Q:
What is condition burst?
A:
I don’t play a necro nor do I want to play one. They do kill me from time to time so I’m here trying to find out more about them. So, please forgive me for my ignorance regarding this class and what and what it can’t do.
My question are:
1, what is condition burst? (uptime, setup time, rotation, etc)
2, what other class(es) is/are capable of a condi burst?
3, how fast can you kill someone with a condi burst vs low/med/high vitality targets?
4, what are the counters?Thanks in advance.
1. Condi burst on necros is either easy or harder, depending on build. Any 30/20/0/0/20 build has a burst for fear/burning/bleed/poison built into anything they do. I won’t go into a specific rotation, but many bleeds and burns are just free along with everything else going on.
A build without 30 in spite doesn’t get burning, and generally uses things like Geomancer runes, weakening shroud, mark of evasion, to stack bleeds faster, and make up for that huge loss of damage. I personally have been using this build more and find it quite nice.
Uptime is variable depending on build, but generally they will die unless they clear, long before the durations run out. Setup time on necro conditions is nil, but cast times are always something to consider.
2. Mesmer, ele, engineer, thief, warrior, ranger. Each of them has a variable degree of effectiveness. Warriors and mesmers stack confusion very fast, and bleeds somewhat fast. Eles do pretty well on burning and okay on bleeds/chills, but lack lots of bleeding. Thief surprisingly has lots of everything except burning, in a bursting build, especially torment.
Ranger and engineer are what I would consider the best alternative bursting condi build. Both can stack burning/bleeding/poison very quickly, are pretty tanky, and have nice boons to cover themselves. Engineers get good confusion too.
In reality though, no one else gets terror, and that means any “burst” condi builds from ANY other class are going to be weaker than necro
3. 5-7 seconds if they don’t clear. I have had thieves die in 3 damage ticks before. Warriors/engineers with their complete immunities take much longer, and most smart players pack a lot of removal, which of course makes the fights quite a bit longer. Stability also stops fear completely, and takes away that source of damage without corruption on the boon.
4. Lots of QQ on this one. Some classes just don’t have good counters. The next patch is seeing lots of additional AOE condition removal to help combat this problem. Currently for both thieves and mesmsers, the best counter is to be invisible as long as possible, and if you run out of stealth, or get caught, you die. Not very fun for them. Warriors and engineers are very well suited to counter with the right builds, and most ele DD/guardian builds are pretty good with their regeneration.
Obviously the best necro counter is another necro. Lots of removal and lots of transfer means it comes down to who uses those the best.
I alt a necromancer with a condition (fear) build so perhaps I can open up a door, and a veteran necromancer correct me if I’m wrong:
1. Condition bursting is the rapid application of conditions on a target in the shortest amount of time possible, hence bursting. The rotation is simply using moves that deal conditions, but a necromancer will generally end it with a skill that causes fear that way while you are feared, you will get hit with the conditions on you as much as possible, the most common condition youll get hit with is bleeding. And assuming you dont clear conditions, a necromancer’s conditions are, for all intents and purposes, permanent, as they reapply them very quickly.
2.I’d say mesmers and especially engineers are capable of condition bursting, but I personally think the necromancer is the best at it, followed closely by a condi engi spec
3. That all depends, let’s assume you are very powerful, condition wise: The best defense against conditions is health, so if you have low health, youll melt rather fast, medium health, decently fast, whereas high hp targets will be able to withstand conditions for a longer time, allowing them to cleanse them easier than others
4. The main counter here are simply condi removal spells. Whether it be like the necromancer consume conditions, or giving conditions to another target. Once again, high hp is a direct counter to condition damage, much the same way armor is a direct counter to physical damage. Necromancers, in my eyes, are the masters of conditions, they can burst them, heal off of them, and even give them all right back if applied to them. They also have a high health pool in case some waiting time is needed.
(edited by RedSpectrum.1975)
What RedSpectrum said. (no correction needed)
Short version:
@1: Apply a lot of conditions within a short amount of time.
Uptime: until you cleanse.
Setup time: a couple of seconds.
Rotation: depends on the build, but you can usually expect it after you have some condis on you and the necro goes into Death Shroud.
@2: Every class can do that, I suppose. The necro stands out though because of Terror (fear does damage), plus he has access to every other condition in the game as well.
@3: If you land a serious burst you can expect condis to do more than 4k dps over the uptime of fear. plus some direct damage on top of that.
@4: Cleanse or don’t get hit in the first place.
2. has a huge caveat though. While yes every class can condi burst, not a single class can do it as well as a 30/10/whatever build can, with the right setup. We get 15 bleeds, burning, fear, and a clusterkitten of conditions on top. You have to stun break, and have a lot of cleansing (at least 6 I think to get to the bleeding) to get rid of a full burst, although you should very rarely absorb a full burst until the end of the fight, when you’ve already lost.
4. Depends on the class. Some classes literally have nothing they can do in their general builds, such as Mesmers, others can do quite a lot, like Warriors. Hard to say without knowing what you play. If you’re facing a Necro with Geomancy runes and the Enfeebling Blood on DS-entry, staying out of melee range gets rid of 8 bleeds and a weakness, which is a lot of damage avoided. Also, aggressing on them before they can do anything (with lots of CC) can stop them from effectively bursting you, as they can’t fully burst without some cast times.
Other than that, if you can negate fear (either with stability or predictive dodging) their burst gets way weaker. And pack cleansing. Like, lots of it, you can’t have too much cleansing.
Also, aggressing on them before they can do anything (with lots of CC) can stop them from effectively bursting you, as they can’t fully burst without some cast times.
This is almost always the best option; cc them and call the wrath of your team down onto them. Necro’s have a hard time escaping focus fire to begin with; add onto it the fact that a lot of their goodies have long cast times (relatively) and any sort of CC/interrupt will ruin their day.