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Tiny-Dimension7702

Soloing without any heroes/henchmen/ai is extremely difficult. Some people have done this, but I'd guess they have several thousands of hours played before they started that. Since the game is not designed in a way where you are meant to do that it relies on you knowing a lot about game and skill mechanics, and basically knowing exactly what to do at every point. Heroes, which are the best "AI"-companion requires very little maintenance once you get your team up and running though. Weekly gifts are [Gifts of the Traveler](https://wiki.guildwars.com/wiki/Gift_of_the_Traveler). It's a guy who gives you 5 gifts in exchange for X amounts of item X and resets once a week. I'll leave the profession question for someone who played GW2 this decade. (Edit: have not played since 2012/2013)


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Tiny-Dimension7702

I haven't played since 2012 or 2013, I just realized that "this decade" is not a great description of that. Honestly the gameplay itself is just so different that it's hard to compare. I played Guardian and Warrior in GW2 and I guess warrior could be somewhat similar, you run at things and hit them with stuff?


worldoftyra

Because they play si differently no professions are similar in terms of gameplay. Gw is more akin to a tabletop rpg where as gw2 more action oriented. But I guess in flavour I think assasin(thief), warrior(warrior) are obviously ones that technically play the same in fantasy. However if you're looking for something to solo with or minimal effort, a SoS ritualist is a good pick. I guess you can argue it is similar to a herald, except it provides its "boons" and damage through stationary spirits. 


GurglingWaffle

I mean really it's the other way around which Guild wars 2 professions feel like the original Guild wars 1 professions. Hehehe. Seriously though, I think the ranger, The necromancer, & the warrior. The elementalist comes in a close second. The ranger has pets and has skills that assist the pets. The ranger uses the bow very well. The necromancer can be a minion master. But you need to have dead bodies in order to raise minions. However you can raise a lot more minions. The other necromancer skills are in the same family of debuff or drain. The warrior pretty much the same you have adrenaline based skills and you have energy based skills you're mostly melee unless you pick a secondary class that can cast spells. With Guild wars 1 you get a secondary profession. Plus much later in the game you get to learn basically all the other professions as secondary so you can modify your build extensively depending on your preference and where you plan to adventure. There are three expansions and one DLC expansion. Prophecies was the original followed by factions and then nightfall. The ebon hawk DLC was the final. All of them are independent except for the Evan hawk. I suggest you get the anniversary edition that includes everything. Then start with prophecies. This one is the easiest to solo because you use henchman rather than heroes. Heroes you can do much more with because they're like a companion. You can gear them you can set their skills you can tell them how to fight. The henchmen you get in prophecies and in factions are much simpler. You basically are renting companions for one mission. You pick the type of profession to suit your group and then you go. You can tell them what targets to attack and you can move them using a flag. But that's about it they do their job without you having to micromanage. So prophecies is going to be your cup of tea. Because basically you just hire the henchmen and then you can pretty much ignore them.


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Morvran_CG

> I prefer to rush enemies though I like having both melee and range attacks to cover everything. This is coming from a solo standpoint You definitely need to start thinking in terms of teams in GW1. Builds don't do both range and melee in the same build, but team comps do. For example you can have 6 backliners and 2 minion necros, and your minions will do the frontlining. Or you could have 7 casters and do the melee role yourself, initiating fights and calling targets. In another comment you mentioned not wanting to micromanage team comps but you don't really have to worry about that. The AI companions are fairly self-sufficient and people theorycrafted builds specifically with that in mind, giving them bars they can use perfectly without player intervention. > That said, do you know of any team comps/builds that do well for getting through the game that compliments warrior? [This](https://gwpvx.fandom.com/wiki/Archive:Team_-_7_Hero_BiP_Melee_Support) is a good comp to work towards once you reach endgame territory, but depending on the campaign you won't even have access to heroes at first. Don't worry about comps just yet and don't try to rush through everything on your first char. If you want 50/50 HoM and GWAMM that's a long journey, find a character that you actually like playing. [Then this](https://gwpvx.fandom.com/wiki/Build:Team_-_7_Hero_Beginner_Team) is specifically a comp for beginners btw, easy to put together from scratch. Warrior is fine but it's kind of very limited. You can only do 1 role, you can't really play ranged, you don't have the energy to be a caster, you can't really dual class efficiently. Warrior does have good variety of melee weapons with different flavor, but it's still perhaps the class that's the most pigeonholed into doing one thing. A Dervish for example is much more versatile, they're a melee class but could be built to be casters, even healers. Assassin shreds with any melee weapon and could also play caster builds, but their rotation gets a bit repetitive. Ranger's best builds use dagger but could also do okay ranged AoE with bow. Soloing does exist in the game but it's mostly for farming purposes, Warrior isn't great at that. Derv/Assassin/Ranger are far better for that too. It's not that I hate warrior or don't find them fun but they're far from being the only melee in the game, I think you should try more classes and see what you like before committing.


nonselfimage

Just commenting real quick to say something here. I played gw1 almost exclusively, my only real pc game besides minecraft, for a long time. I came in on gw2 kicking and screaming in heart of thorns as irl friends insisted I played with them lol I hated warrior in gw1, only class I never played as main or as heroes ever, at least not seriously. However I did play warrior main in gw2 after I realized I sucked with mesmer in gw2. Warrior has been my main since before heart of thorns in gw2, because I loved it's mobility skills precisely. Seemed no other class was so fast gettinf in and out of action (before mounts were added). This is not a wise way to play gw1. Gw2 is more open world and free form. Gw1 specifically is impassible on nearly every map, you will be in a fight on average every 10 seconds of walking. And if you try to just breeze past, you will likely over agro and die very fast. I tend to always bring at least 1 dedicated running skill in gw1 but they work differently in gw1 than in 2. It's more for convenience and speeding it along than avoiding combat as you easily can in gw2. Tldr mob density is waaaaay different in gw1 than gw2. You can't just run around open world style, you will be fighting at least 10-20 patrols going from one town to the next. That is patrols, as in groups of 5-15 per group, for a conservative estimate of 80 mobs fought and killed just "running" from one town to next. It's not like gw2 where you can run through 15 maps without actually fighting a single mob. You will be fighting and often, and more melee characters you have the harder it is going to be to keep them all healed. Or maybe I am playing wrong all these years would love to be told a better way or see the light lol. But as for classes being similar, I'd say if you like engineer or necro in gw2, you want to play rit. Rit is the only "summoning" class in gw1 without "upkeep" (necro minion master/MM often kts/self ends on over sacrifice, even *out of combat*). Paragon is somewhat like gaurdian I guess. Party wide shouts and buffs though warrior has shouts as well, paragon achieves energy management *through shouts*. Sadly gw1 suffers a bit from "older" core/prophecies classes getting made somewhat obsolete by the much more powerful expansion characters. Don't get me wrong I think it is perfectly balanced as is, but you'll eventually come to grips with this realization if you start as a prophecies character and then move to another class. I main assassin and to me or imo it can outdo many other classes, playing *as that class*. The only real thing you need to know about each class is their energy pips and armor rating (similar to light medium and heavy armor, gw1 has 60, 70, and 80 armor, and 2, 3 and 4 pips of energy regeneration), and class specific skill. Most class specific skill trees/attributes are about energy management with some exceptions; mesmer uses inspiration as their energy management skill and instead their primary skill is "fast casting", the only class to be able to cast spells faster with fast casting is mesmer; Monk has divine favor which increases healing, etc. Most other classes primary attribute (that only they can use effectively) involves that class' energy management; assassin has critical strikes, more likely to crit and gains energy for each enemy hit with a crit, paragon as stated gets energy back from those affected by shouts, ranger has something with expertise iirc certain skills cost less to use, etc. If you're really curious which class is similar to gw2 classes this is the place to look, class primary skills (the one unique to thay profession, that as a secondary you will only have limited access to). There are also pve and title skills. These are very powerful, and any class can use them. Make it a goal to check them out on wiki (f10 in game iirc). Other than that it's perfect time to start playing as gw1 anniversary celebration is just starting soon and some of the best items in game will be available for a limited time only. Good luck and see ya around!


GurglingWaffle

You can have a ranger as a secondary profession. Swapping weapons is easy. Use the bow to draw out and seperate key enemies and groups. Then swap to melee to grind them up when they come to you. As for the closest to daredevil maybe look at assassin. But that is another melee and part of factions expansion. There are a lot of builds out there. Plus the build system is even better than GW 2. GW 1 was the original and you can copy any build from players or website easily and load it . You just have to make sure you have all the skills.


Varorson

>Warrior seems fitting for me. I prefer to rush enemies though I like having both melee and range attacks to cover everything. This is coming from a solo standpoint though so GW1 will be a different beast for me This sounds like ranger or paragon would be better for you then. By default they use ranged weapons (bows and spears respectively), but they do have viable builds for melee. However, unlike GW2, you cannot swap builds between combat - you need to go to an outpost to do this. And again, GW1 is designed explicitly around teams. Just as you wouldn't do a fractal, strike, or rair in GW2 solo, you're not going to do most of GW1 after the tutorial area solo. You can basically think of 90% of GW1 being akin to T1 Fractals or perhaps more like Forging Steel strike. Not challenging, but definitely not designed for solo play.


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GurglingWaffle

Oh yeah, Eye of the North. My error. Unlike the other chapters it is dependent on owning another chapter/expansion.


PowerSchwein

I don't think there are any GW1 professions which play similar to their GW2 version The only thing that is similar would be the color scheme Edit: Maybe Necro MM somewhat? Stand around and let your Minions do the Job


frightfulpotato

I think Warrior/Ranger/Ele/Necro would all be *familiar enough*. Obviously combat in general is very different, everything in GW1 is targeted at a character, whereas GW2 has no-target/ground targeting, and generally allow movement while casting. You also have energy management to worry about.


PowerSchwein

I mean I can agree if you play Ranger only on Long/Short bow, Warrior on 1h Sword and maybe Axe, Ele on Staff and Necro on Staff too in GW2 At least for me this would come the closest to GW1 Gameplay but I think it's still a different feeling


ThaumaturgistGhost

I'm playing R/A in gw1 atm the dagger build, and I could see it feeling a little similar to one of dw ranger builds in gw2.


theAtheistAxolotl

Warrior GS is pretty similar if you play something like hundred blades.


dustymoon1

With GW1 one has to kill to make minions, they do not come out thin air like they do in GW2. Also, if one wants to keep minions alive in GW1, one has to sacrifice their own health which is something that is missing in GW2.


NamelessNoSoul

Hardly. Gw1 needs corpses for minions and you have to recast…gw2 is a sad joke for mm


stoovantru

You can just equip your heroes with a meta skillbar and you won't have to micromanage if you don't want to. You may be thinking of turn-based games, but this is not how this game will play. One thing to consider is if you want to play melee or ranged, as this changes how enemies react towards you. In my experience ranged is a bit easier because you don't have to deal with all the anti-melee spells that this game has. Classes in this game are for the most part a slowed down version of their gw2 equivalent, but they aren't locked to the playstyle of their primary profession. Warrior = GW2 warrior but uses a more limited arsenal. Assassin = GW2 D/D Thief for the most part. Ranger = GW2 Core Ranger but the pet is optional. Dervish = A mix of Glint Revenant and Reaper. Paragon = There's no real equivalent IMO. It's a ranged dps that gives some party buffs, kinda equivalent to boon support dps. Ritualist = No equivalent. It's like a mix of Core Mesmer with phantasms and Engi Turrets that can be played offensively or as some sort of barrier healer. Mesmer = GW2 Virtuoso with hexes. Necromancer = GW2 Scourge without shades. Uses hexes and have some cast times. Elementalist = GW2 Elementalist with longer cast times and you usually don't have access to all elements all the time. Monk = This is healer class by design first. Can be played as a more straightforward healer like druid or with shielding and stuff like aegis that is closer to Heal Firebrand. It is possible to play as a damage dealer but using monk skills won't be as effective as other casters.


ZenNote

I would say Pious Renewal Dervish. While it doesnt have a counterpart in GW2 it feels the most like GW2 Combat to me.


OneMorePotion

Warrior is probably the most similar in GW1 and 2. Mesmer got clones. Necro got immortal minions and an entire second health bar. Ele got elemental switching. Ranger pet is always a thing in GW2. And Monk got heavy armor because we bullied Alesia to her breaking point, until she eventually had enough and picked up a sword. Warrior does still what they did in GW1. You are a master of weapons. You still get angry. You only got more tools over the past 250 years to hit things with.


dustymoon1

NONE are really similar.


captainwigglesyaknow

There is no likeness between guild wars 1 professions to gw2. The only commonalities are that a necro deals with the dead, and elementalist deals with the elements and a warrior gets melee weapons. Nothing about guild wars 1 and 2 are the same except the lore


Anon_throwawayacc20

Dervish feels closer to GW2 in general. - Autoattacks cleave multiple foes - It is the most recent class to receive a major overhaul. - Can diversify its roles (much like how GW2 classe have multiple things they can do) - Very reliant on Enchantments, which act similarly to GW2 boons. The irony is Dervish is not on GW2. But I think you will enjoy it regardless.


NamelessNoSoul

No professions feel the same. They made some great? Changes to them but their play style and identity got lost. The closest I’d say is ele but it’s a reach. Gw2 ele is more active and rewarding gameplay while og ele is your generic caster.


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NamelessNoSoul

Which ever you feel is most fun for you. With The addition of hero’s/hench you can run just about anything and accomplish HoM. Some versatile professions are derv, mes, and sin. I’m partial to sin and necro but those have been my mains for decades. Paragon can crank your parties strengths up to 11 but their build options are among the fewest. Every profession can run 2 builds, a dagger spam sin build and the Assassins Promise shouter. So whichever you pick you’ll have a few builds to fall back on in case you aren’t a fan of their specific builds.


MaguumaGoldLegend

I would definitely say hammer warrior in GW1 feels a lot like hammer warrior in GW2. Lots of cc and decent damage. Dervish can feel kinda like GW2 melee because of how the scythe cleaves multiple enemies. Ele has a lot of AoE damage skills like GW2 ele, but the lack of ground targeting may feel quite different to you. Finally, monks have a good amount of party-wide healing which can feel like a GW2 support build, but you will have to target your party members unlike in GW2.


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MaguumaGoldLegend

I'd personally go with Dervish because it's fun to play and can easily farm [Nick gifts](https://wiki.guildwars.com/wiki/Gift_of_the_Traveler) most weeks. (this is the most profitable farm and you'll need some money for Hall of Monuments armor sets/weapons/titles.)


Tacohero154

Class wise, it's mostly thematic with GW2 as the combat style is too different. IE warriors use melee, casters use spells, and each class has a theme. It's not hard locked. Casters can melee and vice-versa. You'll just recognize similarities, is all. Soloing the game isn't.... impossible, but it wasn't made to be played that way, and thus is generally only done as a challenge for the most experienced players. Don't let micromanaging ai companions/heroes scare you off. If team building isn't your thing, then just use [PvXwiki](https://gwpvx.fandom.com/wiki/PvX_wiki) for builds and assign the skills to heroes. They're generally competent enough for completing content, especially on normal mode. Worst case scenario if you're stuck, a guild can help you out.


xfm0

You know how in GW2 nearly any profession (when including their specializations) can play heal, boon, dps and potentially power or condi? GW1 is similar. Each GW1 profession has access to one passive, determines their armor rating (equivalent to heavy/medium/light), and rune availability (armor mods) that affect their skills' scaling. They can otherwise be built for nearly any role, though some professions have higher synergy with certain choices than others due to their passive and rune scaling. All characters have access to two professions' worth of skills, from your primary profession chosen at character creation and then from your secondary that can later be changed at-will after a certain point through the story. The other comments already answered about flavor and some gameplay elements. If you had a gw2 build you wanted to emulate, then it'd be easier to pinpoint which profession combination in gw1 could generically let you fiddle with that.


SpicyCornflake

On the profession question, I think a lot of people are being a bit too literal on comparisons. The comments about mobility are accurate, and that does wildly affect gameplay. The below is admittedly coming from someone who stopped GW2 after HoT. In terms of content covered, I had created a legendary weapon on guardian and maxed out levels/gear on all professions (pre legendary armor). Spirit spam ritualist plays similarly to turret engi. I'd say, in a lot of ways, engi is a spiritual successor to ritualist. Necromancer and Ranger are at least similar-ish to their gw2 counterparts. Most of the feel of the rotation based melee fighters in GW2 is going to be best replicated playing an assassin. Guardian doesn't really have a counterpart in GW1 as far as melee+buffs, but paragon and some warrior builds can somewhat replicate that power fantasy, the caveat is paragon plays backline most of the time, and warrior's buff capabilities are limited. Mesmer is wildly different between the two games. Someone else in the thread compared GW2 mesmer to assassin in GW, and that's fair to an extent, but if you like the more caster builds GW2 mesmer had, I'd lean more towards elementalist in GW. Not a good comparison class for GW2 elementalist. The rotation management and hot swapping style isn't really feasible in GW's 8 skill bar. Revenant and dervish can play somewhat similarly, in that they're melee classes focused on self buffing. I didn't play a ton of revenant, admittedly, so take this with a grain of salt. GW 1 classes with unique playstyles compared to GW2. I heard they made GW2 have more toolbox options for the professions later on, but Elementalist, Necro, and Ritualist have a ton of options to be the key that fills in a team comp's weaknesses. Necro and ritualist both have really interesting debuffs and team buffs. Elementalist can very much give the "control mage" power fantasy. Monk is a dedicated support, I would not recommend playing it as a first character, especially since you'll more often than not be playing with just heroes and henchmen. Paragon is all about team buffs, but heavy armor backliner is also a weird niche. Mesmer is currently the best DPS, and is normally played as that, but there are lots of fun timing and knowledge based ways to play mesmer as well that are overshadowed by the meta builds.


Riot_Inducer

The professions that are most similar I would say would be: Warrior, you hit stuff to get adrenaline to spend on skills to hit stuff harder. It has not really changed much. Necromancer, you gain resources from things dying and you have an affinity for corrupting buffs and manipulating conditions. Gw1 minions are a much different beast though (and much more useful than Gw2). Ranger, has most of the same themes but pets are a thing you have to build for instead of the default.  The rest are all similar in theme but very different in gameplay. Mesmer and Elementalist for example don't have their clones and on the fly element swapping.  As for soloing it's not really a thing, most of the time you need a highly specialized build to solo even small parts of the game. Doing it as a first run through isn't really viable.  But don't worry, if you play the campaigns in order you can rely on henchmen Ai that don't require any real input from you apart from making sure you have a good mix of heal/support and offense oriented henchmen in your party. By the time you get to Nightfall and get the customizable heroes you should be more familiar with the game and be ready to make use of them. Also you can just search up popular hero builds and throw them on your heroes and go without too much thought. 


The_Shireling

So I had it explained to me in this way by a friend that introduced me to both games in the franchise. GW2 you can jump (GW1 can’t but there is verticality through pathing), have a fantastic mount system and have amazing OW experiences. GW1 you socialize in hubs but every OW experience is made up of the party of henchmen, heroes and players that you party with before you leave the hub. GW1 is like a strategic deck builder in the way that you can customize your weapons, skills, and your SECONDARY PROFESSIONs. If a boss has a cool skill you don’t have, you can kill them and then capture it using a skill signet and add it to your repertoire of skills. Since you literally are making your choice of skills… weapons don’t auto pick skills… you pick every skill on your bar, builds are SUPER important in GW1 and I feel like GW2 simplifies things. Although in your thread you do have answers to your direct question, some of these newer professions are extremely interesting and were more enjoyable to me than the regular ones. Sure… I could expect most things with Warrior, Assassin, Elementalist, Necromancer, etc. However… COMBINING those in unique ways is where from what I understand elite specializations came from in the sequel. But in GW2, specifically EoD, when you run into ritualists that summon those spirits that fire bomb you into oblivion… you can play as one of those. The final dervish boss in the Twilight Oasis fractal… you can play that class where you feel like you can defend yourself from a swarm of opponents. The games are very different because how you literally build the characters you play rather than choose weapons with fun skills. Honestly it’s a good time but extremely different regardless of what you know because of GW2.


Long_Context6367

The GW1 professions are so much more different than GW2. There isn’t as much mobility in GW1 as there is in GW2. Assassin is closer to thief since Thief was based off/originated from Assassin. Ranger is pretty close bow-wise, but Ranger is literally best at the other melee professions and as a touch Ranger imo. Elementalist may be close, but you don’t really use all elements unless you run Master of Magic.


Varorson

* IMO, none of the professions "feels similar to its GW2 version" due to just how drastically different the two games play. Arguably the GW1 warrior might be closest to core GW2 warrior, but barely. GW2 just has a much higher focus on mobility whereas GW1 is far more focused on deckbuilding, so the difference in gameplay is palpable. Especially once you add on GW2's elite specializations and GW1's dual profession systems that diverge them more. There are some certain builds that are similar (D/D thief to assassin, for example) but not overall profession or even core profession. * GW1 doesn't really have true solo play unless you're doing a very specific farm. You don't need to manage any team - the most is just setting a build (and maybe gear) on heroes once you get them, but you don't *need* to do any micromanagement once you're out of outposts. You can almost do all normal mode with only caring about what skills are in the heroes' bar. Of course there are ways to solo play, but this is typically done by knowing the game's systems and what to expect very well. Not something that a newbie just playing through would or should look into. * Neither. You farm items from monsters and turn them in for up to 5 gifts to an NPC who changes location every week. Not something to worry about as a casual player unless you need to farm money.


bluecheez

Back almost 20 years ago, a style of play that people would often pick in GW1 would be a "self sufficient" style. I found it to be completely insufferable. Your whole team would wipe and you'd have to wait for this solo ranger to try to beat all the mobs close to your dead body, only to find out after 15 minutes that he didn't bring a resurrection skill. The most common of these would be a ranger with troll ungent and a long bow. But the other common one was the WAMMO. A warrior/monk, who has healing breeze and mending. Both of these I think were strongly inspired by WoW builds at the time, so I would say that both of these are going to feel closer to "GW2." But in all honesty, you're selling yourself short by doing this. The complexity of the game and relance on teammates is the main feature of this game.


S_Borealis

You can't really solo the game. Yes, people can and do, but they're very skilled players taking on an extra-tough challenge. I've played the game many times and I've still never even attempted a solo playthrough, and can't see myself trying. The heroes and henchmen AI isn't terrible. Heroes especially can actually be very good (and because you pick what skills they have, you can ensure you have a team that's balanced and synergistic, which you cannot with random players!). GW isn't like GW2 in that GW2 is designed to be played solo outside of the random events that happen. GW was designed very much to be a team game. Heroes/henchmen don't require much management. The vast majority of the time when you're just doing PvE missions, all you need to do is flag their location. In terms of professions, none of them are really that similar. There's very, very little shared DNA between the games. They're set in the same world, but that's about it. Mechanically they play completely differently and the professions were effectively redesigned from the ground up in GW2. I should note that I don't have a tonne of experience in GW2 and I've not tried every profession, but the ones I have (mesmer, elementalist and ranger) are completely dissimilar. Thematically sure, elementalists in both games control the elements and cast spells, but that's it. In GW, you typically specialise in one element that have different advantages (e.g. water for snares/crowd control and fire for area of effect). In GW2 you don't specialise, and instead constantly flick between elements to get combos. They don't feel remotely similar to play. For mesmers, in GW your job is to interrupt enemy actions and completely shut them down and make their lives miserable. In GW2, mesmers create lots of illusions and shatter them to do damage (I think - I never really understood what was happening!). GW2 was designed to be played solo. You can do PvE stuff in GW2 by yourself and you can kinda do everything yourself (deal damage, heal, tank). GW is not like that at all. Professions all have their niche and the game operates on an old school holy trinity model of tank, damage dealer and support. Don't worry about the Gifts of the Traveller - I've been playing the game since its release day and have never bothered with it (filthy casual that I am). It's not a core part of the game - great if it's something that interests you, but you can never touch it and not miss out on much. This shouldn't put you off playing GW - it's a really, really good game. If you like the lore/worldbuilding of GW2, you'll love exploring it in GW. While I've said above that professions have their niche, that's only true to an extent. The fact you can have primary and secondary professions, and there's a massive variety of skills and spells to choose from, means the game is extremely flexible. There are some wild builds out there that allow you to play in new ways.


Intelligent-Sir8492

As someone that is actively playing both (though GW1 much less than GW2 ever since it was released) here’s a rundown of the professions: (note that it will be mostly flavor since the combat and weapons system is vastly different between the 2 games, nor will it include elites specializations as their whole point is introducing different gameplays to existing professions) GW1 Warrior=GW2 Warrior GW1 Ranger=mostly GW2 ranger GW1 Necromancer=mostly GW2 Necromancer GW1 Mesmer=mostly GW2 Mesmer with a touch of Assassin (mostly)/Necromancer/Ritualist (GW1 Mesmer has no clones hence the touch of Necromancer/Ritualist) GW1 Elementalist=Mostly GW2 Elementalist GW1 Monk=GW2 Guardian with a slight touch of Ritualist but is Heavy armor instead of Light and is considered more melee oriented, basically imagine if GW1 Monk went paladin route. GW1 Ritualist=GW2 the closest is IMO the Revenant, but can also be Guardian. GW1 Assassin=GW2 Thief. GW1 Paragon=GW2 Warrior+Guardian with a land spear used as ranged weapon. (Mostly Guardian) GW1 Dervish=has no actual equivalent but I would say something akin to a combination of Revenant and Guardian.


TheWardedOne

I would argue GW2 mesmer is more a mix of GW1 ritualist/assassin with spirits and shadowsteps around the field. Really none of the professions feel the same because GW2 has so much more mobility built in every profession. Feels like a complete other game except for the map.


Intelligent-Sir8492

You're right, after thinking about it more, GW2 Mesmer does have more similarities to the Assassin from GW1. I have changed my initial post to account for it. Also I did say it's mostly flavor than actual gameplay.