The Guild Wars 2: Janthir Wilds spear open beta ran from June 27 through June 30. We played every profession’s spear during the beta window.
Beta Overview
Beta skill numbers are not launch numbers. ArenaNet explicitly said the beta exists to gather feedback. Some of what felt strong will be adjusted down. Some of what felt underpowered will get buffs. What the beta reveals most reliably is mechanical identity: does the spear kit feel distinct for each profession, and does it offer something those professions could not do before?
The answer to both questions is mostly yes, with variation by profession. The beta showed that ArenaNet built nine different spear experiences rather than one spear experience skinned nine ways. That is the base requirement for this kind of universal weapon addition to work, and it met that bar.
The open beta structure meant real population. We saw spear builds in every corner of the game over four days: open world meta events, Fractals, sPvP, WvW roaming, even a few Strike attempts from guilds eager to test viability before launch. The community data from those environments is richer than any single team could produce in isolation.
The Clear Standouts
Elementalist came out of the beta as the most-discussed spear implementation. The spear kit leans into the attunement cycling identity the profession has always had, with skills that interact differently depending on which attunement is active. The result feels like ArenaNet actually understood what makes Elementalist fun and built a weapon for that feeling. Fire attunement spear brought aggressive burst options. Water attunement delivered utility and sustain. The cross-attunement interactions gave skilled Elementalist players something to chase during the beta. Community verdict: strong. Expect tuning on the burst numbers before launch, but the mechanical identity is there.
Mesmer surprised a lot of people who expected the spear to clash with the illusion-based playstyle. The spear kit leans into the phantasm system in ways that feel fresh without abandoning what Mesmer is. Clone generation through spear attacks feeds the core Mesmer loop naturally. Chronomancer users in the beta reported the spear complementing time-based utility in specific open world builds. Competitive players are more cautious, but the foundation is interesting.
Necromancer delivered the fantasy that spear implies: slow, deliberate, heavy strikes with strong synergy with the shroud. The beta build that got the most Reddit discussion combined spear with Reaper shroud for an open world AoE that felt satisfying to play. Damage numbers need adjustment but the kit has identity.
Solid Performers
Guardian spear plays to the defensive identity the profession has always had, adding some ranged threat in a kit that historically forces Guardians into close range. Firebrand players reported the spear expanding their positional options in ways existing Guardian weapons do not. The weapon does not redefine Guardian but it gives the profession something it needed: a ranged option that does not feel like a compromise.
Ranger got a spear kit that leans into mobility and positioning, which fits the profession’s roaming identity in WvW and its solo play style in open world. The pet interaction is minimal compared to some existing Ranger weapons, which frustrated some players, but the raw mobility the spear offers has a clear place in Ranger’s toolbox.
Thief spear plays like a longer-range version of Thief’s existing mobile aggression. The initiative cost structure on spear skills felt fair during the beta, with enough burst to make the weapon threatening without breaking the self-limiting resource system Thief relies on. Deadeye players had the most interesting reactions, seeing the spear as a mid-range option that bridges the gap between their rifle range and dagger melee.
Revenant delivered a spear implementation that feels meaningfully different from the existing legend-based identity. The spear interacts with energy in a way that gives Revenant players an offensive tool with distinctive timing. Not the flashiest implementation in the beta but mechanically solid.
Needs More Work
Warrior spear was the most common source of disappointment during the beta. The kit felt like it was trying to be a slower, heavier version of existing Warrior melee options, which overlaps heavily with greatsword and hammer. Several beta testers used the phrase “redundant” in their feedback posts, which is fair. Warrior already has strong melee options and the spear did not feel like it added a distinct play pattern. The weapon needs either a mechanical identity that separates it from existing Warrior tools or a damage profile that makes it worth the slot despite the overlap.
Engineer spear faced a different challenge: the kit’s interaction with kit swapping, one of Engi’s core mechanics, felt underexplored in the beta version. Engineer players who rely heavily on gadget and kit combinations found the spear sitting awkwardly in rotation. Mechanist players reported more success since the Mech AI can hold threat while the spear is used for burst, but the base Engineer experience needs more integration with the toolbelt system before launch.
What ArenaNet Heard
ArenaNet posted a feedback collection thread during the beta and the response was substantial. The dominant themes in community feedback aligned with what we observed:
- Elementalist and Mesmer spear received consistent praise for mechanical identity
- Warrior spear was the most-criticized implementation
- Several players requested clearer visual feedback on skill interactions across all professions
- The community asked for longer beta windows in future development cycles, citing the difficulty of testing endgame content viability in a four-day window
This is the model working as intended. The beta exists to catch these issues before August 20. If ArenaNet uses the feedback to address Warrior and Engineer before launch, this beta will have done its job. We will compare the launch state to what we saw in the beta and report back on what changed.
The open access format deserves specific praise. Every player who wanted to test spear could test spear, regardless of pre-purchase status. That generated more data than a closed beta would have, and it put the weapon in front of players who might not have pre-purchased but who, after spending a weekend with spear, decided to buy in. Smart marketing and smart development at the same time.
What to Watch For at Launch
The final skill numbers matter enormously. A spear implementation that was mechanically interesting in the beta but numerically weak at launch will fail to make it into the meta regardless of how fun it felt. Watch the patch notes that accompany the August 20 launch for the balance changes ArenaNet makes between beta and release.
For endgame players: the first few weeks of Fractal and Strike runs with spear will generate the data you need to evaluate whether any spear build is worth integrating into your rotation or replacing an existing weapon slot. Community sites including Hardstuck will have benchmark data up quickly after launch.
For open world players: try the spear on your main and your alt and do not let the meta conversation rush your judgment. Some of the most enjoyable open world builds this community has produced were not optimal by raid standards. The spear beta showed enough interesting options across most professions that there are real builds worth playing for fun regardless of what the Fractal meta decides.
August 20 is the real test. We will be there.
Six weeks until launch. The spear is coming. Most professions are ready. Warrior mains: hold tight.