shadow trap on s/d
I usually replace Shadow Refuge with it if I decide to use it.
After the nerf it feels a bit boring though, without trigger the teleport has a long cast time which can be interrupted and often will be. On trigger the might only lasts 5 seconds which makes it slightly more D/x oriented.
Other nice utilities would be:
- Signet of Agility for extra dodges, 1 cond removal and might.
- Signet of Shadows if you want more movement speed.
- Roll for Initiative is also a good option, evades, creates a gap, removes snares and restores initiative.
- Blinding Powder, this one is as strong as a stunbreak, AoE blind and stealth.
I normally use withdraw, shadowstep, refuge, RfI and thieves guild when roaming, I swap refuge out for shadow trap and thieves guild for daggerstorm depending on what I’m doing and how many allies I have.
It’s a nice skill, I normally use it when attacking a camp where it’s easy to get zerged (like the camp north of bay, I place it on the south road entrance to ward for thieves) or a group ramming a tower door, it provides a nice escape option.
The thing to remember with it is that while it’s a stunbreak, the port can be interrupted if you’re using the destroy trap option, so try to get a little distance before you use it. It also relies on LoS so can be obstructed by trees, so you really have to plan your escape, but it’s a good skill overall.
Don’t follow me, unless you enjoy being chased by angry men with sticks.
Power Build Condi Build
Think imma stick to SoS for ms blind and might