Necromancer/Casual Warrior
[Team] Best WvW guild of all time. EASILY.
Do you think it will give you 5 stacks when you hit corrupt boon?
I think it will be decent with pulsing skills such as corrosive poison cloud?
What do people think?
It says any conditions applied to foes, so yes. Should reach 10 stacks if you it 5 targets with Mark of blood.
That said, it’s just replacing the toughness you would have lost already. It’s not awful but I doubt it will compare to other trait lines, and death magic just has too many weak spots to be worth specifically into, IMO. The master minor and master slots are weak.
I will agree the master minor is bad, and while the master options arent amazing they arent that bad imo. As for Corruptor’s Fervor, id say it is very good.
It is only “replacing” the 300 tough you would normally get from going all in on death if you ran gear with 0 toughness before, since after patch all stats on gear are going up to compensate the stat loss from traits. Also, it has the additional -20% condi dmg taken at max stacks which as far as i know, no other class can reduce incoming condi dmg.
New shrouded removal is also a very nice pick, along with getting the free prot on exiting DS from gm minor.
I’m unimpressed.
Although the idea of a buff tied to condition spamming is interesting, it is just a numbers buff at the end of the day. Hopefully duration stacking (you give weakness to a target with weakness), still gives you buff stacks.
Anet seems to think that a GM trait is worth +150 stat points and an additional bonus (see eg lingering curse). Will you have 150 stat points worth of bonus most of the time? (Probably not who you need it, like when you have to cast consume conditions after recovering from being stunned).
copied from the update post : Corrupter’s Fervor: Whenever you apply a condition to a foe gain a stack of Corrupter’s Fervor for 8 seconds which grants 30 toughness and 2% reduced incoming condition damage per stack (maximum 10 stacks).
It should work anytime you apply a condition whether it is one stacking in duration or intensity. Which means standing in a group of 5 players/mobs with locust swarm up would give you 5 stacks a second(so capping ur stacks with 2 pulses).
copied from the update post : Corrupter’s Fervor: Whenever you apply a condition to a foe gain a stack of Corrupter’s Fervor for 8 seconds which grants 30 toughness and 2% reduced incoming condition damage per stack (maximum 10 stacks).
It should work anytime you apply a condition whether it is one stacking in duration or intensity. Which means standing in a group of 5 players/mobs with locust swarm up would give you 5 stacks a second(so capping ur stacks with 2 pulses).
It should but will it. If we proc weakness, bleed and poison on 1 hit will we get 3 stacks of corrupters fevour? If not it is terrible.
Honestly, i think it will. One small(although not perfect example) is our chilling darkness trait. Even if our target already has blind on them, hitting them with another blind still procs the chill again. As for the one skill multiple conditions thing, i don’t see any reason why it would not work. It would also give us nice synergy with getting stacks when using other traits for chill on blind and vuln on chill, etc.
I think the trait is wonderful, and more fun/active than most proc-traits. You could argue its potency, and I certainly wouldn’t say no if it got bumped higher, lol, but I absolutely love the idea of being active and keeping your assault to gain defense. I wish more traits were like this…
It is worth noting that the reduced condi damage should synergize nicely with the corruptions. Just look at plague, those bleeds aren’t as bad with this trait.
I don’t think it’s worth taking over other traits but I don’t think it’s bad.
It is worth noting that the reduced condi damage should synergize nicely with the corruptions. Just look at plague, those bleeds aren’t as bad with this trait.
I don’t think it’s worth taking over other traits but I don’t think it’s bad.
Yeah. Personally I still feel like much of Death Magic is underwhelming. Examples being:
- Beyond the Veil. sounds good if you plan on flashing Shroud but it’s actually much much less uptime of protection than Ranger’s protection on dodge roll trait. Maybe if it had some sort of lingering effect in DS, could help to keep minions from being wrecked all the time (in group PvP).
- Soul Comprehension which is just… Bad…
- Flesh of the Master still a boring mandatory pet HP boost because otherwise they get squished as soon as they are looked at.
- unholy Sanctuary lost a lot of its uniqueness, doesn’t seem that great, but we’ll see.
- Armored Shroud seems sort of boring/pointless, especially since we already take less damage in Shroud it seems.
I don’t know, we’ll see…
It is worth noting that the reduced condi damage should synergize nicely with the corruptions. Just look at plague, those bleeds aren’t as bad with this trait.
I don’t think it’s worth taking over other traits but I don’t think it’s bad.
Yeah. Personally I still feel like much of Death Magic is underwhelming. Examples being:
- Beyond the Veil. sounds good if you plan on flashing Shroud but it’s actually much much less uptime of protection than Ranger’s protection on dodge roll trait. Maybe if it had some sort of lingering effect in DS, could help to keep minions from being wrecked all the time (in group PvP).
- Soul Comprehension which is just… Bad…
- Flesh of the Master still a boring mandatory pet HP boost because otherwise they get squished as soon as they are looked at.
- unholy Sanctuary lost a lot of its uniqueness, doesn’t seem that great, but we’ll see.
- Armored Shroud seems sort of boring/pointless, especially since we already take less damage in Shroud it seems.I don’t know, we’ll see…
See I think death magic is actually exciting and will help us a good bit. I plan on taking it for my roaming in WvW. Shrouded removal seems very strong now, the putrid defense is ok, but seems to have great synergy I guess if you have high weakness or protection uptime, will also go well with reaper’s since we have a trait there that gives some more damage reduction.
Reaper’s protection is meh, ok but would rather having something that gives reliable stability instead of a terror burst. The trait that converts toughness to power seems rather intriguing, would have to play around to find a build it would fit into though.
Unholy sanctuary I was always fascinated by, and think that now with siphons able to go through shroud, that this combined with siphons and slight healing power could prove to be rather potent. Unholy fervor, I was unimpressed by, until I realized that it applies to any condition. If only it also included normal damage and condition damage.
Then of course you have the MM traits, which will give MM much more flexibilty, the new necromatic corruption pretty much foxes the MM weakness to conditions, and they still get death nova. This could open up a lot of MM variations….of course this all depends on when the Minion AI decides to work. -_-
Well…. kitten … all this time I understood and wrote stuff as if Corrupter’s Fervor reduced incoming damage by 20% and no one told me! :P …
That changes a lot….
Either way I think it’s still a really nice trait… 300 toughness can be pretty significant (especially on top of the 180 toughness while in shroud. That can be +480 more toughness!) and 20% reduced condition damage taken is really nice too.
So basically burning/poison/torment/bleeding/confusion and what not will deal 20% less damage… so if you were taking like.. 3000 condi damage per sec…. you’d only be taking 2400 damage per second so it’s almost like an indirect heal. I think it would be a bit better if it was 20% less physical damage… but 20% condi dmg is nice too, especially since you’ll have the full stacks almost permanently.
Combined with the new Shrouded Removal I think Necros should be pretty good vs. condis, especially if you’re something like a power Necro who traits into Death (no dagger off-hand). Or a Condi Necro with Plague Sending from Curses :o
I’m also a fan of Beyond the Veil.. It’s free protection… and if you’re bursted out of DS, the protection will reduce the incoming damage you’d take… combined with a reduced DS cooldown it could be really nice, if only we didn’t lose Soul Marks to get DS cooldown…
(edited by MethaneGas.8357)
It is worth noting that the reduced condi damage should synergize nicely with the corruptions. Just look at plague, those bleeds aren’t as bad with this trait.
I don’t think it’s worth taking over other traits but I don’t think it’s bad.
Yeah. Personally I still feel like much of Death Magic is underwhelming. …
The problem is that the master traits are bad. Your choices are:
(1) a stun to fear conversion that works every 60 seconds
(2) a toughness to power trait that doesn’t work well with any existing armors (it seems to exist to benefit reapers)
(3) a minion trait that doesn’t work.
It is worth noting that the reduced condi damage should synergize nicely with the corruptions. Just look at plague, those bleeds aren’t as bad with this trait.
I don’t think it’s worth taking over other traits but I don’t think it’s bad.
Yeah. Personally I still feel like much of Death Magic is underwhelming. …
The problem is that the master traits are bad. Your choices are:
(1) a stun to fear conversion that works every 60 seconds
(2) a toughness to power trait that doesn’t work well with any existing armors (it seems to exist to benefit reapers)
(3) a minion trait that doesn’t work.
Well that’s what I’m saying. Yes, I agree with what someone else said, GM and Adept have some really cool options. I’m not denying that.
But our Minor Adept, it does very little considering we already take lower damage in Shroud. I mean, it’s “okay” I guess, but its certainly not great or very impactful. Similarly, our Master minor is 100% garbage. Like it’s so pointless I can’t even understand why they thought it was a good idea to keep… And our Grandmaster one is okay. Could last longer or pulse in Shroud to help the minions more, or you know, bring it in line with some of the other protection traits.
As for the major traits. Flesh of the master is still an incredibly boring mandatory trait for minions to not be completely stomped on arrival. Our Master tier has pretty terrible options outside of the minion one, and our Grand Master tier could use a tad bit of love.
The best part about this entire line now is Shrouded Removal, if you ask me. :/ But I’m afraid to say that too loudly because it’ll just get made a Grand Master trait instead…
It is worth noting that the reduced condi damage should synergize nicely with the corruptions. Just look at plague, those bleeds aren’t as bad with this trait.
I don’t think it’s worth taking over other traits but I don’t think it’s bad.
Yeah. Personally I still feel like much of Death Magic is underwhelming. …
The problem is that the master traits are bad. Your choices are:
(1) a stun to fear conversion that works every 60 seconds
(2) a toughness to power trait that doesn’t work well with any existing armors (it seems to exist to benefit reapers)
(3) a minion trait that doesn’t work.
I don’t get why nobody likes toughness to power. Knight’s necro is kittening amazing with blood/death, and corrupter’s fervor would probably borderline overpowered if necros had better health regeneration.
The master minor really needs to be changed though. It’s the most boring, pointless thing ever.
I am wondering if the stacks works like conditions stacks also each stack has it own timer or if a condition application resets all stacks. The later would make it much better.
It is worth noting that the reduced condi damage should synergize nicely with the corruptions. Just look at plague, those bleeds aren’t as bad with this trait.
I don’t think it’s worth taking over other traits but I don’t think it’s bad.
Yeah. Personally I still feel like much of Death Magic is underwhelming. …
The problem is that the master traits are bad. Your choices are:
(1) a stun to fear conversion that works every 60 seconds
(2) a toughness to power trait that doesn’t work well with any existing armors (it seems to exist to benefit reapers)
(3) a minion trait that doesn’t work.Well that’s what I’m saying. Yes, I agree with what someone else said, GM and Adept have some really cool options. I’m not denying that.
As for the major traits. Flesh of the master is still an incredibly boring mandatory trait for minions to not be completely stomped on arrival.
The major trait for minions is necromantic corruption. It’s an underpowered trait that doesn’t really work when conditions come in AoE or when conditions are spammy and short duration. Thats like every condition that exists.
It is worth noting that the reduced condi damage should synergize nicely with the corruptions. Just look at plague, those bleeds aren’t as bad with this trait.
I don’t think it’s worth taking over other traits but I don’t think it’s bad.
Yeah. Personally I still feel like much of Death Magic is underwhelming. …
The problem is that the master traits are bad. Your choices are:
(1) a stun to fear conversion that works every 60 seconds
(2) a toughness to power trait that doesn’t work well with any existing armors (it seems to exist to benefit reapers)
(3) a minion trait that doesn’t work.I don’t get why nobody likes toughness to power. Knight’s necro is kittening amazing with blood/death, and corrupter’s fervor would probably borderline overpowered if necros had better health regeneration.
The master minor really needs to be changed though. It’s the most boring, pointless thing ever.
Shh, don’t let the secret out . I actually have used the old “Deadly strength” trait forever in my necro zerging build and the extra power is very welcome on a tank IMO. The only trait in that line that does nothing for me personally is the “Soul Comprehension” one, as an extra 20% seems rather bad.
It is worth noting that the reduced condi damage should synergize nicely with the corruptions. Just look at plague, those bleeds aren’t as bad with this trait.
I don’t think it’s worth taking over other traits but I don’t think it’s bad.
Yeah. Personally I still feel like much of Death Magic is underwhelming. …
The problem is that the master traits are bad. Your choices are:
(1) a stun to fear conversion that works every 60 seconds
(2) a toughness to power trait that doesn’t work well with any existing armors (it seems to exist to benefit reapers)
(3) a minion trait that doesn’t work.Well that’s what I’m saying. Yes, I agree with what someone else said, GM and Adept have some really cool options. I’m not denying that.
As for the major traits. Flesh of the master is still an incredibly boring mandatory trait for minions to not be completely stomped on arrival.
The major trait for minions is necromantic corruption. It’s an underpowered trait that doesn’t really work when conditions come in AoE or when conditions are spammy and short duration. Thats like every condition that exists.
Maybe if the cd on the return was 5-6 seconds, it would be a bit better. But it’s still not terrible. Or if it drew condies off is a slightly faster rate. But overall I’ll still enjoy having it over not having it.
What I’d REALLY like is if minions also were affected by our defensive traits such as Corruptor’s Fervor, Cold Shoulder, the poison damage reduction trait etc. that would be amazing.
It is worth noting that the reduced condi damage should synergize nicely with the corruptions. Just look at plague, those bleeds aren’t as bad with this trait.
I don’t think it’s worth taking over other traits but I don’t think it’s bad.
Yeah. Personally I still feel like much of Death Magic is underwhelming. …
The problem is that the master traits are bad. Your choices are:
(1) a stun to fear conversion that works every 60 seconds
(2) a toughness to power trait that doesn’t work well with any existing armors (it seems to exist to benefit reapers)
(3) a minion trait that doesn’t work.Well that’s what I’m saying. Yes, I agree with what someone else said, GM and Adept have some really cool options. I’m not denying that.
As for the major traits. Flesh of the master is still an incredibly boring mandatory trait for minions to not be completely stomped on arrival.
The major trait for minions is necromantic corruption. It’s an underpowered trait that doesn’t really work when conditions come in AoE or when conditions are spammy and short duration. Thats like every condition that exists.
Maybe if the cd on the return was 5-6 seconds, it would be a bit better. But it’s still not terrible. Or if it drew condies off is a slightly faster rate. But overall I’ll still enjoy having it over not having it.
What I’d REALLY like is if minions also were affected by our defensive traits such as Corruptor’s Fervor, Cold Shoulder, the poison damage reduction trait etc. that would be amazing.
Necromantic Corruption should be pretty good with 5-6 minions. The current version of this skill is lackluster (Fetid Corruption), because it only has the draw conditions every 10 seconds functionality. Even though that’s essentially 6 condis removed per 10 secs, it just ends up stacking minions up with condis and they die faster. Meaning you die faster. I will take the current Necromantic Corruption (the boon hate version) over that thanks.
This new Necromantic Corruption appears to transfers all conditions on minions to enemies hit every 10 seconds in addition to the remove a condition from you function. Basically if minions get AoE conditions applied to them, the transfer of those conditions back to caster could be really potent.
Say each minion gets 10 stacks of bleeds applied to them from one target before they even attack. Meaning their CDs on the transfer function haven’t gone off. If they all attack the caster of the bleeds, they would return 50 stacks of bleeds lol.
If you’re a condi MM, that’s a lot of extra DPS. Just imagine the same scenario but more stacks and different condis. Here’s hoping it doesn’t just transfer 1 condi at a time.
For my condi sustain build that only uses Flesh Golem for a minion, I’m going to take Necromantic Corruption just for the transfer DPS since Greater Marks on longer exists.
I wish there was some form of the old Necromantic Corruption though. However, Fervor is a nice alternative for power or condi builds that want considerable extra sustain/toughness without investing in healing power to make Unholy Sanctuary work.
To be honest, I haven’t considered that it might xfer all conditions every 10… If that’s the case it’s fine, if not fine- very powerful. I’ve been under the assumption that it’s a single condition per 10 that they transfer off them self, which is where I got the idea for 5 sec icd. I’m not really sure what to think if it’s all conditions. I will remain doubtful that it’s a full xfer off them every 10 seconds….
To be honest, I haven’t considered that it might xfer all conditions every 10… If that’s the case it’s fine, if not fine- very powerful. I’ve been under the assumption that it’s a single condition per 10 that they transfer off them self, which is where I got the idea for 5 sec icd. I’m not really sure what to think if it’s all conditions. I will remain doubtful that it’s a full xfer off them every 10 seconds….
That’s because it probably woln’t work like that.
It will probably we one condition drawed and transferred every 10 seconds of “in combat” no matter how many minions that you have out.
Why we need a condition removal trait in the master tier when we already have one in the adept tier is puzzling.
That said, it’s just replacing the toughness you would have lost already. It’s not awful but I doubt it will compare to other trait lines, and death magic just has too many weak spots to be worth specifically into, IMO. The master minor and master slots are weak.
That isn’t really true. All stat-giving things are being buffed to compensate for the stat loss. This will be additional on top of that stat, plus the 20% condition damage reduction. It is a really significant damage reduction, especially to conditions, and it will be extremely easy to maintain.
Also Corruption will most likely be one stack per attack, 10s ICD. Meaning your minions effectively don’t have any “loss” to themselves for taking conditions from you, as they push them off at least just as fast, and that doesn’t include the fact that MMs can now build for significantly better support of their minions via Blood Magic, plus the protection.
(edited by Bhawb.7408)
To be honest, I haven’t considered that it might xfer all conditions every 10… If that’s the case it’s fine, if not fine- very powerful. I’ve been under the assumption that it’s a single condition per 10 that they transfer off them self, which is where I got the idea for 5 sec icd. I’m not really sure what to think if it’s all conditions. I will remain doubtful that it’s a full xfer off them every 10 seconds….
That’s because it probably woln’t work like that.
It will probably we one condition drawed and transferred every 10 seconds of “in combat” no matter how many minions that you have out.
Why we need a condition removal trait in the master tier when we already have one in the adept tier is puzzling.
Because without it Minion Masters would be screwed :P Flesh of the master is a minion master’s shackle in PvP. You can’t run minions in PvP without it.
To be honest, I haven’t considered that it might xfer all conditions every 10… If that’s the case it’s fine, if not fine- very powerful. I’ve been under the assumption that it’s a single condition per 10 that they transfer off them self, which is where I got the idea for 5 sec icd. I’m not really sure what to think if it’s all conditions. I will remain doubtful that it’s a full xfer off them every 10 seconds….
It says: “Minions transfer conditions when they hit with attacks. (this can only occur once every 10 seconds per minion)”
That can be taken as all conditions every 10 seconds, but can also be taken as just many minions transferring 1 condition each. Honestly the wording could be better. A clarification to:
“Minions transfer all conditions when they hit with attacks. (this can only occur once every 10 seconds per minion)”
or
“Minions transfer a single condition when they hit with attacks. (this can only occur once every 10 seconds per minion)”
Would be nice.
Edit: Even a single condition will be powerful though. If you’re condi you’re going to want to vary your condition application against MMs so there’s better chances that they don’t transfer 10-50 stacks of damaging condis. /Edit
The former would also make it very potent with Fervor as well.
(edited by Balekai.6083)
Yeah, of its all being transferred forget everything I’ve said, but I have been under the impression it had always only been a single condition. This would change a lot. If it’s only a single one, I think I’d still like the ICD slightly reduced.
This is the old tooltip. I’m still pretty sure it’s only 1… Of course that could be referring to just what you transfer to them… Who knows at this point…
Yeah that’s the old one that was even more unclear. I remember posting a complaint about the tooltip not being clear whether or not there was a CD on transfers. In the new notes they released, they clarified it to:
“Necromantic Corruption: Increases minion damage by 25%. Every 10 seconds your minions will take one condition from you. Minions transfer conditions when they hit with attacks (this can only occur once every 10 seconds per minion).”
Still not clear enough.
An interesting note is that they’re very specific in the tooltip about one condition being drawn from you, only to be vaguely plural in the next sentence.
They say “Minions take conditionS from you.” As well. i think the transfer tooltip is intended to specify 1 pulled and 1 transferred.
I’m unfortunately very certain all they did was add a 10 second cd to the single condition they hand off to enemies.
That said, I REALLY hope they hear my plea and make Corruptor’s Fervor also apply the buff to minions… It just makes so much sense. Fervor would be used for minion builds based on keeping them alive, and death nova for builds that use them as sacrifices, while the base trait of CF remains a valid choice for non Minion Masters as well.
That said, it’s just replacing the toughness you would have lost already. It’s not awful but I doubt it will compare to other trait lines, and death magic just has too many weak spots to be worth specifically into, IMO. The master minor and master slots are weak.
That isn’t really true. All stat-giving things are being buffed to compensate for the stat loss. This will be additional on top of that stat, plus the 20% condition damage reduction. It is a really significant damage reduction, especially to conditions, and it will be extremely easy to maintain.
Also Corruption will most likely be one stack per attack, 10s ICD. Meaning your minions effectively don’t have any “loss” to themselves for taking conditions from you, as they push them off at least just as fast, and that doesn’t include the fact that MMs can now build for significantly better support of their minions via Blood Magic, plus the protection.
Are you sure about that? As far as I understand it, if the stats are all going up, a flat value like this is a smaller percentage of the equation, and therefore actually less valuable.
My main point is that, right now, you shouldn’t choose traits based on stats, and that’s essentially what this trait is. Plus, the whole trait line needs to be considered and those master level traits in DM are not attractive.
I think if the stacks on this skill could go higher it would be a different story. That way it would be pretty hard to reach high levels in 1v1, but would scale in bigger fights. But for now the numbers are too small to be a really great trait.
They say “Minions take conditionS from you.” As well. i think the transfer tooltip is intended to specify 1 pulled and 1 transferred.
I’m unfortunately very certain all they did was add a 10 second cd to the single condition they hand off to enemies.
That said, I REALLY hope they hear my plea and make Corruptor’s Fervor also apply the buff to minions… It just makes so much sense. Fervor would be used for minion builds based on keeping them alive, and death nova for builds that use them as sacrifices, while the base trait of CF remains a valid choice for non Minion Masters as well.
True.
The old “Minions take conditions from you” compared to the new singular wording, shows evidence of intent that the new singular wording is correcting old wording that mistakenly suggested a plural function. It’s possible (but odd they didn’t catch it), that they repeated the exact same mistake in the very next sentence after the one they just corrected.
They could have easily made the tooltip say: “Every 10 seconds per minion, your minions transfer one condition on hit and draw one condition from you.” Though I think they separated them into two different sentences since they’re two different functions probably (one based on hits and one is automatic). Still they could have easily clarified it in their current text with “Minions transfer one condition” or “Minions transfer all conditions”
Needlessly frustrating for sure.
I like your idea about Fervor applying to minions as well. Their main weakness is condis and not having adequate damage reduction. Protection on DS exit will help a little bit at least, since many players hold back spikes on Necros when they do so. This should help us and minions survive those spikes better.
Yeah I think it looks pretty good. That 20% condition damage sounds alright. I don’t think it’ll be great without the proper support from skills though. Plus it has internal synergy with your other traits that will give you more power. Though that doesn’t sound too impressive at the moment. We’ll have to see. It wont matter though without proper access to stability.
Yeah I think it looks pretty good. That 20% condition damage sounds alright. I don’t think it’ll be great without the proper support from skills though. Plus it has internal synergy with your other traits that will give you more power. Though that doesn’t sound too impressive at the moment. We’ll have to see. It wont matter though without proper access to stability.
I know this throws other Necros under the bus but I’d be ecstatic if it worked with minions, too. I’m not sure really what else we could do to the base of the trait to make it any more useful to the Necro though without sending it overboard…
Is it not effective enough it not enough unique effects to it, in your opinion?
Yeah I think it looks pretty good. That 20% condition damage sounds alright. I don’t think it’ll be great without the proper support from skills though. Plus it has internal synergy with your other traits that will give you more power. Though that doesn’t sound too impressive at the moment. We’ll have to see. It wont matter though without proper access to stability.
I know this throws other Necros under the bus but I’d be ecstatic if it worked with minions, too. I’m not sure really what else we could do to the base of the trait to make it any more useful to the Necro though without sending it overboard…
Is it not effective enough it not enough unique effects to it, in your opinion?
I think its a solid trait on its own personally. Its got some nice synergy with other traits as well as some runes. Although synergizing well with runes of Undeath is still not that great and doesn’t warrant its use. Still funny to think about but not good. Hehe.
The biggest issue with it is the toughness doesn’t really help us much without stability. If we can’t survive focus fire this trait doesn’t do anything. I was thinking about a weird Cavalier/Valkyrie reaper build with this though. Hits hard with high crit change seems alright. I’ll have to actually test it but I do like the trait.
It’s a good trait for a couple of reasons:
-It gives Axe auto attack more purpose, as the constant and quick vulnerability stacking is easy to achieve.
-Gives a form of condition damage mitigation to both condition damage builds and non-condition damage builds.
-Most of all, it gives non-minion masters a reason to use the tree.
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