I played d/d ele and followed some twitch streamers builds, mainly bitcloud’s d/d ele build and play wvw only. So the best new trait people are talking about the most is Stone Heart, which makes it so you can’t be crit while in earth. A lot of people are complaining that they are never in earth so this GM trait is terrible, and yeah the primary dagger auto attack is terrible so you’ll probably not want to use it. This got me thinking more about scepter right away where earth actually has a good auto attack, but its only good for a condi build so I started thinking of that.
To use stone heart to the fullest you have to make a build that lets you stay in earth more or less 90%+ and thats why I went with a condition build that im testing still. By going full condi/vit/toughness gear your basic auto attack hits with 4000 damage of bleeds which is pretty powerful. You also have 20,000 health and can get 3300 defense with earth 2 is up which it should always be up.
By going full condi, there are several interesting things I noticed, the signet of fire dealt 17,000 damage in burning. I didn’t think that was possible lol its so much damage for a signet, and its at 1200 range, seems op in a condi build. I started looking at the other signets more carefully then and tested them all out. Signet of fire is op just for the burn, you can have it burn over 16s+ and its on a 16s cooldown when traited so if they don’t remove it, you can have it always up just with that. I also used the signet for 25% movement and aoe blinds, signet of air, and signet of earth. You need the 25% speed for wvw mobility. Signet of earth seemed fairly strong too with like a 5% toughness increase and a 5 second root, a full 5 seconds is pretty op as well, very good against thieves and other people trying to rush in and back out to kill you with their glasscannon builds.
As for traits I am thinking 30/0/30/10/0. The thing about sitting in earth is you don’t really need arcana since your not switching, like ever, most fights I stayed 100% in earth. Burning increased duration by 25% is great since that will be our main form of damage besides bleed stacking. The fire shield whenever you activate a signet is totally awesome and punishes melee that get up and smack you. You can get this fire shield up which lasts 3 seconds up close to the majority of the fight. And binding ashes will be the GM trait. We get absurd burning abilities while staying in earth 100% of the time, the fire signet alone might proc 3-4 blinds just from base burning which seems crazy.
In earth we will reduce our signet times by 20% with this build and we will basically be using them whenever they are free in a fight which makes the fullest use of the trait. We can increase our condition damage more in the master line, and grand master will be Stone Heart which will significantly reduce the damage we take while in earth, which is basically 100% of the time. Water gives our signets even more power by inflicting 3 stacks of vuln as well.
With this build there is no reason to use any other attunements besides maybe water for a quick heal and daze, but its not great since you have to wait to get back into earth so long so its almost better to just stay in earth. Healing isn’t that big a problem since its a full bunker build basically, and stone heart is gonna make it absurdly hard to kill. Earth 5 on the focus has the power level of all three cantrips most d/d ele’s run anyways and im enjoying it in wvw a ton where I can pop that and fgs and get out of any fight it seems.
All I know is I was running this build with the two slots missing in wvw today and it was going pretty well, was solo’ing thieves and guardians and other ele’s and it didn’t feel like the huge struggle d/d has become, and I was doing this missing two powerful GM traits that are soon to make this build even stronger. Let me know what you think or if you have any suggestions, or if you are brainstorming new builds yet using these GM traits!
(edited by Rocketmist.5436)