Showing Posts For nydra.7325:
If we are talking purely WvW then your position is extremely important,
mist form and lightning flash are D/D’s best friend for getting out of the zerg
And a little trick you can do with lightning flash is cast churnning earth and
just before it completes is to cast lightning flash into a large group of players.
the most basic d/d combo is air 4-5 fire 3-5 but most people can see it coming
from a mile away. i would say one thing you dont want to do is use skills just
because you can. Unless its a fight your side is winning you pritty much wanna
get in there and do as much burst damage before you have to get out. a simple
fire 3-4-5 earth 4-2 would work but in the end theres no real order to your
moves but rather what you need right there and then.
I always pick the glyph for wvw, nice big heal and regen while in water.
as for traits thats really up to you. but i will say 15 water 10 arcane is awesome.
though thats just me , everyone plays different and in the end you will find
your own way of playing.
From a D/D PoV eles need a incombat weapon switch badly but on a high CD,
maybe 2mins or something so we are not switching weapons for extra moves
but rather based on the situation we are in.
To many times i have been locked into melee range when i had to be at
ranged either for pve/WvW. Its a pain having to run away and
wait for ooc to switch.
As for dungeons well i learnt a long time ago dont go D/D unless i know whats going to happen.
Or as some people have suggested Giving dagger a longer range attunement
could work but the offhand dagger shouldnt be changed at all , would totally
make S/D to strong.