Profession determines skills, traits and equipment available to player characters for engaging in combat and is roughly equivalent to a character class in other games. There are nine professions, each with a unique style and theme to their combat approach which is emphasized by the use of an important profession-specific mechanic and access to different skill types and effects. Professions are not restricted by race or gender and each is able to contribute damage, control and support during combat. Once a profession is selected for a character, it cannot be changed. Once reaching level 80 in any of the professions, the opportunity to learn a Specialization becomes an option for the player. Each profession has two. One specialization comes with the Guild Wars 2: Heart of Thorns expansion pack, and the other comes with the Guild Wars 2: Path of Fire expansion pack.
Professions are divided into three categories based on their armor type:
In addition to their armor class, professions also receive varying amounts of bonus health.
Soldier professions are front-line fighters who use heavy armor and can both deal and withstand heavy damage in direct combat.
Guardians are the masters of protection. Their special ability is the use of three virtues; Virtue of Courage, Justice and Resolve, which enhance their attacks and defenses until they are used to aid allies. The guardian's play-style has a flexible feel and is adept at supporting their allies or damaging their foes.
A profession that was introduced in the Heart of Thorns expansion, Revenants manipulate the Mists in the battlefield. Capable of channeling legendary figures in order to have access to different skills, Revenants use a special resource called Energy in order to cast their abilities. They have enough flexibility to play multiple roles during a battle, depending on their Legend of choice. It is only available to players that have purchased either the Heart of Thorns or the Path of Fire expansion.
Masters of martial combat, warriors have access to a wider selection of weapon types than any other profession, allowing for a multitude of play styles. Warriors' unique resource, Adrenaline, is built through sustained attacking and can be spent to unleash powerful burst attacks during combat.
Adventurer professions fight from the traditional mid-line. They all possess a good mix of ranged weapons, and are otherwise flexible combatants. They wear medium armor.
Masters of mechanical mayhem, engineers deploy engineering kits and turrets to mix up the battlefield. The engineer's profession mechanic is the tool belt - each healing, utility or elite skill adds a skill to this belt, providing them with added utility when it is needed most.
Rangers are masters of their natural surroundings, and use a versatile set of skills to hunt their enemies. The rangers are also accompanied by their trusted pets, fighting in unison with their own set of pet skills to pick off their enemies one by one.
Thieves use their initiative to fuel their weapon skills, dishing out quick chains of damage before slipping away into the shadows with stealth. The other part of their specialty is stealing - each enemy has a number of items which provide stolen skills to the thief to turn the fight.
Scholar professions are the least durable fighters in direct combat, possessing only light armor. However, they make up for lack of defense with versatility and adaptability.
Elementalists can adapt to any situation by attuning to one of the four elements: Fire, Water, Air or Earth. Each attunement changes the five weapon skills on the skill bar, depending on the elementalist's equipped weapon set, and essentially gives the elementalist more skills to use than any other profession.
Mesmers can create illusions to fight by their side, which they use to harass enemies with phantasms or mislead them with clones. Illusions can also be shattered, destroying them and causing secondary effects, such as confusion, a powerful condition which damages foes as they continue their assault in vain.
Necromancers use a special resource called life force which is gathered each time a creature near them dies, or additionally by using certain skills. Its main function is to fuel necromancer's Death Shroud. While in Death Shroud, the character's health is temporarily replaced by accumulated life force, and has access to new skills and traits, such as using fear as a weapon.
Compact profession icon table
|Profession Type||Base Profession||HoT Specialization||PoF Specialization|
- On April Fool's Day 2011, ArenaNet jokingly revealed the commando as the seventh profession (at that moment the engineer had yet to be introduced), complete with skill videos and wallpapers on the official site and a special quest in Guild Wars.
- During development, the developers discussed many different iterations of the profession system and the final set of professions they included. The number of professions varied between six and twelve during development and included ideas such as warden, marksman and juggernaut which were discarded. A developer interview with Tap-Repeatedly discusses profession development in more detail.
- The early development stages of Guild Wars 2 included secondary professions, a game mechanic available in the original Guild Wars. This feature was removed to allow for more unique customization of each profession and eliminate the associated balancing issues with multiple professions using the same skills.
- See the professions reveal page for an overview of how each of the professions were announced to the public during game development.
- ^ Intervju: Guild Wars 2, GameReactor (Google translation)
- ^ Exclusive Interview: ArenaNet's Jon Peters and Jonathan Sharp, Tap Repeatedly