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Reverting Thematic Ties[edit]

Backsword why are you changing the table when its more wrong this way
  • Derv Bleed - easy - wounding strike, aura of thorns unconditional
  • Ranger Bleed - easy - strike as one, hunter shot, melandru shot etc unconditional
  • Ranger Blind - easy - throw dirt, dust trap, smoke trap unconditional
  • Rit Blind - easy - blind was mingson, shadowsong uncondtional
  • Rt/Me Cracked armor - easy - both their abilities are not conditional
  • Para Daze - easy - spear swipe is unconditional
  • Sin Daze - easy - beguiling haze is unconditional
  • Ele weakness - easy - enervating charge, ebon hawk are unconditional
  • Derv weakness - easy - armor of sanctity, staggering force is unconditional -Talamare- feedback 01:23, 12 October 2009 (UTC)

Thematic Ties[edit]

Arent a few of these a little off? I mean its much easier for a sin to put poison on a target then he can put bleeding yet the 2 seem to be reversed, not to mention paragon should probably be ranked on easy to inflict daze since they also have 2 none elites that cause it. Ranger should probably be ranked difficult to inflict blind, since only throw dirt is thier only on demand on beside traps 16:45, 28 January 2008 (UTC)

Poison and bleeding on sins are about 50/50 leaning towards poison; bleeding usually comes along with DW with Twisting Fangs (which is common), though Falling Spider/Black Spider Strike and Entangling Asp are somewhat common, too. Paragons aren't a (useful) source of daze outside of Stunning Strike; Awe and Spear Swipe are too conditional and pretty much require the rest of the bar to work around them, which just isn't worth it. You're right about the ranger, though. --click moar Mafaraxas 04:18, 29 January 2008 (UTC)
Paragon 2 conditions arent at all hard to get, Melee range isnt even barely a condition, and the 2nd one is Awe which is a KD which isnt really possible for a Paragon to do on demand but with a decent 2ndary they should do it easily 20:05, 2 February 2008 (UTC)
Sins should be in the easy category for Daze, IMO. Beguiling Haze or Temple Strike might not be TOO common in the meta, but it doesn't change their ease of use. --Srakin 17:20, 22 July 2008 (UTC)
Same with Paragons on Deep Wound. They've got more than 5 skills that cause it, they're just all conditional. That's common for Nightfall skills, and usually are easily met with the use of one other skill, if an ally isn't already filling the condition. Still, this is just a general table and it's still pretty useful as it is. I don't think changes to it would be anything major. Good job whoever to whomever made it. 09:06, 28 July 2008 (UTC)
I feel like the Deep Wound conditions are things that are out of the Paragon's control (crit randomness, necessary condition, enemy behavior/movement). Spear Swipe is unconditional and the fact that it is melee could be considered a drawback but for Paragon's 80 AL. Weakness should also be Easy for Paragons. For Weakness, I concede a second skill is needed, but the condition for Anthem of Weariness is any attack skill (of which there are very many, and not as specific as inflicting a different type of condition) on any ally. Paragons have the common and important Spear Mastery line to fulfill this. Also, Paragons can only cause Cracked Armor on themselves, so that should be "Never". -- Tofu -- 19:10, 15 September 2008 (UTC)
So, instead of "Easy"/"With Difficult", how about changing text to "Non-Conditional"/"Conditional" if that's what was used to determine how "easy" such condition were inflicted?
Also, if Burning is strongly tied to Fire Magic, shouldn't Cracked Armor be tied to Air Magic on Elementalists (since only Air spells cause Cracked Armor, and higher rank will cause it to last longer)? Same way, Burning should be tied to Smiting Prayers on Monk... --NIN37 17:22, 2 September 2008 (UTC)
A single skill is hardly a pattern. Backsword 13:10, 21 September 2008 (UTC)
Throw Dirt is a cheap, on-demand source of Blind with a good duration. Rangers should be Easy for Blind. --Tofu-- 19:20, 15 September 2008 (UTC)

Nice Work[edit]

Nice work on the conditions, but it's one thing I'm not quite sure about. I don't think things that aren't specific for a certain condition should be mentioned in the different condition articles. It's just minor things, but what I've found so far is that every condition says that the health bar gets a brown arrow and Extend Conditions has been added to every condition. I think that these things should go under this article, and only have information for a certain condition in that article, because otherwise there would logically be another bucketload of skills like Scavenger Strike, Virulence, Malicious Strike etc. The preceding unsigned comment was added by Beppe (talk • contribs) 13:07, 15 March 2007 (UTC).

Condition stacking[edit]

Do conditions stack? E.g., can you be burning x 2? Colossus 11:22, 5 May 2007 (EDT)

I think conditions don't stack. You can suffer from only once from every condition. I don't know wether the durations of condition stack or are overwritten with later condition. - MSorglos 11:59, 5 May 2007 (EDT)
I've never actually tested it, but I'm 99% sure that additional conditions only overlap duration: If I'm hit with a 3 second burning, then, exactly one second later, get hit with another 3 second burning, the total burning time would be 4 seconds, assuming no further burning is applied in the meantime. I'll probably go test this on Isle of Nameless at some point . . .--The preceding unsigned comment was added by User:Zalaeth .
They dont stack and their durations dont stack either (or else one ranger with apply poison could poison you for hours with a few shots). --Xeeron 12:30, 10 May 2007 (EDT)

A condition does stack to a certain extent. There's a hex spell that causes burning for 3 seconds everytime hit with fire damage. So, if you have 3 players hitting that same opponent with fire damage you restart the ticker everytime you hit him with fire for those 30 seconds that the hex spell is in effect. Try it you will see it's the Hex fire spell of Rodgort or something like that. I have all my characters with some sort of fire damage on their weapons and the enemy continuously burns until dead because the 3 second application is reapplied and reapplied every second. Mobs go down faster than ever before since I started using this spell and loading my heroes with fire weapons. Heh I use my monk to fire the hex spell of Rodgort sometimes I use Masters my minion master but for the most part he's throwing bleeding and slow on foes. If I'm not feeling lazy and want to participate in battles I will do the slowing. ;) and turn Masters into the Fire hexer an of course all my necros but me use Discord I use that special skill from EOTN that does 90 damage and hits like dicord an Aura of Lich for my elite an enchantment. I give all my necros that mashochism enchant spell in soul reaping and their power is well into the 20's :) plus they are all protected with pets and blood bond that has 75% of their damage goto their pets, for backup I always use +10 armor if enchanted on them. I am awesome, master of all skills and hero building. But, I can't solo worth a chit cause I'm lazy like that. lol --The preceding unsigned comment was added by (talk).

Research needed.[edit]

Condition reapplying: If someone get hit by a 10 second condition first, then a second later, get hit by a 3 second condition of the same type. Does the condition last until 10 second or 4 second? Lightblade 21:45, 14 June 2007 (UTC)

I tested this with vipers defence on two heroes, each was completely naked with no weapons. Gwen had 0 shadow arts, thus poison lasted 5 seconds. Norgu had 15 shadow arts, thust poison lasted 17 seconds. Tested against the Master of Damage, I activated Norgu first, then Gwen some time after. Did this 5 times, each time activating Gwen's later and later, every time the condition lasted 17 seconds according to the Master of Damage. In short: The if the same condition is reapplied to a target, the condition with the longest duration precedes the other. --Kipp 01:18, 23 February 2008 (UTC)

"It's just a flesh wound"[edit]

Why isn't that on here? It puts a deep wound on yourself. It's not in the self inflict section--Darksyde Never Again 00:18, 3 November 2007 (UTC)

I added it. User-brains12-sigicon3.png br12 ~ 00:26, 3 November 2007 (UTC)
Removed after update. Zyph Skerry 06:51, 31 August 2008 (UTC)

Anything that can be done bout gibberbots?[edit]

It's getting pretty annoying visiting this page every day to find it's just gibber → revert. --onoes! Mafaraxas 20:42, 23 December 2007 (UTC)

See GWW:NOTICE. I asked if this page can be protected against IP's. — Eloc 21:11, 23 December 2007 (UTC)

Total Damage Equation[edit]

The total damage of a health degeneration condition can be found useing this: Total Damage = SecondsDuration * 2 * PipsOfDegeneration. Ex. A 15 second poison will do 120 damage (15*2*4 = 120). Assuming it lasts its whole duration. --Kipp 01:28, 23 February 2008 (UTC)

You're being redundant. The page you linked to already says a pip is equal to 2DPS. --click moar Mafaraxas 03:49, 23 February 2008 (UTC)

Split Condition removal from Allies into Ally and Other Ally sections?[edit]

The section regarding condition removal from allies doesn't differentiate between those spells that can only remove conditions from other allies (eg: Mend Ailment) and spells that can remove conditions from allies including yourself (eg: Mending Touch). It gives the impression that only those spells shown in the "removing conditions from self" section can remove conditions from you which is misleading. Sadie2k 14:33, 26 February 2008 (UTC)

New Proposed Conditions for GW or GW2[edit]

  • Exhaustion: I think Exhaustion should become a condition, where it lowers your max energy by 20%. Also, decrease attack speed by 25%.
  • Frustrated: Skills cost 20% more energy; 25% miss chance with melee/projectiles (spells, wanding, arrows/spears).
  • Confused: Randomly switch targets when using skills. For example, when using a healing skill, mistakenly heal a foe; when using a damage skill, mistakenly hit an ally.
  • Mute: Either completely disables Shouts, or make them fail 90% of the time, or even better, make them only affect nearby allies.
  • Deaf: Cannot be affected by Shouts.

Any other suggestions?--ChristopherRodrigues 18:04, 13 March 2008 (UTC)

These should probably go on one of the GuildWars X Suggestions pages. But since I mostly roll my eyes at those pages, I don't know the links. But interesting ideas. - THARKUN User Tharkun sig.png 18:22, 13 March 2008 (UTC)
  • AIDs: Your character dies after 10 mins. 00:09, 11 April 2008 (UTC)

I think existing conditions should have extreme forms that last a bit shorter and have few skills that enable them, I also thought that maybe stacking conditions might incur a more sever form, but that seems like it might make them too powerful. These are what I've thought of so far:

  • Bleeding-------> Hemorrhage: suffer -5 health degeneration.
  • Blind----------> Handicap: Normal blind condition + you are unaffected by shouts (deaf)
  • Burning--------> Scorch: -10 health degeneration + -1 energy degeneration
  • Cracked Armor--> Unarmed: -25 armor + -5 damage (via skills and attacking)
  • Crippled-------> Dead Weight: Move 70% slower + activate skills 10% slower
  • Dazed----------> Stunned: 150% slower skills (still easily interrupted)
  • Deep Wound-----> Lasceration: 30% less health + 30% less healing
  • Disease--------> Infection: -6 degeneration + range for infection increased, you can be infected twice from the same source (making epidemics a bigger issue)
  • Poison---------> Toxin: -6 health degeneration + 50 damage if not removed prematurely
  • Weakness-------> Fatigue: 75% less damage (still -1 attributes)

Those are just ideas but I think some of them could be re-worked, and some names aren't the best. Just a thought though. 04:12, 13 April 2008 (UTC) Gabe Yeah right, make deep wound even better, make condition degen-builds only need an apply ranger and some way to inflict infection (as it will probably renew itself way before it runs out or can be completely removed from the team), toxin would be THE way to make such a build even more overpowered, and dead weight would be better than all slow-hexes but mind freeze(where hexes should mostly be better than conditions, as they are harder to inflict and spread).....

Yeah, the point was that BECAUSE they are so much stronger, make them extremely hard and inconvenient to apply. For example, the Necromancer skill Rotting Flesh is an easy way to apply and spread disease. In GW 2, make a skill that applies infection, but at 15-25 energy, and/or some sacrafice or lengthy recharge. 14:43, 10 May 2008 (UTC)
very late---> I like this idea because you would be able to buff sever artery by adding Hemorrhage but still leave barbed arrows and barbed spear alone.-- 14:02, 13 September 2008 (UTC)

Here and idea fo those extr conditions, when you use a skill that inflicts those conditions, you get "heavy exaustion", reducing your energy by 75%, Anna (marigu goke)

there is already a thing like "heavy exhaustion", exhaustion does stack so it would be likely the same

Deep Wound and Dervishes[edit]

Maybe before the Pious Assault rework they were in the "with difficulty" category but now any avatar user can apply relatively easy and often DW's. Suggest to move Derv into the easy DW category. 04:16, 3 May 2008 (UTC)

Skills that inflict conditions on foes?[edit]

Why are there not any skills on here that inflict conditions on foes on the article named "CONDITIONS"!?!?. Like Sever Artery, Blinding Surge etc...--The preceding unsigned comment was added by User: (talk).

Why not add them? — Eloc 23:12, 13 June 2008 (UTC)
Probably, because the list would be too big for a single page. Is easier to check "skills that cause conditions on foes" by checking the individual condition articles.--Fighterdoken 23:14, 13 June 2008 (UTC)
ehm there is already some sort of page on there, just click on a condtion below on the page

you will gte a list of skill which cause that condition

Max duration[edit]

I did some testing and i found out that conditions can last for a max of 12 hours. Ill proivde proof here if someone tells me how to put screenshots here. Im going to add this into a notes section at the bottom of the page. If you think you can fit it in somewhere else where it fits better then go ahead. --Mashav 00:27, 4 August 2008 (UTC)

User Mashav 2 mins after conditions maxed.jpgUser Mashav hour and 12 mins after conditions maxed.jpgUser Mashav 11hours and 30 mins after conditions maxed.jpgUser Mashav 8 mins before conditions expire.jpgUser Mashav Conditions finaly done.jpg

Ok theres the proof... Sorry if i did something wrong uploading the pictures --Mashav 00:49, 4 August 2008 (UTC)

That is really cool. :D Mango 00:55, 4 August 2008 (UTC)
How do you know those are the max durations? Did you and a friend plague signet back and forth more times than would result in 12 hour durations? ~Shard User Shard Sig Icon.png 02:10, 4 August 2008 (UTC)
ya, we did it for about 5 mins with QZ up... we calculated that if there was no cap it would have amounted to several thousand years of conditions....[EDIT] also the conditions all ended at the same time and considering their initial durations were very different they all must have hit a roof--Mashav 02:35, 4 August 2008 (UTC)
the Real time was actully 12hrs 00mins 05scds to be precise, but...|Killer demonUser Killer demon User-Killer demon.jpg 14:44, 25 January 2009 (UTC) P.s. Scds:Seconds

Late, but I went ahead and did some math for some fun numbers. Assuming a 30 sec condition(Like enfeeble @ 15 curse), and pretending the condition doesn't wear down at all during the time(after a few usages, the amount it wears down would be insignificant), using plague sig(Assuming 200%, so double duration each usage) 45 times results in about 805,000,000 years worth of conditions. -- 05:27, 21 July 2010 (UTC)

I did a bit of math on my own, and even made a small java program so that I could calculate a 5 second removal of conditions(4 sec recharge, 1 sec cast), and did that twice(2 people back and forth) on a 200% increase each time. I started at 30 seconds and ran the whole thing 60 times(5 seconds between casts, for 5 minutes or 300 seconds straight). My number was a bit higher. It was so high, I had to calculate it in hundreds of thousands of epochs, then go to my calculator to change it to years. I got 840,581,229,895,797,964,800,000,000,000 years, obviously rounded down. That's about 840.5 octillion years for those who dont want to count the places. Conman9700 01:45, 29 November 2010 (UTC)

Lengthens condition duration by 33%[edit]

When an upgrade lengthens a condition duration by 33%, lets say a 5 sec dazed, will the resulting duration be 6.65 sec or will it be rounded? --SkyHiRider 20:45, 26 August 2008 (UTC)

It should not round. Even on regular skills (eg Warrior Stances) the game will use fractions of seconds for the actual duration, but for simplicity it rounds them in the display monitor. ~ Da Si 18:39, 25 September 2008 (UTC)

Crystal Wave/Tenai's Crystals[edit]

Apparently there are no skills listed that remove Conditions from foes, although these two identical skills should be added to this page. It might be useful if you're thinking of using Fragility and want to spike the Condition removal or you would like to avoid these skills in order to keep your conditions going.--The preceding unsigned comment was added by User:He Who Likes Arrows (talk).

Add them to the page? — Eloc 18:45, 6 September 2008 (UTC)

Paragons Causing Dazed and Weakness[edit]

I know the "Thematic Ties" table is merely a guide and not hard science, but I noticed that Paragons were considered to cause Dazed and Weakness "with difficulty". I believe both should be "Easy". Paragons have an unconditional melee attack which causes Dazed (Spear Swipe). The fact that it is melee could be considered a drawback but for Paragon's 80 AL. For Weakness, I concede a second skill is needed, but the condition for Anthem of Weariness is any attack skill on any ally (with Paragons having the common and important Spear Mastery line to fulfill this condition). Also, Paragons can only cause Cracked Armor on themselves, so that should be "Never". -- Tofu

The issue with Spear Swipe is the enemy team can see it coming a mile away, when a paragon runs out of the midline. I'm guessing one criterion for "easily applied" is "do you need more than 1 skill to instantly achieve it"- anthem of weakness requires an attack skill, just like Stunning Strike requires a condition.FoxBat 13:00, 21 September 2008 (UTC)
The list is not intended to represent player opinion. Anet have an internal list and this is supposed to be our best estimate of that on. Backsword 13:05, 21 September 2008 (UTC)
I'd wager that anet's internal list says that paragons are basically daze on a stick.
We're using the criteria "unconditional" and "conditional" and calling them "with ease" and "with difficulty"; it's pretty far from accurate in that. For example, under those criteria, ritualists can cause blindness "with ease". How do rits apply blind?
Well, there's Shadowsong, which is the only unconditional blind that rits have. Shadowsong is cumbersome (it takes 3 seconds to put up, and took as long in PvE when it was originally cited), awkward (it may never blind the intended target), and expensive.
There's Rupture Soul, which is conditional. It's probably worse than Shadowsong.
Then there's Gaze From Beyond, which, while conditional, is leagues beyond Shadowsong for applying useful blinds.
Weapon of Shadow is the same deal - it's conditional, but it's way better than its unconditional brethren for applying blind.
Conversely, assassins inflict Deep Wound "with ease". The only unconditional Assassin Deep Wound skill, if my memory serves, is Shadow Fang, which is awkward as hell for Deep Wound.
Augury of Death is conditional, Golden Fang Strike is doubly conditional, Twisting Fangs is a dual attack, and Impale follows a dual attack.
Thing is, all of those skills are better for inflicting Deep Wound than Shadow Fang, which is the only skill that got Assassins into the "with ease" category. While it's fitting here, it's not been derived by the best means.
Do rits inflict Blind easily? Yes. Do they do it with Shadowsong? No.
Do sins inflict Deep Wound easily? Yes. Do they do it with Shadow Fang? No.
Do paragons inflict Daze easily? Yes. Are the attacks that do it conditional? Yes.
I think that either the skills should be rearranged to better fit the way the game actually plays or categories should be renamed to reflect what they actually are. Cole Y'drael 16:36, 22 March 2010 (UTC)

Why is being an off-hand estimated as "with difficulties" applied?[edit]

Yea, answer that. Noctarch 01:01, 30 September 2008 (UTC)

You could miss your lead? Which really fucks up the chain. prokiller88 00:29, 8 October 2008 (UTC)
Missing with BHA is even easier than missing with the lead you need for Golden Skull Strike. Noctarch 08:09, 8 October 2008 (UTC)
What about beastual mauling or smoke trap? They should probably move assassins on the other side still. 16:35, 9 October 2008 (UTC)

Remove the table about difficulties of applying certain conditions[edit]

It actually shows many things that contradict, please discuss why it has a reason to exist. Noctarch 19:31, 5 October 2008 (UTC)

I partially agree, because the table in current form is not informative, generally because of criteria of "easy" and "with difficulty" are not explained at all. However, with proper comments and some fixing, this table would become more helpful. For example, I can suggest to consider the difference between "easy to apply" and "easy to obtain" skills. If a condition can be easily applied with one elite skill, which can be captured only in one campaign near to end of storyline, I doubt that such case should be definitely counted as "easy". However, it's my opinion. --Slavic 15:17, 11 December 2008 (UTC)
Added. Fox007 User:Fox007 16:52, 11 December 2008 (UTC)
Necros can "never" inflict burning, crippled, etc? FAIL. Necros can inflict any and every condition by using Plague Signet/Sending/Touch. The only prerequisite is that you have to acquire one of the "never" conditions on yourself first, which (except for Deep Wound) is trivially easy to do. Even interpreting the chart to mean "necro using necro-only skills which directly inflict these specific conditions," Foul Feast and Verata's Sacrifice imply that the "nevers" really do belong in the "with difficulty" category. Yes, necros have to take extra steps in order to inflict certain conditions, but the idea that there are conditions a necro cannot inflict is just plain wrong. -- Tekn0mancer 15:29, 21 February 2010 (UTC)
It isn't since the necro has to get this condition from someone else inflicting it. A necro can divert it but not inflict. Fox007 User:Fox007 20:20, 21 February 2010 (UTC)
Same can be said for mesmers. Just putting mesmers and necromancers under every condition isn't helpful. However, a footnote explaining that they have condition transferring skills is. -~=Ϛρѧякγ User Sparky, the Tainted charr sig.PNG (τѧιк) 20:40, 21 February 2010 (UTC)

Table with weapon/armor upgrades[edit]

I would like to propose another table to main article, which shows an availability of weapon or armor upgrade for different conditions. The table is developed here, I will transfer it to an article when it will be ready.

This table shows the availability of upgrades which can increase a length of condition on enemies or decrease a length of conditions on self.

Condition For weapon, +33% on foes For weapon, -20% on self Rune, -20% on self
Bleeding Bleeding Yes Yes Yes
Blind Blind No Yes Yes
Burning Burning No No No
Cracked Armor Cracked Armor No No No
Crippled Crippled Yes Yes Yes
Dazed Dazed Yes Yes Yes
Deep Wound Deep Wound Yes Yes Yes
Disease Disease No Yes Yes
Poison Poison Yes Yes Yes
Weakness Weakness Yes Yes Yes

Please leave your opinion about this table. --Slavic 09:31, 28 December 2008 (UTC)

Add PvE skills to tables?[edit]

^^ see thread title --User Karasu sig.png Karasu (talk) 13:02, 2 January 2009 (UTC)

clicking on the condition to see that is a enough in my opinion. Fox007 User:Fox007 15:42, 2 January 2009 (UTC)

Condition Application Order[edit]

When multiple conditions are applied at once (for example, using Screaming Shot along with Apply Poison and Ebon Dust Aura), is there a set order of application, or does it vary by skill(s)? In this example, does bleeding go on before poison and blindness? Would the order be changed if Screaming Shot were replaced with something like Hunter's Shot? --RoyHarmon 20:29, 13 May 2009 (UTC)

For skill like Hidden Caltrops it is a standard order and always the same. But i think that using your example it depends on which skills were applied first. i.e Apply Poison --> Ebon Dust Aura --> Screaming Shot. Causes Poison first, Then Blind and as last Bleeding. Fox007 User:Fox007 08:43, 14 May 2009 (UTC)
EDIT:but since Preparations always go on top. Poison will be first i guess. Fox007 User:Fox007 08:50, 14 May 2009 (UTC)
It depends on the skills, for example with Crippling Slash it is cripple under bleeding, for Melandru's Shot it is bleeding under cripple. Also Fox, you are totally wrong, Apply Poison covers condition causing skills. Misery 08:54, 14 May 2009 (UTC)
Just found that out lol :P but ebon dust inflicts the conditions before Screaming Shot. Fox007 User:Fox007 08:55, 14 May 2009 (UTC)

Ranger deep wound...[edit]

its difficult to apply it? I see where its pve only. but still. theres no conditional to enraged lunge's deep wound. its just HEY YOUR PET HIT! FREE DEEP WOUND! personn5User Personn5 sig.jpg 00:05, 10 August 2009 (UTC)

since PvE is only a part of this game, I'd say no, especially since it is one skill, and it only does a deep wound in PvE. It would be misleading to people that were interested only in PvP. StatMan 05:46, 10 August 2009 (UTC)
The conditional is that you have to have a pet 02:13, 8 September 2009 (UTC)

With difficulty outside of Axe Mastery[edit]

The fuck? Gash? Crushing Blow?-- 17:51, 27 March 2010 (UTC)

Both those skills are conditional, therefore more difficult to use to inflict deep wound. Shadow Runner 17:54, 27 March 2010 (UTC)

I have to agree that it's fairly easy to apply those sources of deep wound. While it doesn't fit the condition stated for "with ease", using this as an argument against it is missing the point. With ease is obviously a subjective category, whereas "conditionally" and "unconditionally" are not. The only reason it even says "with ease" and "with difficulty" is because the person who originally made this table, a long time ago, put them in these categories, but not based on conditional/unconditional status, merely his own opinion. This caused someone to decide to, instead of renaming "with ease", to keep the name by apply a definition to it. While that is sufficient to make the criteria consistent, it's not evident what is meant by it, nor even agreed that that definition makes it "with ease". A similar argument to change the text to "conditional"/"unconditional" was made previously in this talk page, but ignored. 11:43, 4 April 2010 (UTC)

Please don't invent false motivations for users you don't know. Backsword 14:38, 2 May 2010 (UTC)
The table is very questionable tbh. Many of the easy/unconditional ways to inflict a condition are actually harder to achieve in game-play than those deemed difficult/conditional. The Shadow Fang/Twisting Fangs difference was already mentioned. Also Dervish weakness inflicting skills are harder to pull off than say Enervating Charge or Enfeeble, yet all 3 professions are in the ease category, etc. Overall I would just delete this table. Razor39999 16:44, 30 April 2010 (UTC)
Aggree that the with difficulty could go... but it is handy to know that some professions just don't have a method outside of PvE only skills. 17:45, 30 April 2010 (UTC)
The table is a mess because users sees it as an opportunity to promote their favourite profession or skill. Removing it, or just getting rid of the distiction is boh viable solutions, but it's a pity if we have to remove valid information from the wiki because users can't
stop themselves from abusing it. Backsword 14:38, 2 May 2010 (UTC)
Change it to conditional/unconditional, in my opinion. No subjectivity that way, but still a bit more informative than just can/can't. Manifold User Manifold Jupiter.jpg 15:04, 2 May 2010 (UTC)
That does sound least biased. Hm, I see the definition of easy/difficult has changed since yesterday. Now having an elite that applies the skill unconditionally is counted as difficult. Also some of the professions were moved around. I guess there's no hope for this one. :DRazor39999 19:23, 2 May 2010 (UTC)
Maybe we should ask what purpose there is in having the table at all? (Xu Davella 03:14, 7 May 2010 (UTC))
So people can look at what professions can apply each condition more easily than looking through the above skill lists. -~=Ϛρѧякγ User Sparky, the Tainted charr sig.PNG (τѧιк) 03:30, 7 May 2010 (UTC)


About those categories for the table, with ease should become unconditional. My proposition of unconditional definition would be any class that has the condition inducing skill listed without any if clause in the corresponding condition article (even if it is elite). With difficulty should become conditional and the definition of it would be the opposite (having if clauses next to the skills description in the condition article). Razor39999 19:47, 2 May 2010 (UTC)

That's how the table was before, just with different names. I will change it back and make the names better. -~=Ϛρѧякγ User Sparky, the Tainted charr sig.PNG (τѧιк) 20:03, 2 May 2010 (UTC)


Why is that not in conditon removal on self? --The preceding unsigned comment was added by (talk).

You can edit things if you feel info should/shouldn't be there --Wafflepanda 18:57, 5 July 2010 (UTC)


I understand I may have missed something. 1) Bleeding 2) Blind 3) Burning 4) Cracked Armor 5) Crippled 6) Dazed 7) Deep Wound 8) Disease 9) Poison 10) Weakness

Now the page states "Hexes can almost always be applied to any creature, whereas a number of creature types are immune to various conditions. Fore example, non-fleshy creatures are immune to four of the eleven conditions but are immune to only one hex (Malign Intervention)." What is the eleventh condition? Crysania Anchorwind 04:41, 28 September 2010 (UTC)

There is no eleventh condition; I guess someone failed their maths class. - Mini Me 20:17, 29 September, 2010 (UTC)
Also, fleshy creatures are immune to only three conditions. –~=Ϛρѧякγ AHHH! (τѧιк) ←♥– 02:37, 30 September 2010 (UTC)

How many can you apply in a single action?[edit]

Assuming proper setup, of course. I make it at least five:

  • You are a W/R and use Apply Poison. Now all your attacks can inflict Poison.
  • Your party includes a Paragon who uses Anthem of Flame. Now your next attack skill inflicts Burning.
  • Your target for this action is hexed with Fevered Dreams.
  • Your target for this action is knocked down.
  • Your target just received Barbed Signet from your team's necro, so is Bleeding.
  • You now use Pulverising Smash.

You directly inflict Weakness and Deep Wound. Apply Poison adds Poison, and Anthem of Flame adds Burning. Because the target received a new condition on top of an existing condition, Fevered Dreams applies Daze.

You have applied five conditions: Poison, Weakness, Deep Wound, Burning, and Daze. The target was already Bleeding. Poor sucker.

Any offers on more than five? Cynique 09:34, 27 October 2011 (UTC)

Bonus question: is there a skill which can inflict more than two conditions (for two, see e.g. Crippling Slash) with no setup? (Gaining the necessary adrenaline to use a Warrior/Para/Derv skill doesn't count as setup, duh.) Cynique 09:49, 27 October 2011 (UTC)
Virulence is the only player skill that can inflict more than two conditions, but it has a prerequisite. See Skill quick reference#Skills that can inflict two or more conditions. --Silver Edge 04:15, 28 October 2011 (UTC)
OK, fair enough, I hadn't found that list (might be nice if that list also described which conditions are inflicted, so I can quickly find the ones that e.g. synergise with my bleeding-extender weapon mod). Any advance on five with suitable setup? Cynique 07:02, 28 October 2011 (UTC)
Five conditions by casting Glyph of Immolation and then using Virulence on a foe hexed with Fevered Dreams. It's less effective if no health regeneration skill is used on or by the foe, since Burning, Disease, and Poison causes -15 degeneration, which would get capped at -10.
If the Illusion Magic mesmer also brings Fragility with Fevered Dreams, you can trigger Fragility ten times within three seconds with the three second Daze from Fevered Dreams, one second Burning from Glyph of Immolation at 0 Fire Magic, and three conditions with three second durations from Virulence at 0 Death Magic. If you have 3 Fire Magic, you can wait for the three second Poison and Weakness from Virulence to end and then use Oppressive Gaze at 0 Blood Magic to cause four conditions (Burning, Daze, Poison, and Weakness) to trigger Fragility eight additional times within another three seconds. Glyph of Immolation, Virulence, and Oppressive Gaze can be brought on a E/N or N/E, since all three of those skills require low attribute rank to trigger Fragility several times in a short amount of time. You can also bring Barbed Signet for three second Bleeding. --Silver Edge 08:59, 28 October 2011 (UTC)

(Reset indent) OK. That's not quite an answer to the question, but clearly shows the usefulness of causing huge numbers of conditions all at once. The challenge, though, is to find a combination of skills that you or members of your party can set up on a foe so that you take one action (use skill, simple attack, etc.) and cause more than five conditions, of any duration. By changing the necro skill to a disease-causer, you could switch the hammer to a sword and use cripslash to inflict two unconditional conditions, allowing you to drop the knockdown requirement.

And of course the real answer is for an N/* or */N to acquire lots of conditions and then use Plague Signet to give them all to a foe suffering from Fevered Dreams. (That way you don't need to acquire Daze...) Cynique 10:06, 28 October 2011 (UTC)

You asked "Any advance on five with suitable setup?" and I answered that in the first paragraph of my reply. --Silver Edge 03:45, 29 October 2011 (UTC)
OK, fair point, but by "any advance on five", I meant, "is it possible to do six or more?". Cynique 04:15, 29 October 2011 (UTC)
If the Paragon in your example brought Crippling Anthem with Anthem of Flame, the W/R would also be able to inflict Cripple for a total of six conditions.
Or if the Paragon brought Crippling Anthem, "Find Their Weakness!" (Deep Wound), and Anthem of Weariness (Weakness) with Anthem of Flame, the Pulverising Smash (Deep Wound and Weakness) W/R could be replaced (removing the need for a knock down) by a D/R with Aura Slicer to inflict Bleeding and Cracked Armor for a total of eight conditions. --Silver Edge 06:01, 29 October 2011 (UTC)
OK, that works. Cheers. Cynique 13:52, 29 October 2011 (UTC)

stacking question/issue[edit]

using an appropriate shield mod and armor rune for a condition stack from my test however my in-game tests are giving weird results compared to the math. additive condition: x - (4/10)x = condition time remaining. multiplicative condition: x(0.8*0.8) = time remaining.

student of blind vs "i can see clearly now" + clarity rune:

  • no rune or off-hand = 10 seconds
  • rune OR off-hand (math) = 8 seconds
  • rune OR off-hand (in-game) = 8 seconds (measured via stop watch, accounting for human errors which was plus or minus 0.2)
  • both (math, additive) = 6 seconds
  • both (multiplicative) = 6.4 seconds
  • both (in-game) = 5.5 seconds (taken from median error range of +/- 0.3)

uh yeah... something is obviously wrong... i spent about an hour testing this btw 19:58, 16 March 2012 (UTC)

So, you believe that using a rune/script combo results in a greater reduction than you should get? I'm inclined to accept this as a gift horse (without understanding it) or to report it to ANet at the official forums and let them sort it out. Either way, I think it's probably worth documenting at effect stacking if anyone can confirm (or if no one disputes these results). – Tennessee Ernie Ford (TEF) 00:51, 18 March 2012 (UTC)