Condition duration and elixir gun.
Conditions from all turrets do scale with your gear and traits.
Direct effects from said turrets, such as the rocket itself, don’t.
Conditions from all turrets do scale with your gear and traits.
Direct effects from said turrets, such as the rocket itself, don’t.
Unfortunate. Yet another setback to burst dps.
I tried the condi duration thing didn’t really help me. So I switched to 4 of the rune of the pack to go off before my alchemy injection and then by the time those boons are done my alchemy injection goes off. I have longer boon times so I can get my swiftness up to about 47 seconds while running around which was another annoyance.
But these are PVE concerns might not help you in PVP.
(edited by tigirius.9014)
It’s a pretty strange distinction, but I imagine it’s there due to the possibility of glass cannons being able to, using turrets, create several ranged sources of damage that aren’t going to get them downed by Retaliation, can be used at ludicrous range (Deployable Turrets (900 placement range, I think?) + Rifled Turret Barrels (100 attack range) = 1000regular turret effect range).
I still wish they’d let turrets scale to all player stats – partially because because that would make glass cannon engineers drop glass cannon turrets (and the other way around, so a tank engineer could have tank turrets), and partially because it would make some turrets more viable just the same as having Condition effects scale improved Condition-infliction turret viability.
Turrets aside i’m still concerned about the effectiveness of condition duration since a lot of the build would revolve around it, I figured elixir gun causing constant weakness, burn, freeze, bleed, vulnerability and poison would be a bit difficult to purge but even so most of them seem fairly short by default.
Condition duration is great in WvW roaming (and presumably PvP) as most people have limited ability to clear conditions. We tend to lay on more condtions than people can clear so the extra duration works. Even if they run the longer duration DoT can still drop them (it’s great to see a thief escape only to be downed a few seconds later from the conditions they couldn’t clear). Extra duration can be especially good with poison as it the 33% reduced healing can work the same as if you’d done 33% more damage.
Condition duration is not much use in zerg v zerg as there is so much condition removal the conditions don’t last long enough to benefit from it. The same applies to PvE where condition duration is a waste of time in large events.It can be helpful for dungeon bosses if you’re the only one stacking conditions.
If you’re concerned about condition durations, there are a few ways to increase it: Explosives ranks, Runes of Lyssa, the Mad King, the Lich and the Nightmare all increase overall condition duration (30% maximum from Explosives, 24% max from combined runesets (2 Lyssa, 2 Mad King, 2 Nightmare/Lich)), while sigils, and some runesets, are more specialized; Superior sigils offer +10% duration to specific conditions, while specialized runesets offer up to +15% duration of specific conditions (usually at 2 runes, so mix-and-match for, say, +45% Burn duration is entirely possible (2 Baelfire, 2 Balthazar, 2 Flame Legion, for example)).
Considering the wide variety of conditions the Engineer has available…there’s a lot of ways you could arrange it all.
(edited by Anymras.5729)
You should be aware that a lot of the meta now involves running Warriors and Guardians with a full set of Melandru runes with Lemongrass soup. This will cut your condition duration down considerably.
Why is there a 20% cap on condition duration from rune sets?
Most one rune set offers is 10% duration. You’d either have to use two Lyssa and two Mad King or either one of those two and 4 Lich or Nightmare. Either way you’d only have 20% duration increase.
Because there’s only 6 slots and very few runesets that give +10% Condition Duration (as in, every single condition is affected) at 2 Runes.
After further examination, actually, I’ve come to the conclusion that I’ve actually missed something – you can have up to 24% (2 Lyssa (10%), 2 Mad King (10%), and 2 Nightmare/Lich (4%)). I’ll go ahead and edit this into my previous post.
Because there’s only 6 slots and very few runesets that give +10% Condition Duration (as in, every single condition is affected) at 2 Runes.
After further examination, actually, I’ve come to the conclusion that I’ve actually missed something – you can have up to 24% (2 Lyssa (10%), 2 Mad King (10%), and 2 Nightmare/Lich (4%)). I’ll go ahead and edit this into my previous post.
Unless they messed with superior and major runes stacking, you can get 27. 2 superior lyssa(10), 2 major lyssa(7), and 2 superior mad king.(10)
Really? Huh. I hadn’t even been looking at the Major runes, just Superiors.
Don’t most conditions CAP at +100%? Reading around the internet a few months ago, that seemed to be the general consensus, is that no longer the case?
This is easy to test with a single condition, I used chill at the time, and from my numbers, it seems like the +100% duration was as far as you could go.
Physti – Elementalist | Fistful of Blades – Thief
[WHIP] Quaggan Slavers – HoD
They probably still have the duration cap, yeah. Probably have to use food to hit it, so I’ve never run into it.
So now i’m almost 80 and ready to buy some runes, and I have a question regarding Melandru rune’s 2 set bonus. Since it gives -10% condition duration, wouldn’t this remove a tick of damage in most cases? Any engineers able to give their opinions on the effectiveness of this rune? If it is decent i’m thinking of going 2 Lyssa, 2 Mad king, and 2 Melandru.