and their damage passively ticks so they don’t always need to land something.
If they don’t land something, they don’t tick. Funny, that’s the same as with Power builds.
What’s ticking isn’t their latest attacks, it’s what they already hit you with. Just like the damage you’ve already taken isn’t affected by future events.
You know what I meant. The condi damage class, if given mobility/sustain can keep their damage ticking while a zerker class cannot. It’s easier to mitigate normal damage than condi damage for most classes, not everyone main necros like us.
Toughness reduces incoming damage, vitality gives more health, and heals can fix the health lost. it’s true, there’s a lot of ways to reduce normal damage.
however, condition clears can mitigate condition damage before it even happens
I mean, you literally take a damage over time stat, and then make it bad over time.
(I know that most classes have condition clears – heck, humans get a nice in-built one – and quite a few high level enemies in PvE have them too. (not that the cap didn’t mess that up already.))
or, kill the CD user before they can get their stacks up.
I would vehemently argue that conditions are much easier to mitigate condition damage than normal damage.
just gonna point out again that I’m more or less exclusively talking PvE here, I don’t do much WvW or PvP, and I recognise that these issues aren’t apparent in those spheres.
another complaint I’d raise is how hard it can be to actually do conditions. every weapon does normal damage on most of it’s skills, and all normal damage skills also inherently do crit damage. however, it’s difficult to find weapons with more than a couple of damaging conditions.
take my main for example. a Thief running Dagger/Dagger and Pistol/Pistol (though I am looking at the shortbow too)
the D/D combo gives two damaging conditions – the first skill gives poison at the end of its 3-part chain, and the 3 skill – death blossom – lands a nice 3 stacks of bleed on the enemy. however, that’s it. the 2 skill does vulnerability, but since that doesn’t affect conditions, it’s only good in a hybrid build. the 4 skill provides a ranged attack, as well as a cripple. but then again, that’s normal damage. finally, the 5th skill is a stealth – appropriate for a thief, but still only normal damage. in total, I have two damaging moves, assuming I build conditions, one which does slow damage over time (since poison stacks duration) and one which, while doing decent damage (3 stacks of bleed per use is nice) can be hampered by the jump that goes with it (death blossom has sent me off of far, far too many cliffs.)
in the end, not a particularly great selection of condition damage.
it’s now late and I’m worried that I may have strayed from my original point into a rant, so I’m gonna leave it there.