Saturday, 5 September 2026

Best GW2 Websites

 Websites Links:

General: Builds: Farming/Trading:





    Builds


GW3 Notes To Add

 Guild wars 3


large openworld

gliding

wallrunning


warrior class

necromancer class



collecting skills

arah city

mounts


instances

more defined roles clear tank, dps, healer     flexable


laranity twitch

mmo giant open world

30 player per battle at the moment


build slide climb


events system’s

team play combo


more defined roles, you can play more as a tank/healer/dps




Guild Wars 3: Everything We Know About ArenaNet’s New MMORPG

 Published Sep 2, 2026  Updated Sep 4, 2026

Harry admin

Snow Crows



Guild Wars 3: Everything We Know So Far

The latest preview has revealed a surprising amount of information about Guild Wars 3 its setting, combat system, mobility mechanics, classes, progression, PvP, endgame content, and monetization.


While many details are still subject to change before launch, the game's direction is already becoming much clearer.


Guild Wars 3 promises a more open-world experience than Guild Wars 1, but less massive than Guild Wars 2, with a strong focus on action combat, movement, environmental interactions, and class-based combos.


Welcome Back to Orr

A few observations further narrow down Guild Wars 3's place in the Tyrian timeline. It seems Grenth appears to have recently dethroned Dhuum, and his followers in Tyria seem to have done the same to Dhuum's temple in Orr.


Orr will be one of the main regions we explore, but we're definitely in for a few surprises, as it won't simply be a recreation of the area from Guild Wars 2.


The scale of Orr has been completely reimagined; its maps will be significantly larger than their Guild Wars 2 counterparts and the region itself will serve as a meeting point for different cultures and races.


There will be camps scattered throughout the world that act as safe areas, while Arah will be the only major city.


Different races will have different reasons for traveling to Orr, turning the region into something of a cultural melting pot. This could also provide an opportunity to introduce additional playable races in the future, complete with their own lore and motivations.



A More Open World

Guild Wars 3 is being designed to sit somewhere between its predecessors. It will be more open-world than Guild Wars 1, but less massive and sprawling than Guild Wars 2. Several additional points set it aside from previous installments:


There will be no traditional Guild Wars 2-style meta-events, World vs. World will not return, Heroes or Henchmen. 

Instead, larger-scale content will be designed around groups of approximately 20 players.


The cities will be capable of displaying a huge number of players simultaneously. Outside cities, however, the open world will use a phasing system, which is still under development. This approach could allow ArenaNet to create large, populated areas without turning the entire world into the massive-scale MMO environment seen in Guild Wars 2.


The initial team size is expected to be four players, although this could still change before launch. Larger content will support groups of up to approximately 20 players; this appears to be the sweet spot ArenaNet is targeting for large-scale PvE content. There will also be raids and new endgame content, giving players reasons to continue playing after completing the main world and story content.


Guild Wars 3 will be more open-world than Guild Wars 1 but less sprawling than Guild Wars 2. Large scale content will be oriented towards 20 players, with initial team size being 4. There will not be map metas like there are in Guild Wars 2 but raids and new endgame content are planned!


Movement is a Core Part of Combat

One of the biggest changes is the importance of movement and momentum. Players will have a wide range of movement options:


Walking

Running

Jumping

Wall-running

Ledge climbing

Climbing

Sliding

Gliding

Mount movement

The important part is that these systems aren't isolated from one another, for example:


Momentum Carries Between Movements.


The momentum you gain from one movement can be preserved when chaining it into another. For example, you could sprint at high speed, jump, and then begin gliding. The speed gained from your previous movement can carry into the glide, allowing you to maintain or even increase your momentum. Movement therefore becomes more than a way of getting around the world — it becomes part of the combat system.

Momentum Can Increase Your Damage.


Momentum isn't just visual. The game will use your movement to influence the damage you deal. Attacking while running, jumping down from a significant height, or dismounting at high speed can result in additional damage based on your momentum. This creates the potential for an entirely different approach to combat. Instead of simply standing in front of an enemy and cycling through skills, players can build speed, find the right angle, and use that movement to turn their positioning into damage.

Momentum Works Inside and Outside Combat.


An interesting part of the system is that momentum isn't restricted to combat. Players can build momentum while exploring the world and then bring that momentum into an encounter. This potentially means that exploration, traversal, and combat are no longer completely separate systems. A player could use the environment to build speed before engaging an enemy, turning movement through the world into part of their combat preparation.

The Environment Becomes a Weapon

Players will also be able to use the environment against their enemies. You could, for example, push an enemy into a wall or another immovable object to deal additional damage. This could potentially interact with class abilities, for example, a skill that makes a character immovable could be combined with another player's attack to create a unique interaction.


Enemies can also be thrown from cliffs, allowing players to use fall damage against them. This makes positioning much more important in Guild Wars 3 than it is in Guild Wars 2.


Momentum will be a large part of Guild Wars 3

Momentum will be a large part of Guild Wars 3

A New Approach to Combos

Combos are being taken much further than they were in Guild Wars 2. Instead of simply combining a skill with a combo field, Guild Wars 3 will introduce class-specific and player-to-player interactions.


For example, a Warrior blocking with a shield could potentially act as a trampoline, allowing another player to launch themselves from the shield and perform an aerial attack, creating a completely different concept of team synergy. Combos won't necessarily be about pressing the right skill at the right time — they could require players to physically interact with one another and coordinate their abilities.


Team Composition Will Matter


Some combinations will only be possible when using specific professions together. As a result, choosing your party composition could become a major part of preparing for difficult content.


Not Every Combo Is Offensive


Some interactions will be defensive or utility-based. For example, spiders can cover players in webs, slowing both their movement and attacks. However, if those webs are exposed to fire, they will begin to burn away. This means that certain encounters could involve players deliberately combining effects to remove or counter environmental hazards and enemy mechanics. The result should be a combat system where players are constantly improvising, looking for interactions rather than simply following a fixed rotation.

Action Combat and Enemy Lock-On


Guild Wars 3 will feature action-oriented combat, moving further away from the traditional MMO combat feel. The preview also showed an enemy lock-on system similar to what players might recognize from games such as Elden Ring. The goal appears to be a much more fluid combat experience where positioning, aiming, movement, and timing all matter. Movement itself will be considerably smoother, with fewer interruptions between different actions.

The combo system in Guild Wars 2 didn't get as much importance as desired, so Guild Wars 3's combo system has gone whole hog. Be ready to combo up a storm with your friends!



Skills Can Be Discovered Through Exploration


Not every ability will necessarily be available from the beginning. Players will be able to discover and acquire skills while exploring the world. Some skills can also be changed outside of combat, giving players the opportunity to adjust their builds depending on what they are about to do. The preview also appeared to show both ground-based skills and potentially skills that can be used while gliding, although the latter still needs clarification.

Elite Skills Charge Through Actions


Elite skills will work differently as well. Rather than simply waiting for a cooldown, elite abilities will charge through actions performed over time. One example shown is Rampage, which increases attack speed, movement skill and jump height. These bonuses then allow the player to build more momentum, which can subsequently be converted into additional damage through clever use of movement.

Enemies Have Weak Points


Guild Wars 3 will introduce enemy weak points reminiscent of Monster Hunter. Enemies won't necessarily be treated as a single health bar. Instead, certain enemies can have specific vulnerable areas that players can target. For example, imagine an enemy carrying a flamethrower connected to a fuel container on its back. Destroying that container could cause it to explode, damaging nearby enemies and applying burning. Weak points can also interact with different elements and attack types, encouraging players to identify how an enemy works before simply attacking its health bar.

Conditions Become Physical and Visual


Conditions will also work differently. Rather than just filling the screen with stacks of tiny icons, their effects will be much more visually represented in the world. For example, applying Chill repeatedly to an enemy will progressively slow it down until it becomes completely frozen. Once frozen, players can attack the enemy and shatter it. Fire can also be used to thaw frozen allies. The intention seems to be to make conditions feel like actual gameplay mechanics rather than simply numerical effects represented by UI icons.

Classes and Party Roles


Three professions have currently been confirmed:


Warrior

Necromancer

Ranger


The game will feature defined roles, but they won't follow the traditional MMO tank/healer/DPS trinity completely. The roles will be closer to a trinity than Guild Wars 2, while still retaining the more flexible archetypes associated with Guild Wars 2. Players should therefore have defined responsibilities without being locked into extremely rigid class roles.



What Else Do We Know?

💵 Monetization


The monetization model will follow the Guild Wars 2 approach. Guild Wars 3 will be buy-to-play, with no battle pass, no subscription, no pay-to-win mechanics. This maintains one of the defining business-model philosophies of the Guild Wars franchise.

🖥️ Platforms


Guild Wars 3 is currently planned for PC and PlayStation 5. No other consoles are currently being considered. The decision to launch on PS5 also appears to have influenced the game's UI and overall design philosophy.

🌟 Collector's Edition Confirmed


A physical Collector's Edition has been confirmed for launch. However, the price and the contents of the edition have not yet been revealed. Let's hope Sony is watching...

🖱️ An Improved UI


The UI shown during the preview should not be considered representative of the final game. ArenaNet has confirmed that the interface was created specifically for the preview and will be completely redesigned before launch. The final UI is planned to be more customizable by the player than the Guild Wars 2 interface. It will also be cleaner and less cluttered, partly because Guild Wars 3 is being designed for both PC and PlayStation 5.

🎩 Fashion Wars Is Coming Back


Guild Wars 3 will feature a dedicated skin and wardrobe system, continuing one of the franchise's most popular traditions: Fashion Wars. In fact, ArenaNet says this system will play an even more important role than it does in Guild Wars 2. For many players, customization may therefore be almost as important as equipment progression.

🏹 Horizontal Gear Progression


The equipment system will remain horizontal, continuing the philosophy used throughout the Guild Wars series. Players won't be forced to constantly replace their entire equipment set simply because a new tier of gear has been released. The focus is instead expected to be on building the equipment and playstyle that suits your character.

⚔️ PvP Is Confirmed


PvP will be part of Guild Wars 3, although the exact game modes have not yet been revealed. What has been confirmed is that there will be nothing on the scale of World vs. World. Standard and competitive arenas seem likely, while some kind of 20v20 mode is also a possibility — but that has not been confirmed. Interestingly, Colin explicitly stated that if the community wants esports, ArenaNet would be willing to support it fully, just as it did with both Guild Wars 1 and Guild Wars 2.

🌊 Underwater Combat Isn't Dead


When asked about underwater combat, Colin indicated that we would hear more about it soon. That suggests that some form of underwater combat system is likely to remain in Guild Wars 3. Exactly how it will work remains unknown.

🛡️ Guilds


Guilds will exist in Guild Wars 3, although very little has been revealed about how the system will work. More information is expected closer to launch.


Final Thoughts

Guild Wars 3 appears to be taking the Guild Wars formula in a considerably more physical direction. Rather than making combat primarily about skills and cooldowns, the game seems designed around movement, momentum, positioning, environmental interaction, and cooperation. It seems like a very promising and interesting system, but also a rather ambitious vision.


The most interesting question is whether all of these systems will work together naturally or whether they will become gimmicks once players reach endgame; keeping interesting gameplay avenues relevant can often be quite a design challenge once you hand it over to players who will absolutely find ways to exploit them! For now, though, the direction is certainly ambitious — and Orr looks like it could become the perfect playground for these new mechanics.

Sunday, 2 November 2025

Wilt Industrious, Celestial Mech (to be edited)

 Wilt Industrious


Skill Bar

Hammer
Utility


Weapon variants

If you don't have access to Weaponmaster Training with Secrets of the Obscure, you will not be able to wield a hammer. Use Rifle Rifle instead.

  • Rifle Rifle for players without Weaponmaster Training or who prefer a ranged playstyle. Good ranged damage though it performs best in melee range due to .

Skill Variants

Heal skill

 is great because it also heals your mech. Other alternatives can be considered:


  •  provides very high healing and cleanses 2 conditions when first deployed while creating a water field where you can detonate the turret to provide even more healing (See: Guide:What are Combo Fields). Always pick up the turret or detonate it, as it will provide more healing over time than the super weak regeneration that leaving the turret deployed provides.
  •  - helpful to negate a big attack or a oneshot. This skill requires a bit more skill to use, as it only provides large healing if you were to take lethal damage.

Utility skills

 has great damage and crowd control, never replace it.

 shares your boons with your mech, and can be used to stun break and teleport while cleansing two conditions, it's a really good skill. Never replace it.

 is a passive damage increase and can be activated for crowd control in emergencies. It has low impact and can be replaced by other alternatives:

Elite skill


 is the best elite for this build. It can be used for damage, or to resummon your mech if it dies. Never replace it.

Specializations

Firearms 3 3 1
Explosives 3 2 3
Mechanist  2 3 1


Trait variants




Equipment

Ascended gear is not required.

Head
Berserker
Shoulders
Berserker
Chest
Berserker
Hands
Berserker
Legs
Dragon
Feet
Berserker
Backpiece
Dragon
Accessory
Berserker
Accessory
Berserker
Amulet
Berserker
Ring
Be rserker
Ring
Berserker
Hammer
Berserker
Sigil
Sigil
Rifle
Berserker
Sigil
Sigil
Rune
x6


Relic




If you are gearing this character from zero, start with exotic quality gear. Search the trading post for "Nika" armor. Then search for the weapons you want to use: "Ironfist" hammer, "Exterminator" rifle. Upgrade to ascended gear as you progress. See also: Guide:How to Gear a Character.

  • You can use  to trade a minor amount of damage for sustain or  to start combat with boons.
  • For defense, equip the highest tier Jade Core you can afford. Use defensive food or skills if required.


Consumables

Budget consumables are acceptable for use in open world.

DPS

Defense

Farming


Farming


Usage

This build is extremely easy to play. The mech will tank most enemies for you and has extremely high health.

Damage

  • Spam , and . You can also use  to command your mech to use , this doesn't interrupt any action the Mech is doing.
    • If using rifle, spam  (preferably in melee range) and . You can also use  to command your mech to use , this doesn't interrupt any action the Mech is doing. You can save  for CC or to cleanse yourself of movement-impeding conditions, or otherwise spammed for damage.
  • Stay near your mech to avoid the small cooldown penalty of .
  • Spam your mech F1 skill off cooldown. You can set it to auto-cast if you want by pressing control+mouse 2 on the skill.
  • F2 and F3 can be spammed for damage, or saved if you need CC. If you need to save them for CC, do not set them to auto-cast.
  • In fights where your mech is not at risk of dying, you can use  for extra damage.
  • Stay close to your target to benefit from  and .

Defense

  • The best defense is always to dodge or sidestep attacks
  • Your mech will tank most enemies for you. Hide behind it when fighting enemies that fire projectiles.
  • If your mech is standing in a damaging AoE, you can recall it to your location with F7 Return to Me, then command it to continue attacking with F1 Attack My Target.
  • You can block attacks with .
  • You can teleport out of danger with . This skill also cleanses 2 conditions from yourself and your mech.
  • If your mech dies, wait three seconds for the skill to go on cooldown, then use  to resummon it immediatly.
  • You have minor healing over time from both  and .
  • If your enemy gives itself boons, save  to remove up to 3 of them.

Crowd control



By far my favourite Engineer based build - Mechanist already took my least favourite class and made it fun, but this build takes it from fun to insane! Great CC, great damage and able to hold its own when being attacked.
Stupidly easy to play, great damage, great crowd control, super tanky pet. All in all a great build.

Hammer is the perfect weapon for this build. Tons of cc, ridiculous burst, and a significant amount of defense are available with just a few key presses. With mech skills on full auto, just drop hammer 5, then inside the electric field do some or all of Throw Mine, hammer 2, and hammer 3, then add a couple of auto attacks if needed and anything less than the hardest hero points will be dead, usually without you taking damage due to the built in defense, heavy cc, and mech tanking. Kills most open world stuff faster and with less effort than anything else I've tried. Biggest downside is that, due to long weapon skill cooldowns and lack of an engineer kit to swap into, for anything that survives your burst you'll spend a lot of time with nothing to do except dodge and auto attack. Also it's a melee build, which isn't great for those who strongly prefer ranged attacks.

I never stopped using my rifle. It's still fun as heck and kills everything in front of my barrel. I don't see how a hammer could be as fun as a rifle.

In open world you can play whichever weapon you like best. We recommend hammer because it deals slightly higher damage. But if you like rifle, feel free to use rifle


Is Impact an optimal sigil choice even when using rifle?


I played rifle mech while learning the modern game in the Please Nerf Me phase where rifle mech could solo... I mean, pretty much anything. Certainly all the hero points in all the expansions, which is a pretty good meter for class power solo. then we got the nerf, which was acceptable/fair, then a rework which really sucked & made the spec a LOT less fun.

Then came weapons master & Hammer, which is straight up one of the best weapons in the game. Good DPS, got it's own combo field, good secondary defense. Plus since you fight on the mob more, your pet tends to be in range for Mechanical Genius more.

Good spec. Easy to play, effective. Probably won't get nerfed. Also EXCELLENT for farming since your pet handles mobs while you mine or log or gather.

Carry a rifle for zerg tagging.

Booster Mechanist


Introduction

This Celestial Booster Mechanist build is a great beginner-friendly offensive setup made for open-world. The equipment above is designed to be played with the Exotic gear obtained by the Level 80 Boost, with some modifications to runes and sigils. To gear this build without the Level 80 Boost, use crafting or purchase items directly from the trading post. This build will allow you to provide permanent Alacrity iconAlacrityMight iconMight, and Stability iconStability uptime and some Barrier iconBarrier. Being a pet build makes it very strong as it allows your mech to tank for you.

Build Fundamentals

This build supports allies with Barrier iconBarrierAlacrity iconAlacrityProtection iconProtectionMight iconMightFury iconFury, and Stability iconStability.

Use Crisis Zone iconCrisis Zone and Barrier Burst iconBarrier Burst when available to upkeep Alacrity iconAlacrity. Using Crisis Zone iconCrisis Zone off-cooldown is unnecessary and, so save the skill to break stuns or cleanse conditions. Giving Might iconMight and Alacrity iconAlacrity is achieved by using Barrier Burst iconBarrier Burst and letting your Mech auto-attack Mech Arms: High-Impact Drivers iconMech Arms: High-Impact Drivers and Mech Core: Barrier Engine iconMech Core: Barrier Engine.

While applying boons with Mechanist is easy, one should remember that the boons are distributed around the Mech. The Mech must be nearby you and your allies to provide the best support. Shift Signet iconShift Signet teleports you and your Mech, removes conditions, and breaks stun. Overclock Signet iconOverclock Signet allows you to recall your mech if it is destroyed.

Crowd Control

Alternatives

Overclock Signet iconOverclock Signet can also be replaced with Elite Mortar Kit iconElite Mortar Kit to gain five additional skills.

Grenade Kit iconGrenade Kit can be replaced with Personal Battering Ram iconPersonal Battering Ram for additional crowd control.

If you need a stun break, condition cleanse or a teleport, you can replace Barrier Signet iconBarrier Signet with Shift Signet iconShift Signet



Armor

Illustrious Visage HelmSuperior Rune of the Traveler
Illustrious Shoulderguard ShouldersSuperior Rune of the Traveler
Illustrious Guise ChestSuperior Rune of the Traveler
Illustrious Grips GlovesSuperior Rune of the Traveler
Illustrious Leggings LegsSuperior Rune of the Traveler
Illustrious Striders BootsSuperior Rune of the Traveler

Weapons & Sigils

Mist Lord's Pistol PistolSuperior Sigil of Earth
Mist Lord's Pistol PistolSuperior Sigil of Bursting

Trinkets

Quiver of a Thousand Arrows (Infused) Backpiece
Black Ice Earring Accessory
Asgeir's Talisman Accessory
Asgeir's Amulet Amulet
Attuned Black Ice Band (Infused) Ring
Attuned Mistborn Band (Infused) Ring
Relic of the Aristocracy

Food

  
Cilantro and Cured Meat FlatbreadTuning Icicle


TRAITS

Explosive 312
Firearms   123
Mechanist 222