(edited by Nimrud.5642)
2/0/0/6/6 with D/P
Because S/D you evade way more than D/P and probably the damage is better with S/D on low crit rates. Furthermore you have a teleport on the sword, which is just too good.
Most of your stamina comes from Acro traits (Vigorous Recovery and Feline Grace) plus the evade from Withdraw. The only difference is Flanking Strike. Which obviously is an advantage, but not ‘way more’.
However the teleport is really good. Question is: is that the only factor to decide? D/P #4 and #5 are better than S/D #4 and #5. So its not that simple, or is it?
Dont get me wrong, I’m not here to ask for advice and then try to school others. I just want to make sure that I squeeze out the proper answers from the community.
D/P is more dps oriented, so you have to trait into critical strikes for it. Since S/d relies on sigil procs and hard hitting attacks without modifiers, they can trait into acro.
Flanking Strike does indeed make a hugh difference in team fights. You will evade a lot of AoE with that skill.