Fabio Feline- Charr DH | Viktor Virtuoso-Norn Reaper | Pocket Prestige-Asura Chrono
Killer Kasserole-Plant Druid | Frankie Feline-Cat Scrapper | Felix Feline-Charr Herald
Conditions aren’t meant to be bursty and they’re not, but if you are able to apply many, yes they are meant to get people down, good players spec for cleanse and will CC us as much as they can because that’s our weakness.
We ARE the condition class, if our conditions aren’t feared by other classes, then why have necros in the game. Before this patch other players hardly ever feared going up against a necro, they were more scared of thieves and mesmers. Just wait till people actually learn to play against a necro.
No one is in the position to call anything, especially 1 day after the patch, when 1 class receives this many changes it affects more than just that class.
The necro playstyle didn’t get completely revamped, it’s still 95% of what it was pre-patch, but necros have become too strong. 1v1 is a joke at this point with necros, no class stands a chance against a necro that remotely knows what they’re doing, let alone if they spec for the fears. Necro is definitely the strongest condition class, but it’s nearly at a gamebreaking level with how strong they’ve become, condition builds are supposed to be a war of attrition, not a 4 sec fear chain followed by having every damaging condition in the game outside of confusion stacked on you at once and blowing you up with ease. Not all players spec for condi clearing either, and even the ones that do can’t keep up with the constant applying of those conditions while they’re constantly being feared. The biggest problem is that they’re always applying multiple conditions, so its near impossible to keep up with the cleansing AND get in some damage on all but a few builds in the game. Necros should be better than they were but they just went too far with the buffs. Burning for necro should have never been implemented, and I would even go as far as to say that DS#5 should either be nerfed a little or turned into a single target ability.
So far there are only a few things I’m ready to proclaim as being a bit too effective. The weakness durations on enfeebling blood and signet of spite need to be toned down slightly, as they aren’t in line with durations on other skills considering how weakness now also affects critical hits. The second thing is the fear duration on doom, which should simply revert back to the old duration of one second across the board. I do not believe fear is otherwise in need of adjustment, but then again I haven’t had much of a chance to play around with dhuumfire yet. In a condition build that does not use dhuumfire though, there’s nothing wrong with fear/terror other than the increased duration on doom at close range. The last thing I’m suspicious of is the new 50% critical chance GM trait, but I still haven’t tried out a power build yet.
I do think, however, that adding attrition on top of our current package of offensive potential would truly make the necromancer OP. All in all the necro feels close to where it should be in terms of power level. With some minor, well-placed nerfs, we should come out just right. Of course the end result won’t exactly be an attrition class, but I guess A.net just didn’t want the necromancer to be one. As a result of the patch, my own critique of the necro as a class has essentially changed from “underpowered” to “doesn’t fit the class description”.
I would still like to see the life stealing traits actually become useful enough to invest in, but in order for that to happen our current power level has to come down slightly.
Conditions aren’t meant to be bursty and they’re not, but if you are able to apply many, yes they are meant to get people down, good players spec for cleanse and will CC us as much as they can because that’s our weakness.
We ARE the condition class, if our conditions aren’t feared by other classes, then why have necros in the game. Before this patch other players hardly ever feared going up against a necro, they were more scared of thieves and mesmers. Just wait till people actually learn to play against a necro.
No one is in the position to call anything, especially 1 day after the patch, when 1 class receives this many changes it affects more than just that class.
The necro playstyle didn’t get completely revamped, it’s still 95% of what it was pre-patch, but necros have become too strong. 1v1 is a joke at this point with necros, no class stands a chance against a necro that remotely knows what they’re doing, let alone if they spec for the fears. Necro is definitely the strongest condition class, but it’s nearly at a gamebreaking level with how strong they’ve become, condition builds are supposed to be a war of attrition, not a 4 sec fear chain followed by having every damaging condition in the game outside of confusion stacked on you at once and blowing you up with ease. Not all players spec for condi clearing either, and even the ones that do can’t keep up with the constant applying of those conditions while they’re constantly being feared. The biggest problem is that they’re always applying multiple conditions, so its near impossible to keep up with the cleansing AND get in some damage on all but a few builds in the game. Necros should be better than they were but they just went too far with the buffs. Burning for necro should have never been implemented, and I would even go as far as to say that DS#5 should either be nerfed a little or turned into a single target ability.
Wow, guess it never occurred to burst classes they might actually have to sacrifice some burst use condition removal skills/food/runes.
Conditions aren’t meant to be bursty and they’re not, but if you are able to apply many, yes they are meant to get people down, good players spec for cleanse and will CC us as much as they can because that’s our weakness.
We ARE the condition class, if our conditions aren’t feared by other classes, then why have necros in the game. Before this patch other players hardly ever feared going up against a necro, they were more scared of thieves and mesmers. Just wait till people actually learn to play against a necro.
No one is in the position to call anything, especially 1 day after the patch, when 1 class receives this many changes it affects more than just that class.
The necro playstyle didn’t get completely revamped, it’s still 95% of what it was pre-patch, but necros have become too strong. 1v1 is a joke at this point with necros, no class stands a chance against a necro that remotely knows what they’re doing, let alone if they spec for the fears. Necro is definitely the strongest condition class, but it’s nearly at a gamebreaking level with how strong they’ve become, condition builds are supposed to be a war of attrition, not a 4 sec fear chain followed by having every damaging condition in the game outside of confusion stacked on you at once and blowing you up with ease. Not all players spec for condi clearing either, and even the ones that do can’t keep up with the constant applying of those conditions while they’re constantly being feared. The biggest problem is that they’re always applying multiple conditions, so its near impossible to keep up with the cleansing AND get in some damage on all but a few builds in the game. Necros should be better than they were but they just went too far with the buffs. Burning for necro should have never been implemented, and I would even go as far as to say that DS#5 should either be nerfed a little or turned into a single target ability.
Yeah don’t overplay your hand here. You say some correct things, and you say some “nerf necro kthx, cuz they hard now”. A line like…. some people don’t run condition removal…. is just laughable. If you get blown up by conditions with no condition removal and no stability and no stun breakers? What do you want… you got counter played.
The comparison here is like saying… I don’t run toughenss, thieves shouldn’t hit so hard.
All that hate comes from one source: People didn’t know what Necromancer pre-patch was. It was considered to have horrible dps in PvE, be squishy in WvWvW and generally easy target in tpvp. I’ve been playing 0/30/10/10/20 Condi-Terror oriented build for quite a bit of time (about 7-8 months) and after “begginer problems” I made my own tactics for all meta builds step by step. This way, I had no problem when All-mighty BM ranger was introduced, I had tactics for mesmers, for S/D, D/D elementalists, thieves, engis and whatever you can imagine. After many fights people were really surprised they lost to a necro 1v1, 2v1 or even 3v1. Most of them haven’t even known what’s Terror or they’ve been not paying attention to it. Pre-patch, on duelling servers I was able to win 10 fights in row, same as I do now, which, in many situations required much focus and effort on my side, when some meta builds were almost facerolling to win (yes, gaze upon you phantasmal duellist^^). Now, with same build and utilites, when I win I’m considered to faceroll, be a noob and play “conditionmancer, how noobish”. Actually, only 3 things have changed in my situation : CB got nerfed, I got DS#5 and now my Doom can tick terror three times if used correctly.
And nothing else. I do fine, I was doing fine and I hope I’ll be doing fine in future too. DS#5 is a great tool vs. Mesmers and Thieves but it makes fights more balanced in my opinion because now it takes less effort on my side to survive/keep doing damage on their stealths while they don’t totally reset fights and come out of bushes with 50% more hp and 100% better position.
I’m pleased by new patch and I do like it, especially new Life Blast which brings smile to my face and interested me in power builds. However, I can’t see that big buffs to my particular build and class overall. We’re now sub-par to HGH in tpvp.
It’s just that people looked and thought “Ohhhh, patch notes..lemme….wtf, so many buffs, Necro OP!”, hop’d into modified pre-patch meta builds like mine and experienced the class. As a condi, 95% things people accuse “necro OP” of, I was able to do pre-patch.
I’m sickly tired of all that whine, If you consider Necromancer to be powerful now, be it, but don’t call me a “noob” for playing it -.-
~ Natchniony
(edited by Rym.1469)
Conditions aren’t meant to be bursty and they’re not, but if you are able to apply many, yes they are meant to get people down, good players spec for cleanse and will CC us as much as they can because that’s our weakness.
We ARE the condition class, if our conditions aren’t feared by other classes, then why have necros in the game. Before this patch other players hardly ever feared going up against a necro, they were more scared of thieves and mesmers. Just wait till people actually learn to play against a necro.
No one is in the position to call anything, especially 1 day after the patch, when 1 class receives this many changes it affects more than just that class.
The necro playstyle didn’t get completely revamped, it’s still 95% of what it was pre-patch, but necros have become too strong. 1v1 is a joke at this point with necros, no class stands a chance against a necro that remotely knows what they’re doing, let alone if they spec for the fears. Necro is definitely the strongest condition class, but it’s nearly at a gamebreaking level with how strong they’ve become, condition builds are supposed to be a war of attrition, not a 4 sec fear chain followed by having every damaging condition in the game outside of confusion stacked on you at once and blowing you up with ease. Not all players spec for condi clearing either, and even the ones that do can’t keep up with the constant applying of those conditions while they’re constantly being feared. The biggest problem is that they’re always applying multiple conditions, so its near impossible to keep up with the cleansing AND get in some damage on all but a few builds in the game. Necros should be better than they were but they just went too far with the buffs. Burning for necro should have never been implemented, and I would even go as far as to say that DS#5 should either be nerfed a little or turned into a single target ability.
Mr. Whine, before “The Great OP OP Patch” Necros were able to do the SAME “The biggest problem is that they’re always applying multiple conditions, so its near impossible to keep up with the cleansing AND get in some damage on all but a few builds in the game”. I’ve been always able to apply multiple conditions and I can’t figure out your point. We got burning, which is far, far in depths of power tree, okay, that’s one. We got torment, which we can apply once every 40 seconds, maybe little more often if traited with Path of Midnight. And, erm….Chill, Poision, Bleed, Weakness, Cripple, Immobilize, Fear, Vunerability <- Yes, we were able to apply them pre-patch. Also, sir, you might want to take a closer look at Engineer, Mesmer, which are able to apply larger variety of conditions. Don’t accuse Condtion based builds of having access to Conditions
I’ll just copy/paste this here. It’s Xeph’s comments after they won the gw2pro.com tournament with dual necro comp:
Necro damage is completely out of control, its very hard to l2p against such a massive amount of condi’s.
I think that necro needs to be toned down, its sad but true, if only you could hear our ts during those matches, we had no structure or strat, we just asked our necro’s to kill things and we would assist where possible.
I’ll just copy/paste this here. It’s Xeph’s comments after they won the gw2pro.com tournament with dual necro comp:
Necro damage is completely out of control, its very hard to l2p against such a massive amount of condi’s.
I think that necro needs to be toned down, its sad but true, if only you could hear our ts during those matches, we had no structure or strat, we just asked our necro’s to kill things and we would assist where possible.
The problem here is torment, in conjunction with two necros, in conjunction with epidemic in conjunction with small forced spaces that occur in TPVP. That has nothing to do with the burning or terror issues.
Two necros cast DS5, everyone in range gets 6 stacks of torment. It is unavoidable, which I think is currently a problem with it, since you cannot dodge roll or block it. They then just epidemic any one of those people in range, and now everyone has anywhere between 6 and 24 stacks of torment for 15ish seconds.
The problem here is long duration application of AOE bleed like effects, that are harder to remove than bleed, in the normal toolkit of lots of conditions.
There are all kinds of ways to address this. Mainly look at torment, and allow the tick applications to be blockable/dodgeable/invulnable.
Sounds like hysterics.
I guess I’d want Xeph to explain very clearly exactly where the massive condi damage was coming from, why something very close to it couldn’t be achieved pre-patch, and why the opponents could not have handled the damage by speccing / gearing differently. Burning damage stacks in duration and can only be applied to a single target. Torment is on a 40 second cooldown and does damage similar to bleed. Terror does the exact same damage as before, the most that one might get is an extra tick on doom. Is it the case that high end tournament players haven’t figured out how to avoid spectral wall, and so were eating multiple terror tics?
Edit: Rennoko did a good job of explaining. Is the solution to reduce torment duration on DS 5?
(edited by sas.6483)
The damage comes from burning+torment and now the enemy actually has to take the damage since he can’t clear anything while chain feared for 4-5 seconds.
The damage comes from burning+torment and now the enemy actually has to take the damage since he can’t clear anything while chain feared for 4-5 seconds.
Okay, now your reaching. The burning is single target, and if you are spamming aoe you cannot control who gets it, or when it happens.
You cannot get the long fears and the burning at the same time. Unless tournament necros have been blessed with 80 trait points
Also those longer duration fears are single target, or they are walking into a spectral wall over and over again. Reapers mark/wall is going to be at most 1.5 seconds for a burning necro in tournaments.
This kind of response irritates the heck out of me… its completely uninformed, and just adds to the fire. These sort of opinions will find the necro back in the “quirky/somewhat effective in special cases” choice box.
EDIT: Nevermind that a stun break can easily stop that fear chain with a dodge roll, or one application of stability. But of course I am sure tourney necros can run corruption boon, well of corruption, spectral wall, epidemic and signet of undeath all that the same time since they have 5 utility slots.
(edited by Rennoko.5731)
Chain fears are almost the same duration as pre-patch, to add, can be even shorter because of Corrupt Boon nerf. Only way to really lock down foeinl longer chain is to Fear them into S. Wall, pull them through it, push them into it etc. and it requires some skill to perform. Sure, I’ve been recently playing Two-Wall Pong with friend necro, but I bet that in a week good teams will figure out how to counter it and have balls, not being them ^^
(edited by Rym.1469)
Torment duration is not the problem. The problem is the combination of extended fears and access to Terror, torment and burning all at once.
To address all those problems, I would do the following:
Change Dhuumfire to apply three stacks of torment for four seconds instead of burning. Keep the 10-second inner cooldown.
Switch Terror and Withering Precision in the trait line. Nerf Terror by 10 percent to 20 percent.
Make Doom’s fear last 1 second default no matter the range.
Make Spectral Wall apply three stacks of torment instead of fear.
@Lopez – Terror in 3rd slot? That’s a bit too much
I wouldn’t mind replacing burning with 3 stacks of torment…. but that is pretty weak considering it is going from 850 ish damage to 300ish damage, or 600 while running… but I guess I could live with that.
In the end it would be a much better counter for thieves, because they cannot remove it with their heal.
I could live with that change. Also doom 1 second is fine…. it was fine before, making it 1.5 seconds makes it a little overbearing when you stack duration. Anyone who has played necro for a long time shouldn’t have a big issue with a revert on doom.
Spectral wall is meh…. you make it apply 3 stacks of torment and I would prob still take it.
Dhuumfire giving torment would make it even easier for two necros to epidemic torment stacks, would it not? It seems as if it would make the problem even worse.
okay we just won a tournament with 2 necros, our strat was to run around and kill stuff. Necros are op.
Dhuumfire giving torment would make it even easier for two necros to epidemic torment stacks, would it not? It seems as if it would make the problem even worse.
No, because there would be less coverage. It would be a lot easier to cleanse.
“Not all players spec for condi clearing either,”
Quote of the year…. who the hell doesn’t bring condition clearing to WvW?
okay we just won a tournament with 2 necros, our strat was to run around and kill stuff. Necros are op.
Okay, where is the extra damage coming from that is making Necros op? Is it the torment, or the burning, or is it the fact that you have two necros working together to coordinate epidemicing torment stacks?
All I ask is people stop making short quips like, “lol necro is broken” and explain why you feel the necromancer’s offense is to much or perhaps explain in what areas the necromancer can be adjusted. Necromancer is now a force to be reckoned with and I don’t want to see us nerf’d back into oblivion because of knee jerk reactions and players that neglect condition removal because all they’re concerned about are (ironically) no-skill thieves.
I’m all for balance, you should be to.
How about this for all you people asking why necros are broken.
The new patch gave a very wide variety of buffs to the necro.
These include:
Burning at the same level as a standard bomb/nade condi engi.
A reason to go up spite to actually get condition duration
A reason to drop the roll of team-fight support and pick up the role formerly occupied by the condi engi (just kitten kitten up)
Torment with an immob on a pretty short cooldown
Increased defensive capabilities with absurd buffs to gains on deathshroud
That said, the reason why necros are overpowered right now is simply because both burning and torment combined with the utterly massive number of junk condis, bleeds and CC, both hard and soft, in addition to their already powerful defensive mechanisms when using spectral skills. All of this is with what necros already had. The buffs just simply made necros over the top.
Furthermore their access to weakness is the most consistent in the game without having to sacrifice anything.
That isn’t even to mention epidemic, their condi transfers and how easy they are to play. Necros are a face-roll in a good player’s hands post-patch with the insane amount of death shroud gain they have."
So yes, necros are the most powerful condition class EVER at the moment. Not even was HGH with incendiary powder giving perma-burns this strong.
Necros are insane, anyone who argues otherwise has never played an engi
Wait, what? Necromancers are overpowered, but they definitely don’t have that much life force generation with the 30/30/10/0/0 build everyone is going crazy about.
After a few nights in WvW i have come to the conclusion that 1v1 is to easy now as condimancer. Vs good enemy players i sometimes got the feeling i had to apologize after stomping them.
At the same time, there were times vs 2 players where you are ragdolled around without doing hardly any damage at all.
There is a very thin red line to OPness we have crossed. I love the added offense, yet that doesn’t help me when i’m cornered.
I think the players that stuck to necros till now, are the players that love to play games on hardmode. Therefore, what we got was not really a fix.
To sum it up, for the oldschoolers: IDKFA is no IDDQD. But it’s still cheating.
How about this for all you people asking why necros are broken.
The new patch gave a very wide variety of buffs to the necro.
These include:
Burning at the same level as a standard bomb/nade condi engi.
A reason to go up spite to actually get condition duration
A reason to drop the roll of team-fight support and pick up the role formerly occupied by the condi engi (just kitten kitten up)
Torment with an immob on a pretty short cooldown
Increased defensive capabilities with absurd buffs to gains on deathshroudThat said, the reason why necros are overpowered right now is simply because both burning and torment combined with the utterly massive number of junk condis, bleeds and CC, both hard and soft, in addition to their already powerful defensive mechanisms when using spectral skills. All of this is with what necros already had. The buffs just simply made necros over the top.
Furthermore their access to weakness is the most consistent in the game without having to sacrifice anything.
That isn’t even to mention epidemic, their condi transfers and how easy they are to play. Necros are a face-roll in a good player’s hands post-patch with the insane amount of death shroud gain they have."
So yes, necros are the most powerful condition class EVER at the moment. Not even was HGH with incendiary powder giving perma-burns this strong.
Necros are insane, anyone who argues otherwise has never played an engi
I agree with you completely, I stated long before the patch when the leaked notes came through “If even half of this stuff is true I’m going to have to start asking for Necro to be nerfed. I really don’t want to though, so hopefully we get more reasonable fixes.”
Necros are insane, anyone who argues otherwise has never played an engi
I indeed played an condition engineer. Way longer then I have every played my necro. Up to now my engi was way more capable of getting almost any offensive condition on his target then my necro. The recent patch just changed that fact. I have to agree necros got a lot stronger with latest patch and I wouldn’t mind if they revert some of those changes.
I can’t agree that HGH builds were the most destructive condition builds for engis. HGH builds lack versatility you gain from kits. Before this patch my necro felt somehow equal, maybe a little bit inferior to my engi in terms of mobility and utility. Now he’s gotten a freaking laser beam which cuts trough just anything around.
In my oppinion with this patch my necro surpassed the condi pressure my engi could keep up. I still somewhat have similar results whichever of those two I play (be it sPvP or WvW).
TLDR: I don’t like that you kind of picture the condition engineer far inferior then the necro. He isn’t when played properly. I still somewhat agree the recent necro changes were a little too much.
@Rym
Mr. Whine, before “The Great OP OP Patch” Necros were able to do the SAME “The biggest problem is that they’re always applying multiple conditions, so its near impossible to keep up with the cleansing AND get in some damage on all but a few builds in the game”. I’ve been always able to apply multiple conditions and I can’t figure out your point. We got burning, which is far, far in depths of power tree, okay, that’s one. We got torment, which we can apply once every 40 seconds, maybe little more often if traited with Path of Midnight. And, erm….Chill, Poision, Bleed, Weakness, Cripple, Immobilize, Fear, Vunerability <- Yes, we were able to apply them pre-patch. Also, sir, you might want to take a closer look at Engineer, Mesmer, which are able to apply larger variety of conditions. Don’t accuse Condtion based builds of having access to Conditions
[/quote]
This post sounds like you agree with my point, that condi necros are still 95% of what the PLAYSTYLE was, the numbers have been tweaked since the patch which is why they’ve become too strong. The difference with the constant applying of the conditions post patch is that they’re stronger than they were and adding in burning only made it that much stronger. Before this patch a lot of players could essentially sit through most of a necros conditions, without having to clear them, now however they have such long durations that unless you can consistently cleanse a condition every 5-10 seconds you are going to be screwed. Quite a bit of necros have switched to a 30/x/x/x/30 build for improved DS and to get dhuumfire. The reason for this is because now one player can apply bleed, poison, burn consistently every few seconds. Through Dhuumfire, burning can be applied for 4 seconds out of every 10 seconds, bleeding has always been able to be applied with every swing of the scepter and if you take the trait/sigil you can apply multiple stacks of bleed with nearly every damaging ability, poison can be applied nearly as often as burning but more reliably. I still haven’t mentioned torment which is really strong, if only for necros(which makes sense), which can be applied on top of burning, poison, and bleed stacks. Perhaps the build editor at the bottom can help you see just how much damage a necro can inflict the moment they enter a fight, when using full rabid gear/coral orbs and sigil of corruption, adding in the 10 stacks of might from Blood is Power. The gear and buffs are just an example for a necro with high precision and condition damage, for higher per tick condition damage and more on crit procs for stacking burning and bleed. The problem isn’t necessarily how many conditions necros can apply but rather how often they can stack multiple types of DoTs, ie; burn/bleed/poison/torment.
For the record, it’s not whining. It’s simple logic and reasoning as well as what I have experienced with every necro I have come across since the patch. Every one of them that I talk to has said the same, that necro’s are too good now and I wholeheartedly agree with them. They aren’t too far off from being balanced, but they need some numbers nerfed/toned down as someone has already posted above.
P.S. mesmers/engineers CAN apply a wide variety of conditions but they cannot do so at such a high duration per condition or as frequently as necros can.
“Not all players spec for condi clearing either,”
Quote of the year…. who the hell doesn’t bring condition clearing to WvW?
Just because they don’t spec for condi clearing does not mean they do not carry a cleanse in their utilities/heal or use lyssa runes for their elite. When I say spec it refers to your build, not your gear or utilities or even your weaponset. There is a difference between those that build towards condi-clearing and those that use utilities for condi clearing , that apparently a lot of you are too eagerly waiting to insult someone to notice. Thanks for adding your ignorant opinion anyways,
Let’s check the op-meter:
1. Max health in game – check
2. Second life bar – check
3. Defensive amulets with condition damage – check
4. Best duration damaging condition stacking in game – check
5. Massive aoe – check
5. Chain fearing – check
6. Unblockable torment and epidemic madness – check
Necros have been spoiled with people thinking they were underpowered for so long, so now that necros are op they feel like they have some divine right to be. They never were bad and have been getting better with nerfs to other classes. Condition stacking was already meta before this patch and for whatever reason Anet saw fit to make it even more ridiculously effective.
So what you’re saying is they should nerf our HP, Life Force, amulets, aoe, fear and dot duration/damage all at the same time? If they’re so overpowered.
Nawk!
Let’s check the op-meter:
1. Max health in game – check
2. Second life bar – check
3. Defensive amulets with condition damage – check
4. Best duration damaging condition stacking in game – check
5. Massive aoe – check
5. Chain fearing – check
6. Unblockable torment and epidemic madness – check
1. Max defense in game – check
2. Invulnerability – check
3. Offensive amulets with healing power – check
4. Best duration defensive boons stacking in game – check
5. Massive single target – check
5. (didn’t we check point 5 already?) Chain knock-down/back – check
6. (point 7 according to ancient maths) Block, reflect, evade skills – check
7. (8. actually) Stealth, leap, stability (reliable), AoE downed skills (should I keep going?) – check
HOLY SKRITT!!! kitten IS WRONG WITH YOU ANET!!! STOP OP US >:-/
(edited by daimasei.4091)
Necros have been spoiled with people thinking they were underpowered for so long, so now that necros are op they feel like they have some divine right to be. They never were bad and have been getting better with nerfs to other classes. Condition stacking was already meta before this patch and for whatever reason Anet saw fit to make it even more ridiculously effective.
I could not have said it better myself.
The fact that nobody likes to play or play against condition-builds doesn’t really help the situation. This is the most ridiculously boring meta-game we’ve had so far.
Bring back the OP warriors in beta-weeks or a 5-man guardian spec with Tome Of Courage, anything is basically better than what we have now.
Not affiliated with ArenaNet or NCSOFT. No support is provided.
All assets, page layout, visual style belong to ArenaNet and are used solely to replicate the original design and preserve the original look and feel.
Contact /u/e-scrape-artist on reddit if you encounter a bug.