So lately I’ve been working on deciding on a build (and ofcourse stats) I want to go for in PvE, and trying out different things before I started farming an exotic dungeon set with specific stats. I finally went full Power / Toughness / Vitality, with Power / Toughness / Healing Power jewelry, because I liked the doube dagger playstyle and it really needs the toughness. My build is 0/10/10/30/20, so with most of the points in water, also for survivability.
Playing sPvP and WvW a lot (as well as dungeons actually, but I won’t talk about PvE), I have noticed that elementalist has a lot of disadvantages in PvP, at least when it comes to defense. Ofcourse compared to medium and heavy armor, we have a disadvantage. But compared to the other light armor classes, we also have disadvantages. Necromancers have ridiculously high base health (including their F1 which is basically an extra health pool), and mesmers have a great single target 1200 range build (greatsword), along with their illusions to control people and keep from getting hit (along with dazes and such, you know what I’m talking about).
This isn’t a problem for staff DPS, or even scepter mainhand, because with a bit of skill you can manage to keep at range and kite and what have you. But as a D/D elementalist you are forced to go in melee range of classes that almost always have more base defensive stats than you. The result is that I had to invest a lot of points in defensive traits and gear to be able to survive as D/D. Taking points in water and earth gives us lacking bonus defense, but it really kittens our damage. I for one am not going glass cannon in PvP because that’s just ridiculous, but putting so many points in defense just to be able to survive is ridiculous. Again, staff and scepter builds are okay with this because they don’t require melee range, but D/D does require you to go melee.
So, what my real suggestion is (will also be mentioned in the TL:DR, I just wanted to sketch where I was coming from): change the windborne daggers trait to something more defensive. No one cares about run speed increase anyway because you can keep up perma swiftness, and D/D really needs some more defense because it forces you to go melee. This would open up some points that we now have to put into defense, and we could put those in offense. I’m not sure what would be best, I was thinking of something with +% toughness while using dagger as a mainhand weapon, but I’m not a game developer and I don’t know that much about balancing. Again, this would only change D/D to increase their defense, giving them a fighting chance in melee range. Scepter and staff would remain unchanged, so no balance issues there. It just makes no sense that the class with the least defense has a build which requires them to go into melee range (and I personally think D/D is the most fun).
So, to conclude (I did go a bit more in depth than I was planning to, just wanted to make it clear), here is a much needed:
TL:DR : Double dagger elementalist needs more defense, at the moment we have to put too many points in earth and/or water to be viable, so change the windborne dagger trait in arcana (nobody cares about movement speed) to something that gives a defense bonus while using dagger main hand. I would say extra toughness, but not sure what would be best.
Just wanted to see what you guys think of this, and if possible, get the developers to read this (even if only the TL:DR), because I think D/D is a really fun build, but at the moment it requires too many points in defense, and you need those points in defense because you are in melee range and otherwise you get two shot. Let me know what you think!