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Nine professions: which one to roll first

Armour weight, core mechanic and elite specialisations for all nine classes in one table. Plus a straight answer to "what should a new player pick", which depends on how you like to play rather than on which class is strongest.

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На этой странице
  1. The table
  2. What the mechanics mean
  3. What a new player should take
  4. Three things not to do

First, the thing that removes half the anxiety: Guild Wars 2 has no class roles. No tanks, no dedicated healers in the usual sense. Any profession can heal, hand out boons or deal damage, depending on gear, specialisation and the weapon in its hands.

So “which class gets invited to groups” is the wrong question here. The useful one: which mechanic do you enjoy pressing.

The table

Class Armour Mechanic Elite specialisations
Guardian heavy Virtues Dragonhunter, Firebrand, Willbender, Luminary
Revenant heavy energy, channelled legends Herald, Renegade, Vindicator, Conduit
Warrior heavy Adrenaline Berserker, Spellbreaker, Bladesworn, Paragon
Engineer medium Tool belt Scrapper, Holosmith, Mechanist, Amalgam
Ranger medium pet Druid, Soulbeast, Untamed, Galeshot
Thief medium Initiative Daredevil, Deadeye, Specter, Antiquary
Elementalist light attunements Tempest, Weaver, Catalyst, Evoker
Mesmer light illusions and shatters Chronomancer, Mirage, Virtuoso, Troubadour
Necromancer light life force, Shroud Reaper, Scourge, Harbinger, Ritualist

Elite specialisations arrive with expansions in order: Heart of Thorns, Path of Fire, End of Dragons, Visions of Eternity. Each brings a new weapon, new skills, and often rewrites the core mechanic.

Armour weight is cosmetic plus a few stats, not survivability. Light does not mean fragile: staying alive in this game comes from dodging and positioning, not from your armour class.

What the mechanics mean

Guardian carries three Virtues, passive buffs that can be spent for a burst effect. The gentlest of the heavy classes: tough, useful to a group, forgiving of mistakes.

Warrior builds Adrenaline in combat and spends it on a charged weapon strike. The simplest mechanic in the game. If you want to hit things without managing a resource economy, this is it.

Revenant channels legendary figures from the past, each one supplying a whole set of skills and draining energy. Unusual: instead of many buttons you swap entire kits. Not the easiest first class.

Engineer has a Tool belt, an extra row of skills tied to the utilities you slotted, plus swappable kits. The most buttons of anything in the game.

Ranger is the only class with a permanent pet. It fights, it draws attacks, and as a Druid it heals too. The softest start for someone playing alone.

Thief runs on Initiative, a shared pool instead of individual cooldowns. You can press the same weapon skill repeatedly while the pool lasts. Flexible, and punishing: medium armour and a small health pool.

Elementalist swaps between four attunements, multiplying its skill count by four. Highest ceiling, roughest first hours.

Necromancer builds life force from combat and spends it in Shroud, which works as a second health bar. The sturdiest of the light classes and very kind to beginners.

Mesmer works through illusions and shatters, and deserves its own page, because it is the least obvious class here.

What a new player should take

The answer depends on what you enjoy.

You want to play without dying much → Necromancer or Guardian. Both forgive mistakes, both are welcome anywhere, both make sense from level one.

You want to hit hard without bookkeeping → Warrior. One-button mechanic, and everything else is about position and timing.

You play solo and want company → Ranger. The pet absorbs attention while you work things out.

You want a class to study rather than play → Mesmer or Elementalist. Both are difficult, both make you feel like you are operating something clever. Expect the first levels to be clumsy.

You want the most buttons → Engineer.

Three things not to do

Do not pick from a tier list. Balance shifts every patch, and in ordinary content the gap between classes is smaller than the gap between a player who watches their surroundings and one who does not.

Do not fear picking wrong. Character slots are cheap, levelling is painless (how it works), and everything you gather lands in account-wide storage. Your second character goes faster than your first.

Do not chase an elite specialisation early. They unlock at 80 and want mastery progress. Until then you play the core class, which is the correct way to meet the mechanic anyway.