The purpose of this post is to elucidate the best way to use condition builds in a group setting. Condition builds have internal group synergy in how they work.
lets look at some text from the wiki on “intensity stacking conditions”
https://wiki.guildwars2.com/wiki/Effect_stacking
“For duration effects, if the same effect is present from multiple sources, the source with the greatest intensity will be used up first. When that effect expires the effect from the next most powerful source will resume and use the amount of time it had remaining when the more powerful effect started (which can be its entire time if it started while the other source was on top of the stack). Most effects have a stacking limit, which means that the effect can only last so long, and further stacks cannot be applied while the stack is at the limit. This limit applies to each source independently, as multiple sources can stack the effect for longer than a single source.
Effects that stack in intensity can stack up to 1500 times, except might and vulnerability which are limited to a stack size of 25. The sources with the greatest intensity and number of stacks will take priority in calculating damage. Removing effects, usually with condition and boon removal, ignores the intensity of the effect."
So, if the sources with the greatest intensity, and number of stacks takes priority in calculating damage, that ends up meaning a few great things for us.
1. Direct damage builds don’t waste dps when using condition based traits and skills. not as a focus but as part of the rotation. (traits that you get anyway, like Mesmer’s {*Sharper Images*:illusions bleed on crit.})
—traits like these add totals to the stack and act like the condition players had applied them firsthand, so long as they can apply more stacks in total than the power players (and they will,) this only adds damage to the party’s total dps output as it will be calculated by a condition damage based character..
2. This means that there is not one recipe for the “best” condition build. (Take the Condi Engi that the meta is so fond of, it can’t be best in slot for damage, because it has duration traits, and not damage traits for its conditions. Meaning that, at equal condition damage, and at equal stacks, a Guardian with {*Amplified Wrath*} or a ranger with {*Hidden Barbs*} will always out damage the engineer (in burning or bleeding respectively.), simply by taking over the engineer’s damage calculations. Though is is best in slot for duration, and provides a huge boost to party dps.)
—This means that there are a few classes that sit above the rest, not in terms of actual application of conditions but in raid-wide damage buffs, or traits that exceed the duration cap. Certain classes stand out in this regard, as the total condition damage comes from "Who has stolen, what size stack, at this moment? It is they, who have set the “dps” that condition stack is doing.
—a. Ranger—> {*Trapper’s Expertise*: Boons and Conditions caused by traps last 60% longer. Traps recharge 20% faster and offensive ones cause cripple.} <—this trait can break the 100% duration cap. {*Hidden Barbs*: Bleeding you cause is 20% more damaging.} and {*Poison Master*: When swapping pets, your pet’s first attack will inflict poison. Your poison damage is increased 25%.} Ranger is the only class with two direct damage bonus traits for conditions.
—b. Guardian—> {*Amplified Wrath*: Burning damage is increased 15%. Burn enemies whose attacks you successfully block.} While they only have one significant trait here. its The Trait to Rule Them All. “Yes, please take the whole raid’s burning stack up 15%. {*Purging Flames*}-{*Whirling Wrath*}…” 14 stacks or so should win out the calculation on burn, and be a huge raid wide boost.
—c. Elementalist—> {*Power Overwhelming*: Gain condition damage based on power, 10%.} and {*Strength of Stone*: Gain condition damage based on your toughness, 10%} This is significant, only because Elementalist is the only class with two condition damage conversion traits, also, when combo’d with a mix of sinister and rabid, runes of the undead and sigil of bursting, this can be the highest condition damage available to a single character (2177 at max pre-buffs.). Meaning; bringing an elementalist set up this way, can be your best option, if you don’t have a gaurdian to handle buffing the group’s burns, and a ranger to buff the group’s bleeds. Though, if your main condition damage is coming from confuse, torment, or poison other characters may win out the slot.
—d. Necromancer—> {*Terror*: Fear deals damage 824; it deals additional damage is the target if afflicted with another condition, 1,241.} this is the highest damage single condition in the game, and it’s murder on break bars. {*Deathly Chill*: Chill deals damage over time, 202.} this trait will ensure that it is always the reaper calculating everyone chill. {*Lingering Curse*: While wielding a scepter, your condition damage is increased by 150. Conditions inflicted by scepter skills have 50% increased duration.}_<—this trait can break the 100% duration cap._
—e. Engineer—> {*Sharpshooter*: Critical hits have a 33% chance to cause bleeding.} {*Incendiary Powder*: Burning you apply lasts 33% longer, and your critical hits inflict burning.} This class is unique as it has the most “condi on crit” traits… with sigils, this can be 4 critical procs. This sets up the condi engineer as the king, of the condition duration. it also stacks quantity of everything other than torment. {*Chemical Rounds*: Your pistol skills have 50% increased duration.}_<—this trait can break the 100% duration cap._ if the engineer can hit the 150% cap with pistols, it can keep up the huge stacks of everything, stacking damage for the entire party. Remember that this only works well for non-torment damage sources… It barely helps Torment mesmer or Mallyx revnant, although is is good damage in its own right.
—f. Thief—> {*Potent Poison*: Increases poison duration by 33%. Increases poison damage by 33%.}- The venom-share thief is, (especially when combo’d with reaper) the best possible poison damage.
3. We can exploit these truths to amplify our condition damage substantially in group settings. In fact, we are only managing, how many stacks of what conditions, for how long…and not the effectiveness of any particular build, per-say… simply the biggest contributor wins the stack. so, it becomes important to split up the work of applying a strong stack, and applying a long stack. If we can do both, then the stacks hit the moon, and a single strong stack can win the majority and overwrite the ownership. and you get the best of both worlds.
—Imagine a group containing 5 players, in all condition builds.
Thief, for poison and torment. (Sinister.)
Guardian, for burn damage. (Sinister.)
Engineer, for stack quantity, on burn and poison, (Viper. duration runes, givers weapons.)
Ranger, for stack quantity on poison and bleed, damage bonus on bleed. (Viper, damage runes, sinister weapons.) -theory highlight-: the ranger will hold out the poison damage and bleed damage, until the slightly higher condition damage of the thief’s poison bomb from venom-share comes in… then the thief’s stacks outweigh the ranger’s, and the higher damage bonus kicks in, thieves in this setup can expect 10k poison ticks pretty easily.
Necromancer, for stack quantity on poison, bleed, and torment. Damage on chill and fear. (Viper’s, with Giver’s weapons and duration runes.)
Let me be the first to say, this may not be the optimal party setup. Part of the reason I’m opening this thread, is to see if we can put our heads together, to see if, we can manipulate the stack mechanic, and the unique class traits to provide max damage. I don’t propose to know the solution, I propose to have the method of finding it.
I have a few builds from the optimal classes I can share, all things I either play, or have played that I can post if anyone has questions, but I feel like build specifics ought to be left to other threads, as this thread is aimed at uncovering inter-build synergy.