Please comment on my build
Drop 10 points from earth and put it into arcane for elemental attunement, 9 seconds of protection on about 13 seconds cd + other buffs when swapping and extra 10% boon duration.
With elemental attunement you can drop one of your signets for cantrip so you can keep yourself alive a lot better.
Also monk/water runes give 15% boon duration, so maybe consider swapping your 15% prot duration runes for those.
Spamming earth 1 won´t be feasible, as even a support needs to do damage to be viable.
[ ex- Piken Square (EU), ex- Aurora Glade (EU) ]
dropping the 10 earth points leaves me with no reduced cds, and putting it in attunement encourages leaving earth as soon as i get in, which removes the 25% reduction in enemy damage advantage of earth. The cantrip may provide burst survivability, but at the sacrifice of long term group wide survivability?
using grove and earth gives me toughness and increases the duration on my only boon, protection.
This is sacrificing group ability for solo ability, and weakening the core of my build.
while I am thankful of the feedback, i dont think this is really fitting for my build
I am considering replacing soldiers trinkets, rings, amulets with condition damage ones though, as earth 2 is a great source of bleeds.
In my opinion, mist form is required if you want to be utility. If a player gets downed in a long term aoe field, mist form rez is one of the only ways to keep them alive.
Check out my S/D Ele tPvP guide: http://intothemists.com/guides/202-aiden_frosts_sd_sustain_burst
dropping the 10 earth points leaves me with no reduced cds, and putting it in attunement encourages leaving earth as soon as i get in, which removes the 25% reduction in enemy damage advantage of earth. The cantrip may provide burst survivability, but at the sacrifice of long term group wide survivability?
using grove and earth gives me toughness and increases the duration on my only boon, protection.
This is sacrificing group ability for solo ability, and weakening the core of my build.
while I am thankful of the feedback, i dont think this is really fitting for my buildI am considering replacing soldiers trinkets, rings, amulets with condition damage ones though, as earth 2 is a great source of bleeds.
In my opinion, supports in this game are there only to create more room for error.
Every player should be avoiding all the damage they can while dishing out as much damage as they can and in most cases the best scenario is to avoid it all. That´s not feasible to achieve everytime, and that´s when damage reduction and healing come into play.
Your build seems to focus solely on reducing damage, an event which all players should be avoiding as best as they can. So in essence you are only useful a small amount of time when people do take damage.
However, if you grab that elemental attunement and scrap the idea that you´re just going to stick to earth and spam 1, you´ll be buffing your allies with a lot more than protection, healing them, preventing damage by throwing cc around, and most improtantly dealing some actual damage. With that you can still maintain 100% protection uptime even without the cd reduction on signets and you´ll do a lot more for the group. If you don´t like cantrips, another good candidate would be glyph of storms, that pusling blind will prevent more damage than all the damage reduction you could ever muster from a signet. Swap it around for conjures in specific encounters, or arcane blast for extra combo.
Ofcourse it´s all up to you, so just use both and compare the results.
Also, the rune of grove has healing for stats, and you´d be losing only 15 toughness from major earth rune.
[ ex- Piken Square (EU), ex- Aurora Glade (EU) ]
(edited by Strang.8170)
thank you for the responses.
seeing as im relatively new to dungeons, and you all are saying that I lack damage, I think I will use my build first, with monk/grove/water
then as i get more comfortable, move over to the attunement swapping and maybe leave auramancer all together for more risk v. reward builds,
thank you
Things I would do different is take 10 points off earth and put that into air and get air I. This way you can keep perma swiftness/fury/protection on yourself and your team if they stay close to you. Sup Monk and Sup water runes, and 2 major water runes. Use the 10% boon duration food; throw in d/d so you get access to 2 instant auras instead of trying to combo finisher them. You can also stack might with fire 4 then earth 4, 5. I’m pretty sure the swiftness and fury is perm, but protection may be off for 1-2 seconds.