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.
Invocation:
Devastation:
Corruption:
Renegade:
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
Legends:
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.
Legendary names:
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.
You should be very careful with abilities that take you to the boss, so they don’t put you directly into a teleportation field.
Try to bypass the port fields with movement instead of so you don’t lose your critical hit chance from &B14IAAA=.
If you should be ported, you should use a movement skill to get back to the boss.
Since the of is not too big … make sure that your skills meet the boss, especially &BmWjAAA=.
You should use &BvluAAA= only in directions where the skill cannot hit a seeker, because of .
During the splitting phases you should go to the Red Guard as you are a Condition Damage class.
You should first use the skill &BiWeAAA= so that the Guardian has and everyone does more damage.
If your is lost, you can use &BiysAAA=.
Finally, if the guard needs to become CCed, you can use &Bg1tAAA=, &BlyjAAA= and &BgShAAA=.
In the main boss phase, if the party is having problems with the little ghosts, you can set &BgShAAA= as this will interrupt the ghosts.
In the last phase you should be careful with &BjxtAAA=, because this skill lets you stay in the animation and you can’t stop it. So you can’t avoid the eggs.
During the split phases you can destroy the orbs by using some skills on them along the way. In the split phase as well as in the boss phase you can &BmWjAAA= aim to hit the boss/ghost and orbs simultaneously.
You should position yourself in the split phase and aim your skills so that they hit several ghosts.
If a ghost comes very close to you can slow it down with &Bn1tAAA= or &Bg1tAAA=.
You should use &BgShAAA=. Additionally you can use &BlyjAAA= with the bow or &BvluAAA= with the axe.
You should be careful with the skills that do many hits at once so you don’t kill yourself. e.g. &BlSnAAA=, &Bu+cAAA=, and &BmWjAAA=.
Be careful with &BjxtAAA=, because this will keep you in the animation and the wall of flames will roast you easily.
You shouldn’t hold back any skills with the in-between bosses, because the faster they die, the faster will be back.
If you should run cannons, you can switch to &BoKjAAA= and then use some skills on the cannon. When you come back you should have 100% energy and you can also use &Bn1tAAA= directly on the boss when you come back.
If you get a bomb, you can use &BjxtAAA= or &Bn1tAAA= or &Bg1tAAA= to get back to the boss quickly after taking it away.
However, if you are on shortbow, you can also try to adjust your rotation accordingly.
With the movement skills you should be careful that they do not get you into other mechanics or damage fields.
If you have too much energy because you were not able to use any skills with mechanics, you should use additional skills so that you can swap your legends under 10%.
You should not interrupt your rotation during -dome, otherwise your conditions will be lost. However, you should delay the &BlSnAAA= and &BiWeAAA= skills and not use them while in the dome.
If you are interrupted, you should use skills that will undo this.
For CC you can use &BgShAAA=, &BlyjAAA= or &BvluAAA=.
If you get mechanics, you can do them faster with movement skills e.g. &Bn1tAAA=. If you are already on bow, you can continue your rotation there.
You can use &BgShAAA= as CC for ‘s . But you can also use it to interupt the small enemies.
You can use &BiysAAA= and &BuGxAAA= in the 50% phase.
You can also use &BiysAAA= in the pre-event to increase the damage of the group by .
If you have been ported and do not have your special action key… you can also use &Bn1tAAA=. This will additionally compensate for the excess energy gained.
Take care with &BjxtAAA=, because you can land in the port fields quickly and cannot avoid the uninterruptible animation.
In the green fields you should be using bow, so that you can do additional damage. If you are on the mace, you should stay on the boss as long as possible and then jump into a green field with the special action key at the last moment.
You can get 100% Energy from this fight before the fight. To do this, simply stand on one of the damage fields and you’re in combat.
Be careful not to jump into the spears with &BjxtAAA=. You can try slowing down the jade statues with &BmWjAAA= if the group does not want to have all the jade soldiers at once.
If the boss should move, try placing &BsVuAAA= in the direction of the boss movement.
If you fight the boss at range (Rangestrat), you can stay on shortbow, so do not but only the legends.
If you fight the in-between bosses you should play the normal rotation again.
If you do not play the Rangestrat, you should use your normal rotation, but you should be careful with &BjxtAAA=, because this skill holds you in your position and you cannot move. Be careful not to trigger any black fields.
With &BiWeAAA= you can build on the enemies, which will cause more damage to the whole squad. Therefore, you should place it on the intermediate bosses as early as possible so that it has 25 stacks
You can CC the in-between bosses with &BlyjAAA=, &BvluAAA= and &BgShAAA=.
You can use &BvluAAA=, &BlyjAAA=, and &BgShAAA= to CC the boss
&BvluAAA= should not be used if there is a tormented dead near the group, because of .
Be careful that you don’t jump into a wall or scythe with &BjxtAAA=.
You can help your with &BnayAAA=.
If the tank is currently moving the boss, you should delay &BlSnAAA= or some projectiles with this ability will not hit.
Pre-event:
You should set &BiWeAAA= at the executors as soon as possible so that they have as soon as possible.
In addition, you can kill the spiders and use &BuGxAAA= and &BiysAAA= as you should have a lot of energy left due to the downtimes in the pre-event.
Fight:
With &BnFrAAA= you can remove the boons from . This should always be done after each Greater Death Mark, unless someone else in the squad does it.
Before does his Greater Death Mark, you should do as much damage as possible and drain the Energy, as you will be playing the mechanics for a few seconds and regenerating Energy during that time.
Mechanics:
When you get mechanics, you can use movement skills such as &Bg1tAAA=, &BhlyAAA=, &BkduAAA= and &Bn1tAAA= to either move away from the boss or come back to him.
10% phase:
You should start on &BoKjAAA= as you will have 100% energy and can place more ghosts. With &Bn1tAAA= you can go from the sigil back to the boss. If you are on &Bk5vAAA= you can use &Bg1tAAA= to move to the sigil and back to the boss.
Watch out &BjxtAAA=, because this skill will immobilize you for a short time. This makes you an easy target for waves of fire. Additionally you should be careful not to become the tank suddenly, because the enemies always attack the closest person.
You can use &BnFrAAA= to strip boons from the pyres. You should use your CC skills for the .
For the Destroyer, you should place &BgShAAA= in the middle of the Destroyer, so that the boss and the small destroyers become CCed. Additionally you can put &BiWeAAA= so that they also have .
Be careful with &BjxtAAA= as this will disable you for a short time and you might not be able to get into one of these winds in time or into the protective dome outside etc…
During the split phases you can help with &BvluAAA=, &BlyjAAA= and &BgShAAA= with the CC of the opponents. With &BiWeAAA= you can also give them .
For the phases, you should use &BvluAAA=, &BlyjAAA= and &BgShAAA=.
You can start here with 100% energy if you are standing in the field of pylons which throws you back.
At the start of the fight you can use &BgShAAA= to move the pylon to CC it. You can also use other CC skills if you need them.
From 30% on will receive boons regularly. You can remove these with &BnFrAAA=. Starting at 20%, this becomes even more important if the group has no people to do the boonstrip.
You can use your CC skills to help with the CC from the anomalies. Since most of your damage is usable at range, you can also use your CC while the anomalie is standing in lava fields.
If destroys a pylon, you can step to the beginning of the resulting lava field and attack it from there. You can still attack it on range while it is in the middle and has not yet summoned its dome.