Making Condition Builds Work in Dungeons

Making Condition Builds Work in Dungeons

in Fractals, Dungeons & Raids

Posted by: Aldebaran.8132

Aldebaran.8132

Too often ppl don’t have an open mind anymore to anything but zerker builds… This is a design flaw on the part of Arenanet that is EASILY fixed. By simply implementing direct damage resistant enemies that require strategic applications of conditions the whole ball game could change. I think that as a team they need to sit down and look at how content is pidgeon holing ppl into certain builds and see how they can change that from a design point of view.

Making Condition Builds Work in Dungeons

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Posted by: The Mexican Cookie.3690

The Mexican Cookie.3690

They really should make condition damage better, even if it only results in one party slot being made available to a condi dealer. At least it would be something.

#LoveArrows2013, never forget.

Making Condition Builds Work in Dungeons

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Posted by: TheMaskedParadigm.3629

TheMaskedParadigm.3629

Condition Necro is #1 vs Mossman and Dredge Fractal

Brazil
Youtube Channel – http://www.youtube.com/t3llularman

Making Condition Builds Work in Dungeons

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Posted by: Dub.1273

Dub.1273

Even if conditions did twice as much damage as now (resulting in about being 150% of a berserkers builds damage) it would not be viable. Not even with three times as much damage. Before you’re able to apply any meaningful conditions, mobs will die. Before those conditions deal their damage, bosses die.

Also, why would you reward such play? Using rabid gear makes a warrior with healing signet, dolyak signet and lifesteal food able to facetank phase 1 and most of phase 3. I was even able to solo him with a 500 ping. I took two rapidfires in my face and still did it. If anything about condition damage shall be changed, it’s the stat combinations with them.

Finally, i’d like a “dungeon hardmode” where all enemies do 15x their current damage. Doing skips would be a real challenge then, aswell as a risen illustionist would probably let our parties wipe over and over.

Dub | [rT]
#LoveArrows2013, never forget.

Making Condition Builds Work in Dungeons

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Posted by: Vexido.7041

Vexido.7041

just increase toughnes on monsters and bosses, lowerize hp on moster depending on how much toughnes is increased and increase bleed cap to 30 and problem is mostly solved :p

Making Condition Builds Work in Dungeons

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Posted by: Oxxy.7068

Oxxy.7068

Buffing conditions would’ve been a nice idea if anet had different balance teams for sPvP, WvW and PvE, instead, they have multiple living kitten teams.

Luminifera ~ Guardian – Trisha Blackhands ~ Thief – Hua Yue ~ Elementalist.

Making Condition Builds Work in Dungeons

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Posted by: TheMaskedParadigm.3629

TheMaskedParadigm.3629

Let’s kill Tequatl with 200 condition Necros.

Brazil
Youtube Channel – http://www.youtube.com/t3llularman

Making Condition Builds Work in Dungeons

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Posted by: Nike Porphyrogenita.8137

Nike Porphyrogenita.8137

When you base a condition character around bleeds, they blow. When you base a condition character around vuln, they are good.

Death and Taxes [DnT]
http://www.twitch.tv/nike_dnt
DnT is Recruiting – http://www.dtguilds.com/

Making Condition Builds Work in Dungeons

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Posted by: Gnat.9405

Gnat.9405

Give vuln an active damage component

Making Condition Builds Work in Dungeons

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Posted by: Ethics.4519

Ethics.4519

RIP in peace Robert

Making Condition Builds Work in Dungeons

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Posted by: Bright.9160

Bright.9160

Too often ppl don’t have an open mind anymore to anything but zerker builds…

This is actually false. The speedclear community has a really open mind when it comes to trying new things. Mainly for the purpose of finding the best builds.

If they buffed/reworked condition damage so that it would be on par with direct damage, I’m pretty sure it would be idiotic of us to ignore those builds and stubbornly keep running berserker builds. The speedclear community will always try to run the best builds around, whatever they may be. If all of a sudden there wasn’t a cap on condi stacks, I’m pretty sure we’d all be running 5 epidemic necromancers.

We don’t hate condition damage just because it’s condition damage. We hate it because it’s inferior.

Legion of Doom [LOD] – Death ’n Taxes [DnT]
“People wanting content where Berserker sucks should remember that it needs be so hard
that they will cry, not just a river, but a huge ocean.” – Wethospu

Making Condition Builds Work in Dungeons

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Posted by: Chaotic Storm.2815

Chaotic Storm.2815

Conditions is 1 of the main issues with lack of build options in the first place. I use to love playing a duel sword warrior. everything about those skills that seem right except for the fact its heavy into conditions and can be blown out of the water by any Direcr Damage warrior of the same build

ANet is pretty much made conditions a by product of fights and not actually a way of fighting. I mean come on Direct Damage is independent of each player but everyone has to share the same limited conditions pool? Its a joke!

#ELEtism

Making Condition Builds Work in Dungeons

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Posted by: Lord Kuru.3685

Lord Kuru.3685

First, make conditions fire and forget: in other words, make the damage-per-tick depend soley on your stats at the instant the condition is applied.

This would greatly reduce the number of computations/data retrievals needed for condition damage/duration calculations and would allow larger stacks (or even removal of condi cap) thus allowing more than one condition build per party.

Making Condition Builds Work in Dungeons

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Posted by: Stooperdale.3560

Stooperdale.3560

It’s just the condition cap in PvE. Conditions are balanced for PvP where players have condition cures, so when we look at PvE enemies that cannot cleanse conditions the conditions should be even better, except for condition cap. Defiant and the condition cap define PvE play so players now use zerker damage that is not affected by either of those restrictions.