extra dodges, real stability, mobility skills,
burst skills, sustain, or good support. GG ANET.
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Pretty sure gs was never meant to be a good pvp weapon. It is massively better in pve, where an aoe pulsing field, vuln and pulls are more useful. Also, I’m kind of glad to see less reapers in pvp. Too many bad kids who want to get carried by their spec, and never actually learn the game. The real problem with necros is the over abundance of vuln, and might wall sacrificing damage modifiers. Also, death magic should give boons of some sort from both the first 2 minors.
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All aoe shouts trigger on clones and pets, it’s clearly intentional. Also, reaper is good, but OP it is not. Big numbers do not translate to best dps, and there sustain is dependent on teammates pumping out boons to them. If anything that type of play should be encouraged and rewarded.
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Agree, +1 thieves need buffs right now. Some more damage, some more sustain, utility and cc are probably ok. Maybe giving theives protection would help with teamfight problems.
I think this kind of analysis would be much more valuable a week or two from now once stuff has settled down. There is definitely some valuable info here, but in a few weeks it will all be more clear.
In my opinion, dhummfire is pretty much always better than DP for reaper. The exception is when you don’t really have much might stacking on a build without condition damage. IN pve, decimate defenses is always better. In pvp, DP might be better than DD, but dhummfire is still better than DP for the majority of builds as explained above. Deathly perceptions main strength is life blast spam.
You buy a car.
You drive this car for 3 years.
The manufacturer comes to you and says, Hey, we’ll sell you a motor upgrade and a sunroof for $50, and transport you and your car to another continent so you can experience the new ride in style.You say, holy smokes that’s the best deal since sliced bread.
You pay $50, they upgrade your car and take you to (insert other continent).You hop in the car. And as you do the salesman says, oh by the way, you have to drive the old car for 50,000 miles to unlock the new features for the car (with a discount to 25,000 miles if you’ve already driven 250,000 miles where you came from).
You say hey wait a second, I thought I was going to be able to use the new features as I drove around the new place??
He says, nah you won’t get a sense of adventure or journey if you aren’t earning the new features on your car by experiencing the new place, so getting to use them is locked behind experiencing the very thing you wanted to experience with the upgrades.It’s like putting the cart before the horse.
Or locking the key inside the chest.
And yes, it’s just as stupid.
I believe this gets to the root of the problem. Many did not read carefully when Anet presented much of the information about the expansion and made assumptions about how the content would work. Then they became dissapointed and/or angry when the expansion did not line up with THEIR ASSUMPTIONS.
This expansion addresses the two main complaints about GW2 since release. Hard content, and end game progression. You can have your opinion that they implemented these things incorrectly, but many of the complaints are massively unfair. One of the main ones is that people say “I wanted to play through the whole expansion as the new spec.” Ignoring the fact that you can pretty much do this, Anet never said that you could do this. Most of the posts complaining about “promises” Anet made are either explicitly false, or taken in the context of GW2 and not HOT.
Also, your last 2 metaphors for this game are just completely false and inaccurate. Once again going to show the level of sensationalism and overexaggeration that is destroying the information gathering processes on the internet.
Maybe I haven’t fought any good ones, but DH with traps I tend to have no problem with. Trigger the traps then gtfo. Most classes can do that pretty easily. As for the longbow, strafe left and right quickly and most of their attacks miss. LOS still works too. Sure in teamfights you can get ganked pretty hard, but most of the classes can gank you real hard in teamfights.
It needs to be cleaned up to hit more consistently I agree.
Full zerker or full sinister/vipers in pve, I still don’t see any reason to take toughness or vitality there (unless your playing a tank for raids, or a healer but there are prolly better classes for that). In pvp, celestial is super good on a variety of builds, maruader, carrion, soldiers, sinister, vipers, and crusader all have good builds.
It isn’t a bad trait, it can be nice for adding burst, and chill application on builds that don’t have a lot of that. Most of the time in pvp you will want either shout cds, or the -33% movement impairing conditions though. Those are both more useful in most cases. In pve, I would say you pretty much always want chilling nova unless your running 2+ shouts.
In pve, reaper’s might not even be meta, let alone OP.
In wvw, reaper’s will probably allow us to frontline, but it’s too early to tell if they are OP.
In pvp, reaper is weaker than base necromancer in 1vs1, but probably better in teamfights due to the sustain from blighters boon. I don’t really see anything that needs a nerf.
Its still a laser blast from space, it needs to look SOMEWHAT impressive.
Just want to note that a laser blast from space could be completely invisible to the human eye (light is more than just the visible spectrum).
As for the topic, it could probably be a bit more noticeable than it is now, but not by much.
I’d really recommend you take 4 different sigils across weapons. RS and DS now count as weapon swaps, so you can easily get 4 different sigils to proc by leaving shroud and swapping weapons. Also, dhummfire is better than DP with reaper pretty much always.
Most of the events and champ skill points are soloable, it is just much much more difficult then it used to be. I’ve done several of them solo, but it is much easier to type into say or map chat for a few people. Also, this content diverges from the content in the rest of tyria intentionally. They don’t want people soloing the hardest content, that is fine.
Hasn’t even been a day. There’s no way anyone has learned how to counter these specs perfectly yet. I honestly think your just people who don’t want to buy the expansion, but want the free specializations.
The definition of P2W really has changed over the years.
has it? no matter how you look at it , one guy having access to skills against one guy not having access to skills is unfair
character skills =/= content
or at the very least put non p2w vs nonp2w and p2w vs p2w only and not match them, but they wont’do that cuz then queue will be deadname me one single game in which regardless of their f2p model, a guy has more skills than the other guy?
If one guy having access to skills another guy doesn’t have is unfair than every single profession should have every single skill in your world. As long as everything is balanced accordingly, having people with the expansions and people without it is fine. Considering the expansion has been out for less than a day though, talking about balance already is a pointless endeavor.
Character skills are most definitely content. Your definition of the word content is wrong if you think otherwise.
This isn’t a f2p model game. That’s just an upgraded trail version compared to most games.
I understand that it’s a nerf to having a bunch of minions following you around, but it is really a net buff I would think.
Vertical zone was a major reason for me not to buy the expansion. I’ll probably play a whole lot less wvw as well.
And to the one comment re people who shouldn’t play MMOs.. I started gaming in 2003. MMOs are all that I have played. None of them have or had this amount of vertical content or platforming. This game is aiming harder at Console players… not longtime MMO players.
This game is targeted at the people who are tired of the same old MMO design. Seriously, every single time Anet does something new and fun people say this isn’t like all those other MMOs. That is exactly the point. Really tired of the same old content design with a different theme in every single game. Anet tries to do new things, regardless of if you enjoy it or not, that is something to be appreciated.
Also on the topic of people enjoying the expansion or not. If they are enjoying it a lot, they probably aren’t on the forums complaining. Considering how dead the forums are, I tend to think it is doing well.
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Pretty big for pvp. If you can stay in DS for 10 seconds, this means you’ll be able to proc 4 weapon sigils all at once.
Increasing the scaling a lot would be great. It would make the traitline infinitely better in pve.
The main problem with the scepter is that the trait sucks. Other than that they need to think about lowering the maximum duration potential on some of the skills and replace it with higher initial application. Also, not having another condition weapon probably makes pure condition builds difficult.
tbh, necros should get either 25% or 50% life force out of the gate anyway.
That’s basically bullkitten, Necros should have 100% life force to start with. Does any other class start with completely unuable class mechanics? Do mesmers have all shatters on cooldown to start a fight? Do thieves start with 0 initiative?
That would require nerfing to the LF pool since Necros have a huge advantage with full LF. I’ll pass. 20% is enough for me.
I’d be up for getting rid of the 50% damage reduction if it meant vigor, stab, LF, ports, healing, and/or useable utilities in DS.
DS on normal Necro is some wonderland of spaghetti code that I believe is treated like a mix of downed state/transform/spaghetti, so it doesn’t.
THIS, SO MUCH THIS, THIS!!!
Please fix it GEESUS
If your trying to hold a point on a necro, very few things are worse than gs/ham warriors. Mesmers should win the 1vs1 because necros really don’t have anything to counter them at range when they dodge dark path (often a mes will be overly aggressive and lose, but instant blinds/interrupts are hard to deal with). Engis with a good amount of condi clear can also be tough. I would also take a really good thief over a necro in a straight 1vs1 (not considering time).
To do well against a necro, you need condition clear, and enough interrupts and dodges to shut down their interrupts. Also you need to exploit the lack of vigor, and their extreme weakness in teamfights. Swap to a ranged weapon for at least part of locust swarm, and don’t auto attack when spectral armor is up. Blinds are hard to deal with on staff if you have them. Also, learn the tell on putrid mark, the hand of the necro glows. It looks different then mark of blood and chillblains.
Generally speaking, I try to counter the first weakness by being aggressive and quickly landing chill/vuln, before forcing dodges or stunbreaks with a few interrupts. Staying aggressive on necro is important, while also maintaining good positioning. DS, and d/w are most effective in mid range, similar to d/d ele distance. That is where I try to be, good players get in my face, or range me for days. The second can be overcome by taking double energy, but you lose out on nice sigils. I can’t do much about the last one.
There’s too much spam of everything.
A burning guardian may spam too much burning. But then there’s others professions that can spam too many condition removals in too little time.
The pace of the game has gotten too fast. Strategy is gone. Now it’s about who can spam and stack the most of anything in the least time while running around aimlessly like a headless chicken.
Spam boons, spam CC, spam conditions, spam dodges. Spam, spam, spammity spam.
You miss with one heavy-hitting skill? It’ll recharge in no time, and there’s another right after that. Nothing is really lost. No energy pressure to save energy for other things like in GW1 in most professions. Practically only revenant has a decent pace thanks to the combination of energy and recharges. With revenants there’s choice, there’s order. There’s rythm.
Only recharges, people spam on recharge. Only a resource like initiative, and people can can just use the same skill repeatedly until they run out of the resource.
There’s no effect or mechanic that makes you choose between moving and standing still, like taking less damage or doing more damage when standing still than on the move.
And so builds naturally fall to whatever can spam the most and move around the most while doing it.
And this is no something you can fix with skill and attribute changes. You plug kitten in the dam, another opens. You shift a brick in the wall to cover kitten, there’s a new hole to the other side of the brick after moving it.
This is the kind of issue that needs an extra layer of measures. Like how in a decent fighting game you deal less and less damage in consecutive uninterrupted strikes , or how juggle break to prevent stunlocks, and that sort of thing that. Something that doesn’t kick in normally during gameplay, but will kick in when there’s an extreme case of something that shouldn’t really happen.
This is exactly the kind of sensationalism that is killing the U.S. Go back and count how many times you said spam. The only thing that is “spammable” in this game are auto attacks, and they are balanced accordingly.
You talk about spamming cc, burst, condis and boons, but most combos that produce those things have significant cd time. The rest tend to be balanced accordingly (i.e. hundred blades). The minimum 8-10 seconds between these “spammy” things is plenty of time to counter them.
Relative to other games this might seem low, but in gw2 you can counter most of that with things like movement and healing. If you could only setup burst every 30 seconds, no one would die. Also, good players are not pressing everything off cd.
Your definition of spam is far too broad. The way you talk literally any meta in any game could be described as who can spam the most and survive the best while doing it.
Overall, I think you need to understand this game is built for quick reactive action orientated gameplay. Choosing between movement and standing for instance is not going to fit into this game. The reason fighting games have degen in damage is because you could 100-0 them most of the time. No one serious gets 100-0’d in this game. Also, you talk about breakers as if stunbreaks don’t exist. The equivalent here to blocking from those games is similarly blocking, dodging, invluns and movement.
You talk about extreme cases, but the only time those extreme cases come up are with extreme builds that only do one thing well. That or they are cheesy. Neither of those things really define the meta builds. Sure there are some cheap things, but most have direct counters.
TLDR: Most of the things you are talking about are intentionally not part of the game. This games combat is very different from the games you are pulling suggestions from. It succeeds in offering something different which is there intention and highly appreciated (by me at the least).
yeah but force is 8 G
Would Frailty be an alright substitute considering decimate defenses and target the weak? Would a stamina sigil or ice sigil ever be more useful?
Maybe go run arah p1/p2. That’s 8 gold right there.
People are vastly overestimating the amount of time they are actually going to get a lot of crit chance out of decimate defenses. At least in pvp. In pve, it is a non-issue maintaining 25 vuln, but reaper will still want 30% or so crit cause deathly perception is no longer worth it. In pvp, crit chance for power builds will still be mandatory imo. Too many ifs ands and buts to work around against good players with Decimate Defenses and Deathly perception.
I know many will still play their valks/crusaders builds with good success, but really good players won’t let you keep up your DS or your vuln stacks.
This pretty much illustrates why burning isn’t really OP, just mostly l2p issues. You have 1 transfer on generosity and expect to beat a build dedicated to conditions. That is just lol. It’s the same thing as a zerker s/d ele complaining they got one shot by a mesmer except that the ele lost at picking an amulet, you lost at picking traits.
I think every necro pvp build should take at least one energy in pvp. Need that extra dodge when you don’t have rezbots like Nos. That leaves you with blood, air, hydro or rage for power, or geo, hydro or doom for condi. Fire got a big nerf, and is way worse than hydro now.
If your always trying to place marks right at your enemies feet your playing it wrong. Staff is a zoning tool, allowing you to kite, maintain distances and force people to dodge or eat the marks otherwise. It also gives you tools to fight stealth classes because marks will always trigger. This is essential against thieves especially as the mark will eat the blind from shadow shot.Also, putrid mark has a unique animation that is dodgeable, look for the glowing hand.
As for the original suggestion of making marks give a circle where they are going to land. I wouldn’t be against this because I think people would actually use more dodges on my marks than they do now. Mark of blood and chillblains in a teamfight are rarely dodged even if the person knows they are coming. Having an indicator would just mean people blow dodges on my 5 second cd skill.
REaper’s Mark and Putrid Mark both have visibly unique animations, so you shouldn’t have issues dodging them. Mark of blood isn’t worth a dodge roll. Chillblains is the only one that is questionable, it is worth dodging, but the animation difference between it and Mark of blood isn’t really noticeable. Maybe they could change that, so people could dodge it intentionally.
As a necro main who’s also played engineer quite a bit, I feel like engis are in a decent place right now. Many classes have unblockable skills to counter gear shield, and elixer s is just delaying the inevitable half the time. Also, many who complain a lot about invulns are the same people blowing cds on them instead of healing up or timing cc for the end of the invuln. There is finally a good amount of condi clear on engi, and their damage is split up enough to not be op. It isn’t perfect, but certainly workable with a lot of variety.
As for the rage against engineers, it comes from 1 of 2 things. Condition application, which is really high on engi, but easy to counter (pvp forum right now). That and the guys that run around in 1vs2 all game. Those things only work against bad/new players who can’t 1vs1 or aren’t running condi removal (maybe just fighting a bad matchup). All of that and the cc. Really most supposedly OP things in this game can be countered with a little knowledge.
Dark’s paths moment on reaper is every 5 seconds or so when it blinds chills and corrupts 2 boons while also dealing great damage.
The chill is a trait. Also, it’s really easy to dodge the final hit. Corruption is still a very good option, especially in spvp.
LOLs I know. Corruptions are subpar because you’ve gotta run another condi clear just to use your utilities. Why would you take corruptions when you could get signets that just work, and don’t have downsides. Corruptions aren’t any stronger than signets, so the downside gives signets the edge. CPC and Consume conditions are good skills but the debuffs make them not worth it over other options. Also, don’t need CPC for comboing with Soul Spiral if you’ve got chillblains, or even nightfall (both combos are good).
Also, yeah it’s pretty easy to avoid the final hit of Death’s Charge, but that leaves you down one dodge for a 5 second cd. If you do get it to land they’ve just gotten a good amount of debuffing for one skill.
Anyway, back on topic. My suggestion for the scepter trait is to take off the condition damage and move it down to adept. Move terror up to gm and buff it as I suggested in another thread. Get rid of parasitic contagion, and give a similar type of trait but with a more realistic pvp effect. Merge the fall damage trait into the current corruption trait, rework corruptions, and give us a new master tier trait.
Dark’s paths moment on reaper is every 5 seconds or so when it blinds chills and corrupts 2 boons while also dealing great damage.
Simply put, the current scepter trait isn’t even close to GM worthy. Engis get 50% condition duration on 5 skills as an adept (chem rounds), necros get 50% on 3 with 150 condition damage(Lingering curse). This has to change. Please use this thread for suggestions on a change to this trait, whether it be the traits location or effect.
PS: before anyone says it, being different classes is not justification for a GM being weaker than an adept trait. I don’t care what classes you are comparing.
Hmmm, new amulets. Aside from zealots, anything else you folks think would be interesting?
Sinisters with 560 vitality, Zealots with 560 vitality and 1050 healing, Dire amulet, 1050 precision 1050 ferocity 560 power 560 vital. The 4 stat amulets are the best.
Churning earth is probably the worst skill to base buffs to another skill around, most good eles barely use it all. If they do it’s probably to bait a dodge and not to actually use the skill. Long cast times that don’t generate pulsing or unavoidable effects in pvp are just not good with how many interrupts are floating around.
Aoe chill on focus is probably unnecessary. It is supposed to be a damage burst type weapon. We already debilitate our enemies really well. Adding on more vuln, weakness, chill, and cripple won’t really help. The things necros need to be able to spec into better at this point are support, burst damage, some reliable disengage/mobility and general usability in pve. Again, these are things we need to be able to spec for at the cost of 1vs1 tankiness, sustain damage in pvp, debuffing and boon strip which is what necros do well.
In pvp and wvw your always better off taking a sigil that applies a condition with no exceptions. People can cleanse a condition making your extra duration worthless, another application means you go through another cleanse. If you feel like you have enough chill application and don’t want the extra one with hydro, take a different sigil unrelated to chill.
Here’s a passage from the News Blog:
…the Gift of Glory, purchased with the new tradable material Shards of Glory that only comes from Player vs. Player reward tracks; and the Gift of War, purchased with a new tradeable material, Memories of Battle, that only comes from playing World vs. World.
Gotcha. It’s still going to be harder to obtain legendary items now though.
Not true, now you will have a set way to get a precursor, which is the most expensive part of current legendaries (for most of them).
Thanks to everyone talking about how OP burn builds are, I decided to try one. It is definitely fun.
A few thoughts:
1. It is way easier to apply condis than it is for someone to remove them.
2. It is insanely easy to play
3. Does higher burst than someone who is specced in zerker or maurader.
4. Being able to run rabid or carrion is really nice since I get either vit or toughness. Cele is good as well.For those of you who haven’t tried, definitely do it. Burn guard, burn engi, burn ranger, or cele ele. All are good. It might be tough in the top end play, but for the other 98% of you, it will work well and is by far the easiest way to play PvP.
1. Duh? Any offense needs to be greater than its associated defenses or else the fight goes nowhere.
2. Against baddies, sure. You get wrecked by someone packing Sigil of Generosity. Yeah, a piece of equipment counters your build.
3. Not true, just easier to land because people don’t know what to dodge. Zerker burst is definitely way higher.
4. That is nice, yes, but also a requirement. Condition builds need more time to kill, so it helps if you can actually delay dying.qft
Right, counters the initial argument completely. That leaves you with nothing, so you get mad and be rude. Classic.
I was playing shout cele reaper to great effect in the beta with 4 shouts and soldier runes. I do also run staff, but that’s more for the aoe fear, chillblains, the transfer and the massively underrated regen on mark of blood. The only mark with decent damage is the condition transfer. Also, realize that in good scenarios most of the shouts can get to 20 second cds easy. Pretty strong imo. Personally, suffer could stand to do just a little more, and the unblockable one needs to apply to allies, but otherwise they are good.
I want a legendary dagger that isn’t a filthy charr blowtorch.
Amen.
I agree, as much as I like my fractal dagger, I would gladly get a legendary dagger with a dark theme. Mini-twilight to go with my actual twilight.
Well, I was talking about pvp, but in pve I doubt that combo is the best either. It isn’t cause the idea is bad, but having to take death magic really gimps you in pve. Soul reaping gives you dhummfire, ds skill cds, a small damage mod and vuln stacking. Curses gives bleeds, condi damage, fury, corruption cd, and the scepter trait. Spite gives a ton of vuln and might, so I just don’t see how death magic would top any of those. It gives toughness, prot, more shroud, condi removal, a power boost, and the minion traits. Maybe I’m wrong, but having to take those things over dps increases is probably not the greatest idea.
Now that guardian shield is fixed (and pretty good!) focus is probably the worst offhand weapon in the game. And somewhere anet agreed it underperformed but chose to buff the range (meaningless!) instead of addressing the real problems.
I’ve posted my thoughts elsewhere, so I’ll ask this Question:
How come Focus underperforms so significantly to all to the other attacks with a bouncing mechanic? (Mesmer, GS2. Guardian Focus 4….)
I agree, the range buff was really unecessary because you should never cast focus 4 at max range anyway. I don’t think focus 4 underperforms that much, it is pretty good, but needs to give an offensive boon and maybe travel faster to really be comparable to those other great skills.
The reason no one runs this weapon is completely because of focus 5. I could deal with focus 4 not giving fury, not gamebreaking. I can’t deal with having a skill that will always get interrupted or dodged and doesn’t provide obscene damage.
Shouts real power comes when used with trooper runes. That added aoe condi clear is super valuable, and makes reaper even more obscene in teamfights. Some of them could still use a little work, but overall they are pretty good right now.
Yeah so if all of your minions die on them then you get 40 poison stacks that last for 5-6 seconds in a very ideal scenario. Really gimicky, really counterable. The 20ish you get from the combo in 1 field is more than enough. You sacrifice a lot of utility to get more 1 shot potential, which might be fun, but not really strong. For that your sacrificing taking spite, soul reaping, or curses, which give you way more for a condition build.
@akacryptic, @Fhenrir
The build you posted have several problems. Cryptic, your build doesn’t have a lot of boon corruption and your going to struggle in a lot of matchups simply cause you don’t have poc. That’s pretty much the old school terrormancer minus poc. It is a little stronger with the other added traits, but that build isn’t much stronger than it used to be. Meanwhile all the meta builds have gotten a lot of power creep in that time. While I love that build, and still play something similar on occasion it isn’t even close to the current cele necro or meta builds.
Fhenrir, your build is going to struggle massively with good roamers because you lack pretty much any form of LF gen. While you do have some nice boon corruption, and healing, I struggle to see how you deal with staff auto and scepter 3 being your only lf generators. I’m sure it has a lot of offensive pressure, but that’s very rarely a problem for necros.
Now, are those builds playable? Yes of course, but saying their anywhere near where terrormancer was relative to the meta in its prime or even should be is just not true.
If the question is “when do I know my team will lose.” The answer varies from at team comp, to me noticing their bad rotations to seeing idiot mesmer, thief and rangers always + 1ing and never try to win a 2vs2, to seeing 2-3 at far constantly while their team is ignoring that point, to early lord rush, to watching them instadie, to seeing people feed into 3+ at home, etc. The most classic was this ranger who was just like “I don’t teamfight.” GG right there.
If the question is “when do I give up.” Generally at around 450 to 300 or worse or in a 4vs5 when we are down a 100 already. If my team has 5 and the other has 4 generally I afk to make it fair (with the exception of us already winning by a lot in which case I try to end it quickly). Also, if I see the other team all voted for courtyard then they have a courtyard comp, and our team gets obliterated in the first engagement I go and hide.
Nah Tobias, you can do the same thing with chillblains or CPC and not give up a traitline and get a more diverse utility. If your gonna spec for minions you want to be a minion mancer. That can be a condition mm but an mm nonetheless.
My farming life fore the next 3 months after HOT lol. The axe and pistol also look awesome.
Throughout the course of this game, I cannot think of a single build that brought me more joy than the old school terrormancer. Being able to fear people to death was amazing. Unfortunately, that has gone away because the trait terror is in direct competition with path of corruption, which is basically mandatory for terromancers. Also, terror has had indirect nerfs in that people can spec for more condi removal now, and everything else got power creep. Also, the trait Master of Terror is in a similar position of never being worth it. My suggestion to fix this is as follows:
Terror: Moved up to GM. Damage buffed by 50%(1.5k ticks in carrion pvp), now increases fear duration by 50%.
Terror is a build defining trait, it makes you a burst condition build instead of just a condition build. Meanwhile, the scepter trait doesn’t change the playstyle at all, it just gives straight bufffs. Therefore, it should move down to the spot where terror was. It isn’t close to gm level right now, and realistically you want both weakening shroud and the scepter trait in pve for condition builds. As for the old master of terror spot, replace it with a trait that also helps pve necros. Maybe just something that makes Shroud 5 apply an extra stack of torment or some damage mod.
TLDR: Bring back terrormancer, don’t care what you have to do honestly, I just want my burst condi build back.
(edited by zapv.8051)
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