mayaBump2D has an RGB parameter for normal maps, and it’s named “normal_map”:
C:\solidangle\mtoadeploy\2015\bin>kick -l ..\shaders -info mayaBump2D node: mayaBump2D type: shader output: RGBA parameters: 11 filename: ..\shaders/mtoa_shaders.dll version: 4.2.4.1 Type Name Default ------------ -------------------------------- -------------------------------- FLOAT bump_map 0 FLOAT bump_height 1 RGB normal_map 0, 0, 1 BOOL flip_r true BOOL flip_g true BOOL swap_tangents false BOOL use_derivatives true BOOL gamma_correct true ENUM use_as bump RGBA shader 0, 0, 0, 1 STRING name
In Maya, you don’t connect your normal map directly to mayaBump2D.normal_map. Instead, just connect the normal map alpha to the Bump Value

and then change bump2d > 2d Bump Attributes > Use As to Object Space Normals or Tangent Space Normals.

The Use As parameter controls how MtoA translates the shaders to Arnold. For example, if Use As is Object Space Normals, you get this:
mayaBump2D
{
name bump2d1
bump_map file1.a
bump_height 1
normal_map file1
flip_r on
flip_g on
swap_tangents off
use_derivatives on
gamma_correct on
use_as "object_normal"
shader aiStandard1
}
MayaFile
{
name file1
...
filename "shaders_offest_normalmap.jpg"
...
Notice that file1 (the MayaFile node) is linked to mayaBump2D.normal_map.