Can we talk about condition disparity in PvE?

Can we talk about condition disparity in PvE?

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Posted by: Nemitri.8172

Nemitri.8172

Burn, Burn, Burn, that’s all that works, if you can’t do reliable burn stacks, then you might as well not bother with condition builds, which makes like 3 or 4 at best classes that are good with burn, the rest are meh, and to make it worse, the new raid pretty much requires 3-4 condition classes, which makes some professions less desirable to put it lightly.

I’m not asking for a burn nerf, I’m actually asking for the other conditions to be useful in pve, especially raids.

Confusion could be awesome if you perhaps made a boss that attacked super fast, but that would deal light damage to compensate for the attack speed.

Torment could be more useful if a boss would be constantly on the move on its own or something.

Or just straight up buff the damage per stack of non-burns?

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Posted by: Wahaha.7938

Wahaha.7938

My bleeds and confusion do good damage.

Can we talk about condition disparity in PvE?

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Posted by: Daddicus.6128

Daddicus.6128

My necro does everything BUT burns, and he can punch out serious damage. But, he could do more if there were runes (etc.) that focused on poison and bleeding as well as there are for burning. It does seem like burning outstrips all other conditions, if you can focus on burning.

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Posted by: Nate.3927

Nate.3927

there are definitely runes that focus on bleeding. Not sure about poison though

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Posted by: PaxTheGreatOne.9472

PaxTheGreatOne.9472

Superior Rune of the Krait (Bleeds)

  1. +25 Condition Damage
  2. +10% Bleeding Duration
  3. +50 Condition Damage
  4. +15% Bleeding duration; 25% chance when struck to cause Bleeding for 10 seconds. (Cooldown: 15s)
  5. +100 Condition Damage Condition Damage
  6. +20% Bleeding duration; When you use your elite skill you inflict Bleeding,Torment, and Poison for 8 seconds to nearby foes. (Cooldown: 30s)

Rune of Orr (Poison)

  1. +25 Condition Damage
  2. +10% Poison Duration
  3. +50 Condition Damage
  4. 25% chance when struck to inflict Poison for 10 seconds. (Cooldown: 20 seconds)
  5. +100 Condition Damage
  6. +20% Poison Duration; when struck below 20% health, gain quickness for 5 seconds. (Cooldown: 90 seconds)

Rune of the Afflicted (Bleeds and Poison)

  1. +25 Condition Damage
  2. +10% Bleeding Duration
  3. +50 Condition Damage
  4. +15% Poison Duration
  5. +100 Condition Damage
  6. +20% Bleeding Duration, When you are downed, you create a death nova. (Cooldown: 30 seconds)

Rune of Nightmare (any conditions)

  1. +25 Condition Damage
  2. +5% Condition Duration
  3. +50 Condition Damage
  4. +10% Condition Duration
  5. +100 Condition Damage
  6. 50% chance when struck to inflict fear for 1 second. (Cooldown: 60 seconds)

-And- (read: often paired with)

Rune of the Trapper

  1. +25 Condition Damage
  2. The duration of conditions you apply last 10% longer.
  3. +50 Condition Damage
  4. When you use a trap skill, you gain 2 seconds of super speed.
  5. +100 Condition Damage
  6. Gain 2 seconds of stealth when using a trap skill.
23 lvl 80’s, 9 times map, 4ele, 4ncr, 3war, 3grd, 3rgr, 2thf, 2msm, 1eng, 1 rev.
Been There, Done That & Will do it again…except maybe world completion.

(edited by PaxTheGreatOne.9472)

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Posted by: Kill.3458

Kill.3458

im running runes of the afflicted, any recommendation for weapon runes?

Can we talk about condition disparity in PvE?

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Posted by: Eponet.4829

Eponet.4829

Yeah, shatter condition chronomancer is kind of… bad.

They can maintain 10-20 stacks of torment and confusion, but… because of the nature of the conditions, they simply don’t do enough to justify their existence over a condition engineer/berserker/ranger/necromancer, they’re even poor when compared to just leaving up 3 phantasmal duelists/mages and just autoattacking.

Perhaps we could get a PvE only buff to them? They’re powerful enough in PvP as it is, but PvE wise they’re pretty bad.