so, this is the best I could do with the current state of pvp for S/D. Its not terrible…. and imo S/D is better than it was…. its just everyone else got a 100% upgrade, while s/d got a 33% upgrade….. so S/D is defiantly far behind everything else.
Here is the build:
http://intothemists.com/calc/?build=-gF3V;1Vw-_0U5R-Fd0;9;4IML;0148147156;4IFl3L;16Rk06Rk0a0A
Here is my reasoning:
Acro trait line:
1.vigorous recovery. Basically perma vigor with feline grace. And endless stamina does an okay job of replacing the old feline grace….although the old one was better….
2. hard to catch. Just another endurance regen at a time when you need it most. Also, with all the CC in this game right now, its a must
3. Assassins reward or upper hand or don’t stop. I think all these are viable depending on the rune and personal play style. Assassins reward or Upper hand w/ Rune of centaur. Use Don’t stop with pack runes. Which choice depends on your play style. I like Assassins reward with centaur runes because the rune makes up for Don’t Stop trait(sort of) while providing near perma swiftness and the Heal you get form Assassins reward is not to be underestimated. Upper hand would allow you to get evades more often with flanking strike. All are viable imo.
Trickery:
Haste- because centaur runes give party swiftness with heal and the damage output when this lands is sick. Also clears a condition. I think its slightly better than Thrill of the crime, however…. both are reasonable choices. If you run pack runes… then there is no need for thrill of the crime and Haste becomes even more useful.
Trickster: Synergy with Withdrawl. Synergy with Haste from trait line. synergy with roll for initiative. Good condi removal important right now with those burns. Synergy with Infiltrators return for really good condi removal.
Sleight of hand: That daze interrupt has always been needed… always.
Deadly Arts:
Mug. Obvious choice. Nothing really better here.
Panic strike: No real reason to pick anything else.
Executioner/Improvisation: Damage output is good from executioner. Synergy with Haste. Improvisation for obvious reasons. Which one you chose will depend on your play-style. Both viable imo.
Utilities: Shadow Refuge. Roll for initiative. Shadow step.
SR: obvious reasons.
Roll for initiative. Synergy with acro trait line. Removes condition. Stun break (so needed right now). initiative gain(for more potential evades with flanking strike, little more heal with assassins reward, pretty decent disengage, combine with withdrawl you can get pretty far away from a fight if needed….)
Shadow-step: Mainly for stun break, but extra condition removal and disengage potential.
Alternate runes: Pack, Air, Adventure, vampirism, ogre
Alternate sigils: For S/D: Fire over blood
for SB: Energy over air. bloodlust over air.