Showing Posts For Mayfil.7015:
I have not the same experience with D/D in exp dungeon, for me it’s going fine. Feel i maybe have a bit low damage, but that’s mainly because my gear is not optimized yet. ( have not gone for much crit damage or condition damage yet, still try to deside what’s best)
The way I am going D/D is with cleric gear (healing, power, toughness) and some crit chance. I go with a spec that focus on attunment switching.
They way i do it, is going at least 15 points in water, so you get healing when entering water attunment.
I use at least 10 points in air, to get zephy’rs boon, that gives me fury and swiftness when using a aura. And with D/D we have 2 aura’s so that’s quite nice.
I also have at least 20 points in arcane, so I can get vigor on crit and getting buffed when shifting through the different attuments.
This way, am able to be in melee range, get many different helpful buffs and heal my self when needed.
Currently I use 30 arcane traits, to get Evasive Arcana, a trait that gives me a combo blast every time I dodge in the different attunments. (10 sec cooldown, but seperat cooldown for each attunment!)
This helps a both for damage and survivability. I can dodge in water fields for extra healing, or dodge in fire fields for a aoe might buff.
This build gives 15 traits left, to put where you want
http://www.guildhead.com/skill-calc#MVszz9comxvkomxvo0a0fxzVoVq
Utilitys:
-Arcane wave; This is very nice to get more combo blast effects for extra healing or might buffs.
-Mist form; This makes you able to revive people even if they stand in a dangerous position, just activate mist form after you have started to revive and your immune to all damage
Arcane shield; Useble when ressing and when mobs are going for you.
Lightning flash: This ability makes churning earth safer to use, since you can use it in the end of the channeling to place churning earth where you want it.
(edited by Mayfil.7015)