Everything

This page will contain everything done up for information. It will be a dumping ground until I can sort it into individual pages.

Races
Asura

Charr

Human

Norn

Sylvari

Professions
Elementalist

Engineer

Guardian

Mesmer

Necromancer

Ranger

Thief

Warrior

Primary Attributes
Power

Precision

Toughness

Vitality

Secondary Attributes
Boon Duration

Condition Damage

Condition Duration

Critical Damage

Healing Power

Profession Attributes
Virtue Recharge Rate (Guardian)

Burse Damage (Warrior)

Tool Belt Recharge Rate (Engineer)

Pet Attribute Bonus (Ranger)

Steal Recharge Rate (Thief)

Attunement Recharge Rate (Elementalist)

Shredding Recharge Rate (Mesmer)

Life Force Pool (Necromancer)

Weapon Skills
The first 5 slotted skills, which are left of the health bar. These are determined by profession and the weapons equipped. Main-hand weapons determine the first 3, off-hand weapons determine the 4th and 5th, while two-handed weapons fill all 5. Weapon skills are acquired through proficiency, i.e. by using the weapon in combat. Each new slot takes progressively longer to unlock, e.g. characters need more practice to unlock the third than the second slot.

Healing Skills
A healing skill is a skill that occupies the sixth skill slot on the skill bar. All healing skills restore health via healing; some grant additional benefits.

Healing skills should not be confused with skills in other skill slots that can heal — only the skills listed below qualify.

Signet
Signets are slotted skills (Healing, Utility or Elite) which provide a passive benefit, but can also be activated for a greater effect.

Chains
Chain skills are three skills that share a single skill slot, which are executed in sequence on a single target

Evasion (Dodging)
Dodging is an evasion technique used to avoid incoming attacks by dashing out of the way.

Dodging temporarily consumes endurance. You can dodge 2 times when endurance is at its maximum of 100%. A player can dodge in any direction by rapidly tapping the corresponding movement key, or by pressing a movement key and the dodge key simultaneously. If you are not moving, you will dodge backwards

Effects which currently prevent dodging are chilled and immobilized, as well as other effects which prevent your character from controlling their movement, such as knockback and fear.

Aggro (Threat, Aggression)
The aggro table of a hostile NPC changes dynamically depending on a number of factors, in order of importance:

 closest target to them who is dealing damage top damage dealers others (see Notes below)  As a consequence, to lose aggro, the player moves to be further from the NPC than other players or allies and ceases all attacks. A typically effective Guild Wars 2 technique to lose aggro is to roll away (dodge) from the hostile NPC. This is based on the fact that the distance travelled away from the hostile NPC by rolling is greater than the distance a player could run in the same amount of time. Lastly, a jump seems slower than a run - jumping away from the NPC will not help on a flat surface.

Combo Effects
Combo effects occur when a Combo Finisher skill interacts with a Combo Field skill. These skills are marked and the effect that comes from the combo depends on the type of field and the type of finisher.

A Combo Field skill initiates the combo, and leaves an AoE effect on the ground when cast. This effect will either be a circular area, or a linear “wall” area.

A Combo Finisher skill finishes the combo. To interact with a circular AoE field, the finisher needs to execute on the enemy while inside the AoE field. To interact with a linear “wall”, the finisher needs to pass through the wall to hit the target.

Skill Examples:
'''Combo Field: '''

This skill places a combo field on the ground. The field is of the water type.

'''Combo Finisher: '''

This finisher fires a shadowy projectile (Projectile type). If it interactions with the above combo field (Water type) it would give a regeneration effect.

Useful Tips
 Easy collection deposit: If you click the gear in your inventory, one of the options is to “Deposit All Collectables”. This will automatically deposit any crafting components in your inventory (metal, jewels, wood, cloth, chef ingredients, etc…) into your bank.

 Grey animals (such as rabbits, hawks, raccoons, snowy owls, etc…) count towards your daily total for kill variety. Looking for that crafting resource node your mini map shows, or interact-able objects for hearts? Hold down the control key and it will show names for otherwise hard-to-see objects lying on the ground</li> </ul>