extra dodges, real stability, mobility skills,
burst skills, sustain, or good support. GG ANET.
Number 2 is ideal, would buff a curses gm and dagger would be good enough at that point.
If by viable you mean, “I can use it.” Then yes, it is viable.
If by viable you mean, “remotely comparable to other weapons.” Then no, it isn’t viable.
As soon as you run into a good player they will literally /laugh when you start the gravedigger animation and still dodge it.
Where’s my 1050 Power/1050 Condition/560 Ferocity/560 Expertise and 1050 Condition/1050 Precision/560 Expertise/560 Ferocity amulet?
Sincerely,
Necromancer
The first one makes some sense, although it would never be viable at high tier (need defensive stats). Without power, the second one would be bad. An amulet that would actually open up some glassier hybrid builds would be:
1050 condition damage, 1050 power, 560 vitality, 560 precision or
1050 condition damage, 1050 power, 560 toughness, 560 precision (although viper revs would be even more insane with this one)
Boosting baseline shroud is a good thing, but unless they give death shroud mobility and personal stab, it’ll still be inferior to reaper shroud. The name of the game in current meta is mobility mobility mobility…and sustain sustain sustain. Lack of mobility and getting punted around are the main weaknesses to death shroud. Will they address those issues? I guess we’ll see.
Good to hear there will be some improvements to elite spec traits. Although I’m a bit weary after they nerfed our group sustain via blighter’s boon change. Still, looking forward to seeing the changes.
And Robert Gee, please please look into making GS viable for PvP.
Edit: Note, with the nerf to quickness rez, it’ll be a direct nerf to necro/reaper’s viability at highend PvP. Right now if there’s a necro out there, the necro is getting all the focus attention. But with quickness rez, you can get right back up over half of the time provided you have good team support.
Once they nerf quickness rez (and rightfully so, it should’ve never even been a thing), doubling necros will be much easier and teams will think even harder to find a way to slot necros into their comps. I really hope Robert Gee understands this, as right now it’s hard enough for us necros/reapers when we’re always the first focus target, and we get singled quite often. Fast rez is allowing us to get back up with team support. Once that’s gone, we’re going to be even bigger liabilities than we are right now.
It may be time to give us some sort of active defense. Or we’re gonna still be on the outside of the highend meta looking in, watching other classes get boosted and get slotted into team comps ahead of us.
I largely agree with this post, death magic or blood magic need to be buffed to give better sustain. Death magic needs to give more protection, possibly stab and/or resistance and blood magic needs a straight hps increase along with condition cleanse. Both could give better LF regen somehow. If those two trait lines were comparable to other classes sustain traitlines necros might be meta (for once).
They could buff our mobility by lowering the cast time on wurm. Maybe changing up spectral walk to be a port to target than port back type skill (which would do wonders for our glass builds as well).
Jump at the same time you cast the skill. You’ll jump and move forward. You can even go from the center of khlyo to the windows this way.
Hopefully, Life blast will become a projectile finisher. I’m hoping they look at giving us more support and defensive options. Death Magic adept and master minors getting changed to give real defense would be great (for instance, master minor could grant protection on shroud skill 3 use). Some allied condi removal in blood magic and a slight buff to healing would be great (life from death could remove a condi for instance). I also expect them to do something to curses. Spite and Soul Reaping look fine.
Also, the change to leeching bolts is great, but leaping through a dark field still gives blind. That needs to be changed also, maybe make a leeching aura or something.
(edited by zapv.8051)
I’m really hoping that the Anet devs will fill out the utility types. That means necros would get a spectral healing skill, a signet elite, and a well elite. I have a few suggestions for these and would also like to see other people’s ideas.
Spectral Incorporeality:
Heal and lose half of your current life force, heal more based on how much LF you lost. (30(24) second cd, 1/2 second cast). Become Incorporeal for 3(4.5) seconds, making all attacks miss (still can get stunned if you attack someone with static aura). Base heal is 5k, every 10% LF lost is 800 healing with no healing power (9k heal at full LF).
Well of Madness:
Copy boons on enemies to allies before removing those boons, copy conditions on allies to enemies before removing those conditions. Apply 3 stacks of confusion for 3 seconds, 3 stacks of torment for 3 seconds, 1 second of taunt or 1 second of fear to enemies in the area. 1 condition and boons per second. (60(48) second cd, 1 second cast, 5 second duration, ethereal field).
Signet of Slow:
Passive: Convert a condition on you into a boon every 5 seconds.
Active: Apply 3 seconds of slow to enemies, and increase their cooldowns by 20% (60 second cd). 600 radius, 1 second cast.
Criticism and other suggestions are appreciated
40 base would be fine. I feel like spectral wall is almost there, just needs a little more to be meta level. As for well of darkness, 30 second cd and well of corruption damage and maybe it would get taken.
yea its been suggested since launch u can forget about it
With that attitude it will never happen. HOPE is required to get change to happen.
Your stats from pve and wvw are not important in pvp. You get all your stats from amulet and runes in the build tab (top of the page in pvp lobby). This makes it so that anyone at any character level can play pvp with any character.
Hmm, that is a nice extra effect. Kind of shocked they still haven’t updated the skill fact. I’d still say it isn’t quite strong enough in pvp. If the base cd was 35 seconds, you could get get 20% prot uptime from the one skill. That’s one of the things I think necros need to step up to meta level along with reasonably better healing over time.
Not to derail since this is about a cooldown reduction on Spectral Wall, but I think it’s fine where it is and Well of Darkness could use the cooldown reduction instead. Like, from 50s to 30s.
Carry on.
I think pretty much everyone knows well of darkness needs to be at most a 30 second cd, so yes I agree.
Spectral Wall has about as much usefulness as Line of Warding, but on a longer cooldown. It would be much better if it gave us Life Force when foes hit it/had a shorter cooldown.
It already gives us 4% life force whenever a foe hits it. How much does it need?
That should be considered a benefit of the trait. This is relevant because it means giving up Vital Persistence, which isn’t worth it currently. As stated, the wall has a good effect. Despite that, I still think it needs a cd reduction or something else to be relevant in the current meta.
Why should it be part of the trait when it’s part of the baseline skill?
It does in fact give 4% default, but that seems to be a bug. It isn’t listed in game or on the wiki. I’d still like to see it at a 35-40 second base cd even if they acknowledge this is intentional. A non-stunbreak defensive skill needs to really pull its weight in pvp to be worth it.
Spectral Wall has about as much usefulness as Line of Warding, but on a longer cooldown. It would be much better if it gave us Life Force when foes hit it/had a shorter cooldown.
It already gives us 4% life force whenever a foe hits it. How much does it need?
That should be considered a benefit of the trait. This is relevant because it means giving up Vital Persistence, which isn’t worth it currently. As stated, the wall has a good effect. Despite that, I still think it needs a cd reduction or something else to be relevant in the current meta.
Focus is bad for several key reasons:
Reaper’s touch(f4) has an average cast time and is a slow projectile, it is weaker than comparable skills from other classes like mirror blade, and ray of judgement. If it gave an offensive boon, like fury, or might it would be much better. Overall, this skill is below average, but not terrible.
The real problem is Spinal Shivers (f5). The effect is great, but on a 1.25 second cast time it will rarely land and you will often be interrupted. Furthermore, you get the same effect from a trait with no cast time that procs at 50% health. This is the same reason gs isn’t a pvp weapon, it is too slow for effective use against players that no how to use cc and dodge. If its cast time got reduced significantly it might be worth it.
@Silv, I apologize for misreading your initial post. The problem with dagger in the current meta is that it doesn’t provide the lf regen or swiftness of warhorn. It is still a decent weapon, but the skills on warhorn are more generally useful. If one of the two skills on dagger granted lf regen, the weapon would probably see more use. Additionally, a buff to enfeebling blood would be a buff to weakening shroud, which might help curses.
I noticed a few other things about your build that you could also change. For one, your running the same sigils on both weapon sets. Now that shroud counts as a weapon swap, you never want to do this because you can leave shroud and swap weapons to get 4 on swap effects in a short time. Your also running a lot of condition removal, probably too much. If you actually make use of all of that, you aren’t positioning and dodging effectively. Running more than optimal probably means your sacrificing something and relying on it too much as a crutch.
Remember to maintain range with this build, that’s why most people take flesh wurm. Break stun and 1200 range teleport on a 32 second cd is one of our two best stunbreaks.
Stop using focus, it is bad.
“utility” staff.
Staff messes people up, it’s a great weapon. The only thing that I could see would be a decent ranged power weapon, because staff doesn’t suit it for power damage.
But really though, asking for a 1,200 range weapon right after HoT came out is a pretty big stretch.
GOD HAS SPOKEN!!!
Unholy Martyr: Shroud skill five converts conditions into boons on allies.
That would make it epic. I’d take it every day. Move it to death magic so you could get the epic 12k heal plus 5 condition removal combo with chill and vuln. Sounds awesome.
Just lower cast time to like 3/4 seconds. It’s not really meant for damage and it’s already got good effects with 12 vulnerability and 12% Life Force.
I’m in favor of this, gs would be more reasonable in pvp if there where only 1-2 slow skills(gravedigger and auto) instead of the whole weapon.
Make it reflect projectiles. It kinda makes sense (fearing the projectiles?) and it’d make it a more valuable skill in general.
I used to agree. The problem with that is that the skill is then trying to do too much and your looking at a long cd for one of the effects. This is because you won’t get all the good uses out of it every use. So you might reflect projectiles, but you probably won’t also combo with soul spiral for confusion, and they probably won’t walk through it. That means you get 5 seconds of projectile reflect on a 45 second cd. Not really worth. I’d rather have a low cd and be able to use the skill more often for prot, fear, and the combo field.
As the title says, could we get a cd reduction on spectral wall. 45(36) seconds is too long to justify taking it. If it were 35(28) it might actually see use in pvp.
I’m guessing in about 1 to 1.5 months their will be a balance patch making now the ideal time to suggest trait changes for the profession. This is a list of a few changes that I think would open up a lot of new builds.
1: Weakening Shroud (also dagger 5):
I think this trait as well as offhand dagger would see more use if it gave 3% lf per target hit.
2: Terror:
Move to adept tier, swap with Plague Sending.
3: Unholy Martyr:
First swap it with Corrupter’s Fervor. Then change it to make shroud skill 5 convert conditions into boons on allies.
4: Soul Comprehension (god of poop tier traits):
Change to make shroud skill 3 grant 4 seconds of protection.
5: Life From Death:
Make it remove 1 condition from nearby allies as well (this puts it on par with Restorative Illusions)
This would go a long way to fixing curses and buffing our support builds. We could now get better condi damage and sustain from curses, and better allied condi removal. These hold back a lot of our builds in my opinion.
woops delete this one
(edited by zapv.8051)
I’d rather they lower the cd to like 30-35 seconds, so its actually possible to use it in pvp.
- Staff 1 = Projectile Finisher for Chills
- Staff 1 = Projectile Finisher for Poison
These aren’t even worth going for, if it happens fine, but you should never be actively trying for these.
The real issue I have with our combos is still, a few months after HOT and 3 months after I first made a thread on this topic, darkfields. Leaping with RS2 through gives blind, which RS2 already gives. Needs to be a dark aura. Blasting is ok, leeching bolts should heal through shroud. It is really really dumb that the class with 5 dark fields can’t get effective combos out of them.
I would want a ranged power weapon, that’s what I thought axe was supposed to be, but it doesn’t fill that role well. Really you could just buff axe and focus, but otherwise I believe you’d have to make a new weapon. Staff is super good at what it does, very few changes are needed. This is unfortunate because I would also like to see a melee condition weapon, and a true support weapon or something with a unique debuff. Might be a while to get all the holes covered.
Score means very very little. If you want to see how good someone is, judge them by their point defending and rotations. Those aren’t exclusive to any class.
Every meta is the worst meta. At least according to forums.
The most factually accurate statement in this thread.
Used to be that it didn’t deal good damage, now that chill deals damage, it is pretty good.
This straight up hardcounters a lot of condition builds. You can literally afk with SOR, and auto attack and never get below the health threshold against a variety of different condition builds.
The trait would be much more useful and fair if it gave 3-4 seconds of resistance on entering earth. It would also have more play for the ele to use intelligently.
Learn to land skills after the evade frames and all of your problems with this spec will be gone.
The corruption trait should just be -33% duration with no extra conditions applied. Other options might be more interesting, but probably less effective, more cheesy, and more infuriating in the long run.
I agree that there needs to be better options for non-condition builds in general.
Chilling darkness just needs the cd reduced to 3 seconds, so well of darkness will always proc it twice, death’s charge will always proc it, etc.
I’ve always thought terror should be GM because it is very build defining for base necromancer. Terrormancer plays significantly differently from condi-mancer or at least it should. Lingering curse is a master tier trait at best, so move it down to swap places with terror.
Parasitic contagion should be reworked. We have 2 relatively bad defensive traitlines that have traits that make you go eh. Put something similar in those traitlines. Replace it with a trait that buffs allies condi damage or duration significantly.
I think the issue that the dev team is worried about is what happens when terror gets buffed and people take that and chill damage. Similarly, if death magic was way better necros would be super duper tanky, possibly too much so. I’d definitely like to see a lot of things get buffed because many of them are subpar, but you have to consider overall game balance.
To the OP, as many on this forum will tell you, necro is fine in pve. If a group really doesn’t want you just for playing a necro, they must be setting speedrun records. Outside of those speedrun records, necro is quite good. Play what you enjoy, and don’t listen to people who won’t give you logical reasons for why they don’t want you in the group. If they don’t advertise pure meta with a quote about wanting specific classes and then kick you they are dumb.
If they do advertise that they want specific classes, or meta builds and you aren’t prepared to run those builds, please don’t join those parties. At that point they are entitled to kick you, as they said before hand what they expected. Also, don’t be willfully ignorant like many on this forum who say things like “don’t listen to anyone.”
It should really just corrupt boons normally. The vuln is very meh, but two normal boon corrupts would make it much stronger. That or aoe unblockable for allies.
You know mate, I don’t usually like to get into arguments but please stop using words like ad hominem and straw-man.
ad hominem is a logical fallacy where the person arguing attacks the person directly which he never did. He refuted your reasoning and did not mention anything personal about you.
straw man on the other hand is a fallacy where the person misrepresents a person’s position in order to make an easier argument which if you look back at Sigmond’s post, he never really did. You made the point that reapers cause chills and poison passively in your original post. He pointed out that is not exactly the case and gave several examples of common ways for Reaper to apply chill. This is not a straw man fallacy.
Please stop using these words just because you can, it’s not helping your case.
“Do everyone a favor and either learn the game " that is ad hominem. =/
but that’s not the point of this post. we’re discussing OP stating to “delete reaper” which i disagreed with and tried to explore the point of contention.
People really don’t know what ad hominem is. It is only ad hominem if you don’t make any real claims against someones argument and insult them as your argument. If you address someones points and also attack their background, experience, etc that is not ad hominem.
Ad hominem is the difference between:
“you’re an idiot”
and
“you’re an idiot because”I’m not sure how that impacts the current point of Chill effects.
stop derailing.
so any ways, not only chill damage coupled with CC immensities, but there is also the Life force health bar separated from their main health bar. all three make any squishy think twice about even bothering to engage a class designed to sell HOT.
I’m not derailing, derailing would be bringing up something off topic. You brought up ad hominem attacks. I’m simply stating there hasn’t been an ad hominem attack. Thus ensuring the validity of the original statements made by whoever. Meanwhile, you still haven’t addressed most of the arguments made against your claims instead claiming ad hominem. Thus why it is relevant.
To address your new claims. Could you give a specific example of why you think reaper’s cc is better than other classes? Most have cast times and animations and they don’t pump out more hard cc per second than other classes.
Death shroud is their to cover up the fact that necros have limited boon access, no invulns, no blocks and no ways to generate extra dodge rolls.
As for chill damage, I’m pretty sure it just became relevant. I always hesitate to make big bold claims about nerf this or nerf that when people have barely even had time to learn how to counterplay. If in a few weeks, people still feel chill damage is OP, I will probably have formulated an opinion based on game mechanics and be able to give you an argument. I do think it is a bit unreasonable to already be making claims about how OP it is when I haven’t seen any pro players running it in tournies yet, but that’s just me.
I am very rarely afraid of engaging a necro on thief, or mes. You made an extremely generic claim about all people who play squishy classes. I would like to see your evidence for the majority of squishy classes players feeling that way.
You know mate, I don’t usually like to get into arguments but please stop using words like ad hominem and straw-man.
ad hominem is a logical fallacy where the person arguing attacks the person directly which he never did. He refuted your reasoning and did not mention anything personal about you.
straw man on the other hand is a fallacy where the person misrepresents a person’s position in order to make an easier argument which if you look back at Sigmond’s post, he never really did. You made the point that reapers cause chills and poison passively in your original post. He pointed out that is not exactly the case and gave several examples of common ways for Reaper to apply chill. This is not a straw man fallacy.
Please stop using these words just because you can, it’s not helping your case.
“Do everyone a favor and either learn the game " that is ad hominem. =/
but that’s not the point of this post. we’re discussing OP stating to “delete reaper” which i disagreed with and tried to explore the point of contention.
People really don’t know what ad hominem is. It is only ad hominem if you don’t make any real claims against someones argument and insult them as your argument. If you address someones points and also attack their background, experience, etc that is not ad hominem.
Ad hominem is the difference between:
“you’re an idiot”
and
“you’re an idiot because”
As as necro main, here is how I break it down.
In teamfights (3vs3 or more):
Generally focusing necros in teamfights is a good idea because most of the builds bring a lot of aoe damage and debuffs which will blow through your teams cds. They also don’t have a way to escape, and have limited dodges/invulns/blocks to prevent cc chians.
If however it is a tanky necro build, ignore them completely as they will not be doing enough damage to be a viable threat, and generally don’t have the support another class might bring (they won’t be doing a lot to keep their allies from getting downed). That’s not to say they are a bad target because they will still go down to cc chains relatively fast, but if someone on the other team is doing damage and there is a tank necro, take out the dps first. Note cele builds are not tank builds.
In 1vs1. If the necro is on a point they own, and you have a chance to +1 somewhere else or 1vs1 on another node, do that. Their big HP will draw out the fight, while they are getting points. On the other hand, if a necro tries to 1vs1 you on your point, you should be able to dodge their big hits to last a very long time or win the fight. This is very good for you. Note most necro builds are pretty good 1vs1 (somewhat less so with reaper).
2vs2 is a mixed bag and very dependent on the matchup as a whole. That will come more from experience.
If you use SOV and then proc lesser signet of vampirism, the cap is at 25 stacks I’m pretty sure. Is that what your asking?
Last time I was using them they added to each other, actually.
Hmm, I’ve never seen them stack up above 25, maybe I’ll go test later.
Don’t worry though, only another month of having no reason to sPvP
I hate when people dismiss issues by just saying “play for fun”. People wouldn’t be going out of there way to complain about the infrastructure of the game that they’ve been playing for years if they didn’t find the combat to be the least bit enjoyable.
The point is that it would be much more fun and engaging if the systems had better, fairer matchmaking and gave a stronger sense of prestige.
This.
I find it hard to listen to people who contradict themselves by saying they have no reason to pvp, then come back and say they do have a reason to. Then insult others who disagree with them. Have some respect for others around you and maybe you will get more in return.
(edited by zapv.8051)
If you use SOV and then proc lesser signet of vampirism, the cap is at 25 stacks I’m pretty sure. Is that what your asking?
I really don’t get the whole “no reason to pvp.” If your not having fun playing the game, you should quit and go do something else. Leaderboards are shallow rewards that are their to give you some incentive to get better at the game, not the whole justification for playing.
If your just doing pve or dungeons, minion mancer is great (assuming you don’t join meta dungeon groups). If you want to do raids you will probably need to change your build based on each fight. Even with minions not getting hit by aoes as hard, I can’t imagine them being meta for raids.
What gamemode?
In pve, use all weapons based on the scenario, find something you need to range, take axe, if you can go full melee take dagger, need more aoe, staff.
I don’t wvw enough anymore to have an opinion. I’d assume axe/warhorn or staff though.
In pvp, gs is bad against good players, if your playing people that actually get hit by gravedigger than I’d take dagger warhorn and just go full melee cause they probably can’t kite anyway.
You need a decent amount of power before ferocity becomes worth it at all. Also, outside of raids, your not keeping 25 vuln on a target, nor are you in DS all the time. Thus, your realistic crit chance would be much much lower than you think. This is why the cavalier, and valk builds aren’t ever going to do better damage than zerk because they only get to the same levels in very ideal scenarios.
In pve, because people want to get things done quickly, and eles, thieves and wars all used to be better (Idk anymore). Stealth, blinds, weakness, might, and fury, guard or mes for reflect and portal. All that makes the runs faster if you use it right. Necros have not for the longest time brought any of these things for the group. Simple as that. The groups that do speed runs emphasize utility first, then dps. Necros don’t bring the utility of other classes, and therefore aren’t taken by the best speedrunners. Then all the plebs follow along noting the best pvers aren’t taking necros, so don’t themselves. The reasons for this get misconstrued, hatred insues.
Also, I tend to see a disproportionate amount of necros running mm and condition builds in dungeons, even when the group is advertised as zerker meta or whatever. That just brings more hate. Hopefully this will change with the new raids actually requiring defense, but in the old dungeons, I’d always want my ele over my necro (25 might and fury ooc, idk about icebow just that alone made them better than necros). Necros also have a really hard time soloing because of lack of invulns and dodges again putting more bias from really good players against the class.
In wvw, necros have always been decent for zerging. This spot might be challenged by other classes soon, but up till now the aoe damage and sustain is just too good. As for roaming, necros are one of the worst classes. Roaming is not about how well you can 1vs1, but whether or not you can survive a 10vs1. I could keep 10 people occupied on my thief or mes for a significant amount of time due to disengage. This is what roaming is about and necros are bad at it. If you just want to talk about 1vs1, necros have always been near the top in terms of 1vs1 potential in both pvp and wvw.
In pvp, necros have generally been considered bad because they have slow telegraphed attacks, long cd stunbreaks, low mobility, bad sustain and relatively few things that don’t have obvious counters. Against good players, these disadvantages get exposed and necros end up as ping pong balls. For solo queuers necros are decent though. The lack of mobility and large pool of HP mean you will spend more time on point where you should be, which is where you win games.
A lot of people think they are good in pvp cause they don’t die or get a lot of
kills, but standing on points wins you games more than either of those things. One can easily get a decent win ratio just by being decently tanky and standing on point till you die. This is irrelevant in high tier play where pretty much all of the assumptions about classes come from because team comps are built to have this and other classes either do this better than necros or bring more other things. Remember, you can push far and hold out 1vs2 all game, never killing anyone and getting 0 points, but win your team the game regardless.
(edited by zapv.8051)
This would be pretty much useless. Ferocity requires a lot of power and precision to be effective. You certainly can’t get enough just from traits.
GS is probably necros best pve weapon, the class is more held back by bad support and damage modifiers in that gamemode. In pvp it is unarguably bad, no one is getting hit by gravedigger or your autos, only reason you land the 3 skill is cause no one cares to dodge it, and the pull is to wonky. Down cleave and nightfall are not enough reason to justify a whole weapon. In wvw I assume it is goodish for frontliners because you should be able to land the skills on zergballs.
You can do all HOT content on any build in the game. No reason at all to balance the game around open world pve when it is as easy as it is. People running valk/cav mixes are wasting their time in open world, no reason to be tanky when you don’t die on the content in glassy gear anyway. Full zerks or full sinister give you the best dps uptime and don’t come with restrictions. Raids might be a different story, but I doubt it.
Also, all the content can be cleared in glassy gear on any class, and reaper’s don’t do the best dps or have the best support. If anything reapers and necros in general will need buffs for raids, but we will have to wait and see.
The problem currently is that eles and thieves have to take vitality in every single build which kills their diversity. 10k hp is pretty easy to get in one burst, so you need at least a little more than that on every profession base. I’d also argue necros need their HP reduced so they aren’t as OP against beginners because of their massive HP pool (old ele vs necro vid that shows this pretty well). Otherwise the classes are probably fine, but eles and thieves especially need more base health in pvp for diversity (regardless of any nerfs or buffs that would accompany these changes).
To all the people saying double dodge, lol. They have other good damaging skills, what are we supposed to do against those now that 2 whole dodges where spent on one skill? What are necros supposed to do for the 10 seconds where they don’t have dodges anymore? Also, 1vs1s are relevant in pvp, and should be considered for balance. I’m not saying rev as a whole is OP, but skills that deal this much damage, even if only in 1vs1, and provide you with no options other than double dodge, block, or invuln on a 12 second cd aren’t well implemented.
I’d be all for the damage going back up, damage going up in multi-target situations, and/or the initial cast being made instant if it meant I could actually punish for using the skill improperly.
Bhawb, put it nicely. Learn to Play, not that hard to control. Certainly not as involved as the soldier engi build.
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