4-6 in acrobatics for non S/D builds
I wish I could, as I feel it’s definitely the most fun trait line for Thief, but Critical Strikes and Trickery are too useful to not go full into when running my D/P build.
It’s definitely a viable line for D/P and S/P. Even 2/0/0/6/6 is viable for D/P really. It just compliments S/D more due to the evades on the weapon set, adding to what’s there to make it better able to fight on points and maintain pressure in a team fight. D/P focuses more on getting a spike of damage off then retreating or pulling off to another point, making it more ideal and complementary to invest into a more offensive trait line.
S/D can better pull it off because spending more time in a fight to deal the same or more damage than D/P before moving on is alright when you can get in and out faster, without needing to use utilities to do so, and thereby pull off and even cover ground faster with smart placements of Infiltrator’s Return spots.
So no. When I play D/P I don’t invest into Acrobatics. I usually go for Critical Strikes instead, and have on some occasions gone deeper into Deadly Arts instead. I don’t play S/P anymore - not since before the initiative and after-cast reduction - and don’t like P/D, so I can’t comment there. Acrobatics for S/D only!
http://www.twitch.tv/impact2780
5/0/0/3/6 is my favorite build. I use D/D with it mainly. The added vigor on top of feline grace makes up for D/D’s deficiencies.
You kind of need to use quick pockets to make acrobatics worth it, but if you are comfortable swapping sets it’s incredible. Warrior runes are secret OP. Gets you 3 initiative per 8, nearly doubling your initiative regen rate with one trait. I use D/D, S/P 2/6/0/6/0 and it’s incredibly flexible. You get great condition control and a disengage mechanism by having the sword on swap, and the utility of S/P is huge when you can rely on having D/D to actually do the damage.
Elementalist – Necromancer – Warrior