
Guild Wars 2® End of Dragons® Expansion
GW2's third expansion closes the Elder Dragon saga in Cantha, a continent locked away for 250 years, nine new elite specs, a two-rider Siege Turtle, and the best open-world boss encounters ArenaNet has built. Returning players and lapsed veterans, this one is for you.
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About Guild Wars 2® End of Dragons® Expansion
I've watched enough MMOs sunset to know when a studio is playing it safe versus when it's actually swinging. End of Dragons, Guild Wars 2's third expansion, swings. Returning to Cantha, a continent not visited since the original Guild Wars: Factions, over fifteen years ago in real-world time, feels like ArenaNet rediscovering why this game exists. The maps range from the lush temple cliffs of Shing Jea to the neon-drenched sprawl of New Kaineng City and the hybrid ruin-forest of Echovald Wilds, and almost all of them carry the best dynamic events GW2 has shipped outside of Heart of Thorns. The standout is Dragon's End, a final meta event huge in scope that the community has called some of the best content in the game's history. At launch it was brutal, nearly two hours long with a high failure rate, and ArenaNet had to tune it down. That's a familiar story, but at least the ambition was there. The nine new elite specializations are the mechanical heart of any GW2 expansion, and this batch is strong even if uneven. The Mechanist pairs the Engineer with a customizable jade mech whose role shifts based on your trait selections, support mech, lightning rod, brawler. The Specter turns the Thief into a shadow support hybrid, healing allies through Shadow Force, which is a more interesting design pivot than it sounds. The Bladesworn fuses a gunsaber with a slow-charging Dragon Trigger mechanic that rewards timing over button-spam. The Virtuoso replaces the Mesmer's classic clone toolkit with psionic blades fired as direct projectiles, cleaner in some builds, but veteran Mesmer players who loved the Mirage or Chronomancer identity felt the loss of illusion-play acutely. Across all nine professions, each spec carries a genuinely new weapon and playstyle, and that remains one of the cleanest live-service models in the genre. You are not buying a stat upgrade; you are buying a new way to play. From an economy standpoint, End of Dragons continues GW2's best habit: the gear ceiling does not move. Weapons and armor earned years ago remain fully competitive. Mastery points, the horizontal progression currency, are more generously distributed here than in Path of Fire, and several reviewers noted it was the first expansion where mastery points felt like rewards rather than gatekeeping. New systems, the Jade Bot companion, skiffs (solo or five-player boats), and fishing, add optional depth without becoming mandatory dailies. Fishing in particular is a social mechanic, designed for guild parties idling together at anchor between content pushes. None of these are the glider of Heart of Thorns or the jackal of Path of Fire in terms of transformative impact, and some players will feel the new locomotion toys are more incremental than revolutionary. That criticism is fair. The two-person Siege Turtle, where one player drives and the other operates mounted artillery, is unambiguously fun for guild groups though. The story is the strongest GW2 has delivered. The writing is lighter in tone than previous entries, breezy even as events darken, and the pacing of story missions is more varied than in prior expansions, one moment you are fighting gang enforcers, the next you are fixing power infrastructure or navigating the Canthan equivalent of a DMV for paperwork. Boss encounters are more mechanically layered than anything in Heart of Thorns or Path of Fire, and they double as preparation for strike missions, so the difficulty curve feels intentional rather than arbitrary. The story wraps the Elder Dragon saga with a proper epilogue, but ArenaNet was clear: this is not the end of Guild Wars 2, it is a foundation for what comes next. Who should buy this? Any lapsed GW2 player who walked away after Living World content that felt disconnected, this is the version of the game that remembers what it is. Solo players are well-served; the campaign is completable without coordinated groups. Guild and strike mission players get the most out of the endgame. Pure WvW or competitive PvP mains will note that no new PvP maps shipped at launch, which was a real sore point in the community. And if you have never touched GW2 at all, the base game plus this expansion is a long road with a lot of prerequisite context, so calibrate expectations accordingly. Yuki, Scout Team
Tags
System Requirements
Minimum
- OS
- Windows® 7 or better (64 bit only)
- Memory
- 8 GB RAM
- DirectX
- Version 11
- Network
- Broadband Internet connection
- Storage
- 70 GB available space
- Graphics
- NVIDIA® GeForce® GTX 680 / AMD Radeon HD 7970
- Processor
- Intel®i3 3.4 GHz / AMD Athlon x4 3.8 GHz or better
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Game Info
- Developer
- ArenaNet®
- Publisher
- NCSOFT
- Release Date
- Aug 23, 2022

