we may consider whether or not there is an incarnation of [ele] that would be viable
but balanced. For now, we do not expect it to see serious use.” – ANet
Fire grab has a damage coefficient of 2.8 against burning targets.
A glass canon ele can get ~2400 base power, +250 bloodlust, +875 from might.
Top damage on a dagger is 981.
You can get 62% crit damage in sPvP.
3,525 power * 981 weapon damage * 2.8 skill coefficient / 1836 (minimum armor in sPvP)
5,273 noncrit
11,180 crit
Then you can add modifiers like:
+10% damage when above 90% health (scholar)
+10% damage when above 90% health (vital striking)
+10% damage when attuned to fire
+5% damage against burning targets (x2)
+20% damage against vulnerable foes while attuned to water
+20% damage against foes below 33% health
+x% from vulnerability
etc.
Rank has no impact on any of your combat abilities.
Upper range for Fire grab in sPvP is around 18k under better than ideal conditions.
It’s not fair that thieves can turn invisible while downed. Ele can’t do that.
It’s not fair that mesmers can summon a phantasm while downed. Ele can’t do that.
It’s not fair that rangers can outheal multiple attackers with their pet heal. Ele can’t do that.
And on…
And on…
And on…..
Better nerf them all to insure class balance.
Classes have different abilities with different advantages and disadvantages. Unless an ele has a safe place to vapor form to, he has the worst downed state in the game. He’s 100% for certain going to be stomped. If he goes down at the same time as any other class, he will 100% lose that downed fight. Even if he vapor forms out of range the enemy will be able to start healing first and the ele is going to get stomped.
Being able to vapor form through a portal is a nice perk, but it’s not that big of a deal. An ele can cover ~800ish range during that time. You should have people intercepting people trying to enter the tower much farther out. If you wait until they’re at the gate, pretty much everyone but terribles are going to get in. If he was already in the tower and jumped out to melee you (lol), you should be thankful that he’s flat out doing it wrong. A staff ele inside a tower makes it nearly impossible to build rams or take a tower without multiple golems.
“Nobody else can do that” is not a valid reason to change an ability, because every single class has abilities that qualify (most even in downed state). This is a discussion that has been had a dozen times and it’s time for people to get over it.
Stop bumping the troll thread.
MAKE NEW LEGENDARIES OMG OMG I HATE RAINBOWS
Portal bombing without culling is suicide. They are still used quite frequently for flanks and gaining positional advantage.
Thief is fine in sPvP now that they have removed instagib against all but the most glassy targets. You have the time you need to react and counter the thief, stealth has draw backs and revealed lasts longer.
WvW is a different story. I’ve been hit for 11k heart seekers while wearing soldier’s armor/trinkets. They’re broken, but what are you going to do? Arena plays thieves.
Person A: X class can do something Y class can’t. NERFZITZZZZZ!!!
Person B: But… Y class can do 40 things X class can’t. Should we nerf those too?
Person A: NO! THAT WOULD BE STUPITS!
You should try Valkyries amulet. It works better than the amulet you described for most classes and builds. Precision is honestly a pretty lack luster stat in this game. Only a minimum amount is required for most classes.
284 precision instead of 15% crit damage would actually be a net average DPS increase of ~4%/7% with/without fury. Mostly because of how miserable the stat efficiency for crit damage is on amulets (nearly 19 stat points per 1% crit damage). Compare that to the 10:1 for traits or 5:1 for divinity runes.
Actually that portal stone is available to all players
From what I know you need to own GW1 and have Eye of the north campaign finished. If I’m wrong then please tell me how to get a portal stone there :P
There’s a vendor in the smuggler(?) cave in NW Lion’s Arch.
Rata Sum overlooking the mountains.
My ele finally broke down and joined the hordes of faceless cultural armor wearers. /shame
At least my necro is keeping it real.
Eles have been asking for DT to be ground target since launch. It would instantly make the skill useful in combat and fix this bug/exploit.
My flow of loot bags has been greatly reduced in this matchup. I really miss DB and their “throw more loot bags at it” approach to WvW. 40 got farmed? Send 60.
There should be a chance to see invisible people within a short range in front of you. Possibly based on precision. Something like: (Precision -500) * 0.2 units in a 90 degree cone in front of your character. So a base precision character can see stealth 83 units (inside melee range) directly in front of them. A glass cannon with 2000 precision could see 300 units,
What is the counter to Obsidian Flesh other then waiting for it to end. There isn’t one.
Lets be real tea not everything needs a specific counter.
Stealth is supposed to be kept in check by its duration and the possibility of still incurring damage. As well as tripe.
“You counter dmg immunity with conditions”. No you go around physical damage immunity with conditions, you don’t strip, it. Same way you don’t strip stealth you go around it with attacks that don’t require a target or using some patience.
You’re comparing abilities with long cooldowns to stealth, which can be used indefinitely as long as you don’t hit anyone.
It depends on a lot of factors.
1. How efficient is your source of crit damage? Bad sources are helms, rings and legs (sacrifice 16 stat points for 1% crit). Good sources are exquisite ruby jewels and divinity runes (5 points for 1% crit) or traits (10 points for 1% crit).
2. How high is your precision? Having high crit damage when you never crit is worthless.
If you’re being efficient with your crit damage, power is worth 1.5x the stat point value of your crit damage. If you’re being inefficient with low precision, power can be worth 4x as much or even more.
The axe nerf doesn’t make any sense. The only change the skill needed was to change the names to Chop → Choppin → Lotsa Choppin.
Nerfing leg specialist is the big one for me. Blade trail hitting twice is a major part of how I set up my burst. A 5 second cooldown really kills how I fight on my warrior.
Endure pain got a huge buff, and berserkers stance -100% condition duration sounds really nice. Most people don’t have +condition duration, so it will completely negate all of the clutter conditions and allow for condition removal abilities to focus on the conditions from condition builds.
I’m sure they’ll eventually replace vapor form with an ability that instantly puts the ele in defeated state so they can respawn sooner. Of course, then whiners will complain that they can’t force eles to bleed out to waste time.
If it was a thief down skill, the response would be to just keep going and ignore them (this was literally an ANet response to unkillable (anywhere, ever) thieves).
To greater or lesser degrees, the feathered headpiece sinks into the character’s forehead, leaving a dark splotch on the skin where the jewel should be.
I tried playing with the sliders in the total makeover kit, but none of them see to affect the area where the jewel is.
It wouldn’t be that bad if they couldn’t break out of CC at will.
Right now, you can’t hit them during FS (evasion), and you need to dodge LS to keep your boons and avoid the bulk of his damage.
Ok, so how do you hit him? CC him between FS and LS, right? But he can just teleport out of that (with no cooldown) an unlimited number of times. It leaves a situation where the thief has to screw up in order to be killed, or you have to sit there and eat LS spam to the face and hope you don’t hand him so many free boons that he destroys you.
People exagerate how powerful it is, but it does need some tweaks to balance it out.
no one runs melandru runes anymore since dogged march gave us slightly more runes choices.
I don’t run either, and I don’t have trouble with mobility impairing conditions. I could use a little more condi removal for damaging condis though.
It’s so stupid properly specced means running greatsword/sword/warhorn with probably shake if off and shrug it off and soldier runes and then also running bull’s charge.
Greatsword and shake it off, yes. The rest, no. I do use signet of stamina though, because why wouldn’t you? I also take mobile strikes and restorative strength on the way up trees I would use anyway.
If you just wanted to be completely ridiculous,you could take war horn with quick breathing, but that’s overkill against most opponents.
If you think that’s great mobility then you have never played a thief or mesmer they don’t have to sacrifice that much to get great mobility and battlefield presence.
Why do warriors think they should have everything without having to spec for it?
Eles go 30 up their healing tree and 30 up their support tree (even most DPS oriented eles) to get good condi removal. They have to take zephyr’s boon and elemental attunement with boon duration to keep perma swiftness. They have to take D/D to have mobility skills and their best one is on a stupidly long 40 second cooldown. Thief has to take shortbow to be mobile.
I see glass cannon warriors with 0 points in their toughness or healing trees bawling their precious little eyes out about how fragile they are and talking about how other classes have this that and the other thing. Hint: they have it because they specced for it.
I would kill 5 people of the dev’s choice to have signet of stamina, shake it off, mobile strikes and signet of fury on an ele.
But thank you for derailing a thread which should be about how 2 of the most played and powerful proffs in the game are getting another free mechanic when other classes have been in the trash heap for the past 8 months.
I simply corrected a wildly inaccurate statement. Then all of the terribles who don’t know how to play jumped up and down screaming.
As far as being in the trash heap for 8 months, Java and Xeph(?) called warrior the most balanced profession in game a few months ago during the SoTG. The only major negative change since then was to quickness, and most good warriors didn’t rely on that to begin with.
It is truly sad that mesmers and thieves are getting something new for the fake reason of build diversity when there are classes in this game that literally have no strong builds atm and no presence in spvp.
I agree it’s dumber than a Dane Cook comedy special to give the two most obnoxious classes in the game an obnoxious condition that punished people for moving. I never said otherwise. If you look on page one, I mentioned thinking that this would be a good condi for necros and staff eles to help deal specifically with the troll classes ANet ended up giving it to.
Ohh and btw are you guys gingers? Because I can’t fathom a person bringing up warriors as a scapegoat or used in the fashion you’re talking about unless you’re a ginger.
No, I have a soul; thank you.
Warrior has the second best mobility in the game and guardian has great chase mobility with the right spec. It should have gone on necros and staff ele. Two classes/builds that can’t run away from or chase anybody.
Warrior second best mobility in the game? What? lol
If you don’t know how mobile warrior is, you’re hopeless. They not only have fantastic straight line speed, they have abilities on multiple weapons that let them bypass obstacles that other classes have to go around. Properly specced, it’s almost impossible to immob, or consistently chill/cripple a warrior.
Yes, and you completely ignored my last post.
thumbs up
Your post was about WvW builds. This is the sPvP forum. Why would I respond to that?
Warrior has plenty of condi removal and doesn’t have to sacrifice that much to get it. I would kill to have mobile strikes on my ele. Probably close to half of my deaths come during or as a result of being immobilized in RTL.
(edited by Caffynated.5713)
Changing lightning flash was a terrible change, and putting the stun breaking on GoEP doesn’t make any sense. GoEP is an ability you use all the time to apply conditions. Having it as a stun breaker is de/rpy to say the least.
Moving the stun breaker from CF to signet of air is something I’ve suggested in the past, but it should be changed to a condition clear like signet of stamina. Removing 3 conditions is simply flat out weaker than other comparable utilities.
So you take stun breakers out of useful skills to give it to useless skills? Remove it from cleansing fire or lightning flash but not from both for gods sake, now cleansing fire which was already rarely used (everyone picks earth armor) will be not used at all, and everyone will just be using armor of earth instead. Remove it from that instead of cleansing fire =/
Also, no one will use signet of air nor glyph of elemental power considering how bad they are, not even with a stun breaker, i mean the only reason someone would use it would be for the stun breaker not for the effect.
The change feels appropriate. Why does Cleansing Fire have to break stuns on top of wiping away conditions, putting a condition on nearby opponents (fire), and granting regeneration and vigor if traited, and all on a super short cooldown for a cantrip. Same with Lightning Flash. These skills already offer a hyper-abundance of usefulness; the stun break on top of everything else is just silly when other abilities are screaming for balance in usefulness.
That, my friend, is gluttony.
When did 50 seconds become a super short cooldown?
Warrior has the second best mobility in the game and guardian has great chase mobility with the right spec. It should have gone on necros and staff ele. Two classes/builds that can’t run away from or chase anybody.
Warrior second best mobility in the game? What? lol
If you don’t know how mobile warrior is, you’re hopeless. They not only have fantastic straight line speed, they have abilities on multiple weapons that let them bypass obstacles that other classes have to go around. Properly specced, it’s almost impossible to immob, or consistently chill/cripple a warrior.
Nerfs to builds that are competitive and buffs to builds that are nowhere near competitive and still won’t be after these changes.
I’m convinced ANet doesn’t play this game. Nobody considers ele to be at the top of the meta anymore, so why are they still nerfing it into the ground.
Warrior has the second best mobility in the game and guardian has great chase mobility with the right spec. It should have gone on necros and staff ele. Two classes/builds that can’t run away from or chase anybody.
If these “leak” is to be believed…
Most of these changes are trivial or don’t make sense. Glyph of elemental power as a stun breaker? No meaningful changes to fire? Lightning Flash doesn’t break stuns but still has a cooldown 10 seconds longer than blink? Gust is still a worthless line attack 2 inches wide that never hits anything, ever?
So much fail.
I feel like we must be reading different pastebins because I see a mountain of good buffs with a few sensible nerfs.
Glyph of Power is a good skill for Glyph builds that you’d likely want in many circumstances. That makes it a good candidate for a Stunbreaker. It’s not like it was Glyph of Lesser Elemental or something. Fire changes probably could’ve gone further, but more free AoE Fury sounds pretty tasty to me. The Ele isn’t supposed to be about in-combat mobility as much as Mesmers are so the difference makes sense, except the Ele’s Lightning Flash now should deal a somewhat noticeable amount of damage, giving it better ideal use cases (also, we can make better use of Flash than they can of Blink since we can trait for ours to give Regen and Vigor, and we can also use it to mitigate our spells with long channel times). And Gust went from single-target to AoE, that’s great no matter how you slice it.
tldr, I’m excited for these changes.
GoEP is only useful if you keep it up. If you’re saving it for a stun breaker, you’re wasting it. This change effectively removes one of our 4 stun breakers, because it’s never going to be taken for that purpose.
Persisting flames is GM fire trait. It’s a decent trait 30 points up a laughably bad tree. Even then, even if I went 30 points up fire, I would probably still take PP over PF for anything except S/D.
The Ele isn’t supposed to be about in-combat mobility as much as Mesmers
Then why does RTL have a lower cooldown when used in combat than out?
There are a few nice buffs that actually matter (Meteor radius, phoenix velocity), but they’re outweighed by the complete “W-T-F” changes and a giant mass of “so the kitten what?”. Bountiful power being cut in half and LF losing its stun breaker are bigger nerfs to actual viable builds than any of the changes could ever be to potentially viable builds. I’m still never going 30 into fire/air because I still have to have 30 arcana and 15 water.
If these “leak” is to be believed…
Most of these changes are trivial or don’t make sense. Glyph of elemental power as a stun breaker? No meaningful changes to fire? Lightning Flash doesn’t break stuns but still has a cooldown 10 seconds longer than blink? Gust is still a worthless line attack 2 inches wide that never hits anything, ever?
So much fail.
It’s kind of funny. I was just playing Rift a few days ago and thought “man Storm Shackle would be really helpful for the kitten staff ele who can’t kite or chase classes like thief and mesmer.”
BOOM!
Apparently, it wasn’t obnoxious enough to chase or kite thieves. Does ANet even play this game?
My F key is broken after nearly a year of farming people in WvW. I now press V to win.
The cooldown should be 24-30 seconds and create a fire, frost, lightning or smoke field in the spell area.
Air is terrible. I’ve cast it and hit nothing against golems in the mists (large hit box, stationary targets). The bolts should target people instead of being random.
Improve the effects of the others to match conjures and they would be fine with the lower CD.
If you’re not doing all of that, you’re not playing elementalist to its potential.
All you did was rattle off a list of things any Elementalist can bring. It is not helpful nor informative.
… I mean honestly short of Water Fields I could bring everything you mentioned with a D/D Brawler style Elementalist.
a D/D brawler should bring all of those things (except maybe AoE condition removal) or he’s not playing the class to its fullest. All eles should have those abilities, to lesser or greater degrees.
Maybe you seem to think “playing an Elementalist” and “playing a Support Elementalist” are the same thing. I contend they aren’t and that there are in fact numerous builds that can all function in a support role and potentially other roles.
If you’re playing a staff ele, you’re playing a support ele. Even in full glass cannon mode, you are a support spec that needs to be surrounded by a team to succeed.
You can read posts like this and many others that there are a variety of builds for when people think support. Some think you can go Berserker gear and just put points into 0/10/0/30/30 and that’s enough support. Others go to the other extreme and equip Cleric/Shaman healing gear and really crank out the heals. We’re all presenting options, it’s up to the person seeking advice to determine what they want.
a S/D ele would be better if you want to spec for healing and condi damage. You heal for more, on lower cooldowns, and have more options to reliably stack condition damage on targets. Staff is a very poor condition weapon and if you spec it that way, you’re doing it wrong. Also, in a large fight 100 people can use direct damage on a target to 100% effect. 100 people can never apply more than 25 stacks of bleeding and will never get more than 1 tick of burning per second.
Healing other people with staff requires them to cooperate and stand in your fields for several seconds. That’s not realistic (and probably suicidal) in the fluid battles that WvW involves. If you’re relying on people blasting your water fields for healing, your own healing power means nothing because the blasts use their healing power.
The truth has been and always will be without a measured way to track performance (be it DPS performance or healing performance) there’s really no way to say one way is better than another. There’s no way to disprove that say two ticks of my Eruption bleed with my Condition gear is any more or less than say one tick of Lava font they get hit with. We can all theorize and assume based on anecdotal evidence (IE: “I saw it do more dmg!”) but without being able to measure it there’s no way to say for sure.
You really can say for sure. Staff does not have any way to reliably spam conditions. You have eruption, which can keep up a whole 6 stacks of bleeding and flame burst which can apply 5s base burning each time you switch to fire. That is really low damage output, and if the enemy has any condi removal, you do no damage. Staff is a power weapon that has some bonus condition damage.
It’s not completely meaningless, but it’s not that important. I’ve had games where I felt like I dominated and the score screen only showed me with 90 points, and on the flip side I’ve felt like a played terribly and ended up with 500+ glory.
Or look at threads like this. Guy comes in looking for an Ele Support build that isn’t glass cannon and you got how many posts advocating Berserker gear? All he mentions is group support but never the scale.
A huge part of the support an elementalist provides is AoE damage. We’re the 105s from Company of Heroes (long range damage that is only useful against large masses). The rest is all about abilities and traits, not his stats, so going for damage gear makes sense, especially with how easy it is to survive with mist form and lightning flash combined with smart play.
A properly played ele provides:
AoE damage
AoE swiftness
AoE protection
AoE regeneration
AoE might
AoE healing
AoE condition removal
AoE crowd control
Combo fields
Combo finishers
and more…
If you’re not doing all of that, you’re not playing elementalist to its potential.
I feel bad for Magumma. I think fighting impossible battles in WvW is probably very disheartening.
If we were disheartened, we wouldn’t fire up the karma train everyday and head north of 300 ppt.
My only memory of fighting Magumma was losing a 4 vs me fight and having all four guys pointing at my corpse and laughing. That was less cool.
Laughing at people after you kill them (especially if you outnumber them) is sad. I do /laugh at people as a form of CC. I’ve pulled so many DB lootbags out of their safe little zerg. Emote pulls OP.
I enjoyed playing vs SoR last week. OP I hope the RNG gods favour you and you get SoR next week.
Good luck
Please let this happen. I haven’t had a chance to fight with/against Daboss and Indo since the JQueue mass exodus in October.
(edited by Caffynated.5713)
As for whoever said Ice spike/eruption only crits for 2-4k… I don’t know what you are doing or hitting, but I hit for a thousand or 2 more than that quite often. My Ice spike hits generally between 3-6k, eruption is normally lower around the 4k.
I didn’t say it never hits higher, I said those are the numbers you’re generally going to see against 80s geared for WvW.
Damage coefficients:
Meteor Shower: 1.3
Ice Spike: 1.5
Eruption 1.25
2100 power + might (I average around 16 stacks) = 2660 power
Weapon damage on staff: 985 – 1111 (1048 average)
2660 * 1048 * 1.3 / 1836 (base light exotic armor) = 1,973.8 * 2.49 (99% crit damage) = 4,914 meteor shower against a complete glass canon light class with no protection (suicide).
Most of the people you’re going to be hitting in WvW will be wearing soldier armor with 2500-2800 armor.
2660 * 1048 * 1.3 / 2564 (soldier’s light armor) = 1,413.4 * 2.49 (99% crit damage) = 3,519 meteor shower against a soldier’s geared light class.
2660 * 1048 * 1.3 / 2855 (soldier’s heavy armor) = 1,269.3 * 2.49 (99% crit damage) = 3,160 meteor shower against a soldier’s geared heavy class.
Add protection (which any competent group is going to spread around liberally) and the damage is reduced even further.
Sure, under ideal circumstances where you can prefarm 25 bloodlust and stack 25 might, you can do more, but that’s not what happens in the reality of WvW where you’re getting downed, hopping BLs to defend, etc.
We would like to have a system that rewards servers at the end of a matchup based on their performance and are working out all we’ll need to do to make that happen. Ideally it will give extra rewards for winning while still rewarding everyone for participating. All that being said, it’s hard to know what form the final version will take. Hopefully we’ll have something to get everyone excited to fight for victory.
Rewards should be limited to WvW, like a discount at the WvW vendors (except crafting). PvE players already get a bunch of free buffs for the hours we put into WvW, they don’t need anything else.
For those of you who need to attend the Derek Zoolander Center For Kids Who Can’t Read Good and Want to Learn to do Other Things Good Too, I wasn’t complaining. I was pointing out that this matchup is fairly close outside of the gigantic gaping coverage hole. Unless you play in, or for the few hours after that coverage gap, your play shouldn’t be affected at all.
I use all PTV armor and PTV accessories, and I see 5k hits with meteor shower all the time… sometimes 6k. Also see 8k with eruption, etc. I could do more damage, but never dying is worth far more than hitting a little harder.
You’re hitting naked people and uplevels.
I have 2100 base power and 99% crit damage. The vast majority of Meteor shower, eruption and ice spike crits against 80s are 2-4k.
Maguuma would be competitive in this matchup if we didn’t get wiped off the map during our coverage gap and sit at basically 0 PPT for hours, then have to claw our way back to parity.
Having to grind your way through T3 upgraded towers/keeps in your own territory and then defend paper for hours until it’s upgraded is brutal.
The top servers don’t need more people.
Pick a mid-tier server in the 9-16 range
http://mos.millenium.org/na
1. Condition removal outside of water. I would like a minor trait in fire called cauterize that removes 1 condition when you attune to fire.
2. The 5 point traits outside of water/arcana are all bad. Move the 15 point traits to 5 points and create new minor master traits. Something on par with healing ripple.
3. Make lingering elements work the way every person who ever read the description thought it would.
4. Improve all of the weak traits in the top 3 lines to be on par with equivalents from other classes. Warriors get -20% cooldowns and might on crit for 50% of their weapon skills with one trait. Ele gets -20% cooldowns and nothing for 25% of their weapon skills (e.g. Air IX could be -20% cooldowns in air and reduce the cooldown of movement abilities (in all attunements) by an additional 33%. (burning speed, abilities that grant swiftness, ride the lightning, magnetic grasp, etc.)
Use the WvW upgrades, not fine infusions.
I have no trouble staying alive in large scale fights and often push with the front line.
I use the glyph mostly for extra boons, and because staff has too many slow casts to be useful with signet.
Arcane wave is primarily there for utility. Blast water fields for ~1600 heals, fire for 3 stacks of might, light for retaliation, etc. It’s also good instant damage when fighting goes close quarters.
Lightning flash can be used to escape a bad situation or to close a gap and spike with arcane wave and electric discharge (6-8k instant damage is typical).
Mist form is your emergency escape/tower entrance and safe stomp/rez utility.
Be sure to carry a set of PVT armor/trinkets with ruby upgrade slots if you roam with D/D. S/D can get away with zerker most of the time, except spike thieves and mesmers.
You could take all those greens and put them in the mystic toilet to get ectos.
I know you’re being sarcastic, but for others:
4 ranks
4 greens
20% chance at a rare from the toilet
~80% chance at an ecto with master salvage kit
25 ranks per ecto
It will be a tiny bit better if you throw your 4 out of 5 greens back into the toilet.
Realistically, you’re not going to carry around greens taking up inventory space for hours while waiting to mystic toilet them.
You can pull 1-2g/hour when it’s really busy, but you would have to play all night during the peak of reset to make 20g in one evening.
I actually got an exotic in my rank chest yesterday. It was worth 22s on the TP and gave me 2 orichalcum when salvaged. Woo…
Vigor and dodge are fine. Weapon skill evades built into attacks with short or no cooldown are low skillcap cheese, but even then it’s a stretch to call them OP.
I’ll let Miley handle this one.
I love how almost everyone thinks engis are useless just because we are rare…in 1 build I have now that I just switched to I can roam and be fairly tacky and also give helluva lotta damage/conditions in a Zerg/defending a tower…necro is my 2nd favorite
Shhh, quit telling people were awesome, its why we get nerfed so much.
Everybody knows Engi is very powerful in a standup fight. They just lack the burst mobility to roam quickly around the map, catch runners, or get away from a zerg.
General zerging
S –
Guardian
Mesmer
A –
Necro
Ele
Warrior
Engi
Ranger
B-
Thief
Wall fights
S –
Ele
Necro
Warrior
Mesmer
Engi
A-
B -
Guardian
Thief
Ranger
Roaming
S-
Thief
Ranger
A-
Ele
Mesmer
B-
Engi
Guardian
Warrior
Necro
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