http://da-skills.net...111,001a0,01d,0
These. LS also reduces the CD on stealth more than TB does. 12 hits vs 4. Cheap Shot Sunder isn't required when you have 25% AP to begin with, and TB naturally sunders regardless. . . but as you can see with the damage above I one or two shot everything so armor isn't an issue.
QS can't block FD or Spike Trap. They can block / evade TB though.
LS also recovers from being knocked down, which TB does not.
You seriously consider 12s a long cd when TB is 8, and the Hunter can stealth for 30s or more (ring)?
Ok, I'll go passive-by-passive on that for clarity:
Cheap Shot (+/- Gaps in the Armor, which is included in both builds): Yes, TB sunders already, but sunder stacks, therefore more is better, so I'm not sure what "required" refers to. Cheap Shot benefits your standard attack (ie not ability based ala TB), which is the main benefit, and stacks with Gaps in the Armor for more efficient killing. Armor Pen/Bypass/Sunder is much more valuable as you increase diff level (which I'm adding not for your benefit, as I'm sure you already know that, but for anyone reading who might not be aware of that). "LOL mai stats (ie I one or two hit everything)" is not a justification for downplaying a mathematically provable benefit. Assume stats are representative of an invested player (posit 60/60/60?) and then ask which build would kill X enemies faster on Perilous difficulty. I haven't done the math, but my intuition tells me that Cheap Shot + Gaps in the Amor + TB would result in much faster killing compared to Gaps + LS, particularly taking into account the lower CD time on TB as well as the good possibility of hitting multiple targets (outright killing wraiths in one hit of the 4, for example).
Regarding the point of QS being able to block (evasion is a diff question) TB, that's what Stealth is for - flanking. ST and FD are included in both our builds, so that's moot. My point was the blocking of Leaping Shot, which happens quite frequently in comparison to TB, perhaps because the situational use of LS (at least for me, who sometimes gets, oh, knocked down and staggered and so forth and doesn't have LOL stats to not care about it) is when the enemies tend to be facing me. I would be surprised to learn that you were using stealth to flank in order to use Leaping Shot for guaranteed accuracy.
On The Razor's Edge: must-have, I get it too.
Set Them Up: Only benefits your Spike Trap damage. If I went ST and Elemental Mines, I would get STU. Otherwise, I don't mind skipping it. Also, I particularly don't see its benefit for you - if you can one or two-shot most enemies, then your Spike Traps shouldn't need any additional help.
Bloodied Prey: Has two huge downsides. First, the damage bonus is far too small (10%). Second, which is the more important one, you only get the damage bonus when the enemies health is less than your own. The health imbalance between the playable characters and the enemies is enormous. Again, assuming you don't have LOL Stats, the maximum health that most characters reach is in the low 2000 range, while many enemies (Perilous +) have health in the multiple 10,000s. That means you don't get the damage bonus until the enemy health is a tiny fraction of full, by which time you've already done the majority of the work (assuming you're not one or two-shotting everything, in which case Bloodied Prey is completely worthless for you anyway).
Regarding the cooldown difference between TB and LS: 12 seconds compared to 8 seconds is a 50% increase in cooldown time. Multiplied over the duration of the match, that means a 33% reduction in actual ability use potential (which I define as the maximum achievable uses of an ability over a match of a set duration (say 15 minutes), assuming the ability were always used when immediately available). Raw numbers on that: over a 15 min match, TB can be used 112 times, while LS can be used only 75 times. That's not to complicate things with number of targets hit or block percentages, which tilt things even further in favor of TB in my book, especially when you're able to one-or-two hit most targets, in which case the number of hits that LS does above 2 are completely wasted on the target, which is already dead.
I envy you your Enhanced Stealth Ring. I still haven't gotten it, and didn't even know it existed. But then again, I probably wouldn't increase my time in Stealth after dropping my second Spike Trap in favor of breaking it for FD or TB while ST is cooling down, so it would be pretty rare for me to spend a full 30 seconds in stealth. Also, it's not clear to me how the duration of Stealth influences a direct comparison of cooldowns, unless you mean that the Hunter can stay in Stealth for the duration of the cooldown, but that's true of both abilities regardless, even without a Stealth Ring. It might be a problem if you were breaking stealth more frequently than the cooldown time, but with the length of time you seem to stay in stealth dropping STs, either ability will have completely cooled down anyway.
So no, I don't miss those passives. The recovery aspect of LS is certainly considerable, but I find frequent stealthing to flanking position in combo with Easy to Miss generally prevents me from being knocked down with any sort of frequency that would justify LS. Now, the in-your-face Hunter build is a totally different story (ala Hook & Tackle, EleMines, Spike Trap).