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    Condition Herald
    June 2024

    PvP
    Bruiser
    Low intensity icon Low intensity

    Traits

    PvP Amulet & Rune

    Weapons & Sigils

    Mace
    Shield
    Staff

    Weapon Skills

    Utility Skills

    copied

    Rotation

    Damage

    1. &
    2. &
    3. untill is off cooldown

    Match opener

    1. &
    2. Wait untill 35 energy.
    3. Dodge backwards

    Mobility

      1. Weapon Swap mid-cast
    1. Weapon Swap
    2. repeat

    Condition Herald is a tanky teamfight DPS that focuses on burst and damage.

    Playstyle

    This build is sturdy, so don’t be afraid to follow the teamfight target and pressuring it as hard as you can as long as you’re not focused by damage dealers.
    Combo with when sticking to targets to deal significant condition damage and utilize Legend Swapping trait procs to help your bursts.

    Details

    Dealing damage

    The damage this build does can be boiled down to a rotation more easily than most PvP builds. You want to try and execute this rotation or something close to it on the teamfight target. this is usually most effective against a support.

    There’s seveal things to understand about the rotation and how this build deals its damage:
    is where you can deal significantly more damage, but are more vulnerable. A lot of your damage will come from the pulsing field of .
    highly compliments your mace abilities. Each time you use an ability while upkeeping the field, the next pulse will do double the . This also creates a Dark Combo Field. Blasting this field will apply to enemies around you.
    applies extremely high pressure. It removes 3 boons, applies 3 stacks of () and for 3 seconds. This skill is extremely effective against Elementalist and Guardian specifically, but works well against other professions too, especially if they’re vulnerable to or highly reliant on boons. This skill will hit up to 5 targets in the line between you and your selected target, so you can extract a lot of value out of this in a teamfight.
    is the last pressure skill in the mallyx kit. It’s generally a damage loss to use this, unless you’re doing a combo with a teammate, pulling down a kiting opponent, or need immediate poison application with . It has its uses, but don’t press it off-cooldown or anything.

    Next, your mace skills do most of the heavy lifting.
    will do incredible damage if placed well and is very effective at cleaving dead bodies. Try to extract more value out of it by combing with to apply and make it harder to get out of. is terrain sensitive. Jump casting it to a higher ground can prove useful to counteract this issue.
    does significant power and condition damage, while applying and blasting a field. It also leaps slightly forward, acting as a small gap closer. Use into to also enemies, instantaneously ing, , and ing on impact, or to gain for extra damage.

    Then, your Legend Swapping is here to complete the burst.
    This damage is very hard to avoid completely, because it’s staggered by 0.75s. First, triggers instantly. Dealing some damage and either applying , and (from ), or and .
    0.75s later, procs with , applying , and .
    All of this adds up to pretty considerable damage if it all connects, and you get this benefit while still attacking.

    While in , you mostly want to land , use if you need Crowd Control (recommended to deal with downed bodies), use mace abilities and complete the mace auto chain, which is nothing to be scoffed at. The third attack applies 13s of , which is very significant pressure.

    If you’re stuck on staff, you won’t be dealing much damage. On , try to maintain to retain pressure, and use to boost the pulsing field. On , you can also use .

    will make every application of significantly stronger, applying a ton of pressure. Crowd Control also applies poison, which you have in the forms of , and . Keep that in mind when cleaving bodies or if you need to deny healing.

    If you have conditions on you, is a massive damage increase. You will gain significant might, which will temporarily apply extreme pressure to any enemy you already have conditions on. Then, you will also relieve pressure from yourself and apply a condition burst to up to 5 opponents.
    You should use on cooldown when you have conditions, unless you expect to receive even more conditions very soon.
    This skill is also unavoidable by any means with exception of .

    Mobility

    One of the biggest drawbacks of this build is the lack of mobility. Namely, the lack of teleport abilities can make you significantly slower than a lot of builds in some maps.

    But let’s discuss the options you do have. In terms of movement speed, we’re doing pretty good. We have permanent access with , and some extra on top with .

    In combat, you’ve to gap-close, and to both gap-close or run away.

    Out of combat, you can still use . But better most of the time is the mobility rotation.

    Sustain and Healing

    Like any revenant build, it’s important to plan out enough energy to be able to in the near future in case you get jumped. Be mindful to always be near the next Legend Swap or enough energy to use and dodge in time to avoid significant damage. In During the damage rotation, we deliberately pop . This is not a DPS increase, but it will allow us to activate instantly, even while disabled if we need to. It’s recommended to save this for when you very much need it. Otherwise, double tap and dodge.

    This build boasts very hefty sustain. As mentioned, when in dire straits, we should resort to try and absorb large amounts of damage with . Otherwise, we have many smaller heals to keep us generally healthy:
    , will be more potent when we have more conditions; , can also be used to heal/cleanse a teammate under fire; , also a block and your biggest condition cleanse; which is also a blast and a cleanse (can blind with ); to also upkeep . When you stunbreak you will also gain some HP with .
    These add up to quite a lot of healing, and when combined with the Rabid Amulet, means we’re pretty difficult to kill and thus, won’t be focused first very often.

    In addition to healing, you’ve several active defenses between your Dodge, , , and of course .
    These are pretty important to cycle efficiently if you’re going to be standing on node in a teamfight, so don’t spam them, and cycle them with your heals.

    This build deals effectively with conditions. Between your , and (which cleanse because of ) you have significant condition cleanse, as well as a very powerful condition transfer in .
    Keep in mind that enemy condition builds with transfers of their own could be extremely dangerous, and should be met with caution.

    Dueling

    Condition herald, due to its tanky nature, can double down as a duelist if need be. (Especially Mace/shield Staff).
    Depending on the meta, and current builds being played, and whatever you’re facing, your milage will vary.
    You’d need to know the current metagame matchups, but generally speaking, this build shines into other tanky builds, and can struggle against high damage evasive builds that may successfully avoid your damage and burst you down.

    Alternatives

    Is also a popular choice into a condition heavy teamfight.

    is a viable option.

    is a great sustain boost but you lose a lot of pressure.

    is an excellent option – trading more boons in glint for high uptime, some team support and 9% boon duration.

    over will sacrifice some damage but significantly improve usability into enemies with a lot of movement impairing conditions and .

     

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