

Their skills offer slow but powerful damage and crowd control, invoking the style of classic movie monsters and classic Death Knights from other games. The Reaper, grants access to the greatsword weapon, shout skills and an alternative "Reaper's Shroud".Together with their naturally large health pool this gives them quite some steadfastness. This can be used to cloak the necromancer in the "Death Shroud", which replaces the weapon skills and layers a second health bar, absorbing the damage from Life Force rather than the actual health. Both the death of surrounding creatures as well as numerous skills build up a resource named "Life Force". Necromancer: A scholar profession based on the manipulation of death.The Catalyst channels elemental energies through a summoned Jade Sphere to grant various boons to nearby allies.They usually wield a sword in their main hand, while their other hand controls a second attunement, and their third skill is unique, dependent on the two elements wielded and the weapons used. The Weaver has mastered the ability to wield two of the elements at once and use stances.


The Tempest wields a warhorn, perform shout skills, and "overload" the attunements to generate large and strong AoE-effects.With their slew of 20 weapon skills combined with a wide variety of utility skills, they are highly versatile in combat. Unlike most other classes, instead of swapping weapons, the Elementalist can swap "attunements", which change all five weapon skills to a new element fire focuses on damage-dealing, water on healing, air on crowd control, and earth on defense. Elementalist - A scholar profession focusing on, not surprisingly, magic based on the standard Four-Element Ensemble.The first indentation is the specialization that requires Heart of Thorns to access, the second are the ones that require Path of Fire, and the third requires End of Dragons. With the release of Heart of Thorns every class also gains access to an elite specialization, which adds new mechanics to the existing ones and possibly broadening the experience with those classes. Any race is able to play any profession equally well and each profession has a "unique mechanic" that greatly distinguishes it from the others. These classes are divided into Scholars (light armor), Adventurers (medium armor), and Soldiers (heavy armor). The game has eight core professions available, with a ninth - the Revenant - introduced in the Heart of Thorns expansion. They share their homeland of the Tarnished Coast with the asura, who in the past treated them rather badly, believing them at first to be nothing more than clever magical automata. They have a powerful Genetic Memory, where new sylvari are grown with innate knowledge passed down to them by the tree, drawn from the pool of collective experiences of living sylvari who return to commune with their parent, infusing them with a powerful communal morality. They are a new addition to the lore, with the oldest being born 25 years before the start of Guild Wars 2 from a tree that was planted in the original game. Sylvari: Plant people who grow on a tree.Driven from their underground civilisation by Primordus at the end of Guild Wars, they now control much of the Tarnished Coast from their breathtaking floating city, and shrewdly leverage their position as the local Higher-Tech Species to compensate both for their small stature and their small numbers. Asura: A diminutive, big-eared, formerly subterranean race consisting of insufferable geniuses, responsible for the Asura Gates and various other nifty magical technologies.They have reclaimed Ascalon from humanity and now reside there.

Half blood knights and half egomaniac hunters, with a strong streak of self-determination.
