Guild Wars 2 Conditions Guide – Related Skills and Traits
There are total of 11 conditions, and they condition damage some of them deal can only be improved by increasing the ‘Condition Damage’ attribute. Should you decide to have a Condition Damage build I would suggest you invest no more than 1300 in Condition Damage.
For more help on Guild Wars 2, read our Boons and Warrior Builds Guide.
Bleed is one of the most common conditions, and arguably the most damaging. It deals damage over time depending on your Condition Damage and it stacks, in effect. Meaning if you deal two bleed attacks quickly, the effect will be twice as potent. The damage is calculated via this formula:
2.5 + (0.5 * Level) + (0.05 * Condition Damage) per stack per second
A bleed at level 80 with 1000 Condition Damage that lasts five seconds will do almost 100 damage per second, and will stack up to 25 times. Even if you can stack it only to 10, that still becomes 1000 damage every second. Not a bad deal.
There are numerous skills for each class and some race skills that cause bleeding.
Blind is a condition similar to the Aegis Boon, in that it blocks the next attack. The only thing they differ in is that blind is targeted on the enemy.
It can be an invaluable condition to use against an enemy in a clutch situation and mastery of it will make you much more effective in PvP.
If you have multiple blind skills, make sure to space them out properly as they don’t stack. Casting two blinds in quick succession will not block the next two attacks. Instead, use one blind, wait for the attack to miss, and then use the second.
Burning is one of the most damaging Conditions. It deals more damage than low-Stacked Bleeding, but less damage than a Bleed at higher stacks. The formula used to calculate the damage is:
(4 * Level) + (0.25 * Condition Damage) per second
A Burn at level 80 with 1000 condition damage that lasts 5 seconds will do 600 damage every second. This is significantly higher than a single stack of Bleeding with same stats. Bleeding will surpass burning at around 6-7 stacks.
Though it’s important to remember that even though burning doesn’t stack, in effect, it does in duration, so you’ll still deal a ton of damage. In the end, they’re both very viable options for Condition based builds.
Some skills that apply burning are ‘Combustive Shot’ for warriors, ‘Blowtorch’ for engineers and ‘Flame Burst’ for Elementalists.
Chilled is a great tool for shutting down annoying targets. It puts a massive 66% movement speed reduction on the target, as well as increasing the cooldowns of their abilities.
Skills such as the Engineers Freeze Grenade or an Elementalists Frozen Ground are excellent tools for diverting oncoming attackers or snaring them in place Once they’re in place use massively damaging AOE attacks to shut them down.
Confusion functions similar to the condition by the same name in Pokemon, in that a Confused opponent will damage itself whenever it tries to attack or use a skill.
The damage itself is determined by your Condition Damage, and it can pretty effectively shut someone down in PvP, which is why ArenaNet is having trouble balancing it.
Most of the skills that cause confusion were supposed to be limited to the Mesmer class, though they’ve been expanded to the engineer and necromancer. It stacks in duration.
The formula is as follows:
25 + (0.5 * Level) + (0.075 * Condition Damage) per stack per skill use
Crippled does pretty much the same thing as Chilled except it’s a slightly lesser movement penalty. It’s still a 50%, and that’ll really help ranged characters kite an enemy.
It stacks in Duration so if you have enough skills that cause it; you can effectively keep an opponent at half movement speed throughout the fight.
Fear causes the target to run directly away from the caster, and was a mechanic originally slated to be unique to the Necromancer, however, some skills of the warrior such as ‘Fear me!’ and the Mesmer’s ‘Chaos Storm’ can cause it as well.
It’s a pretty easy skill to avoid. However, as ‘Fear me’ has a short range and ‘Chaos Storm’ is rather obvious.
Immobilize is one of the most powerful conditions for PvP as its proper use can almost always net a kill or save your life (or both).
Skills that cause Immobilize, such as an Engineers Glue Shot or Rangers Muddy Terrain have clear indicators that for very brief moments afford you the opportunity to avoid them.
Others, such as a Thief’s Signet of Shadows are incredibly hard to identify and as a result you are likely to be immobilized. Try to use traits that mitigate damage to survive the pounding you will no doubt recieve when immobilized.
Poison is another damage over time condition that scales off Condition Damage similar to Burning. It stacks in duration and is the only skill in the game that reduces healing, make sure to cast it on characters with heals such as Guardians, as it will significantly hamper their effectiveness.
The Formula for calculating poison damage is:
Level + 0.1 * Condition Damage per second
Vulnerability reduces your opponents’ armor by a flat amount which makes it easier for your allies to take them down.
It’s less effective for you as if you are pursuing a Condition Based build most of your damage will be ignoring armor. The Amount of armor removed is calculated by this formula:
0.3125 * Level + 5 Defense per stack
Though at Level 80, it only provides a 30 armor reduction so it really isn’t worth it unless you stack heavily.
Weakness causes attacks to result in a glancing blow (50-75% reduced chance to hit) while also slowing endurance regeneration by half.
Combines with Cripple and Chill it can really shut down characters that rely on fast movement and constant Endurance such as thieves. You can also use it on heavy damage dealers to mitigate damage.
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