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Accessible Condition Virtuoso

Published Apr 22, 2024 Updated Jun 29, 2024
Accessibuilds - March 2024 Balance
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Attributes
Power 1000
Toughness 1000
Vitality 1000
Precision 1000
Critical Chance 1000%
Ferocity 0
Critical Damage 1000%
Condition Damage 1000
Healing Power 1000
Expertise 0
Condition Duration 1000%
Concentration 1000
Boon Duration 1000%
Item Stat

SinisterHelm

Rampager'sShoulders

Rampager'sCoat

Rampager'sGloves

Rampager'sLeggings

Viper'sBoots

Item Stat

SinisterBackpiece

SinisterAccessory

SinisterAccessory

SinisterAmulet

Rampager'sRing

Rampager'sRing

Relic

Primary Weapon Set

Rampager's DaggerMain Hand

Viper's TorchOff Hand

Secondary Weapon Set

Viper's FocusOff Hand

Other Items

Food

Utility

As a Condition Virtuoso, most of your damage and sustain will come from applying stacks of Bleeding. The basic concept is quite simple:

  1. Auto Attack with Dagger to apply Bleeding because of and . Every few stacks you will generate a Blade automatically thanks to .
  2. When you have 5 Blades, use a Bladesong in the priority order below. It is ok if you need to wait a second or two for them to come off Cooldown or before using one. You will quickly generate Blades for the next one. This will also upkeep the important buff from .
    • F2
    • F1

This build has natural sustain and survivability by default. Some key points to know about:

  • You will Heal every time you stock aBlade thanks to and will further Heal a percentage of outgoing Condition Damage thanks to .
  • Every time you use a Bladesong you will gain a stack of Stability thanks to . This will allow you to ignore many mechanics and continue to focus on offense.
Daggers and Clones

Using both of your Dagger skills will be an increase to your damage and by association survivability. Both skills will trigger to inflict Bleeding and generate Blades faster.

  • 2 will generate an additional Blade every time it is used since the Clone will automatically be converted to a Blade.
  • 3 is a Ground-Targeted skill that will hit multiple times, generating multiple stacks of Bleeding.

Using these skills, you will stock Blades faster so you can use more Bladesongs. Make sure to see Additional Bladesongs below for suggestions on spending those extra Blades.

Your offhand weapon can greatly increase your damage and utility in combat. There are three main options to consider: Pistol, Torch, and Focus
Offhand Pistol

Pistol will provide fast firing ranged skills that will provide easy Defiance Break.

  • 4 is the Phantasm skill which is also a Projectile Finishers 20% of the time.
  • 5 will apply stacks of Confusion and Daze to your target.
Offhand Torch

Torch will provide the most Condition Damage of the three options.

  • 4 is an instant cast skill which applies Burning while Removing a Condition. Be warned, the skill will also Stealth you so you will need to queue another skill immediately or else stop attacking for 3 seconds.
  • 5 is the Phantasm skill, applying Burning, Confusion and a small amount of Daze.
Offhand Focus

Focus provides great utility and sizable damage.

  • 4 is a Ground-Targeted skill that will provide Swiftness to your party, but when used again shortly after will perform which will pull targets together. As most of your attacks Pierce, targets clumped together will allow you to apply more Bleeding.
  • 5 is the Phantasm skill which will Block projectiles and provide a massive 13 Whirl Finishers.
Signet of Ether

A final note, many skills including most Phantasms generate additional bonuses when used in an Ethereal Field. Of note, Projectile Finishers and Whirl Finishers will apply stacks of Confusion when used in an Ethereal Field.

With a dedicated healer in your party, you often do not need the sustain from , so you can instead use it offensively thanks to ! This trait causes your healing skills to generate an Ethereal Field, and when combined with reseting your Phantasm skills leads to the simple and effective "Signet of Ether Combo":

  • Phantasm Skill Phantasm Skill

To maximize your damage, the slightly more complicated version using Torch and Focus will lead to the highest payoff:

  1. Torch 4 Weapon Swap
  2. Focus 5 Focus 5
  3. Weapon Swap when available.
  4. Repeat when is available.
As you generate more Blades from other skills, you will quickly realize you can use more Bladesongs! Spending as little time with 5 Blades as possible will greatly increase your damage and survivability.
Additional Bladesongs

Your three additional Bladesongs are all quite useful! Each will provide Stability as well as Torment in to other effects:

  • F3 will provide up to 250 Defiance Break via Daze.
  • F4 will make you Invulnerable for up to nearly 4 seconds via Distortion. It is worth saving Blades for this if you know a tricky mechanic is coming up.
  • F5 is a short ranged option that will hit up to 6 times applying stacks of Torment and Bleeding for each hit. It is great to used when stacked on a target.

You can always hold onto your Blades if F1 or F2 are about to be available, a utility option, or you can reset all of your Bladesongs by using . This can be very useful for longer fights when you do not need to swap the skill out for a different utility.

Signets

Each of your Signets provides a passive effect as well as an active effect. While the active effect is on Cooldown, the passive effect will be disabled. Understanding the effects of your default skills will help improve your overall performance.

  • provides passive healing for each Blade you create. If you already have 5 Blades you cannot create another one, so wont gain passive Healing. Make sure to use your Bladesongs! When activated, the signet will provide a bigger Heal but will also reset your Phantasm skills and cast a . This skill provides random boons, conditions, and a small amount of Defiance Break.
  • passively generate a Blade at a slow rate. When active, it will reset all of Bladesongs. Do not hesitate to use this effect if needed. If you need to swap out a Utility skill, this should be the one you switch out first.
  • passively increases your Condition Damage. When activated it will provide decent Defiance Break at a long Cooldown. Only use this in an emergency.
  • passivley increases your Condition Duration. Its active effect is a Stun Break and should only be used in emergencies.
  • passively reduces the duration of hard control effects. The active effect provides a massive 600 Defiance Break and is the main reason you take this skill.
Alternate Skills

One of the advantages of playing a Mesmer is the variety of utility available. Swap out as appropriate for each encounter to help the squad. Some important suggestions to know:

  • is a great skill for providing more Defiance Break and damage. If you find yourself not needing to active , consider taking this skill by default instead and using it when available.
  • is a Ground-Targeted skill that will Reflect Projectiles.
  • is useful for squad mobility.

You can also swap out your Elite Skill to if you do not need the extra Defiance Break. This skill provides a massive amount of damage over 10 hits which will be enough to generate 2 Blades.

Critical Chance and Bleed Duration

If you are gearing this build in suboptimal gear, whether Exotic or different prefixes, prioritize stats in the following order:

  1. Get Precision high enough to have a Critical Chance as close to 60% as possible. With Fury, this will give you 100%. You need to score critical hits to trigger and make the build work reliably.
  2. Get Expertise high enough to have a Condition Duration as close to 20% as possible. You gain bonus bleeding duration from Fury, , and to have an additional 100% Bleeding duration.
  3. The remainder of your stats should focus on Condition Damage.

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