Triple B [BBB] – Blackgate
(edited by Sharadur.1832)
I get this as well, but mostly while fighting the dragons. It seems that whenever there’s a high frequency of differing sound effects the sound quits on you and a test tone starts playing until you restart your client.
There had been another thread about this issue but I have no idea where it went. It’s extremely annoying especially since the in game volume controls have no effect on how loud it is.
Edit: Found it – https://forum-en.gw2archive.eu/forum/support/bugs/Annoying-Sound-Bug/first
(edited by Sharadur.1832)
I would like to begin by thanking Jonathan Sharp for having explained the current design philosophy behind the Necromancers. I know a lot of us have been sticking it out because we love the class but were feeling a bit demoralized at the lack of communication. So to you Mr. Sharp, I say well done and keep up the good work.
I love the concept behind this idea. I currently build my necromancer as a condition bunker build. I can’t speak for tPvP, but I’ve had my fair share of 1v1 1v2 1v3 encounters in WvW which many times they end with a win, stalemate or long drawn out battles to the my death. I believe this fits with your intended design.
The Necro, on the other hand, should be the dude you CANNOT get away from.
I think the one problem with this statement is that a lot of our CC abilities are tied to skills that must be used in order to achieve an adequate “burst” or condition stacks. For example.
Scepter/Dagger + Staff
Scepter 1 => Scepter 2 => Dagger 5 => Blood is Power => Dagger 4 => Staff 2 =>Staff 3 =>Staff 4
I don’t know if there’s a better “rotation”, but this is what I use. With bleed on crit trait and Earth sigil, I can usually get up to 14 stacks of bleed with a bit of poison if I’m unlucky. Now how many CC’s did I use just to get my damage rolling?
Scepter 2 =>5s cripple (10s CD)
Dagger 4 (with chill on blind) => 1s chill
Staff 3 => 4s chill (20s CD)
As you mentioned, I’m also an attrition class so I have to keep those conditions rolling as long as possible. So to keep the damage coming I have to re-use these abilities in a timely fashion or my damage over time drops off. So to keep a respectable level of damage I usually have to sacrifice these weapon based CCs instead of holding them back for opportune times.
Other CC options:
Minions: Another poster covered this, but the minion cast times make them unreliable in many situations. Plus minion AI at this time makes it hard to justify selecting them as utilities.
Signet of Spite: 5 second cripple available from the active, but the passive bonus doesn’t help a condition spec too much and the 90 second CD is a bummer.
Spectral Grasp: The large arc and projectile speed make it unreliable unless your opponent is standing still. Misses quite frequently when opponent is strafing.
Well of Darkness (with chill on blind trait): Well usually designed for protection could be used as an escape inhibitor, but would most likely require the well ground target trait to be effective. 2 trait slots sacrificed for this CC.
Dark Path: I know other people have some success with this skill, but more often then not I seems to fail for me. By the time you switch into Death Shroud(if DS and Dark path are not on cool down) and use the skill, my opponent will have gained enough ground to seem to out run the abilities range. This could be a l2p issue on my part.
Spectral Walk: Not exactly a CC but it does provide a nice boost of speed. Many times it’s being used for map mobility in WvW and is on cooldown at inopportune times, but it does provide an option to at least keep up with the enemy (I always us it).
Also in situations where you want to keep an opponent around, our flavor condition, Fear, actually helps our opponent escape.
I personally feel my ability to keep an opponent around isn’t that great. Throw on the abundance of condition removal and it seems very difficult to keep any class within your clutches.
My $0.02 , sorry if I come across as a noob to anybody. I’m not an eloquent writer but I’ve been playing Necro since the beginning and it’s my experience.
~ Skatha
@merch err, mark of blood is not a blast finisher.
Mark of Blood is not a blast finisher, but you do get a blast finisher when dodging with the Mark of Evasion trait in Blood Magic (which creates a Mark of Blood after dodge).
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