(edited by Eskimo.1654)
Where to shove these last 10 points?
This is a very situational question, lets see gains of each trait.
10 in Deadly Arts:
+100 power, +10% condition duration
Serpent’s Touch Stealing applies poison for 10 seconds
Mug Deal damage when stealing
10 in Acrobatics:
+100 vitality, +10% boon duration
Expeditious Dodger Gain 2 seconds of swiftness on evade
Power of Inertia Gain might whenever you dodge
OR Descent of Shadows Release blinding powder when you take falling damage. Take 50% less damage from falling (Good for WvW)
OR Fleet Shadow Move 50% faster while in stealth
10 in Trickery:
+100 condition damage, +10% steal recharge rate
Kleptomaniac Stealing gives you 3 initiative
Thrill of the Crime When you steal, you and all nearby allies gain fury, might and swiftness for 10 seconds (Good for Party)
OR Flanking Strikes Increases damage by 5% when attacking a foe from behind or the side (Who doesn’t like extra damage)
OR Long Reach Increases the range on stealing (Good to catch farther opponents).
Now, disregarding the major and minor traits, the 100 extra vitality with 10% increased duration of boons is by far the best out of the three in my opinion for extra defensive. 10 in DA is best for extra offense. I don’t see 10 in Trickery as effective as the other two.
That’s my humble opinion
EDIT TO ADD: I forgot to tell you, I use the same build as yours but with 10 in acrobatics.
Engineer and Elementalist in progress…
I used to run the same as you with 10 in acrobatics for more HP and swiftness on dodge. The major trait I would switch out for whatever I need most at the moment. More speed in stealth, stealth when taking falling damage, might on dodge or vigor when I use withdraw – all of them are great!
I can give you advice, but unless I know the build/strat, it’s practically meaningless forme to give you advice on where to put the points.
Thanks for the suggestion! You made a lot of sense.
Although you made my choice tougher by making deadly arts sound like a good choice as well :P
mug = damage+heal 2700 hp
what more could you want ?
Personally I prefer 10 points in Deadly Arts with Mug, for the extra damage output and that little bit of healing when needed. Adding 100 vitality points only adds 1000 HP, which is not a lot in the grand scheme of things, plus with all the stealth and regen my build provides, I do not miss that 1k health. Also, I feel that Heartseeker/Infiltrator’s Arrow are much better in terms of mobility than 2 seconds of swiftness, though I do not deny there are a couple of good traits in the adept Acrobatics trait line.
However, if I was to choose something other than Deadly Arts I would choose Trickery for the Thrill of the Crime trait, as I feel adding more functionality to our profession mechanic would be more benefitial overall.
(edited by Rin.4216)
I go with mug simply because it activates my bask venom when I steal. So it’s a gap closer that makes them stop moving for a second. It makes Cnd > Steal > Backstab easymode, or makes them waste their stun break.
Put 10 in Trickery, then pick Thrill of the Crime. It can also be used even if you don’t have a target, meaning you can use the 10 seconds of swiftness for traveling. The 3 extra initiative from steal is also great to have.
“The learned is happy, nature to explore. The fool is happy, that he knows no more.”
-Alexander Pope
I use Acrobatics for Vigor on healing with the Withdraw skill. Extremely potent and almost free.
Inactive: Guardian, Elementalist, Ranger, Thief (ex-main)
Leveling: Engineer, Necromancer
Currently i’ve got 30 in critical strikes and 30 in shadow arts.
But now I can’t decide whether to stick the last 10 points in trickery or acrobatics.
Which one would be more useful to me, and which trait should I pick for the 10 point trait? Any input would be appreciated.
I put it in Acrobatics and get +50% when in stealth to get behind the enemy faster. AND if I need to escape I move faster even in combat. Turn auto-targeting off and HS out of there if you have no teleports.