Condizerker is a tanky sidenoder build with significant condition pressure. Between Rabid Amulet and coupled with , it can afford to drop and be hard to kill for both power and condition builds.
Build Fundamentals
You want to spend as much time as possible in , which increases your attack speed, grants you extra damage with and some quickness from , and grants you access to your highest damaging skills, and . You want to use those as often as possible. Not only do they do massive damage, but they serve to heal and cleanse you with and .
Build Specifics
Whenever you use a burst skill, you will gain back some adrenaline from . You will game some extra from . Both of these combined make it incredibly easy to use 1 burst skill, Weapon Swap and use the other instantly. Mostly Weapon Swap.
This also makes it pretty forgiving to use a level 1 burst skill outside of . Use when you need the sustain from and when is on cooldown.
makes your combo into a oneshot on most squishy classes, applying and for an Effective along with: , , , , and .
Other noteable damage options while your burst skills are on cooldown are:
On sword: is good to keep up the pressure.
On longbow: Use to get a firefield and combo with , and . is also great, especially up close to hit all 3 cone projectiles on the same target.
Use to generate enough adrenaline to go off-cooldown. Fill up any missing adrenaline with .
is good for Adrenaline but also for mobility and disengage potential, it can also be used to navigate to kite spots on various maps.
Sustain and healing
This build has plenty of options to survive.
Use off-cooldown when pressured. doubles up as a block. Always use it to mitigate an attack, preferably when you can also benefit from the adrenaline (not full).
You can use and to kite if you’re pressured.
Hitting someone with a burst skill will trigger and for cleansing and healing. Constantly try to hit with a burst skill to upkeep 4 stacks of .
Use to stunbreak or cleanse when you really need to, because you have stunbreak via () and cleanse via .
Entering gives several defensive bonuses. These bonuses also proc when you end because of . Try to time your and exit to benefit maximally from the following procs: gives you superspeed, allowing you to run away if you need to. will let you ignore some physical damage, and makes stunbreak. Against power builds, you want to time your berserk to ignore large physical hits while counter bursting. will give you decent sustain if you manage to land some damage right as you’re proccing it. will give you some stability to ignore a CC.
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