The condition is a condition-based damage class that specializes in , , and . Since the conditions are applied relatively slowly, the condition takes the longest to reach a good damage level compared to other classes. Fast boss phases are therefore killing the damage.
The choice between Invocation and Devastation is basically based on whether the itself can cause good damage, or whether direct damage is more effective. Power Damage is generally more effective with short bosspases and reduced enemy toughness (e.g. the ), while condition damage benefits from long bosspases because condition building takes time and is not affected by higher toughness (e.g. ).
The Condi Renegade variant of Devastation improves power damage classes through &B/oGAAA=, increasing the ferocity of at least 4 allies by 150 points. This increases the damage of an average direct damage class by about 4%. For this reason, this build is only played on bosses that prefer direct damage classes but also require condition damage or where direct damage classes benefit from conditions. Since this build sacrifices damage to improve your party, your party members should do good damage to make &B/oGAAA= worthwhile.
The Invocation Condi Renegade variant gains an additional 25 Energy when &B/8GAAA= legends swap below 10 Energy. This allows more Energy-guzzling skills to be used, which obviously increases damage. Also included is &B94GAAA=, a 7% damage increase under the effect of . The Renegade is thus completely damage-based and (unlike Destruction) does not bring any party enhancements. The Invocation specialization is the more selfish option and is played in most cases.
Commands of the citadel:
Your skills F2 through F4 are always available, regardless of your current legend. They are as follows:
Because means an enormous increase in damage for every player, you usually want to have permanent alacrity. As you are with &BuGxAAA= in combination with &B4YIAAA= one of the few classes that can reliably provide alacrity.
So the basic question is: Does my squad need , or can I go full-dps?
If there is not enough generated in the squad due to the composition, for example because there is only one or no support available, then it is necessary to play with &B4YIAAA= and use &BuGxAAA= regularly. The property increases the generation of by 50% (6 pulses instead of 4) with &BuGxAAA= and also affects 10 allies instead of 5. So if has to be generated, &B4YIAAA= is essential.
If the uptime of is already covered by other classes/persons, then a damage-enhancing property can be played with. In real raid scenarios it has been shown that the &BzQIAAA= property is stronger than &By4IAAA= wherever the condition is played.
The following boss-specific information refers to the variant that does not generate . For the generating variant please refer to the Condition Alacrity Renegade Guide (click).
In our own tests we have found that the &AgEPvwAA does as much or more damage in real raid scenarios than the &AgHwXwAA. Unfortunately, the difference is very difficult to quantify clearly, as the damage depends on your own rotation, randomness and your allies (, ,…). On the golem, however, the &AgEPvwAA does about 500-700 less damage per second. Since performance is more important in real raids than on the golem, we decided to create our builds and rotation videos with the Sigil of Torment
You have some legends to choose from. Each of these legends will give your character different abilities. Using any ability will cost you energy. Auto Attacks are an exception.
Switching legends is not affected by like . Additionally, sigils that trigger at are also triggered when changing legends.
The Energy consumed by using skills regenerates at full regeneration speed by five Energy per second. When not in combat, the Energy regenerates only up to 50%.
There are 5 arrows pointing to the right and 5 arrows pointing to the left. Each arrow stands for 1% energy per second. There are some abilities that use a fixed amount of energy as well as some that use passive energy. So for example 3% per second, this slows down the regeneration of energy.
You want to swap legends at exactly 10 or less than 10 Energy. If you have a little more, you can use &BiysAAA=, F4 (&BuGxAAA=), or other fast skills. This is situation dependent.
Which legend should I play?
The &BoKjAAA= gives the group more damage because &BsWnAAA= gives the group a buff which the group uses to attack.
If all players play exactly the same rotation, which theoretically should be the case, these buffs overlap and any additional &BsWnAAA= will be useless. Therefore &BoKjAAA= players should not be in the same group and if you have more than 2 players with them. They should be set to &BuZtAAA=.
But this is not absolutely necessary. The damage that is lost there should not be significant for the management of a boss.
With the &BuZtAAA= you get some additional movement skills. Some players find the &BoKjAAA= easier, others the &BuZtAAA=. This is something everyone should decide for themselves.
Often you will hear different names for the legends in the game. so here is a small list:
You can also start a battle with 100 Energy by entering the battle before it starts, without starting the boss battle, e.g. step into the poison before.
Furthermore, you can use &Bg1tAAA=, &Bn1tAAA=, &BkduAAA= and &BhlyAAA= as a movement skill, so to cover a distance faster.
Additionally you have stunbreaks: &BgShAAA=, &BrpqAAA= and &BhlyAAA=
You want as little as possible because &B14IAAA= gives you 33% critical hit chance when your endurance is full.
If you critically hit or flank an opponent, you will get stacks of &BoOnAAA=. This gives you 30 ferocity and 2% more condition damage per stack.
&BoOnAAA= can also be generated through traits.
With &Bx8IAAA= you get &BoOnAAA= if you give .
The effect of &BoOnAAA= can also be changed or enhanced. With &BzQIAAA= you get 50 ferocity and 3% more state damage per stack. With &B4YIAAA= you get 7% less incoming condition damage per stack in addition to the ferocity and state damage.