I know many topics have been done to death regarding condition damage not being viable outside of solo-play; however, I want us to brainstorm for a moment. Burning condition damage is one of the strongest conditions out there, and yet we feel shoehorned into mostly avoiding it due to the way stacks work. From what I understand, this is what we know:
1) Player A places Burning condition on enemy target. Damage is based on Player A's condition damage stat.
2) Player B happens to place the Burning condition on the enemy target after Player A. Now the Burning stack is increased in duration; however, the damage is now based on Player B's condition damage stat.
3) The cycle continues, basically having whoever places it last deal the damage.
Now, I'm sure I may not have it 100% right, and that's okay -- this topic is meant for both brainstorming and clearing up misconceptions. For solo-play, this is perfectly fine as we are the only one we're depending on to deal this condition damage; however, dynamic events have little control over who does what and on which target... which makes me wonder, is it possible to actually have it work in a dungeon?
A Guardian has a nigh-endless way to keep Burning on the enemy. If the party is aware, is it possible to allow a Guardian to stack his own damage without it being overwritten? There are a few scenarios where I can see it being tricky (Consecrations), but hogging Virtue of Justice certainly is one direction to prevent it... then again, I'm not certain how many more fire combo fields other players can field, and if it's even feasible to have a premade group potentially harm damage over the fire fields (as in, how many other characters would it affect to not cause burning?).
In the end, I'm assuming the outcome will be that we just cannot use this condition in a dungeon while specializing for it due to how combos and the condition itself works... but I at least want to see if the option/opportunity is there.