The condition damage is a condition damage variant of the with the specialization. One of the main appeals of this build is the large number of different conditions it can create.
Currently, this build is (depending on its variation) one of the strongest condition damage builds in the game, has a comparably high burst, can keep up with s at bosses and offers a whole spectrum of beginner-friendly up to hard but rewarding rotations.
Above that, the can support its group with minor or major adaptions; such as &B8AHAAA= by swapping runes or a sigil, and by adapted gear; or (in the extreme case) every single boon of the game (except ) and decent heal potential.
First things first: Which build should you play when? Which one suits me best?
As with many other dps builds, each build can be played at each boss, yet the different builds also shows significant differences depending on the situation. In the following, we will look at signet builds (pistol and mace) and the kits build (pistol).
The by far most beginner-friendly rotation is using pistols and signets. It requires no real opener, has a simple rotation, is independent from positioning and forgives a lot of errors. All skills (except &BscWAAA=) can be freely used within 900 range. Above that, signets can be used without dps loss thanks to &B/oIAAA=. This especially holds for the multifarious &Bof2AAA= which can break stun, remove 2 conditions and/or cause a shadowstep for the and his mech. The latter can be combined with &BgT3AAA= to correctly place the mech’s crash landing and cause 332 CC.
So what favors other variations? The mace build requires a more complex, but straight-forward learnable rotation and restricts the s movement, as most mace skills have to be executed in melee range. For the most bosses, this does not make a big difference though, as you would stack with your group close to the boss anyway. To bridge short occurrences of being out of melee range, you can still draw on &Bq0WAAA= skills. The mace convinces with at least two important arguments: Compared to the pistol, it offers a low-cooldown CC skill with &BgL3AAA= that is executed by both the as well as the mech. Above that, the mace shines at bosses, as the average turns out to be roughly twice as high. Eventually, the mace generates a little bit of and (through &BsH2AAA=) and (through &Bsb2AAA=). If the range bonus of pistol is not necessary, the mace build comes close or exceeds pistol dps at most bosses, so learning the rotation is highly recommended.
The extreme case of the condition is based on classic condition builds and draws on the best skills from all of his kits, while the mech is doing extra damage in parallel. On the other hand, he has to renounce the vast utility potential of the signets and requires management of invisible cooldowns from four kits plus the pistol weapon set. As these do not really align, the ideal rotation is one of the hardest in the game. The range advantage from the first pistol build also gets lost, as some frequent skills have to be casted from melee range. Apart from that, the boss should not move too much to not exit &Br8WAAA=, &Br4WAAA=, &BikXAAA= or &BqV4AAA=. If this rotation is mastered though, it rewards the player with the highest dps among the builds (if not encountering bosses).
To wrap up, we recommend:
The has, akin to its core , 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. If you use to exit a kit, currently executing skills will be canceled – if use you the kit utility skill however, not!
Based on its decent damage skills with low cooldown, the &Bq0WAAA= is essential for basically each dps build (independent from power or condition damage). Above that, &BrQWAAA=, &BicXAAA= and &BlB4AAA= offer a wide spectrum of condition damage (and slow cc) skills that are especially used by the kit . For this, 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.
The condition – in any of the listed variations – does not allow utility skills that deviate from the ideal build without a massive dps loss. The signet plays with &B/oIAAA= and can thus use his signets for dps or utility without losing their passive effects. These are mainly:
The kit refrains from using signets and focuses on his individual condition damage rather than boosting the mech. For this, he utilizes the following kits:
All kits have very strong condition damage skills, that you should always keep off cooldown.
The most important skills summarized:
Additional to the kit rotation you also have your pistol skills and the mech commands in parallel. Everything else should be filled with &BvoWAAA=.
Apart from that, there are other useful abilities in your kits, which you can use in special situations without much DPS loss.
The Jade Mech is probably the largest addition that separates the from its core . Depending on the choice of traits, it either supports the group or causes direct or (in this case) condition damage. Similar to pets it permanently follows the , can be configured towards aggressive or passive modes, adopts the s target and attacks this.
It can be desummoned by &BnH2AAA= which is only useful in limited cases, rarely to prevent incurring damage, but rather to cause 223 CC through &Bkr2AAA=. As it loses all boons, this method should be considered wisely.
Even if it is unsommened, it supports you with aerial bombardement if you play with &B/oIAAA=. This however has little dps impact.
The most frequent interaction with your mech is executed through jade mech commands. These replace the classic toolbelt skills of the core . Depending on the chosen trait, these commands change. With respect to the condition , you will mainly use the following commands:
In contrast to the player, a mech cannot queue its skills! Be careful to not interrupt its skills with each other (especially &Bo73AAA= with &BgL3AAA=)!
In general, you should not take any other utility skills as a condition , as you would lose a lot of damage otherwise.
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.
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 (10% condition duration). To compensate for this, you will need to make various gear changes to restore enough condition duration. Ideally, you would equip Superior Runes of Nightmare. If this is not possible for you, you can replace the Superior Earth Sigil by a Superior Sigil of Malice however.
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 2 or more additional condition damage classes in your subgroup. Eventually, it will result in a personal dps loss of about 5%, but grants each group member almost 4% condition dps.
In general, the Condition has a massive number of Conditions and Slow CC that it can use during a battle.
In general, you should always try to follow your rotation and not delay any skills (unless they are needed for CC).
For the mace and kits 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 .
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. The option “Snap Ground Target to Current Target” can be helpful for static bosses – if they move however, you would unfortunately throw grenades right behind them.