Condition Damage
One maybe…where’s poison?
Also, did you consider adding burning, bleeding and poison into the same attack chain and then see what happens? I’m currently pondering a bit about a build with Sigil of Doom (poison on weapon swap) in a scepter build for WvW…not sure if it would work, but in theory it could…
One maybe…where’s poison?
Also, did you consider adding burning, bleeding and poison into the same attack chain and then see what happens? I’m currently pondering a bit about a build with Sigil of Doom (poison on weapon swap) in a scepter build for WvW…not sure if it would work, but in theory it could…
Elementalists don’t have a reliable way to add poison, either than that Sigil of Doom thingy so I didn’t think it was worth adding poison there.
I wanted to make a comparison between Burning and Bleeding, our most common damage inflicting conditions.
Poison is a rather weak DoT, and it’s primary purpose is to migitate opponent healing. I suppose it could definately work, but it wouldn’t be very reliable
Some professions use Malice and Precision in their condition builds, others use Malice and Power. You shouldn’t make a straight up comparison of purely Malice damage against health, as there are other factors to consider (direct damage from skills, rate of stacking, removal traits/abilities, ease of re-application etc).
As for applying Poison, you can fire projectiles through poison clouds, Hurl in particular is reliable for this as it adds 5 stacks iirc.
I’m pretty sure elementalists don’t have a way to generate poison fields. Unless you’re running around with a shortbow thief or necromancer glued to your hip, it’s probably best to assume that poison will come from sigils.
It’s nice to know that burn = 6 stacks of bleed though.
(edited by Lifelike.5862)
Some professions use Malice and Precision in their condition builds, others use Malice and Power. You shouldn’t make a straight up comparison of purely Malice damage against health, as there are other factors to consider (direct damage from skills, rate of stacking, removal traits/abilities, ease of re-application etc).
I’m comparing Burning and Bleeding I have no numbers on how fast “raw damage” will kill someone compared to them, only how fast Burning kills people at certain amounts of Condition Damage. I wanted to measure how our two conditions scale with different levels of Condition Damage and a comparison between them.
It’s nice to know that burn = 6 stacks of bleed though.
Burn = 6 stacks at 850 condition damage and above.
For me that’s the main issue with burning. It scales badly compared to Bleeding, I was expecting the more condition damage you have, the better burning damage scales but that’s not the case, it’s the complete opposite.
So a condition that doesn’t stack on itself scales poorly, compared to a condition that can stack multiple times? I’m finding less and less use for Burning now, especially in groups. A single Scepter Elementalist can keep Burning up forever, what happens if your group has more people that apply regular Burning with their builds? It’s also sad to read so many Elementalist traits are offering more and more Burning, which is, again, almost useless for groups. 25 stacks of bleeding aren’t very hard to achieve with lots of builds, while fighting bosses, and they can surely deal a great deal more damage than Burning.
How about making Burning stack once 20seconds are reached (or 30?), so every 20 (or 30)seconds of Burning applied, 1 more stack is added to the total. This change won’t make a difference in sPVP, WvW or even in general PVE, but it will certainly make Burning a more viable option in dungeon groups, against big bosses.
(edited by maddoctor.2738)
I’m pretty sure elementalists don’t have a way to generate poison fields. Unless you’re running around with a shortbow thief or necromancer glued to your hip, it’s probably best to assume that poison will come from sigils.
It’s nice to know that burn = 6 stacks of bleed though.
Well, since this is a teamwork orientated game, taking advantage of other players fields is a fairly standard tactic :P
Some professions use Malice and Precision in their condition builds, others use Malice and Power. You shouldn’t make a straight up comparison of purely Malice damage against health, as there are other factors to consider (direct damage from skills, rate of stacking, removal traits/abilities, ease of re-application etc).
I’m comparing Burning and Bleeding I have no numbers on how fast “raw damage” will kill someone compared to them, only how fast Burning kills people at certain amounts of Condition Damage. I wanted to measure how our two conditions scale with different levels of Condition Damage and a comparison between them.
It’s nice to know that burn = 6 stacks of bleed though.
Burn = 6 stacks at 850 condition damage and above.
For me that’s the main issue with burning. It scales badly compared to Bleeding, I was expecting the more condition damage you have, the better burning damage scales but that’s not the case, it’s the complete opposite.So a condition that doesn’t stack on itself scales poorly, compared to a condition that can stack multiple times? I’m finding less and less use for Burning now, especially in groups. A single Scepter Elementalist can keep Burning up forever, what happens if your group has more people that apply regular Burning with their builds? It’s also sad to read so many Elementalist traits are offering more and more Burning, which is, again, almost useless for groups. 25 stacks of bleeding aren’t very hard to achieve with lots of builds, while fighting bosses, and they can surely deal a great deal more damage than Burning.
How about making Burning stack once 20seconds are reached (or 30?), so every 20 (or 30)seconds of Burning applied, 1 more stack is added to the total. This change won’t make a difference in sPVP, WvW or even in general PVE, but it will certainly make Burning a more viable option in dungeon groups, against big bosses.
Burning does its damage instantly, and can be reapplied very quickly if it is removed. It is best used in builds that focus on Power and Malice.
Bleeds on the other hand have a ramp up time, and become weaker and weaker the more condition removal the target has, as the stack will need to be started again, and then protected with other conditions.
Neither is weak, they are just stronger in different situations. And as for keeping burning up indefinitely, yeah, you should be aiming to do that AND switch through all 4 attunements to support your group. So you need a decent duration-stack before you lock yourself out of fire for 9-15 seconds.
I think you made the right choice to limit yourself to burning and bleeding.
I found your table readable and useful. Thanks for posting it.
I think my condition damage is pretty low right now…like 150. Most of my condition damage comes from might stacks which vary during the course of the fight.
For a while I tried a condition build, 30 in earth and undead runes (toughness, condition damage, bonus for 6 is 10%(?) of toughness converted to condition damage). I have been noticing that my kill speed seems slower since I switched to 0/10/0/30/30 and runes of altruism/water.
I like the new runes too but I do notice the difference.