I will put MY ranking down (again, opinion through experience, I don't want to crunch numbers atm lol) for dungeons, and conditions = more than just burn bleed poison and confusion, a constant blind/weakness/vulnerability/cripple/chill on the mob goes a long way. I'm putting the heavy bleeders near the bottom of the list for dungeons, because it just, caps. A single necro can cap it. 2+ NONE CONDITION BUILD mesmer/ele/ranger/thief/engineer can cap it. Which means, unless you've got people avoiding bleed all together, it WILL be capped in a 5 man group.
Conditions --- Mainly bleed, poison, weakness, and vulnerability. Amongst other things.
Advantage --- Necromancers are linked with "conditions" inherently, not because of how many conditions or how much stacks they can apply, but rather that they can "play" conditions, turn them into boon, grab them from allies, give them to enemies, spread them around, etc... I'm giving Necro first place here also because, well, if Necros are not the best at "conditions", what are they best at? So out of humanitarian reasons they have to go here even though I think it's a draw between Necro and engineer. (Necro for their utilities, engineer for pure amount/variety of conditions).
Disadvantage --- While "king of conditions" in theory, the condition damage builds of Necro have to rely heavily on bleed, which is never good in dungeons. Bleed capping is definite in a dungeon group with a condition damage necro, unless your whole group particularly avoids bleeding.
Advantage: Condition engineers are almost made for dungeons, they've got every condition there is in the game and they can choose to keep 100% uptime on several of them depending on what group make up they get. They can have lots of blind/weakness/vulnerability/chill/cripple applied aoe on the mobs, or they can have bleed, burn, poison and confusion all stacked up on the, again, aoe mobs. And sometimes they can do both while sacrificing uptime a bit. Other times they can focus on just a few of them and keep up 100% up time. It is by far the most flexible condition build in dungeons.
Disadvantage: I can't think of any aside from stretching the argument into condition vs direct damage...
Conditions --- Bleed, burn, chill, cripple, blind, vulnerability
Advantage --- Condition ele can keep up high stacks of bleed while having 100% burn time, and those 2 conditions are the two hardest hitting. Assuming nothing caps, condition eles are possibly the highest condition DAMAGE spec out of all condition specs/professions. Only engineers have a chance to rival them here.
Disadvantage --- Well, like I said, bleed and burn caps, 2 eles in a team = SOMETHING is capped unless one of them avoids fire/earth (which would be sad, I mean, sad).
Conditions --- Bleed, confusion, (random conditions here)
Advantage --- Hands down, mesmers can apply confusion like no other professions can. A well timed burst of 10+ stacks do a ton of damage in mere seconds to the opponents. All the random conditions that staff can provide add up in a condition build, there's also cripple on greatsword, vulnerability on sword, and of course stacks and stacks of bleed by a minor trait.
Disadvantage --- Anyone who plays mesmer knows how horrible confusion is in dungeons, it's simply too short while the mobs attack too slow. And random conditions are random no matter how good they MAY be. And bleed, again, caps.
Conditions --- About everything
Advantage --- A ranger can theoretically keep up quite a few numbers of conditions, or at least apply them regularly
Disadvantage --- However, that is purely theoretical. In the mass majority of situations, a ranger is better off with direct damage (unlike the engineer for example, even if grenade direct damage can be buffed to the ceiling, going full condition is still a worthwhile tradeoff). However, for the possibilities that they have, ranger is here at 5th rather than 6th, 7th or 8th. In fact, if not for the novelty of huge burst of confusion stacks (again, just a novelty...), I'd put ranger at 4th over Mesmer.
Conditions --- Blind, bleed, poison
Advantage --- Blind, blind, blind, blind, blind, blind and blind.
Disadvantage --- Bleed, bleed, blee- oh oops, capped.
7 & 8. Warriors & Guardians
Ummmm... I don't really feel like talking about them. I mean they CAN have viable condition builds, and some conditions such as a timely blind can be great, but... But for most cases I don't see it an advantage to sacrifice power or precision or toughness or vitality or even crit damage and for that matter, maybe not even magic find, for condition damage and duration. Save for particular niche or novelty specs. I know it sounds harsh, but at least that's what I find for my own Guard and War.
Edited by CepaCepa, 10 December 2012 - 11:40 PM.