Vials Maize Balm Exploit(Halloween) 2014
Locked out of JP (Wintersday) 2015
(edited by Apolo.5942)
The real problem is that both the active and the passive effect are coupled.
What do i mean by coupled?, i mean that both effects, the active and the passive are coupled in one skill and work towards the same goal or same effect. This makes it that in essence both effects compete against each other, which in theory is what we want, but in practice what actually happens is that 1 of them is more optimal 90% of the time and the other is only actually better in the remaining 10% of the time which default to forcing you to use it on those situation.
The real draw back is that it removes choice from the player, the best player will always choose the optimal effect for the situation, and that choice is defined by the parameters of the effects which both work towards the same goal.
To illustrate lets take the warrior`s Signet of Health, the only situation where a little burst of healing is actually better than a significant steady healing is when you are close to death, being burst down and in need of pushing through the burst to stabilize, that is because at that point the number on the passive healing becomes irrelevant(baring something ridiculous). There is no choice, passive is always better unless you need to survive at witch point passive becomes irrelevant.
NOW Lets say they changed it and the passive was terrible and the active was amazing. The same would still be true, when you needed to heal a significant chunk of hp (not necessarily dieing) you would always trigger it because the active would be more optimal than the passive.
The point is that in either case choice is removed from the player wanting to do the optimal play.
Further down is an incomplete list of Signets that have effects coupled and a description of why they are not real choices, as you will come to realize by the sheer number of them, most of the signets in the game are coupled.
The better designed signets are the ones that are decoupled. This are Signets on which the passive effect does something completely different than the active or that work towards different goals.
To illustrate lets take the Guardian`s Signet of Resolve which incidentally coupled with base stats and default passive healing heals for about 75%-100% (depending on stats) as the warriors Healing signet (its just less transparent and people for some reason dont complain about it).
This signets effects are A burst healing and a condition Cleansing over time. These effects do not compete against each other(save extreme cases), the choice is there, do i try to aegis, roll, run and try to keep that constant cleansing that i really like and is useful or do i want to get my health up and try to keep the overall HPs of signet as high as possible.
This is a real choice between 2 different effects where one is not more optimal than the other because they do different things (even thou in flavor yes they are both “defensive”).
Or the Necromancers signet of vampirisim, do i want to keep that damage mitigation or do i want to try a play of me and a couple of team mates bursting down an enemy?.
These choices come from what is happening, what play i want to do, what is my situation awareness of the battle. They dont come from which is the optimal solution for this situation. They define game flow from the choice made, instead of the game flow defining the choice which is what happens when both effects compete towards the same goal.
(edited by Apolo.5942)
Active on that warrior healing signet is pretty pathetic. I delay use as long as possible.
So they said it’s getting nerfed? Haven’t seen anything myself.
Please consider that passive healing and the ability to sponge damage is what defines the warrior. I play warrior and not a guardian because of the damage it can soak, beacuse of its passive healing, that is what we look for in the warrior.
Do not do the guardian shield vs focus treatment to the active vs passive effects of the signet.
If you want people to use the active more, buff it, do not nerf its passive.
How does passive healing define the warrior? Explain please.
If at all I’d give that card to guardians with their class skills and utilites. Warrior is more of an high mititgation, temporal kill/damage immunity class.
devs say they plan reduce passive healing but increase active healing + resistance on activation
How does passive healing define the warrior? Explain please.
If at all I’d give that card to guardians with their class skills and utilites. Warrior is more of an high mititgation, temporal kill/damage immunity class.
Warriors are not high mitigation at all, they don’t even get access to protection. Warriors take a lot of damage and survive by having a lot of health, but it only delays the inevitable if you can’t heal the health lost.
Enter Healing Signet: now warriors still take a lot of damage but they regenerate it quickly so it gives them the sustain they need.
I don’t really care that they nerf Healing Signet’s passive regen because it’s not super good game design to put the sustain of an entire class in one skill and a couple of traits, but they’ll have to compensate the loss of sustain elsewhere when they do.
Personally I’m going to wait until I see the warrior specialization before I worry about my warrior because they could very well nerf Healing Signet but give warriors a defense-focused elite specialization with skills, traits and passives that easily make up for the nerf on Healing Signet.
I also find healing signet pretty pathetic… It is so strong that you actually never press the button, so it is like trading 1 skill slot for in-combat steady regen.
As a Warrior main since launch, your argument isn’t really that good. If sustain and passive regeneration is core mechanic of the Warrior class, then why is it only possible to get sustain from ONE SKILL and nothing else? If anything, Guardians have more sustain in their core mechanic because one of their profession mechanics is a regen over time.
Healing Signet is an overpowered crutch that requires literally no skill to be effective. By nerfing the sustain and buffing the active, they’re encouraging you to ACTUALLY USE your healing skill. They’re also buffing Mending and Healing Surge, so they’re encouraging build diversity as well.
the passive does in fact need a nerf, but the active needs a buff to make it somewhat more viable. the fact that you can heal up so much per second takes the skill out of the class.
players have been crying fowl on the healing signet since they buffed it immensely and anet has been afraid to touch it ever since the feature pack. it needs this change to make the class more skill based. in large scale fights (e.g WvW zerg surfing) it is a relatively strong heal and its balanced out with all the damage you can take. however, while I’m not a fan of this games pvp the few times i’ve fought warriors they have been difficult to kill and regenerate hp at a some what fast rate almost mitigating my damage.
i would say drop the passives effect 25-75 points per second and increase the active by 1.5k – 2k just so the burst heal potential is good enough to merit using it in times of crisis.
the passive does in fact need a nerf, but the active needs a buff to make it somewhat more viable. the fact that you can heal up so much per second takes the skill out of the class.
players have been crying fowl on the healing signet since they buffed it immensely and anet has been afraid to touch it ever since the feature pack. it needs this change to make the class more skill based. in large scale fights (e.g WvW zerg surfing) it is a relatively strong heal and its balanced out with all the damage you can take. however, while I’m not a fan of this games pvp the few times i’ve fought warriors they have been difficult to kill and regenerate hp at a some what fast rate almost mitigating my damage.
i would say drop the passives effect 25-75 points per second and increase the active by 1.5k – 2k just so the burst heal potential is good enough to merit using it in times of crisis.
They buffed the active heal and added “resistance” when you use it. Resistance makes you immune to condition damage. Pretty solid buff if you ask me.
I keep saying that Healing Signet and Signet of Restoration should have their effects switched.
It’s the warrior who should heal while actively attacking, while the elementalist has much slower attacks on average.
I can’t count how many warriors just kept running around barely attacking while kiting with a bow. That’s no warrior. That’s a coward. They should switch to a faster melee weapon and hit something if they want passive heal.
Its okay to have passive skills but I think there is a problem when a passive anything defines what a profession is.
I always thought that they had the risk-vs-reward of healing signet backwards. The risk of having a moderate heal over time (which is more effective if you mitigate half the incoming damage through active dodging) should be the complete absence of an instant burst heal.
Instead of nerfing passive regen and buffing burst heal, they should completely remove the burst heal and in its place give 1 secs of invuln followed by 5 secs of condition immunity. And for the next 25 seconds – nothing.
You want continual heal over time which provides above average healing over 60 seconds? Fine, but know that the 40 seconds worth of instant healing every one else relies on in emergencies is not available to you.
The dev’s should have a skill to convert adrenaline to sustain.
The passive on the signet should be conditional. Have it scale off of their adrenaline. example- 70hp/sec at full adrenaline, 362 when empty. This way it rewards active play (using burst skills).
It absolutely needs something done to it though, its ridiculous that it heals more than the Mesmer’s signet when mesmer’s need to keep and maintain 3 illusions for their passive.
The passive on the signet should be conditional. Have it scale off of their adrenaline. example- 70hp/sec at full adrenaline, 362 when empty. This way it rewards active play (using burst skills).
It absolutely needs something done to it though, its ridiculous that it heals more than the Mesmer’s signet when mesmer’s need to keep and maintain 3 illusions for their passive.
Because that is what warriors do, they have no dps, they have interrupts and the ability to soak damage that is it, and that is the way we like it.
People need to realize that before healing signet, when warrior used active heal
warrior was dead, unviable, unused, free kill in PvP.
if they can make any active healing actually viable some how with w/e magic they using then sure, go for it.
People need to realize that before healing signet, when warrior used active heal
warrior was dead, unviable, unused, free kill in PvP.
if they can make any active healing actually viable some how with w/e magic they using then sure, go for it.
Soooo much this, i remember when the best advice to play warrior in pvp was “bring a rifle”…
The good old days of kite wars….
(edited by Apolo.5942)
Where is it mentioned that this is nerfed?
Where is it mentioned that this is nerfed?
It was mentioned during the new trait system unveiling.
The passive on the signet should be conditional. Have it scale off of their adrenaline. example- 70hp/sec at full adrenaline, 362 when empty. This way it rewards active play (using burst skills).
It absolutely needs something done to it though, its ridiculous that it heals more than the Mesmer’s signet when mesmer’s need to keep and maintain 3 illusions for their passive.
Because that is what warriors do, they have no dps, they have interrupts and the ability to soak damage that is it, and that is the way we like it.
They can still deal respectable damage even if you are a shout bow thanks to might stacks. If you do hambow, the hammer can actually hit quite hard even with a soldier amulet.
Or if you go for zerker, you can actually beat mesmer of similar skills 1v1.
Anyway, mesmer’s signet is a separate issue. That is just one pathetic skill that needs overhaul way more than warriors’ healing signet.
Kids these days. Bring back the Guild Wars 1 healing signet! (From what I recall, it was a decent spike heal on a low cooldown, but you took double damage during the activation. No passive effect.)
The dev’s should have a skill to convert adrenaline to sustain.
You mean the second minor trait in the defense line for HP sustain, and cleansing ire for condition sustain?
The passive on the signet should be conditional. Have it scale off of their adrenaline. example- 70hp/sec at full adrenaline, 362 when empty. This way it rewards active play (using burst skills).
It absolutely needs something done to it though, its ridiculous that it heals more than the Mesmer’s signet when mesmer’s need to keep and maintain 3 illusions for their passive.
Because that is what warriors do, they have no dps, they have interrupts and the ability to soak damage that is it, and that is the way we like it.
“They have no dps” I loled.
There are actually many great suggestions in this topic!!!! You guys have great ideas! I especially like:
1. on activating skill give 1 sec invuln + 5 sec condi. imunity
2. switch warrior’s and elementalist’s signets (however elementalist is pretty annoying with his self heal already) … I would actually suggest to do this switch with guardian’s signet… i know that guardian already has enough of regen, but meh, my guardian wants it!
3. give more hp regen with 0 adrenalin, and less regen with full adrenalin
4. GW1 signet – spike heal, but double damage during the longer activation
I hope the devs read this topic really smart ideas.
I really wish my googlefu was stronger and i could post a link to a warrior video from back before the healing signet.
I play warrior and not a guardian because of the damage it can soak, beacuse of its passive healing, that is what we look for in the warrior.
My brain fizzled at this comment.
darn no more frenzy/heal sig spam LOL
Kids these days. Bring back the Guild Wars 1 healing signet! (From what I recall, it was a decent spike heal on a low cooldown, but you took double damage during the activation. No passive effect.)
That would not work in GW2. Imagine that skill in WvW. Suicide.
Kids these days. Bring back the Guild Wars 1 healing signet! (From what I recall, it was a decent spike heal on a low cooldown, but you took double damage during the activation. No passive effect.)
That would not work in GW2. Imagine that skill in WvW. Suicide.
weird argument… imagine that skill in PVP while focused…. or in PVE while focused by a bunch of mobs… it is always a suicide if you are getting damage and that’s why it is so interesting
Please consider that passive healing and the ability to sponge damage is what defines the warrior.
Lol okay then, should we nerf warrior’s high damage output instead?
The active heal should be buffed slightly to make pressing it worthwhile.
If I have to press 6, I’m doing something very wrong. I’d hit it more if it did more than like 1k heal.
As my main is Warrior, I REALLY hope they just leave Healing Signet passive alone. If they want to buff the active, sure, fine whatever, but there’s a REASON why Warriors all use Healing Signet.
1. Our other two heals (Surge/Mend) sort of suck
2. Complete lack of protection
3. Low alternate heal sources (only shoutheal or banner regens)
Guardians have:
1. Solid alternate heal skills
2. Moderate access to protection
3. Multiple alternate healing sources including a base class mechanic
I remember the dark days of Warrior, when they had minimal sustain and could be whittled away to nothing over time by literally EVERY other class. We were bottom tier PvP.
Then the golden era of the Healing Signet bandaid-buff began, and suddenly Warriors became viable again! We can WvW roam, PvP, and all is good.
Now, as ANet works on adjusting and buffing our other heals, they’re discussing a nerf to healing signet. However, this still only addresses issue #1, and does not touch on #2 and 3, lack or protection and lack of alternate heals.
But Healing Signet has remained our saving grace to this day. Some people call it a crutch that removes all skill, but that’s only partially true, and here’s why I feel that way: Healing signet does not remove all skill, it simply changes how we apply our skill to a battle.
Likewise, Healing signet does not make us uncounterable, it simply changes what the counter is.
Allow me to explain my position and qualify these statements.
Healing signet does not remove all skill, it simply changes how we apply our skill to a battle.
What does this mean? It means Warriors shrug off the small frequent autohits that are not feasible to dodge or block, and thus focus attention on the big burst damage hits that serves as the primary threat to survival. This means Warrior strength lies in facing opponents with big windup swings, Warriors are strong against them as long as player skill is equal.
It also means Warriors remain mostly neutral against most basic attrition builds, that attempt to wear down foes over time while surviving. It comes down to individual skill and build choice and flow of the battle. (Think bunker guards, PU mes)
It means Warriors remain weak against the extreme attrition/sustain builds that can, in effect, output moderate damage, while also putting out high healing. damage avoidance, and sustain. (Think eles, engis, and certain sa thieves)
It also means we remain especially weak against certain condi builds, especially those with a high poison uptime, and many builds that do heavy sustained damage, or high burst damage but spread out across a number of moderately sized hits, or any of the glass builds that can quickly output hard to avoid damage and end a battle. In a 10 second fight, Healing Signet provides less than 4k healing, whereas other heal skills can provide as much as 8k.
how you can compare passive vs active healing so in pvp i got 394 every 1s and 456 every 3s so its 5308 healing every 10s what healing give you better healing vs passive and cd compare?? so other healing skills heal more in 10s but another 15-30s you must w8 in 30s you got 11820 from signet and potentional 4560 from trait healing and dont say warrior is weak about condition builds when got best cleanse in game Cleansing Ire with this you can clean 3 condition ( if have sigil for clean) 4 condition every 7-10s
(edited by Pecar.1236)
Please consider that passive healing and the ability to sponge damage is what defines the warrior. I play warrior and not a guardian because of the damage it can soak, beacuse of its passive healing, that is what we look for in the warrior.
Do not do the guardian shield vs focus treatment to the active vs passive effects of the signet.
If you want people to use the active more, buff it, do not nerf its passive.
Warriors have always been a damage sponge, not a passive regen class. That’s the domain of ranger. You also need to realize hambow is coming back and Anet doesn’t need them running over everything like before.
Healing Signet can be good (sustained healing) and can be bad (lack of burst healing). That depends on the enemy / situations.
The way they are changing HS could be in some ways a very good change against conditions classes, but they need to change the active healing a lot otherwise would not be enough between charges.
Against burst classes will be weak as always.
I too believe nerfing signet will be a mistake. We’ll have to wait and see what happens.
Please consider that passive healing and the ability to sponge damage is what defines the warrior. I play warrior and not a guardian because of the damage it can soak, beacuse of its passive healing, that is what we look for in the warrior.
Do not do the guardian shield vs focus treatment to the active vs passive effects of the signet.
If you want people to use the active more, buff it, do not nerf its passive.
They’re giving it resistance. That’s good.
Active on that warrior healing signet is pretty pathetic. I delay use as long as possible.
It will come in the expansion, Heart of Thorns
Please consider that passive healing and the ability to sponge damage is what defines the warrior. I play warrior and not a guardian because of the damage it can soak, beacuse of its passive healing, that is what we look for in the warrior.
Do not do the guardian shield vs focus treatment to the active vs passive effects of the signet.
If you want people to use the active more, buff it, do not nerf its passive.
They’re giving it resistance. That’s good.
Not if they nerf the passive healing effect it isnt.
For Christ sake, some one has to have a video of the disaster the warrior was like before the signet.
It took the combination of Dogged March AND the Signet to make the warrior viable.
I can only use Healing Signet in my tank build. My other builds that were more offensive? It’s a waste. The healing didn’t make all the difference when I was taking loads of damage in melee, which is where I go.
As a tank, this skill is a god send. Among other things such as Defender Rune blocks, Adrenaline regen trait, Thickness trait, and shout heals, I’m able to go toe to toe with most, if not all the champions in the game. Tanking made more of a difference than “berserker” ever could, and healing signet was a factor.
That being said, I have little faith Anet would rework it instead of nerfing it. When I heard nerf, I’m very sure they mean to nerf the regen and not even touch the active. I have serious doubts this nerf will be at any way good, unless they change their mind and include the buff to the active.
how you can compare passive vs active healing so in pvp i got 394 every 1s and 456 every 3s so its 5308 healing every 10s what healing give you better healing vs passive and cd compare?? so other healing skills heal more in 10s but another 15-30s you must w8 in 30s you got 11820 from signet and potentional 4560 from trait healing and dont say warrior is weak about condition builds when got best cleanse in game Cleansing Ire with this you can clean 3 condition ( if have sigil for clean) 4 condition every 7-10s
Yeah lets forget that other classes dont have regen or protection or simple dmg reduction traits or healing on weapon skills or whatever they have.. Let just compare healing signet + trait and call it OP becausr other classes dont have it.. (ranger regen ia more if you count like that). Anyway people complaining about HS just are blind to see the total package of classes.
Remove the amount of healing on HS and no compensation on other skills or whatever means dead to warriors.
( ow and saying 450h per 3 seconds from adrenaling health is really not true.. Its 400 but only 400 on full adrenaline.. Well good warriors use there adrenaline also and you need to rebuild it.. So its more +-200h per 3 seconds)
so 450 is not true????? nicknamenick.2437 lol i think you never play warrior before
when i dont have more that 1-2 condition i dont use adrenaline skill
Please consider that passive healing and the ability to sponge damage is what defines the warrior. I play warrior and not a guardian because of the damage it can soak, beacuse of its passive healing, that is what we look for in the warrior.
Do not do the guardian shield vs focus treatment to the active vs passive effects of the signet.
If you want people to use the active more, buff it, do not nerf its passive.
Well, high passive healing was not there when it first launched. So how does that define warrior when half of the time it doesn’t rely on that passive healing? In fact, Warrior was so aggressive back in launch, with full of high dps traits and one of the biggest quickness abusing classes!.
how you can compare passive vs active healing so in pvp i got 394 every 1s and 456 every 3s so its 5308 healing every 10s what healing give you better healing vs passive and cd compare?? so other healing skills heal more in 10s but another 15-30s you must w8 in 30s you got 11820 from signet and potentional 4560 from trait healing and dont say warrior is weak about condition builds when got best cleanse in game Cleansing Ire with this you can clean 3 condition ( if have sigil for clean) 4 condition every 7-10s
Yeah lets forget that other classes dont have regen or protection or simple dmg reduction traits or healing on weapon skills or whatever they have.. Let just compare healing signet + trait and call it OP becausr other classes dont have it.. (ranger regen ia more if you count like that). Anyway people complaining about HS just are blind to see the total package of classes.
Remove the amount of healing on HS and no compensation on other skills or whatever means dead to warriors.
( ow and saying 450h per 3 seconds from adrenaling health is really not true.. Its 400 but only 400 on full adrenaline.. Well good warriors use there adrenaline also and you need to rebuild it.. So its more +-200h per 3 seconds)
so 450 is not true????? nicknamenick.2437 lol i think you never play warrior before
when i dont have more that 1-2 condition i dont use adrenaline skill
healing power
Other classes have ways to heal, why would ours be nerfed? I hope they implement skills and or traits that can help refill hp.
We can’t stealth and teleport and remove conditions and heal up, we can life leech?
how you can compare passive vs active healing so in pvp i got 394 every 1s and 456 every 3s so its 5308 healing every 10s what healing give you better healing vs passive and cd compare?? so other healing skills heal more in 10s but another 15-30s you must w8 in 30s you got 11820 from signet and potentional 4560 from trait healing and dont say warrior is weak about condition builds when got best cleanse in game Cleansing Ire with this you can clean 3 condition ( if have sigil for clean) 4 condition every 7-10s
Yeah lets forget that other classes dont have regen or protection or simple dmg reduction traits or healing on weapon skills or whatever they have.. Let just compare healing signet + trait and call it OP becausr other classes dont have it.. (ranger regen ia more if you count like that). Anyway people complaining about HS just are blind to see the total package of classes.
Remove the amount of healing on HS and no compensation on other skills or whatever means dead to warriors.
( ow and saying 450h per 3 seconds from adrenaling health is really not true.. Its 400 but only 400 on full adrenaline.. Well good warriors use there adrenaline also and you need to rebuild it.. So its more +-200h per 3 seconds)
so 450 is not true????? nicknamenick.2437 lol i think you never play warrior before
when i dont have more that 1-2 condition i dont use adrenaline skill
You don’t nerf signet, you nerf ShoutBoW!!!!!
they nerf hs passive but increase active+ resistance vs condition some s its good trade
As a player of GW2 from the beggining of its launch I can say for sure that the warrior class had been through a lot of trouble before this state.
From a Warrior point of view, Healing Signet is what makes you stay alive in a melee fight. Don’t mention “it’s about your skills and your ability to avoid burst by dodging and using blocks etc” your argument is irrelevant. I can mitigate all direct damages without even paying attention to the fight (but Warriors are supposed to be more tanky than other classes right? even though they cut off the Holy Trinity basics).
• From a Thief point of view : The way I kill warriors (build tank or zerk) with my thief is full zerk D/P + stack blind = easy victory. But if I make a mistake they can easily burst me down in litteraly few seconds (in zerk build), while they can mitigate all my direct damages, so it’s a lot more about timing et right time to burst while they’re being blinded.
• From an Engineer point of view : Kite until the warrior does mistakes to punish him badly (with full conditions or burst from zerk / cele stuff). The trick is to stack poison on them ; luckily engineers have access to a lot of skills to apply pressure on opponents with CC.
NB : Heal Turret (low CD + dispell conditions + burst heal + regen) from Engineers is far more OP than Healing Signet for Warriors, just saying
As a player of GW2 from the beggining of its launch I can say for sure that the warrior class had been through a lot of trouble before this state.
From a Warrior point of view, Healing Signet is what makes you stay alive in a melee fight. Don’t mention “it’s about your skills and your ability to avoid burst by dodging and using blocks etc” your argument is irrelevant. I can mitigate all direct damages without even paying attention to the fight (but Warriors are supposed to be more tanky than other classes right? even though they cut off the Holy Trinity basics).
• From a Thief point of view : The way I kill warriors (build tank or zerk) with my thief is full zerk D/P + stack blind = easy victory. But if I make a mistake they can easily burst me down in litteraly few seconds (in zerk build), while they can mitigate all my direct damages, so it’s a lot more about timing et right time to burst while they’re being blinded.
• From an Engineer point of view : Kite until the warrior does mistakes to punish him badly (with full conditions or burst from zerk / cele stuff). The trick is to stack poison on them ; luckily engineers have access to a lot of skills to apply pressure on opponents with CC.
NB : Heal Turret (low CD + dispell conditions + burst heal + regen) from Engineers is far more OP than Healing Signet for Warriors, just saying
The problem is not the healing comparison, but the passive nature of Warrior’s healing. For example, healing turret heal for about 5k + regen a few secs, so around 6k on a celestial build with a 15 CD. Healing Signet heals around 5900 within 15 seconds. But the problem is not about healing amount, but about when you trigger the effect. For healing turret, if you activate it before you lose up to at least 5k hp, you waste the healing potential of healing turret, meaning you achieve less than 6k heal withing 15 seconds. You have to wait for target to bring your hp low enough to effectively use up the full healing potential of healing turret. On the other hand, for healing signet, it triggers whenever “you take any damage”, meaning any time you take any damage, you activate the full potential of healing signet.
Let’s give a real life example.
Foe A is hitting an Engi, Engi is fighting him for 10 seconds before he loses about 6k hp, so he activates healing turret and wait for 15 CD.
The real efficiency healing for 6k healing is actually 25 seconds.
Foe B is hitting a warrior, warrior takes damage in first second, then healing signet activates and heal for 394. Throughout the fight, Warrior keeps taking damage for 10 seconds, and healing signet keep activating. At that whole 25 seconds, healing signet triggers every second without fails. The healing potential of healing signet in 25 seconds is 9850.
This is the real problem about the passive healing thing. That’s why Anet is pushing Warrior toward a more active play-style, or so it seems.
(edited by Toxsa.2701)
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