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I swear I was wearing them at the beginning of those preview videos. -- 18:15, 19 March 2011 (UTC)


I know that the current classification of weapons comes from the official website but the in-game wording is actually different and I really like it better so I suggest to use it on all profession pages: in-game
  • Main hand
    • weapon1
    • weapon2
    • include here weapons that can be wielded in both hands
  • Off hand
    • weapon3
    • weapon4
    • repeat here weapons that can be wielded in both hands
  • Two-handed
    • weapon5
  • Main hand (implying : Main hand only)
    • weapon1
  • Off hand (implying : Off hand only)
    • weapon2
  • Either hand
    • weapon3
  • Two-handed
    • weapon4

Chriskang 01:38, 27 March 2011 (UTC)

Normally I'd advocate going with how it is in-game, but until the game is released it's all subject to change. Currently I say we leave it as-is for now. User A F K When Needed Signature Icon.jpg A F K When Needed 12:55, 27 March 2011 (UTC)
I'm for the current system primarily because weapons have different uses in each hand. 11:22, 8 August 2011 (UTC)

Shadow Form[edit]

If the developers bring Shadow Form to GW 2 I'm gonna explode (cuz of anger).-- 14:18, 28 March 2011 (UTC)

Cool story bro. Take it to a forum. Aqua (T|C) 14:25, 28 March 2011 (UTC)
Well guess every game can't be perfect, figures they'd bring sins back. Hopefully they learned their lesson with the perma-sins. 21:28, 27 April 2011 (UTC)
Even if they bring in a skill called "Shadow Form" it won't function the same. The stealth mechanic seems to be as close as they'll get to Shadow Form - or, well, any invulnerability skill. -- Konig/talk 22:42, 27 April 2011 (UTC)
Well, actually, Help Me!, Rampage As One, Mist Form, and Sanctuary (and, presumably, Tornado and Plague) are already invulnerability skills. –~=Ϛρѧякγ AHHH! (τѧιк) ←♥– 01:37, 28 April 2011 (UTC)
When power creep comes around, those skills will need the nerf-bat. Until then, I don't have a problem with any of them. By the way, what's your source for Sanctuary providing invulnerability?
Invulnerability means existing conditions, etc., will do no damage. If you walk into a Sanctuary with conditions applied, I've seen nothing that confirms they will cease to damage you. It's implied, but not certain. User A F K When Needed Signature Icon.jpg A F K When Needed 08:19, 28 April 2011 (UTC)
Note that such skills are either elite or downed skills and thus very weak arguments. I doubt that invulnerability will be available on normal skills, let alone maintainable. - Infinite - talk 11:38, 28 April 2011 (UTC)
Well, they can't do anything further to you, but you probably can die from pre-existing conditions in a Sanctuary; I guess it's still closer than stealth, if that counts for anything. Mist Form is not elite or downed. Obviously they aren't maintainable, and I'm not making an argument. :P –~=Ϛρѧякγ AHHH! (τѧιк) ←♥– 22:51, 28 April 2011 (UTC)
@Sparky's summary comment: Did not mean maintainable, I merely meant that invincibility or near-invincibility already exists in some form in GW2. -- Konig/talk 00:43, 29 April 2011 (UTC)
Confused Mist Form with Vapor Form there. But either way, invulnerability is not invincibility: existing conditions will still affect you (if the article is accurate). - Infinite - talk 00:48, 29 April 2011 (UTC)
Actually, Sanctuary just prevents attacking from inside, and having enemies enter (for melee)... it doesn't block projectiles, direct AoE (meteor shower), etc... Just makes a safe spot where your enemies can't come up to you. And everyone has the option to have projectile attacks... So stealth is better defense than that. ~~ User Kiomadoushi sig.png Kiomadoushi 15:32, 4 June 2011 (UTC)

Steal their proffessions[edit]

thats a fucking gay addition how do you steal someones professions--Hubbard User Hubbard.sig.Heritage Warhelm.png The Warrior 18:58, 1 April 2011 (UTC)

Pos-ses-si-ons. - Infinite - talk 19:02, 1 April 2011 (UTC)

Err, YOU'LL NEVER CATCH ME (uses stealth)--Hubbard User Hubbard.sig.Heritage Warhelm.png The Warrior 21:24, 2 April 2011 (UTC)

HAHA, YOU WISH (uses Tracking) --zeeZ 22:23, 2 April 2011 (UTC)

jumping on rooftops?[edit]

in the first skill video on the theifs gw2 page, the character is jumping between rooftops in divinity's reach. for some reason, i just love doing that on games (finding ways to get on top of the rooftops and jumping between them). does anyone know if we will ctually be able to do this anytime we want in the game, or if there will be mini-game races on the rooftops or something like that? Eculiny 01:58, 10 April 2011 (UTC)

The game is free-roaming for most parts, so if you can get up the roof I don't see why one wouldn't be able to run across the roofs. Basically the motto of The Roof Runners, come to think of it. :P - Infinite - talk 02:00, 10 April 2011 (UTC)
Thief's Creed? 10:37, 30 June 2011 (UTC)

Lack of Skills[edit]

Am I the only one who thinks that the Thief is really limited in the number of weapon skills they have? If the shortbow is limited to 5 skills, I can see that getting boring after a while. Also the number of combinations of dual weapons is smaller than other classes. Only 10 skills plus the 6 dual-determined skills equaling 16 (+5 for shotbow = 21). The warrior on the other hand has 39 weapon skills, not couting the burst skills and the chains of the primary attack. Elementalists have 60 possible weapon skills with the different attunments/combos. I loved making builds in GW1, experiencing with different attack combos (sin), but it seems now like my favourite class will become stale (how many times can you use leaping death blossum until you want to try a different dual dagger spell?). Also I love the inclusion of a bow, but I'd actually like to see some arrow attacks, not just gimicky bombs.VowNyx

Well, let's not forget that the Thief can steal items as well. The skillbar will change with each theft. Also many enemies has various things to steal, so if you steal something from a moa, it might not be the same bar the second time you steal from a moa. Venom20 User Venom20-icon-0602-sm-black.png 23:31, 19 May 2011 (UTC)
Also, don't forget that a ranger with a shortbow has the exact same number of shortbow weapon skills as a thief has, and that elementalists cannot change weapon sets midfight, the same with Engineers.--Tuomir 23:34, 19 May 2011 (UTC)
For the elementalist and engineer - the former has elemental attunements and the later has the weapon packs which change the skills. There's only one thing I have thusfar disliked about the thief - they can't dual wield swords. -- Konig/talk 23:39, 19 May 2011 (UTC)
I did not realize that eles could not change weapon sets. However 4 attunments beats 2 weapons sets in terms of variability. Weapon packs add alot more variety to engineers. But my beef was not with available skills in a fight, but rather total pool of skills to choose from before a battle (by picking your weapon sets I guess). I agree that swords should be dual weildable. But what I think Thiefs need, a crossbow! VowNyx
Crossbows don't exist so they can't get them. :P -- Konig/talk 00:03, 20 May 2011 (UTC)
Well, if weapon skills are not enough, you'll have to look into utility skills to satisfy your building thirst. And then you can also use traits to accentuate your builds, which you couldn't do in the original. Oh, and don't forget the basic attributes or armor mods. In the end, weapon skills are more of a base for the build, but not the build itself. Or that's the way I've understood it, at least. And dual wield swords would be cool, but I like sword+dagger better, on both the aspects of history and coolness. I wonder if I'm being helpful or annoying here... Well,I'm happy either way.--Tuomir 00:06, 20 May 2011 (UTC)
I also think he needs at least another off-hand weapon, probably a sword. It would put the number of different combinations from 7 to 10. Just if you want more diversity throw the rifle too and he has 11, but maybe that one isn't really neccesary. As he is right now he has even less weapon combinations than the Necromancer (who has 3 more than him, a fighter profession should have at least as much options as a caster, the elementalist has less but can change between 4 sets). You can't really count the steal as diversity on skill optons in the same way that you're not counting every pet skill the ranger can use on the combination of weapons he has, and also steal is more situational and about improvisation and has long recharge. An off-hand sword would be perfect to add diversity to the profession as it adds 3 more combinations to the mix (and a total of 5 skills, 2 for the proper sword and 3 for new dual skills). Right now I can see a lot of clone thieves. Lokheit 18:31, 31 May 2011 (UTC)
I too am worried about weapon options and I also feel dual swords should be available. I mean, Warriors are the only profession so far to dual wield swords and maces and that's just not on! Us thieves need to get some of that action. However, until release we won't know for sure how it will play out. For all we know there may be more weapon options lined up. Or maybe the professions with less weapon choice get more utility otions. As to steal, well it will be a fun mechanic for sure, and should make combat a little more interesting. BTW, does anyone know the recharge on Steal? I am certain Anet won't let us down on this and I am very much looking forward to trying out the Thief's capabilities. - Rin Aki 20:58, 31 May 2011 (UTC)

Unique to the Thief[edit]

What is unique to the Thief profession? Anything at all? Like the Guardians Aegis? Goatzilla 14:49, 4 June 2011 (UTC)

Initiative and Dual skills -- Michiel -talk 15:01, 4 June 2011 (UTC)
Initiative, Stealth, Dual skills, Stealing. - Giant Nuker 15:01, 4 June 2011 (UTC)
Ow I see I forgot some... -- Michiel -talk 15:03, 4 June 2011 (UTC)
There's a ranger skill that gives stealth, but only one that we know of. All the others listed are completely unique, yes. --ஸ Kyoshi User Kyoshi sig2.png 16:06, 4 June 2011 (UTC)
Isn't that a skill for the Snow Leopard though? Or is that its passive ability to enter stealth when not moving? ~~ User Kiomadoushi sig.png Kiomadoushi 16:15, 4 June 2011 (UTC)
Prowl, Camouflage | Corvus 17:15, 4 June 2011 (UTC)

There should not be a cool-down timer on invisibility!

Cooldown added?[edit]

If the info about the recently added underwater skills is correct on this wiki, Thief skills now have a cooldown. Maybe they did change it and now Initiative affects skills on recharge, but you can use skills with a cooldown even if you don't have your initiative? It would be a great adition in order to make the thief able to do some burst or change between sets without loosing the advantage against other professions. Or it's just that the numbers on the wiki are wrong? Lokheit 18:55, 26 June 2011 (UTC)

The info on the wiki I got from a post on the guildwars2guru forums from someone who played at Fan Day. According to them the Thief is one of the professions who's main ability doesn't work underwater (initiative). So the skills cost energy and have a cool down. --VowNyx 21:54, 26 June 2011 (UTC)
Oh, ok. I still have my hopes on some tweak to the initiative system before game release... Lokheit 01:47, 27 June 2011 (UTC)

Emo hair?[edit]

Will Thieves have emo hair like Assassins had in GW1? I think they might, since it's kind of the same theme, but then I think they might not, and I get sad. :c What are your opinions? 22:19, 7 July 2011 (UTC)

I believe that all characters of the same race and sex share the same character appearance customation choices, save for the headgear question for the profession. This is just a guess though, but it seems like Anet doesn't want to restrict appearances by professions. See town clothes, professions sharing the same armor class being able to use the same armors, and (less relevant, but still comparable) the costumes in Guild Wars.--Tuomir 17:42, 23 July 2011 (UTC)
Ouch, I just lol'd pretty hard. From what I understand, your profession does not restrict your appearance at all. Any armor, town clothes, hair, anything you see on an NPC, you can pretty much have it aside from any profession-specific armor pieces or level restrictions. But to answer your question: No. You won't HAVE to have 'emo' hair if you don't want to. --Spigs 22:53, 23 July 2011 (UTC)
If we don't WANT to...but I want it. there??? Somewhere? For whatever race? 03:12, 27 July 2011 (UTC)
Try doing bald. Neo-Nazi seems to be the new emo,--Briar User Briar Ahoy.jpgAHOY! 03:47, 27 July 2011 (UTC)
Eww...Emo hair is way way WAY sexier than bald. 04:03, 27 July 2011 (UTC)

Longbow Over Shortbow[edit]

I think the thief could be a lot more versatile and fun if the shortbow was replaced with the longbow, so you could have some range. Even putting the shortbow skills on the longbow for more range would be pretty cool. If the harpoon gun can match the thief style, then so can a longbow. Also, any pistol combo gives you the medium range of the shortbow. Shadrix 22:06, 18 August 2011 (UTC)

The thief can't move while using a longbow, and the thief is a mobile profession; it's part of its shtick. Anyways, can you imagine trying to conceal a longbow? ~Ekko (talk) 04:20, 19 August 2011 (UTC)
Think Altair from the first Assassin's Creed. He could walk out in plain daylight covered from head to foot in weaponry and the guards couldn't tell him apart from other monks. Mayhaps the thieves could work in the same way? xD (I like that the thief is a mobile profession) 07:10, 19 August 2011 (UTC)
Altair is an assassin. And this is Guild Wars. I'm sure Thief's shortbow has more to do with game balance and the mobility issue Ekko mentioned, than real life logic. Mediggo 07:36, 19 August 2011 (UTC)
The Ranger is supposed to be a acrobatic profession, and they use the longbow. What about the thief with a rifle? My main point was to give the thief some range, and the rifle could work similarly to the harpoon gun. Anyway, the engineer can move while firing the rifle, so why wouldn't a thief be able to as well? Shadrix 09:25, 19 August 2011 (UTC)


Engineer.. Thief.. Does this start to look like Team Fortress 2 to anyone else as well? 19:10, 31 August 2011 (UTC)

Engineers and people who can go invisible are from a broader range of games, books, just ideas in general they do not have to be from or related to a single game. I would only make the connection to TF2 if Anet made a big focus of the game around hats. - Giant Nuker 19:20, 31 August 2011 (UTC)
(Edit conflict) It was said in some interview or something like that that GW2 is in part inspired by Team Fortress 2. So yes, it's not really a secret or anything. No need to go slam references on every thief and engineer page though. Mediggo 19:22, 31 August 2011 (UTC)
Anet staff have mentioned numerous times that they are always playing other games. And TF2 is a great game, I wouldn't be surprised, and would actually be happy if they borrowed some of their principles (especially for PvP). --Moto Saxon 19:33, 31 August 2011 (UTC)

thief and mesmer (moved from article)[edit]

Though the Thief is mentioned to be an adept of stealth, none of their stealth abilities can outperform the Mesmer's Veil of Invisibility, even if chained together. (If chained together and with the proper traits a thief can pull off a 15 second stealth, equal to that of the Mesmer's single ability.)

~ @ above note, implying that 15 seconds of staying still in a single spot is more adept than a thief who can move around and actually do something. --The preceding unsigned comment was added by (talk).

Sign your comments with four ~'s please. Also, if I see a mesmer or a group of enemies disappear in one spot, I'm gonna nuke the hell out of that spot. Thieves are wily, and they use stealth like extra dodges to avoid damage. 19:56, 15 May 2012 (UTC)
I don't think that's true about a Mesmer being able to stealth longer. Lets see how long a Thief can go stealth. Shadow Refuge pulses 5 times stacking stealth until it drops. For a total of, with Meld with Shadows trait, 20 seconds of stealth, already beating the Mesmer's by 5 seconds, but unable to move. Combine that though, with blinding powder and the Trait "Hidden Thief" And you have another 7 seconds of stealth. or 28 seconds, 4 seconds of mobile stealth and another 3 seconds with you in attack position on your target. If you dropped from above before doing this, add another 4 seconds for a now total of 31 seconds of Stealth, If your steal put you close enough, you can now use Cloak and Dagger if you are using a dagger offhand, for an additional 4 seconds of stealth. Giving you a grand total of 35 seconds, double that of the Mesmer's. =) Kallist 09:04, 26 September 2012 (UTC)

Off hand light[edit]

When I look at my weapon choices under the hero tab, I am showing, as an off-hand only "weapon", a light. Does anyone else have this as a choice, and if so, what weapon works there? I tried a regular torch (and variations, blue one, etc) and have had no luck putting one in that hand, the window showing the stats says "not compatible with your profession". Is this a game bug? 21:57, 13 February 2013 (UTC)

It means "no off-hand weapon equipped." I don't know of anyone who routinely runs around with only a main-hand weapon, though, so these skills seem pretty pointless and were probably only introduced so the game didn't break when you temporarily unequipped your offhand. —Dr Ishmael User Dr ishmael Diablo the chicken.png 22:12, 13 February 2013 (UTC)
If that was the case then when the spellcaster types started (in my experience specifically, Norn) then that would be an issue because they are only issued one handed weapon (a scepter) and no off-hand weapon. And I am apparently not explaining myself well enough. Under the hero tab, where you select skills & traits, then weapon skills, it shows the weapons your character can use. I have an asuran thief, and when I do that, some of the weapon combos have the main hand weapon, then as a choice underneath "with off-hand light". Specific example, with sword in main, the choices are "with off-hand dagger", "pistol", and "light". However, the only possible item I can think of that would be considered a light is a torch. I am of the mindset that it isn't there "so the game didn't break", but for an actual use. If anyone else has any theories or ideas besides ishmael, please feel free to voice them. 00:45, 14 February 2013 (UTC)
Off-hand light means no off-hand. Thieves have dual wield skills that change depending on the main hand and off-hand weapon combos. Since each one handed main hand weapon offers 3 skills, with no off-hand there is no combo, so it just "defaults" to an off-hand light skill. Mora 00:53, 14 February 2013 (UTC)
I checked on another acct's char thief and the same thing, and after further research, I think I found the issue. The wording in the game screen, to put it bluntly, sucks and is misleading. Comparing it to the other character's screens, this is wildly different, and calling it a *light* could be understood to mean an actual light, or light as in not encumbered, which I think Ishmael was trying to say. If so, sorry for being short with you dood. On my other characters, they label off-hand as would be expected, not your main weapon/hand. And having a weapon in your off-hand means just that (or torch, etc). On that other char, only having one weapon (single-hand type) fills only the first three slots, not the last 2 as it would with an off-hand weapon. The third slot changes to what is shown on the weapon skill slot screen. Thank you both for the suggestions/recommendations. 20:14, 14 February 2013 (UTC)

Feedback 2018/05/17[edit]

The "Abilities" section of the article has been left largely unchanged for years. Stolen skills are described as "bundles" / environmental weapons and the language used for back-to-back attacks could be more concise or clear, like saying attacks can be used repeatedly. Also makes it sound like the 1 auto-attack skill cannot be used without initiative rather than only the 2-5 skills requiring initiative. — Cronos 05:17, 17 May 2018 (UTC)