Just a couple things.
If you’re looking to carry bad PUGs or other groups, playing a glass cannon is not really the best call. You need to be able to establish and maintain aggro, so a ranged Assassin/Zerk Ele is not going to cut it.
What I would suggest is looking into Condition setups. There are several sets available that allow very high Condi (using Burn in Fire) output, while also ramping up Toughness, Vitality and/or Healing Power. Since Condition builds aren’t reliant on crits, you can spec into other aspects, maintain high DPS and still be resilient enough to not go down like a wet noodle.
I’ve gone through the various metas, even had full Celestial when it still had magic find on it lol. From what I’ve seen, and apart from “structures” in various game modes, a Burning Condi Ele is likely the BEST mix of DPS and survivability hands down.
In fact, looking at some of the new four attribute sets, it seems to me that for absolute best DPS from both direct damage and Condi, Viper’s may end up being the new meta. It does sacrifice Ferocity, but basically has the best of both worlds from Power and Condition setups, allowing full utilization of both types, while still making use of all “on crit” abilities.
Trailblazer’s is also an interesting choice, and something I’ve been thinking of for Raids. It also allows for high Condi output, while really ramping up your survivability.
Lastly, you’ll likely want to switch to (and practice with) Dagger/Focus and Dagger/Warhorn. The first is excellent for “aggressive tanking” with all the solo survivability tools, while the Warhorn offhand makes for some good party support. In almost ANY game mode short of WvW backline, the Dagger primary is going to be the superior offensive weapon.
I’ve only run 3 of the dungeons myself, and I get where you’re going with this. I’ve done condi build before and understand that with HoT it’s more necessary than it used to be. But if I have a bad group I’m playing with – this won’t really cut it for dungeon runs. I mean it would in some instances when I have hours to do nothing but fight mobs – but for example at the end of TA you have a limited time to deplete en enemies health before minions get respawned and you’re back at the beginning of the fight. Slow burns just won’t work for that.
Survivability isn’t so much of an issue for me, not trying to say I play better than others or anything but recognizing enemies attacks and keeping my health up is how I’ve gotten used to playing. This is why I’m looking for the way to deal the most damage constantly (as in not relying on spikes) because I would rather not be running a build where I’m wasting time waiting for an enemy to burn down.
I do have to say that the Superior Runes of Rage are really working out for me though, this new build is more fun to play because I don’t have to stress about keeping distance as much as I was before. If an enemy closes the gap I can drop a lava font at my location, use arcane wave followed by arcane brilliance which does nice damage (heals me as well) and grants 32 seconds of fury. I find myself actually using Earth attunement much more now because after that I just use Burning Retreat, followed by Eruption and Unsteady ground or Magnetic aura (or both) before moving onto air/water attunement. End up with 48 seconds of Fury keeping my Crit chance at 100% the whole time… plus like a mentioned before I get more ferocity from these runes than other sets.
There was actually an event earlier today where after it was over I still had over a minute of fury left.
