d/d power variant Question - Mug vs Fleet
I find fleet of foot to not be needed in most cases. It does make landing a backstab easier, but I honestly prefer the fall damage trait(I mostly wvw) in Acro. If I don’t take that it is mug though, because it’s either that or VR in acro, which with Hide in Shadows isn’t as useful (1/3 uptime on vigor roughly from it).
tl;dr – go with mug, unless you are just awful at landing backstabs in the 4s frame (15in SA).
I find fleet of foot to not be needed in most cases. It does make landing a backstab easier, but I honestly prefer the fall damage trait(I mostly wvw) in Acro. If I don’t take that it is mug though, because it’s either that or VR in acro, which with Hide in Shadows isn’t as useful (1/3 uptime on vigor roughly from it).
tl;dr – go with mug, unless you are just awful at landing backstabs in the 4s frame (15in SA).
I am fine at landing backstabs in the general case. Certain classes, and very good players lower the percentages though. Good players move a lot and some classes have more mobility than others or more impairment effects.
If I landed backstabs 20% more often in those scenarios, it is a pretty big lift in damage…..
just try them all! it’s only a few sp to retrait. a week on each should let you know what fits you more, since you know the feeling of your thief.
just try them all! it’s only a few sp to retrait. a week on each should let you know what fits you more, since you know the feeling of your thief.
You have a good point. And I have tried both. However, to fully test it as I have specced here I will need to make several new pieces of ascended armor and that is no trivial expense.
I’ve my own opinion based on what testing I have done. Now I am trying to solicit the community to see if I have missed anything.
More dedicated than myself. I said kitten ascended unless it drops for me (crapshoot there). Could always nail the exo’s you need, gear up and run it. I used to run rares to test stuff before ascended came out.
My vote is still mug, however I am also the only one to comment. Hi thief community! You are just like you were when I left you, just less complaining(somehow), and no useless “feedback” thread with 9zillion replies on front page.
Out of the two your choosing from I’d take mug, iv played with fleet of foot a little and just wasn’t really making anything easier to land personally. In acro all I grab is vigor on heal, but nowadays I run my 10pts in trickery just because there’s two or three good traits I can swap between while roaming.
Fleet of Foot is really for D/P builds where you can stealth at will via BP/HS – it really lets you take advantage of stacked long duration stealth to close with your target and line up a backstab.
In a D/D build it doesn’t do nearly as much for you since you have to get into melee range to stealth via C&D already.
I have my points in acrobatics, since it gives both Fleet Shadow and -50% fall damage. It’s easy to swap them accordingly for WvW.
Fleet Shadow is also great for catching up/running away from people…
Fleet of Foot is really for D/P builds where you can stealth at will via BP/HS – it really lets you take advantage of stacked long duration stealth to close with your target and line up a backstab.
In a D/D build it doesn’t do nearly as much for you since you have to get into melee range to stealth via C&D already.
…And I never, ever thought to run that while I tinkered with DP. Kudo’s. lol.
I really like fleet of food, it makes people misjudge your position as you can get the drop on some better players because of it. The speed on dodge is nice as well.