Dagger Storm VS Thief Guild
Posted 13 December 2012 - 10:21 PM
Posted 13 December 2012 - 10:30 PM
Dagger Storm also reflects projectiles. Don't underestimate that, for clutch moments.
it also grants stability, which counters annoying Karka knockdowns (if you have no dodges or initiative).
It also has a much shorter cooldown.
For most circumstances, I prefer Dagger Storm - but Thieves' Guild has its applications - mostly in single-target situations, or when you want the mob to get tugged to you, but don't want to slot Scorpion Wire.
Overall though, I find Dagger Storm to be better.
Posted 13 December 2012 - 10:46 PM
Thieves guild has its uses though. IMO it's safer for soloing since you're less likely to pull stray mobs, and it's especially helpful in skill point challenges and other single powerful opponents, either when you're alone or 2-manning content.
And now a complaint: Why the hell are none of our elites apart from basilisk venom useable underwater? Sure I can understand dagger storm, it wouldn't make much sense underwater... But what's stopping our thieves from slapping on a breather and giving us a hand underwater?
Posted 13 December 2012 - 10:59 PM
Excellent point, though not a fan of Sig of Malice for my normal play, and I don't currently do much with thief but node farm. I prefer the heal stealth for most encounters.
Particularly useful in Frostgorge when node farming. Reflects Wurm Siege, useful in the troll/ele tunnels when just trying to get through, etc.
I used Thieves Guild almost exclusively when levelling.
Indeed, most bothersome. Talk about near-sighted skill design.
Edited by TGIFrisbie, 13 December 2012 - 11:01 PM.
Posted 14 December 2012 - 02:14 PM
And yeah... the lack of underwater elites is very annoying. Especially when you can use thieves guild before going in the water and the thieves will follow you into the water and fight as normal (and they are strong as hell in the water)
Posted 15 December 2012 - 12:57 AM
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users