control built warriors and guardians.

The secondary weapon gives you good damage when a foe inevitably tries to close into melee range with you. Any foe who does not get on you, is going to die or be forced to flee. The torch gives you an on call invisibility for when you need some extra time to hide. With decoy this gives you 2 escapes. Given that this build could be considered an opposite to the previous listed build, your phantasms are often gonna be the priority for shattering when needed. This can be done offensively or defensively as always.

Trait wise this build desires to keep clones up most of the time, and overall they are not expected to be shattered for anything but defensively, as it will lower your DPS by quite a bit.

Overall this build is also solid, but it is not bursty by any means. This build relies on cold calculated damage, that becomes cumulative over time. In a war of attrition, even the most defensive builds among the professions will fall if played right. This build is for those that are of the patient type.

One final note on this build, it can be swapped to a PvE build since many of the traits are specific to “illusions” (both phantasms and clones), thus by swapping out weapons and secondary skills, it can easily become an effective PvE build.

A Sample High Damage/High Crit or “Glass Cannon” build. The focus here is more PvP.
This is one of those fun builds that relies on ugly straight forward damage and a high crit%.
Check it here
This build is often called a “shatter build” because one of it’s focuses is to use shatter as often as you can, but with out the focus on illusions, as each weapon can create a clone and illusion each, as well as that dodging will also give you a clone. The only downside to this build is there isn’t really any subtlety to it, and it lacks having higher HP. Some minor secondary and elite skill changes can be used if you want to use a PvE variation of the build. You may also want to substitute the Scepter for the 1hd Sword, if keeping illusions out is desired, and your having difficulties keeping them up.

This build gets an extremely high crit percentage of 71%. How often this build crits is just at stupid levels. It relies on rotating clones and phantasms both for shattering. With the changes to the Mantra trait, you can use each mantra 3 times before you have to stop and focus. It should be noted that the mantra trait does not effect the mantra heal, and thus it isn’t the one being used. With damage, dazing and removing daze from yourself, this build has a lot of control and burst damage.

Overall, this is a very fun build as the damage comparable to other mesmer builds is just staggering and can surprise people. Unfortunately it has almost no survivability, and if you get focused you drop quickly. On the PvE side of the house, if you are good at dodging and keeping a decent amount of clones and phantasms up, you can actually make this build very effective. Just be mindful that this build isn’t recommended for use during your personal story if you are solo.

A Sample WvW build. This build focuses on Flanking or positioning.
Check it here
This build is highly defensive and used primarily as team support. It focuses on the aspects that are often needed in WvW, the need for movement and even secrecy. You have the ability to move an entire group through the use of the portal. You have multiple ways to make you’re entire team invisible. Your traits focus on making these stronger. Runes and Sigils are designed to help give you some staying power to help support the team. You’ll have a very impressive HP level of over 32k. You also can summon clones for defensive tactics by way of the scepter, possibly confusing foes into believing a clone is you. Just keep in mind, don’t act like a player all the time, sometimes just standing still and blending in can help you avoid damage you may need to heal later.

The subtlety of this build belies in the fact you are using glamor skills, that can indirectly help defend a team. Each time you use a glamor skill, the location also creates a blind effect on enemy players. This in turn also adds confusion to them as well.

This is a build that could see several variants, but its bottom line is that it may also see use by guilds and small groups of friends trying to accomplish the various objectives of WvW. Whether that be ambushing a nearby group, position for distractions, or just avoiding the zerg so that you can take something the enemy has now left undefended.

While your damage won’t be anything to write home about, this skill set is something only a mesmer can do, as no other profession can even come close to the guerrilla warfare capabilities of a Mesmer. Move, elude, and conquer, is the motto of this build, and if you have plenty of friends you play with regularly, they will be amazed at what you’re capable of.

A Ranged Build. This build focuses on having and keeping ranged. More of a PvE focus.
Check it here
This build is for those lazy players among us that don’t want to worry about having to deal with melee, or micromanaging our secondary skills. We want our distance vs our enemy and we want to keep it that way, and not have to worry so much about our foe.

The way this is accomplished is by our choice of weapons. We take the scepter to give us a way to spam clones on the opponent and keep them from getting to excited and coming after us. Even if the enemy does some how decide to ignore the clone spam, or because they are able to easily kill the clones which does happen, you have a way to get em off you. With the great sword secondary you have both a clone and a phantasm to give them something else to worry about, and also a knock back effect with skill 5. The Runes and Sigils for this build are for keeping illusions up and for allowing defensive play. Trait wise we boost the use of signets, and help us to maintain distance, with some added survival added in as well.

This combination of skills and weapons allows for a fairly relaxed play style. You don’t have to worry about running all over the place or having to worry that running away might be an issue. If used correctly you will never actually be the target of hate from an NPC, or at least wont be for long. You’re damage remains fairly high and a fair crit rate of 25%. This build also excels for those people who tend to bite off more then they should chew. If you prefer a kiting style and playing keep away with your foe since they enemy is likely much higher level then you, then this build can serve you well. You have the damage and defenses to keep things in your favor and enough distractions to keep any foe occupied. Great for some of those “Skill Challenges” where the NPC is a lot tougher for their level.

Management of this build is very simple, since it relies heavily on signet you wont even have to be worried about using your secondary skills unless you just desire their activation effects for some escape or buffing options. Even with just the passives, you’ll get some good mileage from them with this build. Easy and simple, and sometimes enjoying a relaxing play style can be a nice change of pace.

Guild Wars 2 Necromancer Tips and Conditions List By: Thunderbrew


I’ve been keeping some notes on the Necromancer, especially on some of he
more uncommon things to know.

First of all, here is a link to a doc I put together, listing all of the conditions
for a Necromancer, and what abilities fall under those categories. This will
be useful in making certain builds.


Combo Fields with Lich:

Wells: Corruption, Darkness, Power, Suffering
Spectral Wall
Well of Blood (Ritual of Life trait when you revive someone)
Chilblains (staff)
Corrosive Poison Cloud (utility)

Runes of most interest:

Rune of the Nightmare (Superior) – Best for condition builds
1. +28 condition damage
2. +4% condition duration
3. +55 condition damage
4. +6% condition duration
5. +100 condition damage
6. 5% chance to cause fear when hit. (cooldown: 90s)

Rune of the Undead (Superior) – Favors more defense (toughness)
1. +28 condition damage
2. +15 toughness
3. +55 condition damage
4. +35 toughness
5. +100 condition damage
6. +5% of toughness becomes condition damage.

Rune of the Necromancer (Superior) – Favors more defense (vitality)
1. +28 condition damage
2. +15 vitality
3. +55 condition damage
4. +35 vitality
5. +100 condition damage
6. +20% fear duration.

Rune of Divinity (Superior) – Stat and crit bonus
1. +10 to all stats, 3% Critical Damage
2. +10 to all stats, 3% Critical Damage
3. +10 to all stats, 3% Critical Damage
4. +10 to all stats, 3% Critical Damage
5. +10 to all stats, 3% Critical Damage
6. +10 to all stats, 3% Critical Damage

Here are some things Ive found, or come across, that might prove useful to other people:

-Traits that cannot be used underwater:
Wells – All (including Well of Blood utility healing)
Corrosive Poison Cloud
Summon Flesh Wurm
Spectral Wall
-Marks can be detonated manually by hitting the skill key again
-You can drop marks right on the target for immediate detonation
-Each weapon set has a way to gain life force
-Lich Form doubles your max health and you gain stability for the 30 second duration
-The only life stealing weapon skills are on a dagger and spear (underwater).
-Spectral Grasp acts as a projectile, so has to hit (hard on fast moving targets)
-Your minions die if you go into Lich Form (PvP only) or a Mesmer turns you into a bird
-No corpse is needed to summon a minion.
-Well of Corruption: Boons on foes to conditions every 2 seconds
-Well of Power: Conditions on allies to boons every 2 seconds
-Combo: Signet of Spite + Epidemic – Applies 5 conditions than spreads them to all
-Plague Signet is great vs classes like Ranger and Rogues who can get a 20 stack bleed on you (transfers it to them)
-Spectral Wall – Ethereal Combo field: Applies Chaos Armor to allies and confusion to foes. Chaos Armor
puts random boons on you, and random conditions on foes when struck
-Best looking dungeon armor (IMO) is from Arah (looks like Lich), second best Twilight Arbor (Lv50 Tarnished Coast)
-You cannot finish a downed opponent in Death Shroud form.
-After leaving Death Shroud, there is a 10 second cooldown before you can activate again. The Near to Death
trait in Soul Reaping reduces this to 5 seconds.
-You cannot jump in Lich Form
-Conditions cannot crit, but they ignore armor (ie. Bleeds)

Ill keep adding to this as I find more out, or need to make corrections to changes or errors.

Feel free to add to it!

Guild Wars 2 Ranger Pet Location Maps By: UmThatOneGuy


I put together the locations of all the known pets from the betas that will appear in all the 1 to 15 zones and 15 to 30 zones. This should help anyone wanting a specific pet, or anyone who wants to get all the pets in an area (go team beard!)

1 to 15 zones

River Drake
Forest Spider
Krytan Drakehound
Posted Image

Caldeon Forest:
Jungle Spider
Jungle Stalker
Fern Hound
Posted Image

Metrica Province:
Jungle Spider
Marsh Drake
Posted Image

Wayfarer Foothills:
Brown Bear
Ice Drake
Snow Leopard
Alpine Wolf
Posted Image

Plains of Ashford:
Black Bear
Red Moa
Whiptail Devourer
Posted Image

15 to 30 Zones
Diessa Plateau:
Lashtail Devourer
Posted Image

Brisban Wildlands:
Posted Image

Gendarran Fields:
Brown Bear
Posted Image

Snowden Drifts:
White Moa
Posted Image

Kessex Hills:
River Drake
Posted Image

Lion’s Arch:
Blue Jellyfish
Posted Image

Black Citidel:
Lashtail Devourer
Whiptail Devourer
Posted Image

Polar Bear
Snow Leopard
Ice Drake
Posted Image

Guild Wars 2 Daily Achievements Guide By: Charlatan


if you’ve logged onto GW2 and only have a little time to play, I think one of your best uses of time is to work through your daily achievements.

Why do you want to do this?

1. It’s easy
2. It’s pretty fast
3. You get a nice reward, a chunk of xp, and a little coin
4. Achievements! You get achievement points, which you can use for…. uh…. you can…. uh… they’re pretty!

You can (and probably will) complete your daily achievement automatically just by playing, that’s how easy it is! But it’s worth it to ensure you complete your achievement. So before you log off, check your achievement and see if you can easily complete it – the rewards are worth it!

How do you do this?

1. Open your hero panel by hitting H. Then click on the achievement icon on the left. You should see your current Daily Achievement status:

hero panel: starting dailies

There’s 4 components to the daily achievement: number of kills, kill variety, raw material gathering, and events. As you see, in the area labeled 1, you need 10 kills, which will award you with 1 achievement point (the little 1 with the achievement point symbol to the right of the 0/10 kills bar). The part labeled 2 indicates you need to kill 5 different types of enemies – so for instance a boar, a grub, a mosquito, and so forth. Each different type of creature you kill counts just once for the kill variety. Section 3 says you must gather 3 items, and section 4 says you need to participate in one event.

As you go through playing the game, your bars will start to fill up. See the little gray 1’s at the end of each category? That’s the rank of the achievement you’re working toward. As you fill up a category (say you kill 10 mobs) you will get 1 achievement point and will complete rank 1 of the kill quantity achievement. Completing rank 1 will open up rank 2. Completing 2 opens up rank 3 and completing 3 (when applicable) opens up rank 4. Each further rank simply requires you to perform more of that activity.

Here’s a picture of the daily achievement underway. Note that the kill quantity is still on rank 1: I’ve only killed 7 of the required 10 mobs. However, the kill variety section (number 2) is on rank 2: I killed 5 different types of mobs for rank 1 (see the previous pic) and the display has moved on to the next rank: kill 8 different types of mobs.

daily achievement underway

As you continue killing mobs, gathering materials, and participating in events, eventually you will complete a category. Here’s a picture of the achievement panel after I’ve gathered all required items for the gathering portion. See how it says “Completed” off to the right? That’s how you know that portion is done.

daily achievement almost done

The final numbers you need are:

60 mobs
15 different types of mobs
20 gathers
5 events

Once you complete all the sections, you’ll get an achievement and a chest will pop up on the right side your screen just above the minimap: you don’t need to grab anything, it just shows up and it’s yours! Click the chest icon on the right side of the screen and it’ll open and give you some fabulous rewards!

In this case I got some silver, some xp, and a Mystic Coin (which is used in the Mystic Forge – these are valuable, so hang on to them). Other rewards you may get will include transmutation stones, remote bank access NPCs, repair golems, vendors, or remote Trading Post pick up merchants.

So here’s some tips for completing your daily:

1. You know those little white non-combat mobs you see around: frogs, sparkflies, whatever: these DO count for both variety and for the kill count. So don’t be afraid to kill those harmless creatures as you run by them!

2. Chopping down trees and Mining ore both contribute more than gathering plants, since you receive 3 gathers of wood/ore for those nodes. So chopping or mining are more “efficient” than just grabbing a plant.

3. The only types of events that count for the event portion are dynamic events: hearts don’t count, nor do skill challenges. There is no memory of the events you’ve done so if you complete the same event more than once, you receive credit for it each time you complete it. Events have to complete for you to receive credit for them. If you hit a few mobs for an event and run off, and the event completes later, you receive credit. However, if you help with an escort quest, and later on the escort NPC gets conked out and needs to be revived, you will not receive any credit. I believe events have to succeed for you to get credit.

4. Daily achievement tallying resets at 8 PM Eastern (5 PM Pacific) which can be in the middle of when you’re playing, so plan accordingly!

5. Note that this achievement is account-wide: which means each day you can only do this for one character each day. No more of this having to log on your Ranger, do the daily, log on your Warrior, do the daily, log on your Necro, do the daily… and so forth. Just do it once!

Daily Achievements Guide by Dulfy

A updated guide to the new GW2 daily achievements revamped with the February Flame and Frost The Gathering Storm patch . Included below are some tips on quickly finishing each portion of the daily.

Daily Rotation

Ambient Killer – 30Aquatic Slayer – 25Aquatic Slayer – 25
Event Mentor – 5Ascalonian Event -4Gatherer – 20
Fractal Runner –1Gather – 20Group Event Completer – 2
Gatherer – 20Group Event Completer – 2Healer – 10
Healer – 10Laurel Vendor – 1Keg Brawl Stealer – 5
Karma Spender – 750Maguuman Slayer – 40Kill Variety – 13
Mists Invasion Defender -10Mists Invasion Defender -10Mists Invasion Defender – 10
Shiverpeaks Killer – 40Mystic Forgesmith – 5Mystic Forgesmith – 5
Veteran Slayer – 5Skill Point Accumulator -3Personal Story Completer – 1
Ambient Killer – 30Ascalonian Killer – 40Costume Brawl Champion -1
Champion SlayerDodger – 15Crafter – 10
Events – 5Gather -20Dungeon Completer – 1
Gatherer – 20Kill Variety – 13Gatherer – 20
Karma Spender – 750Mists Invasion Defender – 10Kills – 50
Kills – 50Puzzle Jumper -1Krytan Event Completer – 4
Leveler – 1Recycler – 10Leveler – 1
Mists Caravan Disruptor – 5Shiverpeaks Events -4Maguuman Veteran Killer – 3
Veteran Slayer – 5Story Dungeon Completer –1Mists Caravan Disruptor –5
Aquatic Slayer – 25
Condition Applier – 50
Events – 5
Gatherer – 20
Group Event Completer -2
Keg Brawl Scorer – 3
Krytan Killer – 40
Mists Invasion Defender -10
Mystic Forgesmith – 5


Daily Ambient Killer – 30 Critter kills

  • A good spot for lots of critters/ambient creatures is the Godlost Swap in Queensdale. Lots of Sparkfly and Frogs to kill for your enjoyment.


Daily Event Mentor – 5 sidekicked events completed

    • Sidekicked just means completing event in zones under your character level (i.e. scaled down). Due to the other achievement in this category (Daily Shiverpeak Killer), the Frozen Maw event chain that starts in Krennak’s Homstead Waypoint (Wayfarer Foothills) every 25 minutes is great for this.


Daily Fractal Runner – 1 Fractals Completed

  • Just do a fractal

Daily Gatherer – Gather 20 items

  • Self explanatory, go to Cursed Shores/Malchor’s Leap to do your daily Orichalcum run for the best bang for the buck! Use Orrmaps.com if you are unsure where the orichalcum ores are located.

Daily Healer – Revive 10 allies (players or NPCs)

  • The field north of Nebo Terrace in Gendarran Fields is a good spot to rez NPCs as there are a lot of dead NPCs in the field and most of die quickly to the skelks after being rezzed


  • An old favorite is the Thaumanova Reactor in NW corner of Metrica Province. There are a lot of dead asura NPCs to revive and lots of different mobs to kill for daily kill variety.


Daily Karma Spender – Spend 750 Karma

  • Your best returns for this is probably to buy the Lost Orrian Jewelery box off the Orr Karma vendors if you have over 4500 karma. These boxes give you some karma back and chance to lodestones.

Daily Mists Invasion Defender –10 kills

  • Kill 10 players in WvW

Daily Shiverpeak Killer – 40 kills

  • By doing the Frozen maw event chain, you should get this one done pretty quickly.

Daily Veteran Killer – 5 Veterans defeated.

  • Veterans in Frozen Maw, Kessex Hills event chain, Veteran Mosshearts south of Twilight Arbor entrance in Caledon Forest. Lots of options here.


Daily Aquatic Slayer – 25 Underwater kills

  • Kill stuff in water, got my done in Cursed Shores but anywhere with water and mobs works.

Daily Ascalonian Event Completer – 4 events

  • For this, I really like the NW corner of Diessa Plateau. It has two event chains nearby (Meatoberfest and Dredge Assault), and events from the Living Story also occurs here. In addition, there is a group event with a Champions Plains Wurm just west of Village of Butcherblock as well.


Daily Gatherer – Gather 20 items

  • Self explanatory, go to Cursed Shores/Malchor’s Leap to do your daily Orichalcum run for the best bang for the buck! Use Orrmaps.com if you are unsure where the orichalcum ores are located.

Daily Group Events completer – 2 Group events completed.

  • For this you can try and see if the Champion Pains Wurm is up in NW Diessa or do the event chain in Kessex Hills.


Daily Laurel Vendor

  • There is a laurel vendor right outside the WvW portals in Lion’s Arch. This one is pretty much a freebie.

Daily Maguuman Slayer – Kill 40 things in Maguuma Jungle

  • Metrica Province, Caledon Forest, Sparkfly Fens, Mount Maelstrom, Brisband Wildlands.

Daily Mystic Forgesmith – 5 uses

  • Throw in some random items into the forge or buy green runes/sigils off the TP (they are like 20 cooper each) and combine them in the mystic forge.

Daily Mists Invasion Defender –10 kills

  • Kill 10 players in WvW

Daily Skill Point Accumulator –  3 skill points earned

  • If you have a character they have not completed world completion, have them do the skill challenges all over the map. Do 3 of them for the daily.


Daily Aquatic Slayer – 25 Underwater kills

  • Kill stuff in water, got my done in Cursed Shores but anywhere with water and mobs works.

Daily Gatherer – Gather 20 items

  • Self explanatory, go to Cursed Shores/Malchor’s Leap to do your daily Orichalcum run for the best bang for the buck! Use Orrmaps.com if you are unsure where the orichalcum ores are located.

Daily Group Events – 2 group events

  • 2a and 3 of the 3-4 events in Kessex Hills event chain are group events so this one should be fairly easy to complete.


Daily Healer – Revive 10 allies (players or NPCs)

  • The field north of Nebo Terrace in Gendarran Fields is a good spot to rez NPCs as there are a lot of dead NPCs in the field and most of die quickly to the skelks after being rezzed


  • An old favorite is the Thaumanova Reactor in NW corner of Metrica Province. There are a lot of dead asura NPCs to revive and lots of different mobs to kill for daily kill variety.


Daily Keg Brawl Stealer – 5 steals

  • Keg Brawl is located on the west end of Hoelbrak, there is an NPC there you can talk to participate.
  • For the steal to count, the keg must not land on the ground during the transfer from the enemy player to you. The best way to do this is stand inside the enemy player with the keg and press 2. This will transfer the keg directly to you unless they are in the middle of throwing it (in which case it is a fumble). If you are too far from the enemy keg carrier when this happens he will throw the keg in the air when you disarm them and this won’t count.

Daily Kill Variety – 13 different types of enemies killed

  • In NE corner of Gendarran Fields there is an arena type of event to kill a variety of animals which is more than enough to finish off the daily kill variety


  • Thaumanova Reactor in NW corner of Metrica Province works well for this, see Daily Healer for map of the location.

Daily Mists Invasion Defender –10 kills

  • Kill 10 players in WvW

Daily Mystic Forgesmith – 5 uses

  • Throw in some random items into the forge or buy green runes/sigils off the TP (they are like 20 cooper each) and combine them in the mystic forge.

Daily Personal Story Completer – 1 personal story completed.

  • Make a level 1 character and do the starter tutorial. It is quick and easy. Delete the character afterwards so you can do this daily next time or the Daily Leveler.


Daily Ambient Killer – 30 Critter kills

  • A good spot for lots of critters/ambient creatures is the Godlost Swap in Queensdale. Lots of Sparkfly and Frogs to kill for your enjoyment.


Daily Champion Slayer – 1 Champion killed

  • Lots of places to do this one but if you are doing the Kessex Hill event chain (see under Daily Events) then there is a guaranteed champion at the 3rd even down south (Kill the Harathi Overlord). Sometimes if there are enough people at the bridge event and the event scales up, there will be champion at that event as well.
  • Additionally, if you are doing the Frozen Maw chain for Shiverpeak events, the Champion Shaman at the end also works for this achievement.

Daily Events – Complete 5 events

  • Lots of options here but my favorite is probably west side of Kessex Hills. There are 3-4 events part of the Battle of Fort Salma event chain, They are fast events with a quick respawn timer. Events that are part of the chain occur at locations 1-3 in a sequential manner so just WP over there and see which events are going on.


  • You other options are events north of Nebo Terrace (where you knock out the daily healer achievement), do events with the zerg in Cursed Shores (Plinx event is terrific for that if it is up), capping stuff in WvW, or go to NW corner of Metrica Province and do the Thaumanova Reactor events.
  • Reader Jin points out that the Frozen Maw event chain in Wayfarer Foothills is also good for event completion – 6 events can be done in under 13 minutes.Event chain repeat every 25 minutes.  Head to Krennak’s Homestead Waypoint.

Daily Gatherer – Gather 20 items

  • Self explanatory, go to Cursed Shores/Malchor’s Leap to do your daily Orichalcum run for the best bang for the buck! Use Orrmaps.com if you are unsure where the orichalcum ores are located.

Daily Karma Spender – Spend 750 Karma

  • Your best returns for this is probably to buy the Lost Orrian Jewelery box off the Orr Karma vendors if you have over 4500 karma. These boxes give you some karma back and chance to lodestones.

Daily Kills – Kill 50 stuff

  • Kill 50 mobs/players

Daily Leveler – Gain 1 level

  • Fastest way is probably to make a new level 1 character. You will be level 2 when you finish the personal story.

Daily Mists Caravan Disruptor –5 kills

  • Best bet is to gather near an enemy’s supply camp and kill all the dolyak caravans that comes out.

Daily Veteran Slayer – kill 5 veteran mobs

  • Very easy achievement to do, just go to the event area in Kessex Hills (see Daily events) and almost all of the events in that chain have veterans. You can get this done before you even finish up an event.
  • The area to the right of Solitude Waypoint (NE corner of Wayfarer Foothills) also have 3 veteran spiders with a quick respawn. Can also kill oakhearts in the area.
  • Area of south of Twilight Arbor in Caledon Forest – kill mosshearts.


Daily Ascalonian Killer – 40 Ascalonians killed

  • Both storymode and explorable Ascalonian Catacombs have Ascalonians you can kill. You can do storymode Ascalonian Catacombs and knock out the Story Dungeon Completer in one go.
  • Additionally, areas such as the Ascalon City Ruins in Plains of Ashford or the Monument Grounds/Shattered Paradise in Blazeridge Steppes have lots of soloable Ascalonian mobs for the achievement.


Daily Dodger – Dodge 15 attacks

  • Skills with evade counts for this achievement as well.
  • Flame Legion Igniter mobs outside Citadel of Flame in Fireheart Rise (you can find some on the bridge) – if you dodge their flamethrower attack, it counts for something like 6-7 dodges. Run around in a circle around them a few laps and you should get your daily dodger done fast.


  • Ice wurms in Frostgorge sound south of Honor of the Waves dungeon entrance – they have a rock attack that can be dodged very easily. Dodge as soon as you see the rock is in the air if you stand close to them.


  • Young Karka in Southsun Cove – wait for first attack and then dodge towards them for 3-4 dodges in one go.

Daily Gatherer – Gather 20 items

  • Self explanatory, go to Cursed Shores/Malchor’s Leap to do your daily Orichalcum run for the best bang for the buck! Use Orrmaps.com if you are unsure where the orichalcum ores are located.

Daily Kill Variety – 13 different types of enemies killed

  • In NE corner of Gendarran Fields there is an arena type of event to kill a variety of animals which is more than enough to finish off the daily kill variety


  • Thaumanova Reactor in NW corner of Metrica Province works well for this, see Daily Healer for map of the location.

Daily Mists Invasion Defender –10 kills

  • Kill 10 players in WvW

Daily Puzzle Jumper – 1 Puzzle completed

  • Quickest and probably the safest jumping puzzle is probably the one in NE corner of Lion’s Arch – Urmaug’s Secret.

Daily Recycler – 10 items salvaged

  • Buy cheapies off the trading post to salvage if you need.

Daily Shiverpeak Events  – 4 events completed

  • If you do the Frozen Maw chain, you can get this daily done fairly quick and get a chest with a rare in the end as well.The chain starts in Krennak’s Homstead Waypoint and starts every 25 minutes.


Daily Story Dungeon Completer – 1 story dungeon completed

  • May want to do Ascalonian Catacombs for this since this daily is on the same day as Daily Ascalonian killer. Hard achievement to get since most people don’t run storymodes.


Daily Costume Brawl Champion – Champion once

  • This one can be pretty easy to complete, especially if you have boxing gloves or Scepter of Thorn from the Halloween event.
  • You need to land 25 hits on other players to become a champion. The white cross track your hits on other players and the little icon with the crown tells you how many times you became a champion.


  • One interesting trick a guildie uses is to purchase the Pirate Captain’s Outfit (700 gems)which give you a cannon as one of the sword skills. Next, you purchase the Boxing Gloves (300 gems) and place the cannon down as a bait. A lot of players will see the cannon and activate it. This will flag them for costume brawl and you can quickly switch to your boxing gloves and knock them senseless.

Daily Crafter – make 10 items

  • Easy achievement, just refine 10 items.

Dungeon Completer – Complete 1 dungeon

  • A quick Citadel of Flame Path 1 run will do or any dungeons really. Path 1 is fast.

Daily Gatherer – Gather 20 items

  • Self explanatory, go to Cursed Shores/Malchor’s Leap to do your daily Orichalcum run for the best bang for the buck! Use Orrmaps.com if you are unsure where the orichalcum ores are located.

Daily Kills – Kill 50 stuff

  • Kill 50 mobs/players

Krytan Event Completer – Complete 4 events

  • That Kessex Hills event chain with the centaurs is perfect for this! The chain usually contain 3 events but the cooldown timer between repeats is fairly short (<5 minutes).


Daily Leveler – Gain 1 level

  • Fastest way is probably to make a new level 1 character. You will be level 2 when you finish the personal story.

Daily Maguuman Veteran Killer – kill 4 veterans

  • Just south of the Twilight Arbor entrance in NW corner of Caledon Forest are a bunch of Veteran Mosshearts with fast respawn (<1 min once killed). You can get this daily done over there relatively quick and painless.


Daily Mists Caravan Disruptor –5 kills

  • Best bet is to gather near an enemy’s supply camp and kill all the dolyak caravans that comes out.


Daily Aquatic Slayer – 25 Underwater kills

  • Kill stuff in water, got my done in Cursed Shores but anywhere with water and mobs works.

Daily Condition Applier – 50 conditions applied

  • This one should be easy – stack Bleeds, weakness, confusion etc on the mobs. It is like the achievement to kill x number of mobs.

Daily Events – Complete 5 events

  • Lots of options here but my favorite is probably west side of Kessex Hills. There are 3-4 events part of the Battle of Fort Salma event chain, They are fast events with a quick respawn timer. Events that are part of the chain occur at locations 1-3 in a sequential manner so just WP over there and see which events are going on.


  • You other options are events north of Nebo Terrace (where you knock out the daily healer achievement), do events with the zerg in Cursed Shores (Plinx event is terrific for that if it is up), capping stuff in WvW, or go to NW corner of Metrica Province and do the Thaumanova Reactor events.
  • Reader Jin points out that the Frozen Maw event chain in Wayfarer Foothills is also good for event completion – 6 events can be done in under 13 minutes.Event chain repeat every 25 minutes.  Head to Krennak’s Homestead Waypoint.

Daily Gatherer – Gather 20 items

  • Self explanatory, go to Cursed Shores/Malchor’s Leap to do your daily Orichalcum run for the best bang for the buck! Use Orrmaps.com if you are unsure where the orichalcum ores are located.

Daily Group Events – 2 group events

  • 2a and 3 of the 3-4 events in Kessex Hills event chain are group events so this one should be fairly easy to complete. (look under Daily Events for the map)

Daily Keg Brawl Scorer  – 3 scores

  • Keg Brawl is located on the west end of Hoelbrak. There is a NPC there that you can talk to get started.
  • You must score 3 times for this achievement to count. To score, you must bring  a keg to the NPC on your side. Do this 3 times to complete the achievement.

Daily Krytan Killer – 40 kills

  • Since today’s daily have Krytan Killer, Group events, and events, the Kessex Hill event chain works perfect for this and allow you to hit three birds with one stone.

Daily Mists Invasion Defender –10 kills

  • Kill 10 players in WvW

Daily Mystic Forgesmith – 5 uses

  • Throw in some random items into the forge or buy green runes/sigils off the TP (they are like 20 cooper each) and combine them in the mystic forge.

Guild Wars 2 Mesmer Beginner’s Guide By: Xovian


-Introduction to Boot camp
-Profession Abilities
-Primary Hand Weapons
i. 2hd Weapons
ii. 1hd Weapons
-Off-hand weapons
-Healing Skills
-Utility Skill Types
-Final Words



So you’ve read a bit about the Scholar Profession of Mesmer and you think you got what it takes to be one of the best do you? Well sit down troop and listen up, this job isn’t for some namby pamby little do nothing who don’t know their scepter from a hole in the barn.

It’s my job to whip you little hellions into shape and throw you onto the battlefield ready to go and with a mission in your hearts. There will be no crying, there will be no complaining, and there will be no ogling that pretty girl next to you. That goes for the girls in here too!! I do not care if you are male/female, human, furry, got horns, purr, cough up hairballs, have floppy ears, big noses, fell off a cherry tree, puked out from a root or you ate dirt from the play ground in your homeland. Do I make myself clear?!! You have all decided to make this your profession by your own choice, and I’m going to give you the information to help you succeed. Your job is not to die for your cause, but to make the enemy die for theirs!

Now if you don’t love annoying the hell outa your enemies nine ways to Sunday then you my friend are in the wrong profession. It’s what we do and we are damn good at it. So no feeling sorry for the poor sap who just fell at your feet because they couldn’t tell what was going on from all these Clones and Phantasm running around. Just bare in mind you can have only THREE total illusions (Clones and Phantasm are both considered Illusions) out at a time, and making more just banishes the first one you made of the initial three. So don’t be wasting your illusions or you’re gonna find yourself taking a dirt nap.

Now that we’ve cleared that up, lets get down to the basics.

Profession Abilities

First up are some of our: profession abilities that will unlock as you level or in the case of the PvP environment will already be available to you. These abilities are unique to us Mesmer’s.

First up are Clones. These clones are not your twin sister that was spit out a few minutes after you at birth. These clones are a magical manifestation of our power and they will use the same abilities as we do with just as much effect as we do in certain situations. These Clones not only look exactly like us, they will even carry our names. This way the enemy will know exactly which one of us killed them, and that’s a good thing! Another thing to keep in mind are that clones may be referred to as illusions, which they are, they just happen to be very painful ones. One final note about clones: Unless a skill states other wise, the clone will have the same weapon you are currently using, and is true among all skills, although it is not the same for traitsBWE3 Note: Clones were doing little to no actual damage, but were able to grab NPC agro more easily then BWE1. Because of this clones are still useful, but only as a defensive measure. Clones do apply conditions or other secondary effects, so bare this in mind depending on weapon choices and appropriate abilities.

Our second most basic ability are our Phantasms. These are very different from Clones, although they are also considered Illusions. They will not share our name, thus many of us may consider them to be a lesser in the grand scheme of things. Do not be fooled by this misconception. While a Phantasm may not look or even act exactly as we do, they are no less powerful when used at the right time. They can poke and prod with the best of them and many of them tend to use annoying effects which we love to do, because we can! Generally speaking Phantasm will do more damage and have more health then Clones, though if either are targeted, it’s not likely to make much of a difference. BWE3 Note: Due to the changes to clones, phantasms also saw a change. They now do more damage per hit then they use to. They also seem to have more base hits points compared to BWE1. Phantasms are the way to go in PvE due to them actually contributing decent damage.

Now, the final part of our profession abilities is Shredding or Shattering the Illusions. This my little recruits is our bread and butter ability. And you can take it to the bank its as much fun as it sounds, and just as painful. Not only is it just devious and mean, it’s also something that we get to do that will annoy the hell out of your foe(s). We learn 4 ways to shatter, the first Mind Wrack does damage. Many of you men can attest to what it feels like to be “Wracked” in the groin. This ability is no different in that it causes lots of damage and lots of pain.

Our second way to shatter illusions is to use our illusion to confuse our enemy with a Cry of Frustration. You may be thinking to yourself wasn’t that the job of our illusions in the first place. Well you’d be only partly right. Yes they do have a good chance of confusing the player if they aren’t paying attention, however they are not under the magical effect of confuse by the illusions alone. So drill that into your little brains that being confused and being under the effect of confusion are two different ball games. They both mess with the opponents head, and that’s what we want.

Our third way of shattering our illusions is to daze our target(s) with Diversion. You may be asking yourself what in the nine hells is “Daze”. Daze is pretty simple troop, it interrupts people from trying to attack you and keeps them from doing any of their special abilities for a very short time. While the time isn’t always enough of a time to let you escape, it may give you enough time to finish them off so they can’t heal or some other such nuisance when trying to down your foe. This skill should be used with proper timing for it’s best effect, and not just whilly nilly, as you’ll have wasted your illusions and a potential quick victory.

Our final way of shattering our Illusions is Distortion. Distortion is a key shattering ability and is the last of the line we can learn. This skill is a awesome skill when used correctly and can save you from becoming another stain on the street. Those of you who plan to get up close and personal with your foes and use swords, you better pay attention here. This skill can and WILL keep you alive long enough to figure out a plan of action or just to delay long enough for another skills use to become ready. Simply put this skill makes you invincible for a set amount of time based on the number of illusions you shatter. You heard right, we don’t have to be afraid of getting up close and persona even in the face of a monsters most vicious attacks. We can avoid the damage out right for a short time. It also makes for a great tool in a tactical retreat, especially when some yahoo decides they want to keep trying to kick you in the butt as you are trying to get out of dodge.

Shattering Illusions is our bread and butter skill along with creating Illusions, use em, love em, live by em!! You use em right, and they will never let you down. Think about what you’re doing and be aware of your surroundings and they will help you get to where ever it is you want to go.

Primary Hand weapons.

First up is the Staff.
The staff is our long range weapon of choice, especially those of you who fancy yourself as some kind of wanna be sniper. It has the longest range up to 1200. Yes the staff will help you reach out and touch someone. It is the tool of choice for those who are too scared to get up close and personal so they can smell their foes bad breath, before they kill them. Saves on lots of breath mints that way, kill em and be done with em I always say. This weapon is a two handed weapon so there is no off hand use for the Staff, but you will still have 5 abilities once fully unlocked. Eventually, with out fail, an enemy will make their way to you to try and bash your face in. The staff gives you the tools to make the enemy fail at their task of closing in on you.

When you need to keep distance the staff gives you many options for maintaining damage, primarily with the main attack of Winds of Chaos. This staff attack gives you and your allies buffs also called boons, and your enemies debuffs which are called conditions. If left unhindered, and allowed to use this ability continuously, you’ll be able to stack a variety of boons for your allies and conditions on your foe.

Feigned Escape creates a Clone not to be confused with a Phantasm, that will attack your enemy in your place as you roll out of the way, and will continue to cast Winds of Chaos. Now you may note that the monsters and especially players will not always be fooled by such a clone and still come after you, and that’s perfectly acceptable. This allows us to start setting up combo’s and of course setting up for some of our ultimate abilities of shattering the illusions for various effects including damage. BWE3 had the change in place to “teleport” you back a specific distance instead of rolling backwards.

Third we have Illusionary Warlock, which creates a Phantasm that goes about doing damage which increases based on the number of debuffs or conditions on the target. We have lots of ways to debuff the target, and I see a few of you grinning in the corner with just what we might accomplish with an ability like this. Yes if we put our devious little minds to work I’m sure many of you will find all sorts of fun ways to debuff your enemy and use this ability to dish out some serious damage. Good thing we have a couple of ways to do such a thing which gives us our next ability:

Chaos Armor. This my little annoying machines of doom is our ability to use when an opponent finely gets up close and personal to us. It will give us boons and the enemies conditions for each time they hit us. Sounds promising doesn’t it. We get to let them hit us and they spell their own doom. Ironic isn’t it. Nothing like the smell of charred goo in the morning from someone who couldn’t figure out attacking us probably wasn’t the brightest thing they could do. Now keep in mind soldier, that this little piece of paradise only lasts 5 seconds, so don’t get too sloppy with your plan to make them rest in peace.

Finally we get to our final staff ability, and that is Chaos Storm, another Boon/Condition that we can use at range. Personally you’d think this might be an earlier ability, but it’s not. I’m not sure why we are forced to learn them in this order, its just how it works, so get use to it and suck it up and drive on troop. Now given once we learn this ability you’ll have two ways to apply debuffs so you can have even more fun with them. Also it will give us another way to make our damage go up with Illusionary Warlock, so don’t forget that.

Next up is the Greatsword.
This weapon is also a 2 handed weapon and it will also probably be one of the first weapons you receive. It also gives full access to 5 abilities just as the staff does, so don’t be trying to add an off hand and prove that you were one of those young ones that ate paint chips off the wall. Use it properly and you’ll go far.

The first ability some might find to be a strange one, and that’s Spatial Surge. Now, just because you have a greatsword doesn’t mean you can’t start a fight from range. This ability has as good of range as the Staff, that being 1200. So use it the way it’s intended and start from range or we’ll all be laughing at you as you get bounced off the wall by some ugly thug with a chip on his shoulder. This ability is continuous beam fired at your foe, and the further you are, the more damage it does. Keep this in mind before you get crazy with your other abilities.

Mirror Blade is the next Greatsword ability you’ll learn. This ability will hit up to three targets and on the final target create a clone. So if you don’t want to attract a lot of attention and face a group VS you scenario, it would be wise to save this ability when your targets aren’t so close together. Bare in mind this ability is not as long ranged as the primary attack with a greatsword and only reaches out to 900. So be aware of it’s limitations while also being aware of it’s reach which could get you into trouble if you are not paying attention.

Next up is Mind Stab. This ability also has the same range as our primary greatsword attack of 1200 and is the go to choice for pulling, with out pulling a group of foes. This ability also applies vulnerability, which weakens the targets armor making them more susceptible to our primary attacks damage. For you new recruits to the profession, be sure to learn how to use this ability for the best effect and be on the look out to refresh it if needed. It’s got a short cooldown and can make a world of difference in a fight especially in group situations on bosses, so don’t forget it.

For the fourth ability we get Phantasm Berserker. While not as flashy as some of our other skills it is still useful for slowing an opponent down by crippling them. With it’s range of 1200, you can also use this ability after you have attacked your target and are moving backwards. Amazingly enough the phantasm will often still hit the foe even vs a moving target. So use this ability to give yourself more time before the big ugly Ettin tries to make you his girl friend for the night. So it might behoove you to make sure you use this weapon skill as needed. It can also be helpful with those tactical retreats, so don’t forget it.

Finally we get to our last Greatsword ability with Illusionary Wave. This ability does a fair shake of damage and also knocks back the target. Any Mesmer that’s using a greatsword, and has mastered all 5 abilities, will show that they have a big tool and that they know how to use it. And after this knockback effect, we’ll prove it to any naysayers. Use this ability to get the foes off you, just keep in mind that it will only effect the enemies that are in front of you. So don’t get too cocky if you get surrounded, or you’ll find yourself on the receiving end of a few clubs and a few late night Ettin jokes at your expense.

Next up we have our first one handed weapon: Scepter.
Something just feels noble about carrying a scepter but don’t let it go to your head or you’ll be buried with it and it probably wont be in some fancy pyramid. Keep in mind that since this weapon is a 1hd weapon you will only be getting 3 abilities from it, but you will also have your choice of an off hand weapon to give the same 5 total weapon abilities.

First up is Ether Bolt, and a powerful ability it is, even when compared to other primary attacks across all weapons. The reason for this is three fold: Decent range of 900 and every third consecutive strikes produces a clone. It also has an added bonus of applying the confuse effect on the target for 3 seconds. As far as basic attacks go, you really can’t go wrong with this one. Any good Mesmer knows, using abilities isn’t just about how good they seem, but how they can be used in battle. Know its limitations, and learn when to switch to a more practical primary attack as needed. This goes for any weapon, so don’t get caught with your pants down.

Our next skill is Illusionary Counter. This is one of the many BLOCK skills that various professions have. So if you get attacked while this ability is active, a clone will emerge. The down side of the ability is that if you are not attacked, you won’t get a clone so timing with this ability is crucial. Now the upside is that if you don’t get attacked the target will be blinded for 5 seconds. So this can have an upside even when you know you won’t be attacked. This ability can be activated by ranged or by melee attacks, so don’t just sit on it until a melee is in your face, use it against every foe, just be aware that there is a range limit of 900 for both the clone and the blind effect.

Our final Scepter ability is Confusing Images. Don’t let the name fool you as this ability does not make one of the many illusions we have. This ability is a channeled ability that’s excellent for fair damage and keeping a target confused. The effect can stack up to 5 times, and the more stacks there are the more damage it does. So a good ability when you are not the focus of the attacker. The respectable range of 900 and a fair recharge make this skill worth using when you’ve got some breathing room. Don’t start getting lazy with this ability, cause after the effect of confuse wears off, you can bet your enemy is gonna make a bee line straight for you. Nobody likes having their mind toyed with, so you can bet it up that anyone effected is gonna add you to their own personal “butt kicking list” with extreme prejudice.

Next up we have our 1hd Sword .
It is our second and last primary one handed weapon. Unlike the 2hd sword the 1hd sword is for getting up close and personal with your foes. Only one ability is considered ranged out of the three abilities, so keep this in mind of the range limitations if you plan to use this weapon. While it looks great, make sure you are comfortable with the play style, as it is one of the more involved play styles available to the Mesmer. Quick reactions and movement and dodging become a factor more often with this primary then any other. It is not for the faint of heart or the squeamish. So don’t start getting light headed on me when you start seeing blood all over the place, cause some of its probably gonna be your own with this style of sword play.

First of all is our primary attack of Mind Slash. It’s a fairly quick close range 3 hit combo that applies Vulnerability on the third hit. It lasts long enough that you can get up to three of them to stack, though more often then not only 2 will be applied at any one time. It does damage, and is the most basic of close quarter combat skills you have, so learn to use it when ya need it.

Next up is Blurred Frenzy, a high defense and good offensive ability. While it may not deal quite as much damage as Mind Slash, it does have the bonus of giving us distortion for about 3 seconds. So using this when a foe is winding up a big attack can be great for making them waste such an ability. Keep in mind while under the effect of the distortion you are ground locked and will be unable to move. So while it gives good offense and great defense, it does have this one caveat. Time it wisely in melee combat, and you’ll live long enough to tell your tales of heroism.

Finally we get to the final ability of Leap. With this ability you will leap backwards (Roll really) and make a clone that rushes the target for an attack. This is your one ranged ability with a range of 600, it is the highest range you’ll see while wielding a 1hd sword in your primary hand. This make it ideal for setting up clones for shattering and pulling foes from groups on occasion, so use it for best effect. Originally this ability had people leap forward towards the opponent and then let people swap places with a clone that’s summoned, as of open beta weekend this is no longer the case, as it now only does the previous mentioned attack.

Off-Hand Weapons

First up is the 1hd swordfor the off-hand.
The first ability available for the off hand sword is Illusionary Riposte which is very similar to the scepter ability of Illusionary Counter. It is a BLOCK skill that creates a clone on a blocked attack or gives an effect if you are not attacked. Unlike the scepter ability this little skill gives the Mesmer a boon of Retaliation for 5 seconds. The retaliation effect will give you a damage shield that returns a certain amount of damaged based on your current level. As it should be obvious to any good Mesmer since this is a block ability, you are not going to be doing any damage with this ability. However, just because it doesn’t do damage up front doesn’t mean it isn’t worth using. Quite the opposite. For those Mesmer that like to get in the faces of their enemies this skill is likely to see a lot of use indeed, given that it has a fast cooldown.BWE3: saw that this ability was sharing the same cooldown as the scepter block ability (Illusionary Counter), it is unknown if this is intended or not.

Our second off-hand skill with a sword is Illusionary Swordsman. This skill will summon a phantasm and is very useful due to it having high range, that being 1200. The phantasm will attack with a greatsword for moderate damage, which is useful because it will add it’s damage as well as set up for shattering the illusions we have up. Nice to have when you find yourself in a pinch, or in dire need to get some shattering done to save your bacon. This ability has one of the shortest cooldowns for a phantasm ability, so don’t be afraid to use it liberally.

Focus is the next in line for the off-hand weapons. The first unlocked ability is Temporal Curtain. This off-hand skill lets you place a wall that gives you or your team mates swiftness if any of you run through it. Note that swiftness gives you a 33% increase in movement and that the boon does not necessarily apply to only people in your party, but any ally that uses it. This little wall also gives enemies a condition that happen to bumble into it. It will cripple their movement, which lowers their speed by 50%. I’m sure some of you can put your twisted little minds to work on this abilities use in WvW fairly easily. This ability is perfect for stalling your foes, so don’t just laugh off the ability just because it doesn’t do any direct damage.

The second unlocked ability for the Focus is Illusionary Warden. This skill creates a phantasm that throws up a barrier similar to those seen of a guardian. It will protect itself and allies from projectiles. This is quite the handy skill when you have to go in and save some poor soul who bit off more then they could chew. With this you’ll be able to revive a downed ally and continue on with whatever it is you happen to be getting into. Keep in mind the defense of this shield only holds for a limited time, so don’t dilly dally or you’ll be joining the poor sap you were trying to help in the first place.

Next up is the Pistol.
The first ability you’ll unlock with your pistol is Illusionary Duelist. With this little gem of a skill you’ll create a phantasm that goes into rapid fire mode with pistols themselves. It’s truly a site to behold. With a short cooldown and a great range of 1200, there’s almost never a bad time to use it if it’s available. Pretty simple isn’t it? You use it, it creates a phantasm, the phantasm shoots things till it dies or the enemy dies. That’s as simple as it gets folks.

The second unlocked ability for the pistol is Trick Shot. This is one of those skills that you better have a brain before you use it. Now I may be taking it for granted, but if you are coming here to become a Mesmer, then that means you have a brain to start with. If you don’t have a brain, or at least don’t know how to use it, this ability will show just how much of a dim-wit you really are. This ability fires a single shot that hits up to three enemies. The first hit will Stun the first target for 2 seconds. The second hit will Daze the second target for 2 seconds. The third and final hit will hit the final enemy with blind for 5 seconds. So guess what? If you fire this off into a crowd of monsters they are all gonna come by and say hello and try to whack you on the head like a game of whack-a-mole. So be sure of timing a shot like this to where you don’t get yourself surrounded and find yourself in a bad way. Use your head and keep from getting dead, you got me?

Finally we get to the last off-hand weapon the Torch.
The first ability, The Prestige, is great for getting you out of tight spot. It blinds nearby foes for 5 seconds and makes you go invisible for 3 seconds. However when you reappear you will do a local AoE that causes burning for 3 seconds. It isn’t necessarily the best escape mechanic, but it’s highly useful for surprising your target(s), or getting into a better position.

Last but not least we have Illusionary Mage. This skill creates a phantasm that will confuse enemies for 9 seconds and give you and your allies retaliation for 3 seconds. This is a great control skill due to the initial length of the confuse put upon a target. When fighting a group of monster or VS other players using this ability can temporarily remove the biggest threat from the equation, because you force the target to either stop attacking, or attack and take damage themselves. The more stacks of confusion applied the more damage they will take per skill use. It also has the side bonus of reversing movement control, so instead of running toward you like they think, they will run away from you.

In this lesson I’ll not be covering the submerged water only weapons. You’ll either use them or you’ll avoid situations so you don’t have to. There’s really not much in the way of choice with these since you can only use two weapons which is for weapon swapping as needed. They are also both 2hd weapons so you’ll easily be able to see what these do for yourself, as you unlock the abilities. I do recommend you spend at least the time to unlock all of their abilities so you don’t get caught with your pants down when a specific task is set before you that needs it.

And this is it for the weapons. You may be thinking, “Well what is the best weapon choices?” The answer is fairly simply but complex at the same time. Every Mesmer must come to terms with how they fight, their own style and what they like best. Any given weapon combination, or sets of weapon swaps will have its limitations and strengths. No one weapon set up is going to be perfect for every situation you come across. I’d advise any Mesmer who considers themselves to be worth their salt, to master all the weapons so you can pick and choose the best time to bring them out. This could be because you face a specific boss, another profession or anything else that can happen in such a large world. If you take nothing else from me, I do think you’ll find it a wise choice to learn and master all your skills so you don’t end up taking constant dirt naps. Adapt and overcome is the name of the game here, if you can’t adapt to the way of life as the Mesmer profession gives, you will die, and you will die a lot.

Healing Skills

Mesmer Healing these skills are what help you recover your life after taking a beating by whatever foe is in front of you. They all have cooldowns, so don’t be afraid to use them when you need them, and be wary of just holding onto them for emergencies, because by then it will probably be too late for these heals to save you alone.

The first healing spell you’ll have as a Mesmer is Ether Feast. This heal will give you more healing based on how many Illusions you have up at the time. So try to have as many Illusions up as you can afford before triggering this ability, or you’ll loose some of it’s healing potential.

The second healing ability to choose from is Mirror. This ability will reflect long range attacks for a short time as well as heal you of damage. This healing skill can be useful in WvW because of all the ranged attacks you’re likely to face.

Finally you have Mantra of Healing. MoH is a charge spell, meaning that you have to precast it before its condition can actually be used. Do not be dissuaded and ignore the potential of this healing spell as it can be more beneficial then other healing spells depending on which traits you use with it. See the Mantra section below to get a bit more explanation of how Mantras work.

Utility Skills
Since this is the basic course, I will not be overwhelming you with all the descriptions of each skill in this vast section. However, I will discuss the difference in the types of utility skills available to you. They are: Illusion, Glamor, Manipulation, Mantra, and Signet. BWE3 Note: It should be noted that the tier system is now in effect so you will have to unlock a set of skills in order to unlock others further down the list. Anet has already said they will be retuning the Mesmer based on this global profession change, because their tier abilities do not fit into this new system as easily as some other professions.

Illusion as you’ve probably already guessed deals exclusively with the two sub-types of Illusion. Utility Illusions will summon the appropriate sub-type of illusion: Clone or Phantasm. These skills are useful for creating and deploying out multiple Illusions quickly, and they can be combined in various ways for a variety of effects, including the ability to shatter them. These can be combined with the weapons skills to keep almost an endless supply of illusions up. Just don’t forget that we are limited to only having 3 total illusions up at one time. There are two skills for each subtype.

Glamor skills make a ground based AoE effect based on a target location that you have to set up. These affects range from giving friendly players invisibility, creating an area of protection, or transporting people to various locales. Generally speaking, a Mesmer will want to learn these even if they are not necessarily planning to use their effects all the time. They give added functionality and utility to the profession and is their primary purpose. There are five different skills under this ability type.

Manipulation effects how you interact with in your surroundings. It could move you from one point to another instantly, take incoming damage so you can turn it back on your enemy, or give a friendly ally a fighting chance even when they have recently been put in to a downed state. One might say that the manipulation effects could be considered effects of time manipulation as they distort the reality of what is, into something else that is beneficial to the Mesmer and their friends, thus allowing the ability to evade attacks and mislead opponents. There are four skills for this type.

Mantras are skills that requires focusing energy before you are able to use their actual effects. In other words you must “make them ready”, before you can use them. Due to the preplanned nature of this type of effect, the effects are generally more powerful then other utility skills, and will often have shorter total cooldown times. Another upside to these abilities is they can be cast in succession with other abilities and you wont have to wait for their effects to go through any waiting time, as they will be cast instantaneously. There are five skills for the Mantra type.

Signets are unique in that they give a passive boon, and can be activated for a specific effect.You should be mindful that while the signets are not on cooldown they will give their specific boon, however once you make use of the activation skill, the boon will fade until the signet has come off of cooldown once again. For this skill set, balancing the need of the passive boon VS the use of the activated skill becomes very important as both effects are fairly powerful. There are four signet skills in this set to choose from.

Elite Skills are powerful skills that generally have much longer cooldowns then regular utility skills, but their effects tend to last longer then a regular run of the mill skill ability. Currently as of this writing Mesmer’s have access to three profession Elite Skills: Mass invisibility, Time Warp, and Moa Morph. Be aware each race will also have access to Elite Skills, but are generally less effective then profession elite skills.

Mass Invisibility will make you and all friendly allies, including Illusions, with in close proximity invisible for 5 seconds. The invisibility will be broken if you attack however. Very handy to have when setting up surprise attacks or setting up for a group tactical retreat.

Time Warp will grant you and your allies quickness. It should not be underestimated on how useful this skill can be as it makes recharge times of cooldowns recycle twice as fast. It will also double the speed of your currently equipped weapons attack rate, thus a damage output increase for it’s duration of 10 seconds.

Finally we have the Moa Morph which turns a single target into a Moa (a type of bird). This skill has the added effect of completely shutting down a single target from their profession abilities for 10 seconds, as well as interrupting any current skill in progress. They can still attack by using the Moa’s peck attack, but they are far less effective then their profession attacks. When used against pet professions (Necromancer/Ranger), this ability can cause the pets to unsummon, leaving the target with few skills and no pet(s), which will also initiate the cooldown timers for said pets.


A quick word about traits. Traits will unlock at level 11 for WvW and PvE, and you’ll receive one point for every level thereafter. As this is the basic course, I will not be defining what each one does as you’ll be able to see them as they become unlocked in game, or you can research them on your own with the links below. The Database link will take you directly to the Mesmer traits section so you can see what each does at your leisure. It is up to you to define how you wish to apply your profession, and figure out how you wish to accomplish your goals. This is something that can only be taught by trial and error and research of the mechanics by your own accord. In the game, I highly recommend taking an early trip to “Enter The Mists”, from the character information screen, to play around with this system and to test out everything there to find a style and preference you prefer. BWE#3 Note: Books are now required to unlock the traits, and subsequent higher traits. First tier (and book) allows up to 10 points to be spent. Second book will unlock the next 10 points through the system. Finally the third book is required to gain access to the final 10 points.

Final Words

I hope you’ve learned something here, and it helps to make you understand the basics of this amazing profession better. This profession is not for everyone, as there is a depth to the profession that is easy to understand but only a few will ever truly master. The well of knowledge to unlock all the hidden potential for this profession is vast and limited only by your own imagination.
Good luck and good hunting, may your deeds rend your foes minds asunder.


Guild Wars 2 Necromancer PvP Build Guide By: Sathar


Okay so, I thought I’d look into the skill calculator and just make a build that suits my playstyle. So anywho I made a build that’s based on conditions(debuffs) and Blood magic(lifedrain)


Okay so this is my first build and I hardly even played the necro but I’m thinking about rolling a necro and I took some time looking into the different builds, so ye here’s an explanation of the most important things :

Okay so as you noticed I took scepter and dagger as my main weapons… why? Simply because of the 1st passive of blood magic and the last passive from curses and because of the spells the 2 weapons provided of course. Scepter gives me 2 bleeds+slow which works well with the 1st passive from curses(20% bleed duration), and a life force generating ability that comes with doable damage. The dagger as a secondary weapon provides me with 1 bleed+weakness and a 6s blind which is quite nice.

Ehm, okay off to my secondary weapon. Some of you might not understand why I took this but this is just a thought so ye lets say you’re in trouble(< 30% hp left) and you have to go survival mode, you switch to secondary and you pop immobilize on the target and the cone daze and you pop siphon liffe for as long as possible, if they come close whatsoever pop your locust swarm(slows foes and increases your movement speed) and you can get away pretty easily with life left and you can also pop the utility things such as sacrifice pet for hp or the siphon life mark and with the blood magic talents you will regain loads of hp back. As I said this is jsut a theory and there are probably better builds out there .

now for my utility spells,
1: the minion this one is mostly cause I wanted 1 pet and it provides healing as it is dealing damage and also the active provides shitloads of damage(excuse my language),
2: spectral walk, this used against unexperienced enemies will confuse the crap out of them u run away with silly speed and then pop up behind them, this will work the first few weeks I guess.
3: healing, self explanatory already explained this 1 goes well with my blood magic.
4: This one can be replaced but I don’t know how it works but it sounds amazing to revive 3 people at once(not tested, might be a long channeling spell).
5: this 1 goes well with my curses talents and is a great aoe DoT spell.

So ye that’s pretty much it, feel free to criticise this build since it’s probably not optimal but it’s just my theorycraftig and thoughts. I’m definately going to try this 1 out and ofc I’m going to switch out bad stuff and improve it ove time, but at the time I don’t have enough experience nor with necros or with the build as a whole. for those who even read this far I thank you with all my heart. Sincerely Sathar.

Guild Wars 2 Cooking Guide By: Ruse



While all the crafting professions use a sort of “discovery system,” Cooking is the most complex on this front. There are more materials and more combinations … and, I think, more fun with this craft. Please keep in mind this is from beta and some of this info could change between now and release.

Hopefully this quick overview will help some people out if they decide to dip their toes in during the next beta weekend!

Before you start

Cooking is a big inventory hog. You’ll need a ton of different things in your inventory at any given time to find new recipes, and not everything goes into material storage. You WILL need to expand your bank capacity as well.

There is a separate bank tab for cooking materials. You can right-click resources in your inventory and “deposit collectibles” to send them straight there, but you will need them in your character inventory to actually craft with them.

Some finished recipes are part of more advanced ones, too. IE, buttered toast (which can be eaten and gives a buff) can also be used to make other, more complex items. “Finished” recipes, even if they’re also part of something else, cannot be stored in the cooking-ingredient bank section. You have to store it in the main bank area.


Cooking materials come from several different sources. To get an idea of how many there are total, you can go to your bank and click on the cooking tab. There are greyed out versions of every possible basic material you could use, and there are a lot of them. The different sources are:

Plant nodes. You’ll need to buy and equip a gathering tool to collect these.Tools are available fairly cheaply at most general merchants and have “charges.” Nodes can be named anything from “onions” to “root vegetables” to “blueberries” and show up on your minimap as little green leafy icons.

Animals. The type of meat dropped is pretty logical. Birds drop poultry, for instance.

Crafting vendors. At every crafting station will be a respective vendor that sells some very basic items for gold — things like salt, water, flour etc. There is also a tab selling other items — peppercorns, for instance — for karma.

Karma vendors. Separate from the crafting vendors, some karma merchants (unlocked by doing “hearts”) will also offer cooking materials or recipes for karma, after you do tasks for them.

Crafting mechanics

You must be at a crafting station to craft, and ingredients must be in your actual inventory — not in your bank. Consider buying big bags. Ingredients will list a difficulty level upon mouseover, and you cannot use those ingredients until your crafting level is of the appropriate level — so if you buy from the trading post, an ingredient with a level of 200 isn’t going to be useful to you if you’re just starting out. New ingredient tiers open up every 25 crafting levels.

When you “use” a crafting station, there will be two tabs available to you: recipes and discovery.


You start out with a couple of very basic recipes that list what materials you need and how much of each you need. You can find the materials for these first ones on the crafting vendor. Any recipes you discover later will show up in your recipe list, so you don’t have to remember them manually. You get the most XP from discovering new recipes or crafting an item for the first time, with diminishing returns after that. Grey recipes no longer give XP but may still be used in higher-level concoctions.


This is the fun part. On the discovery tab, you pick an ingredient and drag it into one of the four slots. The UI will automatically grey out any items in your inventory that cannot be combined with that ingredient. These are pretty logical! Combining a loaf of bread and butter will make Hot Buttered Toast, for instance. Most discoveries require four ingredients, but not all. The UI will tell you when you’ve got a winning combination, and once you hit “craft,” the recipe will also be unlocked in your recipe tab.

You may occasionally start a good combination but lack the necessary crafting level. If the difficulty number shows red (shown above the “craft” button), give up on that combination for now. Even the lowest-tier ingredients can be part of more advanced recipes.

Guild Wars 2 Warrior Ranged Build Guide By: Wolfar


My Way of Building the ‘Ranged Warrior’! 
I will constantly updating this when Its get more popular and when I find new idea’s and options for the ‘Ranged Warrior’.


This, will be my Rifle Build: (This is my Main Build atm and the Damage build and It may change over time!)

Click the Image to go to the ‘Skills tool’, there you can see how I configured everything and also how I set-up my traits etc.

Whenever I will try going with a Bow, This will be my Bow Build (This is a Semi-Support build and may Change over time!)

Click the Image to go to the ‘Skills tool’, there you can see how I configured everything and also how I set-up my traits etc.

This is an Experimental Way of Building: Rifle/Bow Build. This one will requires you to strafe/run from the enemy at all times. I DON’T suggest this one.(This build is ment for Damage)

Click the Image to go to the ‘Skills tool’, there you can see how I configured everything and also how I set-up my traits etc.

Weapon Choice

The Rifle: I went for the Rifle/Hammer choice, The Rifle will be your main weapon at all times but once you get in a close fight/situation and you simply can’t get away from your Enemy (Used Kick, Rifle Butt), use the hammer. It gives you a Weaken/Stun/Cripple and Knockback!
Think about using your abilities in that order, first you will weaken his defenses, then stunning him applying cripple after and then knocking him back again. At that point you can simply switch back to your Rifle and blow him up!

I don’t like the Bow as a Warrior, I think there are simply two routes of building the ‘Ranged Warrior’, one is bow and one is Rifle. I think the Rifle is the most powerfull one and bow is only used for killing alot of very weak trashmobs, I know it’s single target and not AOE but how many times you will be fighting ALOT of Mobs to make AOE usefull?

The Bow:Though when you want to go for the more supportive role, I suggest going for the Bow, it provides that good conditional damage and very good AOE, it also feels more as a support weapon compared to the rifle. My build above is based on supporting your allies with banners and such while still providing the good damage with your longbow, the longbow together with the trait that will increase your range with it (Stronger Bowstrings) will give you a tremendous range and that will give you imo that supporting power. Banners are completely situational if you ask me. When you are all the way in the back you are better off with banners who help the casters/ranged people since the melee people might not be in range (BUT The Range of Banners is High and even longer then your bow range so don’t worry, think they are still affected MOST OF THE TIME.) Also, if your team lacks some proffessions, not all Banners are good.

Combination of Both? I do think this is viable but really this is still experimental. I suggest going for Bow or Rifle and not both yet.

I think the Rifle can be way more effect by bursting one guy down then by applying damage to all enemies in the Area. As I have seen so far, there aren’t alot of mobs in the areas. (I have seen footage of Ascalon Catacombs)

EDIT: Alright, I was in the Beta and I find Rifle/Hammer work fantastically well, though you won’t be using the hammer alot, mainly Rifle!


– The Arms Traitline is simply the must have traitline for someone who will do the same as me, It gives you that improvements that are Rifle specific and that will help you out ALOT, also the +50% bleeding duration is because your shots bleed and this will keep going once I switch to Hammer = Double Win.

– I will focus on getting those crits off and using my Burst Skill just to finish people off, since I use a trait that will give me more Crit chance the higher the level of Adrenaline I got (2%/5%/9%).

– I also made some traits go towards my Hammer (2nd weapon slot), I specced myself into defense by 10 and it will give me Cooldown on my hammer abilities, making it more spammy spammy and also more ultility.

– Now by Going into Discipline I got the weapon swap decreasing trait (by 5 seconds), the one that decreases the CD on the weapon swap timer and the one that will give me Might when I swap my weapons, It will be a deadly combo in PvE atleast but I think I won’t be weak in PvP either with this.

GW2Guru Commenter:

The main source of damage from rifles is from bleeds. You can quickly stack bleeds with a crit build, combined with the Precise Strikes trait (all crit attacks have a 33% chance of applying bleed). Add in the correct runes and sigils, and it can be a nightmare in pvp

AND PVE in my Opinion but good insights.

– Using the Longrange of the bow makes it the ultimate Support/Off-Damage dealer. I don’t think you can outdamage a Rifle Warrior but you will do more AOE damage making it more viable for Dungeons then the Rifle warrior, unless there is ofcourse one enemy
– You are for more tanky then the Rifle Warrior so It does not matter if you take some hits, you can have it.
– Using the Mace and Warhorn (+ The Trait that will give you Lower CD’s on your skills with Mace) makes the Bow Ranger feel like a true support, I don’t think you can ever get at that point that you outdamage a Rifle Warrior.

Gameplay Style

Alright, I think as a Rifle Warrior it doesn’t really matter at what range you are (Can someone confirm if this is true, does the damage lower on shorter range or not?!) so facing an opponent at melee range isn’t such a big deal. You are a Warrior, you have tons of Armor and HP compared to a Ranger. (The only one you can make a good comparison with imo, Engineer has just an entire different set.)

It is smart ofcourse to knock the enemy back as much as possible, but don’t think you are dead in seconds when the enemy is at melee range. (With this I mean a PvE situation, in PvP knocking people back is REQUIRED)
Remember, knocking people back in PvP is smart, really smart. You don’t want that annoying Thief/Warrior to smash you in pieces while you are just shooting him a bit, get that range. Think you are a Ranger! (Just with a way higher defense)

Kiting, Kiting and Kiting, The Bow Warrior is all about kiting and running through your own AOE to apply damage to your enemies. You can take more hits then the Rifle Warrior but that doesn’t make you invincible. I suggest kiting alot with this weapon because you simply lack that pushbacks/kd’s/cripples.

Once the Beta is up I will record my progress in this game, I don’t know if it’s allowed to post links here to YouTube since it is sort of advertising(right?) but if I can, I’m happy to add ‘Ranged Warrior’ footage here from myself and/or from YOU!

This is my OWN PvP Video, it is Featuring the Ranged Warrior, I only use the Rifle in this Video, after playing PvP for a While I find the Rifle being perfectly fine in Close and Long-Range combat.

I think this will be a pretty good build and I think alot of players who really didn’t do their work in this game will be surprised how much damage it will do, we like that… don’t we?

Alright, So what do you think about my PRE-GUIDE, do you think it actually makes sense or did I completely misunderstood this playstyle, please tell me If I did or If I didn’t and WHY?

Thank you ~Wolfar

Guild Wars 2 Thief Skills Complete Guide By: PriestessLara


I wrote this to give you an overview about all the different thief skills. This includes steal, weapon skills, heals, utilities, and elites.

Warning: this is really, really long. But after reading this you should know everything there is to know about thief skills (apart from water skills, but these are a little limited). Knowing skills is how you understand the thief. Once you know what skills do, and what skills you like, then you build traits and gear around them. As you’ll see, many of the skills rely on traits to be most effective.


The thief’s class skill attached to the F1 key, steal is a 900 (medium) range teleport towards the target on a 30-45 second cooldown (depending on traits). When you reach the target, you ‘steal’ an environment weapon that you use by pressing F1 again.

The weapon steal is sometimes useful (if you get a stealth, immobilization, or condition attack), and sometimes horrible (the whirlwind move is rarely useful, and the blunderbuss catapults you backwards). Your best bet here is to memorize the icons for the best steals, so you know when you can safely apply them without something stupid happening.

Regardless, steal is very useful as a mobility move. To make steal truly good, however, you need to trait it. In particular, traits in the Deadly Arts and Trickery lines can buff steal up to be quite useful, with initiative regen, poison, weakness, and boons.

Weapon sets

Thieves have seven weapon set combinations. These are all fairly versatile and let the thief play every role in the game.

Dagger dagger: An aggressive but balanced set. This set has a mix of direct damage, condition damage, stealth, and ranged damage. Useful as a general attack set, but no tanking ability. The variety in attack styles make this a good primary or backup weapon set for any build.

Pistol dagger: Hit and run combination of high direct damage and high condition damage against a single target. Useful for taking pot shots at ranged before quickly doing high melee damage to a single opponent, though not as much sustained damage as dagger dagger. Is also excellent for ranged kiting, though you need to be careful to not kite too much, as doing so will waste its excellent burst damage.

Pistol Pistol:
 A mix of single target damage, support, and tanking abilities that’s good for sustained damage at range. Has a mix of direct damage and conditions. Has no area damage.

Sword dagger: Has OK damage, some range, and a condition removal. Mostly a PvE set, as the main damage dealer of this set requires your target to stand absolutely still. Also lacks condition damage. Is kindof clunky to use, and Jon Peters from ArenaNet has said it is slated to be reviewed (probably due to the aforementioned moving target problem).

Dagger pistol: Has some of the direct damage from dagger-dagger, but has offhand pistol tanking abilities. Has a lot of blinds, a daze, and a fairly expensive stealth combo. Has no condition damage, making it good for power-critical builds, but poor for any build that focuses on condition damage. Also has no real ranged damage, despite the pistol offhand – dagger dagger does more ranged damage. Very similar to sword pistol. Compared to sword pistol, dagger pistol has higher ‘finishing’ damage against low health targets.

Sword pistol: Has a balanced combination of good melee damage and good tanking abilities. Is useful in both PvE and PvP as an upfront brawling set. However, like dagger pistol, it lacks good ranged attacks. Also lacks condition damage. Seems quite similar in how it plays to dagger pistol. Compared to dagger pistol, sword pistol has more steady brawling power.

Shortbow: Shortbow lets the thief play tank-support. With 15 points in the Deadly Arts trait line, a shortbow can spread around the weakness condition (-50% damage) to anything it attacks. Benefits from condition builds.

Weapon skills

The five weapon skills thieves get are made up of two mainhand skills, a combo skill from the mainhand-offhand pairing, and two offhand skills. This is except for shortbow, which just gets five skills. Each of the first weapon skills of each weapon changes into a sneak attack when in stealth, that does different effects depending on weapon.

Dagger mainhand skills (dagger dagger and dagger pistol sets)

Double strike: A basic attack chain. When used in stealth, this turns into a backstab that does double damage from behind. This is very useful with skills or gear that buff the next attack, since you can activate these buffs in preparation for the backstab.

Heartseeker: a leap attack that does more damage the lower the enemy health is. This skill is most notable for being a leap finisher. Importantly, this sends you into a 5 second stealth if used through a smoke combo field. You can get a smoke combo field from the offhand pistol Black Powder, or the utility skill Smoke Screen.

Dagger mainhand combo skills (dagger dagger and dagger pistol sets)

Death Blossom (offhand dagger): A whirl attack that makes you invulnerable during the attack, and applies damage and bleed damage to enemies in your path. Good for rapidly applying condition damage. Acts as a whirl combo finisher.

Shadow shot (offhand pistol): Shoots your target with a shot that blinds them, then shadowsteps in (a teleport) and stabs them. This gives the set some decent forward mobility and blinding.

Dagger offhand skills (dagger dagger, pistol dagger, and sword dagger sets)

Dancing dagger: Surprisingly high damage (twice that of ranged auto attacks), low resource cost ranged attack that hits four targets and applies cripple. Ironically one of the thieves best ranged attacks in group events, as it is one of the most damaging area attacks the thief has.

Cloak and dagger: High resource cost, high damage ‘stab’ that takes a second to cast. Upon hitting, the target takes a large whack of damage, three stacks of the vulnerability condition, and you go into stealth. This makes the skill useful as an opener before using a stealth attack. It’s often best to combine this skill with a snare or immobilization beforehand so that the target can’t outrun either the cloak and dagger attack or the followup stealth attack.

Pistol mainhand skills (Pistol Pistol and Pistol Dagger sets)

Vital shot: A basic ranged attack that applies bleeding. Since the damage is divided 50/50 between direct damage and bleeding, this works well with a power-condition or precision-condition statistic pairing.

When used from stealth, this turns into a rapid fire attack that shoots five times and applies five stacks of bleeding. Importantly, this is much less positional than backstab – you can do it to someone’s face, or at range.

Vital Shot only has a 20% chance at being a projectile combo finisher. If you want to reliably activate cross-class combos, you’ll need to spend initiative on one of the other attacks.

Body shot:
 A single target attack that does more direct damage than the auto attack, but instead of a bleeding condition, applies three stacks of vulnerability. This is a group support ability, since you’re basically just spending initiative to apply vulnerability, which all group members then benefit from when attacking that target. Outside of a group there are better skills to use.

One extra benefit Body Shot provides over the basic Vital Shot is that Body Shot has a 100% projectile combo finisher chance. Again, this is most useful in a group.

Pistol mainhand combo skills (Pistol Pistol and Pistol Dagger sets)

Unload (pistol pistol): A channelled attack (and you can move during it) that does lots of little hits over a few seconds. The channel time helps with initiative regeneration (you’ll recover initiative during the channel), so this is a good sustained damage move for long fights.

Unload works well with ‘on critical hit’ gear and traits, since the barrage of pistol bullets give multiple chances to crit. Two examples are the Deadly Arts trait that applies vulnerability on crit (which makes Body Shot redundant), and the weapon sigils that apply bleeds or area damage on a critical hit.

Shadow strike (Pistol Dagger): A melee attack that stabs your opponent, before teleporting back 600 range and shooting them. Does a hefty whack of direct damage, and is best used in a hit and run sequence. Start off with dancing dagger, move into a cloak and dagger, blast them with a stealth attack, then retreat with shadow strike.

Pistol offhand skills (Pistol Pistol, Dagger Pistol and Sword Pistol sets)

Black Powder: An expensive area blinding cloud that blinds everyone around you (their attacks miss while standing in the cloud). Useful for personal tanking, as well as creating smoke combo fields. In a group that needs more help tanking than damage you can cast this at the feet of your ranged characters to create a constant barrage of blinding projectiles. This can also be combined with leap attacks for a long five second stealth, albeit a very expensive one (Black Powder with Heartseeker costs 9 initiative).

Headshot: A short, one second long daze that prevents the target from using skills. Useful to control a target, as you can just spam headshots at them to prevent the use of dangerous skills. Works well in both PvE and PvP.

Sword mainhand skills (sword dagger and sword pistol)

Slice: Basic sword attack that seems to do a bit more damage than dagger attacks. When used from stealth, this will either blind the target if in front of them, or daze them if behind. Does less damage than pistol or dagger stealth attacks.

Infiltrator’s strike: short ranged teleport to your enemy. You can activate it again to teleport back to your starting location and remove a condition. Kindof clunky, since you have no way to cancel the return teleport. This introduces a hidden cooldown to the skill if you don’t want to go flying backwards during a fight.

Sword mainhand combo skills (Sword dagger and sword pistol)

Flanking strike (sword dagger): Attack that sends you into an evasion (immune to all damage) and strikes a target twice for quite a lot of damage. Main drawback is your target can easily get away from you by moving, since this locks you in place a little. This drawback makes it horrible for any kind of mobile fight.

Pistol whip (sword pistol): Stuns your target for a quarter second and during that quarter second does a flurry of hits for a lot of damage. This is a very good skill for toe-to-toe dueling, especially with the haste utility.

Shortbow skills

Trick shot: A shot that does low-ish damage (half that of dancing dagger) but hits three targets and costs no initiative. The stealth skill for shortbow immobilizes the target. However, shortbow lacks easy ways to get into stealth, and needs to use utility skills instead to accomplish this. Trick shot should really always be used with Choking Gas (number 4 shortbow skill).

Cluster bomb: A powerful shot that does high direct and condition damage, and is a blast combo finisher, but is a bit fiddly to use at range due to its slow travel time.

The best use for this skill seems to be at point blank range, by just hitting the number 2 key as fast as possible, to constantly launch and detonate cluster bombs over your head. Especially combined with the haste utility, this will obliterate most things around you.

Can also be combined with the Smoke Screen utility for an area stealth.

Disabling shot: Basic single target ranged attack that also applies the cripple condition, and leaps you backwards. Effective for kiting.

Choking gas: Creates a gas cloud at point of impact that poisons opponents. The poison lasts for four seconds and reapplies a five second poison per second, for a total poison duration of 20 seconds.

One of the best uses of this skill is to fire it at yourself. This creates a poison combo field around you, and then you switch to firing trick shot into groups to carry the poison. This gets around the annoying problem of having to get enemies to stand still in your poison cloud. The only downside is that trick shot only has a 20% chance of activating the combo, so if you can get away with shooting the gas directly on target, you should.

Choking gas is best used with the 15 point Deadly Arts trait that applies weakness on poison. Weakness reduces 50% of enemy damage by 50% (except for critical hits), so a shortbow-armed thief can really help a group tank.

Infiltrator’s arrow: Fire an arrow and teleport to the location. This gives you a lot of mobility for when you need to cover ground quickly (like in WvW). However, at six initiative, it’s a bit expensive for use in combat when you’ll need initiative to actually deal damage.


The thief gets three heals:

Hide in Shadows:
 thirty second cooldown, one second cast, heals for a largish amount, removes bleeds, burning, and poison, and sends you into stealth for a few seconds.

Withdraw: 15 second cooldown, free dodge backwards, removes immobilizing conditions, and heals a small amount.

Signet of Malice: every hit gives a small amount of health returned. On use (20 second cooldown), heals for a larger amount.

Although it might not seem it, the thief heal is one of your strongest skills. Many traits buff the heal, so the heal you take will depend on the trait.

If you buff stealth through the Shadow Arts traits, then take Hide in Shadows for the extra stealth.

If you buff signets through Critical Strikes traits, then take Signet of Malice. For example, if you take Signet of Malice and three other signets, then combine with traits that give 5 might on signet use, 2 initiative on signet use, and 4 initiative on heal use, using all four signets at once will give you a huge bonus of +20 might and +12 initiative, in addition to other active signet effects. This is quite the amazing buff, if you want to forgoe flexibility for power, and combine all your utilities into one mega-utility.

If you buff heals generally, through the use of ‘on heal’ effects, then take Withdraw due to its low cooldown. For example, one trait in Trickery gives you four initiative every time you use a heal, and a trait in Acrobatics gives you double endurance regeneration for 10 seconds every time you heal. Additionally, some armour runes, like Adventurer or Centaur, will also give strong ‘on heal’ effects.

Deception Utility Skills

Deception utilities focus on stealth, blindness, and movement. They are primarily buffed by the Shadow Arts trait line, but can be useful for any build.

Smoke Screen: This creates a rectangle ‘wall’ of smoke that blocks incoming projectiles, and acts as a smoke field combo generator. While it can help greatly in a ranged fight, its best general use is as a free smoke combo field on a 30 second cooldown. This allows you, for example, to leap through the screen with Heartseeker (for only 3 initiative) and gain a 5 second stealth. A heartseeker followed by a backstab can easily catch an opponent on low health by surprise and kill them.

Can also use the shortbow Cluster Bomb to generate an area stealth with this skill.

Blinding powder: This is an area stealth that stealths nearby allies and blinds nearby enemies. As it has double the cooldown of smoke screen (60 seconds), you’ll only really get use out of this if you use it at the right moment. One of its best uses is likely with multiple thieves to help them all activate their stealth attacks.

Shadow refuge: This is a ‘pulsing’ stealth heal on a 1 minute cooldown. It lasts for four seconds, and every second it reapplies stealth and heals. This is useful as a defensive skill if you’ve buffed stealth up with Shadow Arts traits, as then it will heal for a significant amount, as well as possibly remove conditions.

Unfortunately, if you use any offensive skill inside the refuge, you get the ‘revealed’ debuff, which makes you unable to stealth for the next few seconds. So you can’t attack from stealth and drop back into stealth again with this anymore (which was pretty overpowered in the early betas). This makes it a pure defense skill for Shadow Arts thieves.

Shadowstep: This gives a long range teleport on a 50 second cooldown. One of the thief’s most useful kiting abilities, since after it is used, you can use it again to teleport back to your start location and remove three conditions. This can be really annoying for a pursuer, especially if they’ve blown an immobilization to try and lock you down.

Signet utility skills

Signets give both passive and active effects. Apart from the Signet of Malice heal, the passive skills from the signet utilities are pretty bad, so don’t take signets for their passives. Rather, take them for their active skills, especially if you’ve buffed signets with the Critical Strikes traits. As stated before, the effects of using three or four traited signets all at once can be large, and signet active skills all have low cooldowns.

Assassin signet: Gives 150% damage on your next attack. If focusing on signets, can get that +20 might/+12 initiative buff, combine it with a weapon swap that guarantees a crit, and destroy things in one almighty hit.

The assassin signet has the highest cooldown out of all the signets at 45 seconds to balance this combination. All other signet recharges are 30 seconds or less, so you slow your signet combo buff cooldown by 50% by taking this signet. This may make it not worth using, as it introduces a weird cooldown delay to the signet combo, where all your other signets are left on their weak passives while you wait for the assassin signet.

Infiltrator’s signet: 30 second cooldown, shadowsteps to your foe and breaks the stun condition. The best use of this is to close distance as you buff up from the signet combo.

Signet of agility: 30 second cooldown, refills your endurance, and removes one condition from allies. Fairly straightforward as a cheap condition removal and endurance gainer. Useful on its own for Acrobatic trait builds that rely heavily on endurance.

Signet of shadows: 30 second cooldown, blinds and immobilizes the target foe. A basic immobilization for when you shadowstep in with the infiltrator’s signet.

Trap utility skills

Traps have a short cast time, and then stay on the ground invisible to everyone else. When an enemy walks into them, the trap will be triggered. Traps are useful for setting up ambushes, as they’re on a short cooldown and can be stacked together. Traps can be buffed by either the Acrobatics traits (20% reduced cooldown) or Deadly Arts traits (all traps apply poison). Overall, best used when you know someone will walk into them (a narrow pass in PvP, or anywhere in PvE).

Needle trap: Has a longish 40-second cooldown, and when triggered, immobilizes for five seconds and applies a strong poison condition.

Shadow trap: Thirty second cooldown, and when the trap is triggered, you shadowstep back to it and go into stealth for five seconds. This trap is useful as a shadowstep and stealth rolled into one, as no one will detect that you’ve suddenly charged towards them. This is great for setting up backstabs, as the target won’t be aware that they need to protect their back.

Tripwire: Thirty second cooldown, knocks down the target for three seconds who walks into it. This is one of the thief’s strongest crowd controls, as knockdown can’t be fixed by condition removal. Ironically, this makes the trap’s strongest use to cast it in melee combat.

Ambush trap: Thirty five second cooldown, summons a supporting thief for 20 seconds. I’ve not yet tested this skill yet, so can’t really comment. It seems more a sustained damage trap to buff you up with a companion of sorts, since the companion will keep going around with you from one target to the next, unlike needle trap.

Trick utility skills

Tricks are utility skills that do a bunch of random stuff. They’re buffed by the Trickery trait line (20% reduced cooldown).

Haste: This doubles the speed of all actions for four seconds. Allows you to get off channelled attacks like Unload and revive much faster, or just attack faster. This is useful for burst damage, though has a very long cooldown for what it does (60 seconds). One of the more useful haste abilities is with the shortbow. If you find a big pack of enemies, you can haste spam cluster bomb detonations to kill groups at point blank range. Haste also combines well with the Sword-pistol pistol whip skill and the pistol-pistol unload skill.

Roll for initiative: Breaks cripple, immobilization, and chilled, and instantly replenishes 6 initative. This skill is most useful early game for quick initiative gain. Late game, the tier 3 trait Hastened Replenishment in the Trickery line supersedes it. Hastened Replenishment makes your heal skill replenish 4 initiative, and since the Withdraw heal only has a 15 second cooldown and removes all the conditions Roll for Initiative does, Roll for Initiative starts to look underpowered.

Scorpion Wire: Pulls your opponent to you. This skill is a little buggy, but great when it does work. Has interesting uses such as pulling an enemy off a team member, or pulling a defender off a wall in WvW. At this stage, probably the most useful trick due to its uniqueness – no other skill does what it does for the thief. The wall pull in particular is one of the most effective WvW assault tactics.

Caltrops: 30 second cooldown, throws an area on the ground which cripples and bleeds opponents. This skill is made obsolete by the ‘Hard to Catch’ trickery trait, which throws caltrops behind you whenever you dodge. Since you can increase your endurance to the point where you’re able to dodge every few seconds, if you really want to use caltrops, it’s best just to focus on dodging and free up a skill slot. Obviously, a 3 second cooldown is better than a 30 second cooldown.

Venom utility skills

Venoms are skills that get applied to your weapons and will apply a variety of conditions to an opponent. Venoms are powerful due to the many traits that improve venoms in the Deadly Arts and Shadow Arts trait lines. Like signets, if you want to use venoms, it’s easy enough to make a powerful build around them. The elite skill Basilisk Venom also counts as a venom for the purposes of these traits. All venoms have a 45 second cooldown.

If you take lots of venoms, you should always try to take the residual venoms trait, as adding another hit per venom has some powerful effects. As you’ll need to be a grandmaster in Deadly Arts to do this, you’ll also increase the condition duration applied by venoms by 30% on top.

Speaking of number of hits, each venom lasts for several hits, and all these hits should be directed at thee one target where possible. Stacking is usually more effective than dispersing venom amongst a group. The one exception to this is the shortbow. Because the shortbow is strictly area attacks, yet relies so much on the Deadly Arts (venom buffing) trait line, you probably won’t be able to avoid it.

Spider Venom: This venom applies a long, powerful poison for your next five attacks. With the second tier Deadly Arts minor trait, this skill will also apply weakness for 15 seconds. With residual venoms, this weakness is extended to 24 seconds.

Skale Venom: A deceptively useful venom. Does not apply damage, but this venom applies three stacks of vulnerability for 5 seconds, and weakness for 15 seconds to the target. This is most useful as a defensive skill, as while vulnerability for 5 seconds isn’t that much, 15 seconds of weakness can really stuff someone up, as it reduces their endurance regeneration and damage by approximately 25% for the duration.

If this is combined with the the weakness applied from Spider Venom and Steal when you enter tier 2 Deadly Arts trait lines, the duration is increased to 33 seconds. If this is further combined with the trait residual venoms, the weakness will last for 48 seconds.

This skill alone makes venom specialization one of the thief’s most powerful options. If someone doesn’t have condition removal, having 48 seconds of weakness on them makes them ineffectual in any fight.

Ice Drake venom: Chills foes for 2 seconds per attack for three attacks, for 6 seconds total. Chill slows them by 66% and makes skills recharge 66% slower. This is your longest lasting snare, which makes it somewhat useful to lock down targets you’re trying to kill. It’s long cooldown (45 seconds like all venoms) makes this a bit unsuitable for kiting.

With residual venoms the chill duration increases to 10.4 seconds, making it highly effective for running someone down, as they won’t be able to kite away from you without condition removal.

Devour venom: 
Immobilizes for 1.5 seconds by 2 attacks, for 3 seconds total. Residual venoms increase this to 5.85 seconds. Immobilization is alright, but Chill is probably better as it lasts longer. Since you can only take three utility venoms, this would be my choice of the venom to not take, since it also overlaps the elite basilisk venom skill.

Elite skills

Basilisk venom: Shortest cooldown of all elite skills, at 45 seconds like all other venoms. This skill will turn a foe to stone for one second. This skill is OK as a stun, but the real benefit is that it gets improved from all the venom traits a thief can take. Residual venoms will increase the petrification time to 1.5 seconds. This is generally enough time to get off a backstab if the skill is used on a cloak and dagger attack.

Dagger Storm: A whirlwind that shoots daggers out around you and reflects projectiles. This skill does a lot of damage, and will also heal you to full if used with the Signet of Malice passive heal. Its drawback is the long three minute cooldown.

Thieve’s Guild: Summons a couple of thieves as combat support for 30 seconds. This skill is good for putting sustained pressure on a single target. Like dagger storm, its drawback is the three minute cooldown.


Latest Guides On The Network