Please explain Condition (Bleed)
Condition builds are weak for pve because of that. If a mob that you are atacking is already with 25 stacks you will do no damage with bleeding. So in group events for example all the players with condition builds will be limited to that 25 stacks, all that 25 stacks are shared among the players involved in the event.
So, for dungeons and pve condition builds suck.
It is not only the condition classes that use this stack, every power build with 5 trait points in the precision line produces also a lot of weak bleeds as well.
It is a first come first serve, so it isn’t even guaranteed that strong condition DD will bring their bleed on the mob as well.
Additionally for burning and poison there is only one stack for all players.
And therefor bringing more than 1 Condi into a dungeon is useless, because every build can generate at least 15 bleeds plus poison and/or burning.
The exact mechanics of conditions have yet to be found out by players, especially the multiple stacking or the cap stacking are still clouded.
Right now the current mechanics are assumed to be like this:
Once a tick based effect is inflicted on an entity a tick counter starts. Every second (probably half-second for torment) that counter checks for current conditions and applies their damage. This allows even for 3.1s bleeding to tick for times.
For duration stacking conditions each source is checked and the strongest one applied (and reduced time).