The condition damage is a condition damage variant of the with the specialization. The main feature of the build is the large number of different states it can create.
Currently this build cannot quite keep up with the damage of other condition damage classes such as or , but it is slowly creeping up patch by patch.
The rotation of this variation is probably one of the most complex in the whole game and can include up to 6 different loops with 30+ skills each. Therefore, this build is anything but beginner-friendly, as the slightest mistake or slow execution of the rotation can lead to massive DPS losses.
The has also like the core class different kits, which you can equip.
Once you have equipped a kit, your weapon skills will change to the five weapon skills in the kit.
You can leave a kit with a weapon change, or switch directly to a new kit. The cooldown for changing your kits is one second.
As a good , you will constantly switch back and forth between all your equipped kits to get the most damage out of your build. Virtually all skills in a kit are almost impossible or very difficult to break. This means that once you have activated a skill, you can change your kit without aborting that skill! This is especially important for the rotation, as a quick kit change is essential.
There no real alternatives kit-wise for the Condition--Build. Thus you play the same 3 kits.
Those kits are:
All kits have very strong condition damage skills, that you should always keep off cooldown.
The most important skills summarized:
Additionally to the general rotation you also have your pistol , &BhmkAAA= and your &BrqnAAA=. Everything else should be filled in with &BvoWAAA=
But there are also other useful abilities in your kits, which you can use in special situations without much DPS loss.
The specialization has the unique access for the &BrqnAAA=. The &BrqnAAA= gives you access to new weapon skills.
&BrqnAAA= works quite simply. As soon as you enter it your so called heat generation starts. You will receive 2% heat per second if you do nothing else. Once you reach 100% heat, Overheat will activate and you will leave the &BrqnAAA= automatically. This has the unpleasant side effect of losing some life over time (7000-8000).
The &BrqnAAA= can also be exited manually with &BqOgAAA=. However, this will not change your heat!
An exception to this is the &BxIIAAA= trait, which will allow your heat to cool down slowly after leaving &BrqnAAA=. However, this trait is not used!
Another adjustment to the &BrqnAAA= is the &B1kIAAA= trait, which increases your heat capacity by 50%. However, you will not play this trait in this build.
So if you enter &BmKtAAA= and leave the &BrqnAAA=, you will not be able to enter it for 10 seconds until your heat cools to 0%.
Also, all your tool belt skills will be disabled for five seconds due to the &BxAIAAA= trait. In addition to the passive 2% heat generation, you will receive additional heat for each skill you activate in the &BrqnAAA= trait.
The most important skills besides the standard Auto Attack &BiyuAAA= that you use as a filler:
In addition to these skills, &BtWnAAA= is often used for movement, as it allows you to make a small leap forward and reach your destination faster. &BhmmAAA= creates a strong launch that causes a 232 damage.
In your rotation you will want to try to leave the &BqOgAAA= at exactly 50% to use your kit/weapon skills and then go back to the &BrqnAAA=. It will then, like all the other skills, be in a perfect skill order, where you try to use as few auto-attacks as possible.
Toolbelt skills are another special class mechanism of the .
Each skill you have equipped will have a matching toolbelt skill in your F-key bar.
As , your &BrqnAAA= will replace the toolbelt skill of your elite skill.
All toolbelt skills have a separate cool down and can be used at any time. The special thing about these skills is that you can change them after use without getting a cooldown on your newly equipped kit. For example, you can use the toolbelt skill from Skill X, swap Skill X for Skill Y, and all the skills from Skill Y will be ready.
In this build, you’ll be faced with four toolbelt skills in particular:
Additionally there are other toolbelt skills that you can precast before the fight as Condition
In general, you should not take any other utility skills with you as Condition damage , otherwise you will lose a lot of damage, your rotation will not make sense, and you will spend a lot of time &BvoWAAA= auto attacking. If this is the case, it is even better to simply switch to another class.
However, what you can adjust depending on the situation is your healing skill. Here you have two strong options, which should always be adjusted depending on the encounter.
So, there is &BqF4AAA= for CC-heavy fights and &BuEWAAA= for fights where additional healing and ranged condition damage.
There is currently only one real trait change you can make. However, this change is relatively strong and can actually increase party damage in many cases.
You can replace &B9YHAAA= for &B8AHAAA=. This change grants your party the &B8AHAAA= boon, which increases the condition damage by 100 points.
However, you will personally lose 5% Condition damage and 150 expertise. To compensate for this, you will need to make various gear changes to restore enough condition duration.
If you do not have the required gear, it is not recommended that you play this trait. If you have the gear, you will be able to play this trait if you have 3 or more additional condition damage classes in your subgroup.
In general, the Condition has a massive number of Conditions and Slow CC that it can use during a battle.
As , you should always try to do your rotation and not delay any of your skills unless you need extra CC.
In your rotation there is an opener and your loops. If a boss battle is interrupted by intermediate phases or similar, always try to start with your opener as soon as the boss is attackable again.
Use &BjMXAAA= and &BsYWAAA= for additional on opponents like the Prides at .
&BlkXAAA= can be pre-cast before the start of each match
Make sure you never break an Auto Attack chain in your &BrqnAAA=!
Only use &BhmkAAA= if you are over 50% heat. (Exception: Additional CC)
Delay &BrUWAAA=, &BioXAAA= and if necessary &BhmkAAA= for additional CC.
Make sure you don’t push away enemies with these three skills, since this can be counterproductive when fighting some bosses, for example .
Always try to place all of your AoE skills right in the middle of the boss. This is especially true for your grenades, which can miss their target very quickly on small hitbox bosses if they are not placed exactly where they should be.
Always keep &BlkXAAA= on cooldown.
Since the Condition damage has one of the most complex rotations in the entire game, there are easier rotations for this build.
So-called Simplified rotations. These rotations leave out many kit changes for one or two skills and delay them a bit, so the rotation is easier to play and requires fewer steps to remember. For comparison, a variant of the Simplified Rotation consists of only 2 loops with ~35 steps each.
The Tryhard Rotation on the Golem consists of 6 different loops with ~30 steps each.
The DPS difference on the golem is, depending on the version and RNG, between 1000 and 2000 damage.
So it is up to you which rotation you want to play! The only difference is the DPS.