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Build Analysis of an Overpow D/D Elemen
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Hmm stats are decent actually for a Hybrid condi/power build. Not my flavor but I could see it working. I would drop a bit of vit from soldier accessories and throw some zerk in the trinkets to help with crit chance a get a little bit of crit damage in there for true hybrid. Drop HP to about 17k remember you have 120 free toughness when you swap in/out of earth and you have lingering elements. Looks like a solid hybrid build though that would just be my personal changes to it but looks good out of the box as a hybrid.
Sinnastor{Warrior}Sinnacle{Mesmer}Sintacs
{Thief}
Seeing that build, I went ahead and checked the stats on an all-celestial build.
As expected, when trying to maximize that many stats, celestial will get you much, much further. This version does a lot more direct damage, comparable condition damage (especially with some might), and has about the same, if not better durability due to more healing power.
Actively speccing for condition damage on an ele will hardly get you any more condition damage as outright ignoring it, due to the high amount of might we get.
Many people, including me, have been down your road before, and we all ended up running very comparable celestial/cav/knights combinations ;-)
Celestial is simply the best if you want it all (which you seem to do). Elementalist (together with some engineer builds) gets the most out of all stat gear, simply because we can make a good use of the healing power and the condition damage as well as the other stats. (The other stats are useful for any class, so when looking at celestial gear it basically comes down to the question whether healing power and condition damage matter). But you should never go full celestial in my opinion because you would end up with a very low power and damage.
There is also a significant stat differnce between celestial armor/weapons and trinkets compared to the other choices (Celestial armor and weapons carry more relative stats than trinkets – which makes celestial trinkets a bad choice in my opinion).
Regarding the runes, i would personally always prefer runes that give 15% for ALL boons over 20% “might only” runes. You seem to greatly underestimate the combined value of vigor, protection and regeneration when it comes to staying on the field.