(edited by Anastasis.7258)
Showing Posts Upvoted By Dynir.5803:
GW2 Forumers,
The Earth Troll
2.7k armor
18.4k health
2.7k attack
1.7k condition damage
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Traits
20/10/30/10/0
II Burning Fire
IX Fire’s Embrace
I Zephyr’s Boon
II Signet Mastery
VIII Serrated Stones
XII Written in Stone
II Shard of Ice
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Gear
Full Carrion, including trinkets /w chrysocolas
6x runes of the undead
sigils of corruption & agony
Consumables
Rare Veggie Pizza, Master Tuning Crystal
—
Skills
Ether Renewal
Signet of Fire
Signet of Air -or- Water
Signet of Earth
Glyph of Elementals
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Numbers to Consider:
Offensive:
no CD | stone shards- 10.5s bleed 3.8k | 900 range
16s CD | signet of fire- 17.25s burn 10.7k | 1200 range
3 11s stacks of vulnerability per signet cast
CC/Defensive:
16s CD | signet of air- 8s blind | 1200 range
24s CD | signet of water- 6.5s chill | 1200 range
24s CD | signet of earth- 4.75s immobilize | 1200 range
15s CD | dust devil- 16s AoE blind | 900 range
no CD | rock barrier (don’t hurl)- +250 toughness
50s CD | obsidian flesh- 4s invulnerability that you can heal through
25s CD | magnetic wave- 3 condition cures, 3s reflect
signets fire -> air -> earth = perma swiftness
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Your conditions last a very long time, cover conditions are almost always readily available and you have a lot of useful skills on low CDs.
This is not an original build, players have been doing stuff like this since launch. I posted this build before but I never made a thread for it and I’ve since changed it for the better. It’s not the new meta, it’s just something fun that was buffed a bit on the 4/30 patch. It’s also a (mostly) boonless build so it may not suffer as much from recent boon hate.
The Earth Troll never leaves earth attunement, gasp. Try it out—it’s an interesting change of pace and surprisingly effective.
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EDIT: I made a small change here; dropped 10 points out of Fire and into Water so that I could eliminate the mostly useless trait III Ember’s Might and take the trait II Shard of Ice—this will give you yet another cover condition on every signet while also providing some indirect group support (+% damage taken from everyone in your group). The +vitality & healing power is also nice, while the -10% condition duration is a marginal loss.
EDIT 2: Bleed duration runes are not necessary in PvE if you are running everything else because you will in fact be 35% over the bleed duration cap. I took out bleed duration runes and put in 6/6 runes of the undead for +toughness +condition damage. This leaves us at 90% bleed duration which is good.
(edited by xbaunx.6438)