Guild Wars 2 Tailoring Guide

The Tailor Craft in Guild Wars 2 is the light equivalent to the Armorsmith Craft. Where Armorsmiths Crafts Heavy Armor for Soldiers and Guardians, Tailors Craft Light Armor for Mesmers, Necromancers and Elementalists. Like Armorsmiths, they can also Craft Runes and Inventory Expansions, in this case Bags in place of the heavier Boxes.

The different Armor Pieces are more or less the same, consisting of Helms, Coats, Gloves, Leggings, Footwear and a type of Shoulder Covering. There is a wider range of Materials available to the Tailor, each one sporting a higher difficulty level than last as shown in the list below:

Material & Difficulty:

  • Jute: 0-50
  • Wool: 50-125
  • Cotton: 150-200
  • Linen: 225-275
  • Silk: 300- 375
  • Gossamer: 400

It is important that the values for Linen, Silk and Gossamer are estimations based on an analysis of trends, and that actual values upon release may differ from the ones listed here.

Since all of the Armor crafted by a Tailor is a type of clothing, there are no corresponding Metal Materials as there are with Armorsmithing. In this sense, the Tailor Craft is less complex than the Armorsmith’s. However, this is compensated by the addition of upgrades and Unique Armor Pieces, which are not present in the Armorsmith’s Craft.

The general formula for each piece of Armor are relatively straightforward and closely resemble their Heavy Armor counterparts. To Craft a Helm, you must combine A Headpiece Strap, a Headpiece Padding and an Insignia. For example, an Embroidered Mask is a basic piece of Jute headgear, crafted with a Jute Headpiece Strap, Jute Headpiece Padding and a Jute Insignia.

The Insignia can be one of 6, as outlined in our Armorsmithing Guide (Link), and can be upgraded in the same way as the ones for Heavy Armor, resulting in 12 possible products from the process. These range from a Healing Embroidered Mask, granting +5 Healing, to a Precise Embroidered Mask, which grants the wearer +7 Precision.

To Craft a Coat, you must combine a Coat Panel, Coat Lining and a Coat Insignia. For a Glove, you need to use a Glove Panel, Glove Padding and a Glove Insignia. Leggings need a Leggings Panel, Leggings Lining and an Insignia. These are all similar to their Heavy Armor equivalents.

The difference is in the footwear and shoulder coverings. In Heavy Armor you craft Boots, whereas in Light Armor you are working with cloth, so you Craft shoes. These require a Footwear Upper, a Footwear Sole and an Insignia. Also, where the Armorsmith makes Pauldrons for his shoulders, the Tailor crafts Mantles with the general formula of combining an Epaulet Panel with Epaulet Lining and an Insignia.

In case it’s not obvious, you can only use one type of Material for each piece or Armor. That is to say ,your component, your padding and your Insignia must all be of the same Material (Jute, Wool, Cotton, Linen, Silk or Gossamer). You couldn’t have, for example, Jute boots with a Wool Insignia stitched on.

The method for Crafting Insignias as a Tailor is exactly the same as the one for an Armorsmith, and is outlined below.

To craft an Insignia, you need to combine three of a Fine Craft Material with a Bolt of the appropriate lining/padding to form an Insignia. Insignias carry bonuses, so can be thought of as enchanting your Armor, and choosing what to focus your energies on. There are 6different Fine Crafting Materials to choose from that can be used to make insignias; Bones, Claws, Scales, Totems, Venom Sacs and Vials of Blood.

These all come in 6 tiers, for example a Bone Chip is a Tier 1 Bone, whereas Bone itself is the Tier 3 form (all materials quoted above are taken from their Tier 3 form). The final form of the bone, Tier 6, is the Ancient Bone, which carries a much stronger boost than the Bone, is currently not known to be craftable to form an Insignia.

As it stands, all that is known is that Jute is used to craft with Tier 1, Wool with Tier 2 and Cotton with Tier 3, and that these correspond to the metals accordingly (Tier 1 with Bronze, 2 with Iron and 3 with Steel).

The bonuses change with each type of lining/padding, for example with Jute;

Material & Boosts:

  • Tiny Venom Sac: +Condition damage
  • Vials of Weak: +Blood Power
  • Bone Chips: +Vitality
  • Tiny Totems: +Healing Power
  • Tiny Claws: +Precision
  • Tiny Scales: +Toughness

With Wool, each material boosts two attributes, and it is important to note that Tier 3 Blood is used. This is an exception to the rule of Jute=1, Wool=2, Cotton=3.

Material & Boosts:

  • Small Venom Sac: +Condition damage + Precision
  • Vials of Blood: +Power + Precision
  • Bone Shards: +Vitality + Power
  • Small Totems: +Healing Power + Power
  • Small Claws: +Power + Magic Find
  • Small Scales: +Toughness + Vitality

In general, the boosts stay the same and simply add another, wit the exception of Claws.
Unfortunately, not much is known about the Cotton Insignias as of yet, but the trend appears to be that they are merely stronger versions of their Wool counterparts.

The method for Crafting Runes is also the same, and the bonuses accumulate in the same way, as explained below:

Runes act almost like another Insignia, and they can be attached to a piece of Armor the way a Jewel can be Attached to an Amulet. The interesting thing is that if more than one piece of Armor you are wearing is carrying the same Rune, the effects accumulate, to a maximum of 6.

Take for example the Rune of Vampirism. If you have it on one piece of Armor, you get +25 Power. If you have it on two pieces, you get a 5% chance to cause your next attack to Steal Life when hit, with a cooldown of 15 seconds. If you have three, the Power boost goes to +50. If you have four, your next attack after using a heal skill causes Steal Life. If you have five, the Power boost reaches a whopping +90, and finally, if all six of your Armor pieces bear the Rune of Vampirism, you turn to mist when you get below 10% Health with the ability having a 90 second cooldown.

As you can see, the cumulative effects of Runes get very powerful very quickly, and as there are dozens of different Runes, you’re bound to find one to suit your playstyle. From the Rune of the Pirate, to the Rune of the Air, to the Rune of the Undead, there’s something for everyone, and many of them offer a very interesting bonus if you have 6 Armor pieces with the Rune. These include a 5% chance of summoning a Golem, a 5% chance of summoning a Wolf, and creating a Death Nova when you go down.

The other aspects of the Tailor Craft are the wide variety of Bags available for Crafting, and the Unique Items that do not follow the general formula. For now, this Guild Wars 2 Tailoring guide is more than enough to get you started on the road to being a successful Tailor in Guild Wars 2.

Want more Guild Wars 2 strategy? Check out Tyria Guide, the Best GW2 Guide:

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