Not sure I’d say that. The Forge Guard has a lot more throwing attack nodes:
- Weapon Master, 3% inc damage, 8 points (+24%)
- Peltast, 6% damage & 6% stun, 10 points (+60%)
- Fresh from the Forge, +4 fire & phys damage every 3 seconds, 10 points
- Shield Breaker, phys/fire shred but also makes it cost quite a bit more, 6 points
- Hammer & Anvil, 5% more damage, 5 points (+25% more)
- Siege Captain, +2 phys damage, 8 points
- Crusader, +15% crit chance, 8 points
- Javelineer, +10% crit multi, 6 points
- Ospryxbane, +10% damage if blocked recently, 8 points (+80%)
For a total of +16 flat phys damage, +164% increased damage, +25% more damage, 6 stacks of phys & fire shred (doubled if you have the Eruption node since that counts as 2 hits so you’ll be capped in 2 throws, at the cost of +36 mana per throw), 120% inc crit chance, 60% crit multi
And that +164% increased damage is generic, not phys/fire so you can still benefit from it if you use the idol.
Void Knight has:
- Temporal Corruption, +2 void damage, 5 points
- Void Bolts, +2 void damage, 8 points
- Up to 40% chance to echo, equivalent to 40% more damage on average
- Up to 265% increased void damage
- Void Corruption, 1% crit multi per “level” of Void Knight, either up to 25% or up to -60-70%.
For a total of +26 flat void damage, +265% increased void damage, 40% chance to echo & anywhere up to 60-70% crit multi.
Doing a Shield Throw build as a Forge Guard can get most of the benefits that the Void Knight gets with the exception of the echos & lower crit multi from Void Corruption node. Doing a Shield Throw build as a Void Knight gets everything from the Forge Guard tree except the Javelineer/Ospryxbane nodes.
Both masteries can do a Shield Throw build well, my personal preference would be Void Knight due to the echo mechanic, not because it’s inherently “better” than a Forge Guard.