Hello,
I just started up a Paragon and came across the skill "MightyThrow". I've searched around the forums a little in regards to this skill, but haven't found much except saying that it sucks. Even with the apparently mis-labeled 2 second wind-up and the 3x faster projectile speed (which might shave off another split second), is the skill still a poor choice? If so, are there any situations in which it is still useful?
Wild Throw
Chael
blue.rellik
Kournan Bowman
MisterB
I think you mean [skill=text]Mighty Throw[/skill], and not [skill=text]Wild Throw[/skill], right? Wild Throw can be a decent skill to remove stances or bypass block, but the high adrenaline cost to use it somewhat defeats it's purpose. The activation time of Mighty Throw has kept it off my bar, and it also drains adrenaline too quickly for my taste.
Chael
Yes, my mistake. I meant Mighty Throw.
Racthoh
Wild Throw is good, Mighty Throw is bad.
Mighty Throw is bad because in the time it takes you to wind up you could've already attacked again and dealt basically the same amount of damage. You also slow your adrenaline gain greatly if you just repeatedly hit Mighty Throw.
Mighty Throw is bad because in the time it takes you to wind up you could've already attacked again and dealt basically the same amount of damage. You also slow your adrenaline gain greatly if you just repeatedly hit Mighty Throw.
Peter Panic
if ur looking for the raw dmg, id suggest spear of redemption. 3 adrenaline and the same dmg as wild throw. plus its a good way to get rid of blind
Brian the Gladiator
I'm guessing that this thread is discussing whether of not Mighty throw is good in PvE. If so, then I would agree with all of the people thus far that have posted their opinions. In PvE, physical damage is all about pressure and DPS and mighty throw simply doesn't put out adequate pressure compared to some other choices of attack skills.
PvP is a bit different however. I would say that Mighty throw is bad for pressure but pretty nice for spike assist. it has a low adrenaline cost so you can spike frequently and powerfully. Just make the spike a five count and spike on 3 like so:
Spike this target in 5 - 4 - 3 (click skill now) - 2 - 1 - Target dies.
In my opinion, this is the best adrenaline based spike skill so, if you are running a paragon bar that is a bit tough on energy, this skill might be a good option.
PvP is a bit different however. I would say that Mighty throw is bad for pressure but pretty nice for spike assist. it has a low adrenaline cost so you can spike frequently and powerfully. Just make the spike a five count and spike on 3 like so:
Spike this target in 5 - 4 - 3 (click skill now) - 2 - 1 - Target dies.
In my opinion, this is the best adrenaline based spike skill so, if you are running a paragon bar that is a bit tough on energy, this skill might be a good option.
Chael
Just out of curiosity I decided to take the skills to the Master of Damage on Balth Island with 12 Spear Mastery, a max damage spear and maintained AR. The first attempt was spamming Spear of Redemption, the second Mighty Throw.
Obviously this is rather abstract information as it only concerns straight-up DOT and ignores subjects such as adrenaline rate and interruption. I'm still curious as to how Mighty Throw performs against targets with higher armor rating, however.
Obviously this is rather abstract information as it only concerns straight-up DOT and ignores subjects such as adrenaline rate and interruption. I'm still curious as to how Mighty Throw performs against targets with higher armor rating, however.
Mr Pink57
Quote:
Originally Posted by Brian the Gladiator
I'm guessing that this thread is discussing whether of not Mighty throw is good in PvE. If so, then I would agree with all of the people thus far that have posted their opinions. In PvE, physical damage is all about pressure and DPS and mighty throw simply doesn't put out adequate pressure compared to some other choices of attack skills.
PvP is a bit different however. I would say that Mighty throw is bad for pressure but pretty nice for spike assist. it has a low adrenaline cost so you can spike frequently and powerfully. Just make the spike a five count and spike on 3 like so:
Spike this target in 5 - 4 - 3 (click skill now) - 2 - 1 - Target dies.
In my opinion, this is the best adrenaline based spike skill so, if you are running a paragon bar that is a bit tough on energy, this skill might be a good option. The problem with a spike with Mighty Throw is going to be how obvious it is that its coming, since 6 players on the team are all doing the pose and all looking at the same person. Usually spear of lightening with Harriers Toss can do the job quite well with a armor penetration.
pink
PvP is a bit different however. I would say that Mighty throw is bad for pressure but pretty nice for spike assist. it has a low adrenaline cost so you can spike frequently and powerfully. Just make the spike a five count and spike on 3 like so:
Spike this target in 5 - 4 - 3 (click skill now) - 2 - 1 - Target dies.
In my opinion, this is the best adrenaline based spike skill so, if you are running a paragon bar that is a bit tough on energy, this skill might be a good option. The problem with a spike with Mighty Throw is going to be how obvious it is that its coming, since 6 players on the team are all doing the pose and all looking at the same person. Usually spear of lightening with Harriers Toss can do the job quite well with a armor penetration.
pink
Racthoh
Quote:
Originally Posted by Mr Pink57
The problem with a spike with Mighty Throw is going to be how obvious it is that its coming, since 6 players on the team are all doing the pose and all looking at the same person. Usually spear of lightening with Harriers Toss can do the job quite well with a armor penetration.
pink Also depending on how far away from the target you are, Mighty Throw is going to land well before the Harrier's given the other team a larger frame of time to react. If the pose wasn't obvious enough that is.
pink Also depending on how far away from the target you are, Mighty Throw is going to land well before the Harrier's given the other team a larger frame of time to react. If the pose wasn't obvious enough that is.