The following is predicated on the assumption of playing perilous, for threatening and below do as you like (just about anything works).
I find that if I am not solo'ing, TTD is not necessary. Full Guard is pretty useless on Perilous. I have over 55 promotions in constitution, and it is still only one hit to take down guard, let alone the 3+, 5+, and ultimately 10+ enemies you face at any given time.
TTD also takes too long. In that span of time, I could've already charge --> MB'ed an entire group (dead). If not dead, then killed by the follow up attacks. The only instance it is nice is killing bosses, and that is more convenience than necessity.
8 archers are no problem if you line of sight pull, charge --> mighty blow. It is the follow up enemies that can kill you via knockdown and stuns.
You will crit more if you hit from behind due to the opportunity passive.
As for threatening, I solo threat on katari np, carrying other players, and beating pretty much any other class else for clear speed, even giving archer's a run for their money given Archers still have to walk to the end of the map. Katari just bull-rushes through everything stopping only for mighty blow and turns.
Guard is still useless on perilous though. I have 1300+ hp at high levels, and it is only 325 hp worth of guard. Granted, that's half of some people's health bar's, but those entire health bars can be taken out in two hits usually.





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