Opinion on a balanced D/D Norn Elementalist
What’s the build for? WvW, PVE?
Mainly WvW
Thanks
I am -far- from being a “great player” so take my advice and suggestions as you will. You are dagger dagger so I think 30 in fire is a bit much. I’ve never touched or played with that trait line so I’m not even aware of any kind of benefit it would provide this weapon set. There is no combo from zephyrs boon, it just gives you fury and swiftness when applied if you have 10 points in air, those are shocking aura and frost aura.
the “problem” with dagger dagger is that we are for the most part pigeonholed into using 30 points into arcana. It is in my opinion our strongest trait line, the benefits it provides dagger dagger are just too good to put those 30 points anywhere else. Dagger dagger relies heavily on attunement swapping, setting up combo fields so traits like elemental attunement and evasive arcana become…mandatory(?)
the main problem I see with your build is that you have a ton of toughness and armour but 13k overall health, this will make you delete your elementalist quicker than you can think about it. all that defense looks great on paper but in world verses world it might keep you alive longer but you’re gonna have a hard time killing anyone.
0/10/10/20/30, 0/0/20/20/30, 0/0/10/30/30 are dagger dagger builds most tend to run. Im half asleep as I write this so I hope someone else chimes in, good luck and have fun. Elementalist is a very fun but challenging class to learn and despite alot of us feeling that we are lacking, its why we continue to play it.
Ferguson’s Crossing [MAIN]
0/10/10/20/30, 0/0/20/20/30, 0/0/10/30/30 are dagger dagger builds most tend to run.
I run 0/20/0/20/30 myself.
Taking I and VIII in Air, V and X in Water and II, VIII and XI in Arcane
Aiming for around 30% Crit Chance, 16-17k Health, 1500-1700 Toughness and as much Critical Damage i can get. Not sure how effective it will become once the Crit Damage changes are made.
I run with Glyph of Elemental Harmony, Glyph of Elemental Power, Mist Form, Signet of Fire and FGS or Tornado
u could do something cheesy like use Arcane Power and pop into Bear form then use Charge…if u get bored
probably not the best gear for d/d but tried to make it so it can solo roam or zerg. if any wvw pros here want to optimize it please do.
previously rank 2 on old leaderboards
EG.secret.OG.NAVI.sorrychief
Thanks for the replies…
So, what I could understand about the above opinions regarding my build:
1. HP is too low, I should try to raise it to 15k – 16k.
2. Reduce toughness and focus on keeping crit chance and dmg as high as possible
3. My traits distribution makes no sense at all
I will rebuild the char and send a new suggestion…
Please let me know if you have any further suggestions.
Thanks
One question, why most builds uses Glyphs instead of Signets? Is because of their attunement-based effects?
the two approved templates for WvW
This is a basic classic template with average skills neeeded
This is a template requiring more skill but can result in serious damage
Thanks for the replies…
So, what I could understand about the above opinions regarding my build:
1. HP is too low, I should try to raise it to 15k – 16k.
2. Reduce toughness and focus on keeping crit chance and dmg as high as possible
3. My traits distribution makes no sense at allI will rebuild the char and send a new suggestion…
Please let me know if you have any further suggestions.
Thanks
Personally.
Embers Might is useless, you have 200 condition damage so i wouldn’t waste traits on things that are pure condition based. If you are aiming for Power – i would go with Internal Fire myself. I would also swap out Persitisting Flames and go with Pyromancer’s Puissance. I would drop 10 points in Earth (minimum) and take Air trait Zephyrs Boon. Replace Windborne Dagger with Elemental Attunement and swap Arcane Energy for Renewing Stamina.
You don’t need 40%+ Crit chance, i would drop it down to around 30% as you will be at around 50% when attunement swapping and using Aura’s
Skills wise, i would swap out Signet of Restoration. I find it the weakest heal we have unless you go full healing and even then its stop that amazing compared to others. I run traited Glyph of Elemental Harmony myself and it works great.
I wouldn’t run a full Signet build without taking the 30point Earth trait Written in Stone which would allow you to keep the passive bonuses. Taking Travelers Runes, though expensive grants solid bonuses and the 6/6 bonus means freeing up a utility slot as well.
All of our Elite skills are rather weak, you will want to be using the “right one” (even though it won’t actually be that great coz as i said they are all weak) for the right job. Tornado has several glaring weaknesses such as no increased toughness and the fact the Stability is easily removed and thus makes you 100% useless unlike say Plague Form.
Here’s an entry level balanced D/D build template I put together for a few people starting to play D/D and for people who don’t want to invest huge amounts of gold or laurels.
Here are the objective’s I aimed for with this build template
Affordable for most in terms of gold cost and time invest so that means…
No Ascended items
No Travellers, Divinity, Scholars or Melandru runes
No Celestial armour
Flexible trait allocation covering the basic requirements but allowing personal customisation.
Balanced offensively and defensively, you choose what to tweak, I consider balanced to be the following:
16000 HP – enough for those without applied fortitude, gives room for shaving if going more offensive.
2500 Armour – Maintain a good balance of effective HP, give decent passive mitigation.
400 Healing power – Further improves effective HP, 500 being the goal but not attainable without Ascended.
50% Boon duration – enough said.
30% crit chance before fury, minimum of 50% crit damage.
2800 Attack rating before bloodlust and might stacking.
Minimal dependency on top tier food to keep running costs as low as possible.
You can also use the lower tier stacking sigil if you don’t want to drop 7G on the superior version.
Empty traits are places where you can choose which you prefer. Plus you have ten points to play around with, ten more into air for offense, ten more into arcana for evasive arcana, ten into earth for flexibility in terms of defense or offense.
Once proud member of Extraordinary Gentlemen [EXG]{DESO4LIFE}
(edited by MarzAttakz.9608)