Talk:Ray of Judgment
From Guild Wars Wiki
needs to deal double damage to summoned creatures and have nearby aoe effect, then it might be worth it. --Lou-Saydus
16:02, 15 August 2007 (UTC)
- Yeah. The AoE effect should be increased (it is elite after all), and the burning should be applied like Holy Spear's. If one of the foes hit happens to be a summoned creature (even spirit!), all of the foes are set on fire. The damage should be unconditional though. Doubling against summon would just make it more useful for the already kind of pointless bonus it already has (needing to hit undead) RitualDoll 03:09, 2 October 2007 (UTC)
- Needs a 10 second recharge or somethign close 24.238.94.19 21:17, 19 January 2008 (UTC)
- This would be a really cool skill if but for a few ever-so minor changes. Nearby effect, burning to ALL undead and not just minions. With those changes, the 15e cost and 30s cooldown would sit fine with me. KrelusDerian 00:37, 16 February 2008 (UTC)
- Sense this is a ray, if it hit all enemies between you and your target that would completely own :D. Barkingllama 06:07, 25 February 2008 (UTC)
- Indeed that would be cool. Not sure if the game engine can do that, though. KrelusDerian 17:12, 13 March 2008 (UTC)
- Ok, it DOES deal double damage against "Summoned creatures", as all undead take double holy damage. I think the conditional effect should be "If a summoned creature is stuck by this spell, all foes suffer from burning for 3-8-9 seconds" or "Recharges 50% faster". At it's current state, severely underpowered. --ChristopherRodrigues 03:28, 16 March 2008 (UTC)
- No, it doesn't deal double damage to summoned creatures. Undead and animated undead take double damage, animated undead are set on fire, but other summons (Spirits) take regular damage and are not set on fire. And to be honest, this would be a great smiting elite if it just had a little something more... If it did have the Holy Spear effect, or something close to it. "For each Animated Undead struck by Ray of Judgment, all foes struck by Ray of Judgment are set on fire for 1 second." FleshAndFaith 21:59, 12 May 2008 (UTC)
- Ok, it DOES deal double damage against "Summoned creatures", as all undead take double holy damage. I think the conditional effect should be "If a summoned creature is stuck by this spell, all foes suffer from burning for 3-8-9 seconds" or "Recharges 50% faster". At it's current state, severely underpowered. --ChristopherRodrigues 03:28, 16 March 2008 (UTC)
- Indeed that would be cool. Not sure if the game engine can do that, though. KrelusDerian 17:12, 13 March 2008 (UTC)
This works awesome for me in alliance battles, still a good smiting skill and if i see any of those pesky MM's i burn the minions. The skill woks just fine if you ask me.Jerry 21:10, 27 March 2008 (UTC)
Spirit of Pain > Ray of Judgment.William Wallace 18:27, 17 April 2008 (UTC)
- This should cost only 10 energy and they should increase the AoE. But in a form like this it is easier to kill a MM's army with Unnatural Signet. Another idea would be to make this deal extra damage for every recharging smiting prayer skill. --Serina 11:33, 11 June 2008 (UTC)
[edit] Arcane Echo
- I tried out using Arcane Echo and Ray of Judgment on a bar for a spike with 15 smiteing prayers and Divine favor and inspiration for En management and it works pretty good in PvE, i need to try it in PvP still.
This skill needs help. ~END TRANSMISSION~ Phill Gaston 20:58, 14 June 2008 (UTC)
[edit] Lmao
What if...
"This skill disables all your skills for 15...9...8 seconds. After one second, target foe and all foes in earshot take 50...170...200 damage. If there was any summoned creatures stuck by Ray of Judgment That creature and all foes near that creature suffer from burning for 3...9...10 seconds. If there was any Allies within earshot, they are healed for 10...42...50 health." (This animations would be a very big ray of light and shakes the screen) Epic win lol. Halogod35
19:38, 15 June 2008 (UTC)
- ...That....Is never going to happen...---From an unsigned browser.
- It's ok, he plays Halo. You can't expect much from him. —ǥrɩɳsɧƴɖɩđđɭɘş
14:09, 17 July 2008 (UTC)
- Ray of Judgment. Elite Spell. After 5 seconds, target foe and all adjacent foes take 25...185...225 Holy damage and an additional 70...81...84 damage from burning. If there were any summoned creatures in range, they are destroyed. (The animation is a very big ray of light.)
- Never gonna happen, amirite? Come on, he plays Halo. You should expect more from him.
Raine - talk 00:34, 17 December 2008 (UTC)
- Such win. XD
Secksy 22:45, 23 December 2008 (UTC)
- Infact lets just go all out, Ray of Judgment. Elite Spell. After 1 second, target foe and all adjacent foes take 200...680...800 Holy damage and an additional 200...360...400 damage from burning. If there were any summoned creatures in range, deal an extra 200...680...800 Holy damage. (The animation is a very big, massive, phat, uber cool, ray of light.)
- Such win. XD
- It's ok, he plays Halo. You can't expect much from him. —ǥrɩɳsɧƴɖɩđđɭɘş
- Ray of Judgement. Elite Spell 1
¼
1
. All foes within Earshot take 600...7321...9001 Holy damage and lose all energy; and all allies within earshot gain, or if dead are resurected with, 100...180...200% of their maxinum health and 100...180...200% of their maxinum energy. In addition, you and all allies within Earshot gain a 60...92...100% Morale Boost, are cured of all Exhaustion and receive a Miniature of their choice. The animation is a beam the size of the affected area, made up entirely of the phrase 'a balanced skill'.
- "...and receive a Miniature of their choice" made me lol.
Raine - talk 20:58, 13 June 2009 (UTC)
- IT'S OVER 9000! Also, it would need a buff. Paddymew 14:50, 28 June 2009 (UTC)
- Ray of Judgement. Elite Spell 1
¼
1
. For 90...7218...9000 seconds,you win at PvE. Pony Slaystation X 13:25, 13 July 2009 (UTC)
- Okay now you guys are just going too far. -- Halogod35
05:09, 16 September 2009 (UTC)
- Okay now you guys are just going too far. -- Halogod35
- Ray of Judgement. Elite Spell 1
- IT'S OVER 9000! Also, it would need a buff. Paddymew 14:50, 28 June 2009 (UTC)
- "...and receive a Miniature of their choice" made me lol.
[edit] Skill Icon
Hmm, doesn't the Icon kinda look like the DBZ character Piccolo's Special Beam Cannon (time=3:13)? - (84.245.21.57 21:00, 14 August 2008 (UTC))
LMAO ~Phill Gaston
17:53, 27 August 2008 (UTC)
[edit] Related skills
I think we can put Holy Spear as a related skill. So, how about it?--ShadowFog 16:16, 27 August 2008 (UTC)
- Now that it's updated to a totally different skill, I think
Symbol of Wrath would be a good choice? It also deals PBAoE holy damage for 5 seconds. --kaheiyeh 06:44, 12 December 2008 (UTC)
- RoJ doesn't deal PBAoE. It deals targeted AoE. Paddymew 20:34, 12 July 2009 (UTC)
[edit] Update
Oh, sweet. Now Smiters can carpet HA maps in AoE (holy AoE, at that!), too. At least it's only "adjacent"...
Raine - talk 02:35, 12 December 2008 (UTC)
- there is a language issue with this skill... the Long version says the damage is applied for 5 seconds + 3 sec burning... but the Consice version states that the Burning is reapplyed for 5 seconds... aleast the way its written... SabreWolf
- The animation for this skill makes me want to cap it regardless of what it does, looks awwwwwwesome! - Byakko
12:30, 12 December 2008 (UTC)
- The animation for this skill makes me want to cap it regardless of what it does, looks awwwwwwesome! - Byakko
I love the animation, specially now that the sound triggers multiple times, it's almost on the level with Nibelung Valesti! Nikdanbro 13:42, 12 December 2008 (UTC) << Check out the Extraxi Progect while you're at it!
- I am so going to figure out a build to include this in...--66.192.104.13 15:12, 12 December 2008 (UTC)
- Nibelung Valesti! Okay, I'm going to go on and try this in the Isle of the Nameless. Sounds awesome. --
Antioch 17:27, 12 December 2008 (UTC)
- the animation is pretty awesome, it's like fist of the heavens from diablo2 over 5 sec + aoe burning :D --Cursed Angel
17:33, 12 December 2008 (UTC)
- Looks Great.It reminds me of Seraphim's Radiant Pillar in Sacred. --Eternal Darkness 06:08, 13 December 2008 (UTC)
- the animation is pretty awesome, it's like fist of the heavens from diablo2 over 5 sec + aoe burning :D --Cursed Angel
- Nibelung Valesti! Okay, I'm going to go on and try this in the Isle of the Nameless. Sounds awesome. --
This is the best i can come up with for a ra/competitive mission build (Though Shock+Holy Strike isn't bad either.) Its less horrible than at least 75% of the builds in ra, but that's not saying much.
If you don't have a monk, try to do at least 800 damage before you die. It's fairly doable. (especially if a melee train runs up to you) Its best to try and hit something you know won't be kiting, or is already on fire for some other reason. I've tried Ward vs Melee, CoP, and Glyph of Immolation in the optional slot. All work decent (Ward + other monk in RA is very nice) Ubiquitous 21:54, 12 December 2008 (UTC)
- If you're trying for support, I'd drop Judge's and replace with Reversal of Damage. If you're using the optional slot for RoD, drop judge's anyway because it's really bad. Smite Hex or Smite Condition would do you better. --
Riddle 06:55, 13 December 2008 (UTC)
- First, i'll mention that this is definatly a damage build (though has nice support attributes). I should have put RoD on when i made the skillbar less silly (i also took out veng for res sig :).) In fact, i'll do it right now. I will admit, JI works very well in RA, though useless everywhere else. I was having problems with not enough skills to cast, and that should help. Suggest 12+x+1 smiting, 6(+1 opt.) df, 11 earth if RoD goes on so it moves your bar up a tad. (more than 12).--Ubiquitous 00:05, 16 December 2008 (UTC)
- If you're trying for support, I'd drop Judge's and replace with Reversal of Damage. If you're using the optional slot for RoD, drop judge's anyway because it's really bad. Smite Hex or Smite Condition would do you better. --
- For JQ/FA:
- Now all we need is symbol of wrath and its clone made as ranged spells and we have a winner folks. 68.47.192.6 21:59, 13 December 2008 (UTC)
- LOL. Use this skill + Arcane Echo on the same target, the giant laser animation gets bigger. Plus it does over 482 damage in 8 secs, roughly, when you count burning. --
22:19, 13 December 2008 (UTC)
- The badside?... Well... when capping shrines it will light just as bright as a batsignal and it will attract as much attention as a batsignal.--ShadowFog 00:41, 14 December 2008 (UTC)
- Lol, ofc. Look at this, 3 RoJs on one target, Master of Damage in the Isle of the Nameless. Ups.
- The badside?... Well... when capping shrines it will light just as bright as a batsignal and it will attract as much attention as a batsignal.--ShadowFog 00:41, 14 December 2008 (UTC)
- LOL. Use this skill + Arcane Echo on the same target, the giant laser animation gets bigger. Plus it does over 482 damage in 8 secs, roughly, when you count burning. --
--
01:56, 14 December 2008 (UTC)
With the cape obviously showing and all, that was advertising for my very tiny guild. lol. --
01:57, 14 December 2008 (UTC)
- We should see what happens when we hit him with 12 RoJs O.o --
Riddle 04:49, 14 December 2008 (UTC)
- This http://www.youtube.com/watch?v=F9u-MaNNDnU&feature=related 80.131.119.17 11:06, 14 December 2008 (UTC)
- Rofl. Dragnmn talk cont 17:20, 14 December 2008 (UTC)
- Giant holy jesus beams FTW. Glory 22:15, 14 December 2008 (UTC)
- ....i now Fear monk >.< lol Fire and deaths 17:27, 15 December 2008 (UTC)
- Just dont underestimate an Arcane Echo RoJ monk and you should do fine, I think...--ShadowFog 03:05, 16 December 2008 (UTC)
- ....i now Fear monk >.< lol Fire and deaths 17:27, 15 December 2008 (UTC)
- Giant holy jesus beams FTW. Glory 22:15, 14 December 2008 (UTC)
- Rofl. Dragnmn talk cont 17:20, 14 December 2008 (UTC)
- This http://www.youtube.com/watch?v=F9u-MaNNDnU&feature=related 80.131.119.17 11:06, 14 December 2008 (UTC)
- We should see what happens when we hit him with 12 RoJs O.o --
- Adjacent is very, very small when you're used to being an Elementalist with in the area range. :p 145.94.74.23 07:18, 26 January 2009 (UTC)
| Augury of Death | Ray of Judgment | Dark Prison | Iron Palm | Holy Strike | Entangling Asp | Stonesoul Strike | Signet of Toxic Shock |
tbh.
Raine - talk 21:01, 13 June 2009 (UTC)
- The worst part is, people actually run that. I want to hate them to death. I've been working on some sort of paralytic gaze that renders people immobile from fear or something, but so far I've only scared the hair off of my neighbor's dog. --Jette
21:57, 13 June 2009 (UTC)
[edit] AI and AoE
It seems to me like the AI don't realize this is AoE, since they don't usually move out of it. Can anyone confirm? Mr.Hobo 23:30, 14 December 2008 (UTC)
- Confirmed. Likely a bug. (if it isn't, woot for monk nukers? :\) Vili
17:31, 15 December 2008 (UTC)
- No woots. Some shit-hats in HB (lol) bring 3 RoJ heroes just to piss everybody off. --
Riddle 03:14, 16 December 2008 (UTC)
- Yeah, it's an assasicaster sin with 3 monks with this horrible elite. Just split and win. 67.82.179.27 03:56, 16 December 2008 (UTC)
- Or, take a E/D with earthern shackles and standard dervish blocks whatnot, and just purge the playing field of enemy players. :B--66.192.104.13 04:40, 16 December 2008 (UTC)
- Yeah, triple professions is ftw...? :\ Vili
01:37, 17 December 2008 (UTC)
- No, other party members FTW. Also, as an unrelated side note, you clearly aren't familiar with the W/Mo/Me Echo Mending build.
Raine - talk 02:05, 17 December 2008 (UTC)
- Bar compression Vili
02:24, 17 December 2008 (UTC)
- Bar compression Vili
- No, other party members FTW. Also, as an unrelated side note, you clearly aren't familiar with the W/Mo/Me Echo Mending build.
- Yeah, triple professions is ftw...? :\ Vili
- Or, take a E/D with earthern shackles and standard dervish blocks whatnot, and just purge the playing field of enemy players. :B--66.192.104.13 04:40, 16 December 2008 (UTC)
- Yeah, it's an assasicaster sin with 3 monks with this horrible elite. Just split and win. 67.82.179.27 03:56, 16 December 2008 (UTC)
- No woots. Some shit-hats in HB (lol) bring 3 RoJ heroes just to piss everybody off. --
For the love of god yay <3 something interesting for 55 monks 32.151.2.218 23:29, 16 December 2008 (UTC)
- Too bad it has a two-second cast time. Vili
01:37, 17 December 2008 (UTC)
- Mindbender Says hello :D 76.188.220.80 07:12, 18 December 2008 (UTC)
[edit] Lol
What if... "This skill disables all your skills for 15...9...8 seconds. After one second, target foe and all foes in earshot take 50...170...200 damage. If there was any summoned creatures stuck by Ray of Judgment That creature and all foes near that creature suffer from burning for 3...9...10 seconds. If there was any Allies within earshot, they are healed for 10...42...50 health." (This animations would be a very big ray of light and shakes the screen) Epic win
lolol its even more OP than that, look a few sections up. someone even said "that would never happen". lol guildwars, just lol. 70.15.5.28 22:32, 17 December 2008 (UTC)
--Falconeye 07:11, 6 January 2009 (UTC) Kinda beat you towards that few months ago ^_^ (http://wiki.guildwars.com/wiki/User:Lancy1214/Monk). Lancy, this updates for YOU! The Skills Feedback System WORKS!
- Bull shit, that page was written on june 16th. -- Halogod35
01:19, 19 June 2009 (UTC)
- Bull shit, that page was written on june 16th. -- Halogod35
Ray of Judgment - 15
2
20
- (Smiting Prayers) - Elite Spell. "You channel a Ray of Judgment at your location. For 5 seconds, all foes in the area take 10...34...40 holy damage every second and begin burning for 1...5...6 seconds. Demonic and Summoned creatures in the area of Ray of Judgment instead take 25...53...60 holy damage every second and burn for 3...8...9 seconds."
Um this skills current form isnt even close to that...--Justice 20:57, 18 January 2009 (UTC)
Would this be cool?
Ray of Judgment - 15
1
10
- (Smiting Prayers)- Elite Spell. "You shine a Ray of Judgment at target foe's location. All nearby enemies take 10...34...40 and each party member caught in the blast gains 10...34...40 health. --Tyri Sunbeam 02:23, 24 April 2009 (UTC)
[edit] Animation
Make animations like this for other professions. I.E., good ones.
That is all. --Jette 08:21, 18 December 2008 (UTC)
- Thunderclap ties this for best animation in the game, methinks. Vili
08:27, 18 December 2008 (UTC)
- meteor shower always makes me smile...as well as flame trap + dust trap. FT + DT always looks like a mini nuke going off.--66.192.104.13 14:13, 19 December 2008 (UTC)
- Many skill animations are VERY good, IMO. They're just too quick or not easily seen in the middle of a fight. There is an ongoing project here to document all skill animations, and some are really pretty. The ranger ones have some really nice effects, the ritualist ones have some little details that are interesting, the assassin dagger attacks have some very over the top things, and so on. Erasculio 14:27, 19 December 2008 (UTC)
- You never really get to see the Assassin attacks in their full beauty since mostly you are watching your character from the back; it's hard to get a truly good "third person" view. Blades of Steel for example - your Assassin does an awesome backflip, but it's incredibly hard to get a good screenshot of it...and yeah, usually you'd be under IAS anyway, so it's done in like .5 seconds. :\ Being able to adjust the FPS in-game would be a cool feature for screenshot hunters. Vili
19:04, 19 December 2008 (UTC)
- Scrimmage, Faintheartedness. Misery 19:08, 19 December 2008 (UTC)
- You never really get to see the Assassin attacks in their full beauty since mostly you are watching your character from the back; it's hard to get a truly good "third person" view. Blades of Steel for example - your Assassin does an awesome backflip, but it's incredibly hard to get a good screenshot of it...and yeah, usually you'd be under IAS anyway, so it's done in like .5 seconds. :\ Being able to adjust the FPS in-game would be a cool feature for screenshot hunters. Vili
- Many skill animations are VERY good, IMO. They're just too quick or not easily seen in the middle of a fight. There is an ongoing project here to document all skill animations, and some are really pretty. The ranger ones have some really nice effects, the ritualist ones have some little details that are interesting, the assassin dagger attacks have some very over the top things, and so on. Erasculio 14:27, 19 December 2008 (UTC)
- meteor shower always makes me smile...as well as flame trap + dust trap. FT + DT always looks like a mini nuke going off.--66.192.104.13 14:13, 19 December 2008 (UTC)
Is ray of judgement meant to hurt your team or is that a bug
- Im pretty sure it dosent.also, sign comments pls.Enter 12:54, 21 December 2008 (UTC)
Does I smell a nerf?
[edit] Strong .. for a tiny man
this is really storng for a monk a little too strong tbh for a healer based character if useed in conjunction with a snare holy jesus beam disintergrates meh .. and how is this fair compared to the experts dexterity nerf ??????????????????????????? HOLY CRAP ONE IS ENOUGH
- Smite monks are terrible, except in gimmicks. Rangers are godlike, especially in gimmicks. Buffing bad things is good. Nerfing OP things is good. Bad things shouldn't be nerfed because OP things are nerfed. That's not "fair", it's idiotic.
Raine - talk
- "Rangers are godlike" I thank you for that compliment. RoJ is a fun skill now, especially in Aspenwood, where Luxon Monks make the Kurz' job easier by going Smite a lot these days. ;D Arshay Duskbrow 13:20, 27 December 2008 (UTC)
- Smite monks are terrible. This is a feeling shared by virtually everyone in GW that has any idea of what they're doing. For the sake of completion, I feel I should explain why they suck, in list form.
- No conditions
- No snares
- No non-elite knockdowns (except bane signet which is riddled with fail anyway)
- No disruptive capabilities
- Negligible damage
- I could go on for quite a while, really, but the point is that unless you're running something retarded (think AoE ZF spammers, SoJ sins, etc.), smiting is pretty useless. I mean, I guess if you could max 3 attributes instead of 1, and you had a lot of extra space on your bar, Castigation Signet and Defender's Zeal might be nice... but mostly it's just crap. For some reason, though, it works really well in PvE. Goes to show how great the AI is... --Jette 17:00, 27 December 2008 (UTC)
- Well, I for one disagree. Smiting Monks make excellent offensive/deffensive support heroes (especially with skills like Reversal of Damage and high Divine Favor). And yes, I do know what I am doing. 145.94.74.23 11:52, 15 January 2009 (UTC)
- Jette has no idea what he's talking about there. I assume he's trolling, but I can't be sure. -Auron 11:56, 15 January 2009 (UTC)
- I agree with Jette, smiting sucks.
- All my posts should be assumed to be trolls until proven otherwise or I use SERIOUS FACE D:<, all my advice should be assumed to be bad. --Jette
20:12, 15 January 2009 (UTC)
- I was serious about the conditions though. :( And who screwed up my bullets? FFFFFF- --Jette
20:17, 15 January 2009 (UTC)
- Burning isn't a condition anymore? -Auron 02:39, 16 January 2009 (UTC)
- Only just barely counts. I don't consider degen-only conditions, especially ones that only last 3 seconds (well,
eightseveneightseven if your target is terminally retarded) to be conditions so much as "RC fodder." --Jette
04:03, 16 January 2009 (UTC)
- Anet will continue their stance that because something is used more often, it's OP. This probably is; barely. Give monks too much ability to do both damage and support their party and you have a problem. But just because there aren't viable alternatives for monks to deal damage with smiting, doesn't mean that this one is especially OP. At least, if they do nerf; PvE/PvP split it so monks can smite moar in PvE. 68.51.95.206 04:01, 4 April 2009 (UTC)
- Meh, this may be a quite good spell (and maybe a little OP), but the fact that most of the rest of Smiting Prayers sucks means that this skill doesn't need a nerf. Going smite is now like taking a risk, you have one or two good skills at the cost of having the rest of your bar suck balls.Crimmastermind 19:55, 4 April 2009 (UTC)
- Only just barely counts. I don't consider degen-only conditions, especially ones that only last 3 seconds (well,
- Burning isn't a condition anymore? -Auron 02:39, 16 January 2009 (UTC)
- I was serious about the conditions though. :( And who screwed up my bullets? FFFFFF- --Jette
- All my posts should be assumed to be trolls until proven otherwise or I use SERIOUS FACE D:<, all my advice should be assumed to be bad. --Jette
- I agree with Jette, smiting sucks.
- Jette has no idea what he's talking about there. I assume he's trolling, but I can't be sure. -Auron 11:56, 15 January 2009 (UTC)
- Well, I for one disagree. Smiting Monks make excellent offensive/deffensive support heroes (especially with skills like Reversal of Damage and high Divine Favor). And yes, I do know what I am doing. 145.94.74.23 11:52, 15 January 2009 (UTC)
- Smite monks are terrible. This is a feeling shared by virtually everyone in GW that has any idea of what they're doing. For the sake of completion, I feel I should explain why they suck, in list form.
- "Rangers are godlike" I thank you for that compliment. RoJ is a fun skill now, especially in Aspenwood, where Luxon Monks make the Kurz' job easier by going Smite a lot these days. ;D Arshay Duskbrow 13:20, 27 December 2008 (UTC)
[edit] CoF
For some reason this is bloody hard to run with the new buff. I keep getting snared by Graspings and AoE'd the moment my spell breaker runs out xD --
Wandering Traveler 04:20, 26 December 2008 (UTC)
- Don't let your spellbreaker run out. --Jette 05:31, 26 December 2008 (UTC)
- +1 --
Mafaraxas 07:21, 26 December 2008 (UTC)
- +1 --
[edit] Vandalism
Best vandal EVAR. --Jette 12:54, 26 December 2008 (UTC)
- I must agree. Kelvin Greyheart 02:01, 28 December 2008 (UTC)
- If someone reads that whole thing I'd give them 100$ :P--Own 15:28, 28 December 2008 (UTC)
- Pay up please. J/K It was actually somewhat amusing. Though I did read it in sections. Kelvin Greyheart 22:51, 5 January 2009 (UTC)
- If someone reads that whole thing I'd give them 100$ :P--Own 15:28, 28 December 2008 (UTC)
[edit] Judgment or Judgement?
Either the article's title is a typo or in the skill's description there is a typo. I can't tell, to be honest. - Jair 17:06, 30 December 2008 (UTC)
- Judgment is the american spelling (which is preferred on this wiki iirc), but neither is wrong. -
Auron 17:09, 30 December 2008 (UTC)
- The 'typo' was in the description - in-game, it's "judgment", so I changed it to that. By the way, we generally only stick to American English when the game uses it explicitly (i.e. in skill descriptions), but for normal article text there's no preference as to whether it's AE or BE; just go along with the other usages on that page. --
Brains12 \ talk 17:13, 30 December 2008 (UTC)
- The 'typo' was in the description - in-game, it's "judgment", so I changed it to that. By the way, we generally only stick to American English when the game uses it explicitly (i.e. in skill descriptions), but for normal article text there's no preference as to whether it's AE or BE; just go along with the other usages on that page. --
I'm sorry, monks can never nuke as well as fire ele with SF so plz stop using this in FA!!! --The preceding unsigned comment was added by User:82.23.179.170 (talk).
- Stop saying things. --Jette 22:01, 6 January 2009 (UTC)
- In JQ, this is tons better than any SF build you can think of... for 10e this takes out an entire shrine.68.78.43.12 01:29, 7 January 2009 (UTC)
- Lol. With SH you are going to have to spam 5-6 different AoE spells to kill the commanders in the back shrines, whereas you only need two casts of RoJ to clear the shrines (and if you spam all of your signets on the stupid monk while removing his enchantments).
- Right. That's why he recommended you use Seering Flooms instead. Vili
02:31, 14 January 2009 (UTC)
- Right. That's why he recommended you use Seering Flooms instead. Vili
[edit] Comboed with Searing Flames
I know PvE is lolz, but having a RoJ monk (or maybe an E/Mo) with 2 SF eles and AoE snare sounds like a lot of fun. Hell, it could even work in PvP. --128.195.223.115 23:24, 6 January 2009 (UTC)
[edit] Adding mistake?
8 seconds or 7? when does burning stop? 68.78.43.12 01:29, 7 January 2009 (UTC)
5pings
- ping 1= 1sec
- ping 2= 1sec
- ping 3= 1sec
- ping 4= 1sec
- ping 5= 3sec
7seconds --Justice 18:27, 8 January 2009 (UTC)
- 1+3+3=7 I Jonas I 23:02, 13 January 2009 (UTC)
- LEET BURNING??? Vili
01:54, 14 January 2009 (UTC)
- It all makes sense now! PowerGamer 16:05, 18 February 2009 (UTC)
- LEET BURNING??? Vili
[edit] Ray's Damage over time
I got bored, so I did some testing against the Master of Damage. Here are my results:
<damage> over <seconds>
| Smiting Prayers | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 |
| RoJ DoT | 96 over 6 | 111 over 6 | 121 over 6 | 136 over 6 | 165 over 7 | 175 over 7 | 190 over 7 | 205 over 7 | 215 over 7 | 230 over 7 | 245 over 7 | 255 over 7 | 284 over 8 | 299 over 8 | 309 over 8 | 324 over 8 | 339 over 8 |
| RoJ DoT w/AE | 159 over 9 | 189 over 9 | 214 over 9 | 234 over 9 | 283 over 10 | 303 over 10 | 333 over 10 | 363 over 10 | 383 over 10 | 413 over 10 | 443 over 10 | 463 over 10 | 508 over 11 | 537 over 11 | 557 over 11 | 587 over 11 | 608 over 11 |
Damage margin of error:+/- 5
Time margin of error:+/- 1 second
--
Riddle 15:56, 14 January 2009 (UTC)
- You were bored with Guild Wars? Oh noes!?... Well...anyhow, the table does match the damage. It's around the 340s. The npcs in the shrines(Jade Quarry and Fort Aspenwood) falls with one RoJ at 16, so they too have almost that amount of health.--ShadowFog 16:04, 14 January 2009 (UTC)
[edit] shoopage?
am i the only one who says ahma fahran mah layyyy-zor on vent whenever they use this?66.66.95.26 21:14, 14 January 2009 (UTC)
- If by ahma fahran mah layyyy-zor you mean OH GOD LOOK AT THEM BURN ROFL OW LOL LOL LOOK AT THEM MOVING INTO THE OTHER ROJ WHAHAHAHAH BURNED TOAST EVIL TOAST OV DOOM WHAHHAHAHAAHA YOU SHOULD SEE THIS GUYS then yh Lilondra
*gale* 21:16, 14 January 2009 (UTC)
no i mean this: http://www.youtube.com/watch?v=ZQLKEZzBIZE 66.66.95.26 00:56, 15 January 2009 (UTC)
- I'm glad I'm not the only one around these parts who found that ^_^ 118.92.167.172 12:14, 15 January 2009 (UTC)
- Really? I thought it was a little more like this. --Jette
19:48, 15 January 2009 (UTC)
- There is a part of me that pretends I am the aliens in Independence Day with this thing. But only a small part. That said, either this skill, or the npcs in Jade Quarry need to be changed. Before this last change, it took a combo to cap a control point. Now monks can do it with a single skill. I will repeat. MONKS can do it with a single skill. While I appreciate that every class needs some form of offense, This one skill replaces several skills cast by even a Savannah Heat nuker. Worst case, move this more in line with fire nuking and mod some non-elite monk skills to be targeted aoe as well. Guildwarsrunner 20:19, 15 January 2009 (UTC)
- Really? I thought it was a little more like this. --Jette
I like that shrines turn every few minutes and alot of the times they turn in a matter of seconds. Lots of faction and the map feels more fast paced and active. There will always be a place for heal/prot monks here though and thats all it takes to counter RoJ. 1 heal and oops hes not dead and im at 33% health from dmg they did before droping...--Justice 20:51, 18 January 2009 (UTC)
- Yeah, I run a prot monk in JQ, and it really catches the enemies by suprise when you bust out Zealous Benediction instead of RoJ. I can out heal RoJ damage on 3 npcs np with my build, and the caster usually ends up dieing from the npcs.--96.225.153.202 21:09, 7 February 2009 (UTC)
- The only OP'd thing about this skill and capping is that the AI hasn't been updated to treat it like AoE. Several other things need to be updated with this skill, especially Cantha hard mode which now has dozens of afflicted with this and Enraged Smash. Way to "balance", my heroes aren't smart enough to kite out of this (If they try they get enraged smashed anyway and can't even heal themselves being on the ground and all), most pug Wammos aren't smart enough to kite out of this (70% of guild wars), and I just don't have enough friends to make an organized party to take on these missions. The targets of the largest skill buffs all happened to be the afflicted, and now it's all like 8 enemy monks keeping perma-burning up while warriors hit you with enraged smash every 3 seconds and exploding for 150-200 damage every time they die. Protective Spirit PvE, for 30 seconds ... 60 seconds ... until you map, you take 10% damage from all sources is about the only remedy I can think of. -_- It'd still be tough. PowerGamer 19:52, 19 February 2009 (UTC)
- Protective Bond olol Vili
21:33, 19 February 2009 (UTC)
- Protective Bond olol Vili
- The only OP'd thing about this skill and capping is that the AI hasn't been updated to treat it like AoE. Several other things need to be updated with this skill, especially Cantha hard mode which now has dozens of afflicted with this and Enraged Smash. Way to "balance", my heroes aren't smart enough to kite out of this (If they try they get enraged smashed anyway and can't even heal themselves being on the ground and all), most pug Wammos aren't smart enough to kite out of this (70% of guild wars), and I just don't have enough friends to make an organized party to take on these missions. The targets of the largest skill buffs all happened to be the afflicted, and now it's all like 8 enemy monks keeping perma-burning up while warriors hit you with enraged smash every 3 seconds and exploding for 150-200 damage every time they die. Protective Spirit PvE, for 30 seconds ... 60 seconds ... until you map, you take 10% damage from all sources is about the only remedy I can think of. -_- It'd still be tough. PowerGamer 19:52, 19 February 2009 (UTC)
[edit] Jesus Beam
why the foad does Jesus Beam redirect here? Karate
Jesus
- Because we document commonly used terms such as Conjure, Pot, and Dead Spoiler Dude. Lots of people in-game and other places refer to Ray of Judgment by names such as Jesus Beam, Ion Cannon, Hammer of Dawn, etc. Vili
03:12, 26 February 2009 (UTC)
- I've heard HoD, Ion Cannon, etc. but never Jesus Beam. 75.61.32.166 19:21, 23 March 2009 (UTC)
- Ditto.--ShadowFog 14:45, 24 March 2009 (UTC)
- I've heard Jesus Beam and Ion Cannon, and HoD like...once. Feel free to make Ion Cannon, though. Vili
20:37, 24 March 2009 (UTC)
- I've heard Jesus Beam and Ion Cannon, and HoD like...once. Feel free to make Ion Cannon, though. Vili
- Ditto.--ShadowFog 14:45, 24 March 2009 (UTC)
- I've heard HoD, Ion Cannon, etc. but never Jesus Beam. 75.61.32.166 19:21, 23 March 2009 (UTC)
- That is the nickname players have given Joshua's aerial attack in The World Ends with You. The animation for Ray of Judgment has some resemblance. -- Dashface
10:26, 20 April 2009 (UTC)
[edit] Hero/Henchman AI change
Pleeease. I can barely H/H the later ends of factions because the AI doesn't scatter from RoJ. Neither do monsters (which I'm def. not complaining about...) but 8 seconds of burning plus ~200 damage is a bit much for henchies to keep up with. How am I supposed to cap under these conditions? D: Chao 23:09, 5 March 2009 (UTC)
- I like how they failed to fix this bug for like three updates now.
- Other than that, unless you're capping in hardmode or something, RoJ is easily dealt with by flagging, proper pulling (to draw out RoJ on moving target), or taking interrupts. It's more a problem in missions like Vizunah Square where you are doing 9001 other things at once and can't deal with it (or it hits certain mission-critical NPCs who don't move out of AoE anyway). Vili
03:02, 6 March 2009 (UTC)
Faction bosses with this are rediculous, no doubts there. 100armor ignoring dmg a sec on henchies is almost funny....who wants to be a monk; raise their hand!--Justice 07:18, 7 March 2009 (UTC)
- 100/sec is actually not that much, compared to other AoE from other bosses. --75.95.209.103 06:15, 9 March 2009 (UTC)
- 100dmg/sec for 5 sec is 500, which will certainly wipe your heros if you don't rune them up. Pressure is what kills you in pve, rarely spikes. --8765 06:52, 9 March 2009 (UTC)
on henchmen that like to stand should to shoulder this spell from a boss would be like agonizing touch on an un-infused team...only AoE--Justice 16:44, 10 March 2009 (UTC)
- You can prot against spectral agony easily. They seem to only use 1 copy on your team at a time. Protting several allies against RoJ can get tricky. --8765 18:00, 10 March 2009 (UTC)
- Annoying thing is, in missions like Vizunah Square, both Mhenlo and Togo won't flee from a RoJ. And those you cannot flag away. Okay, ad Tahnnakai to that list too, pretty annoying. --Arduinna
18:09, 10 March 2009 (UTC)
- It's still doable though. Mass minions and pain inverter is a good idea. --8765 18:55, 10 March 2009 (UTC)
- I actually stopped taking minions in factions, precisely because RoJ now annihlates them in one cast. Even combining that with Pain Inverter, I end up with a totally helpless squishie frequently, and that's just bad. It is inconvenient to have to manually order heroes to heal Mhenlo/Togo (or for that matter, to have to take a monk/rit hero at all!), but at least in hardmode they are sturdy enough to take it. Sometimes in easymode, for Vizunah, Togo dies before I can reach him because the hench team is stupid... :\ Vili
09:53, 12 March 2009 (UTC)
- One of my friends play MM with his Necromancer and did the same thing. I ended up helping him with my Paragon in those RoJ areas in Factions. The AI needs a change when facing this spell.--ShadowFog 13:25, 12 March 2009 (UTC)
- I actually stopped taking minions in factions, precisely because RoJ now annihlates them in one cast. Even combining that with Pain Inverter, I end up with a totally helpless squishie frequently, and that's just bad. It is inconvenient to have to manually order heroes to heal Mhenlo/Togo (or for that matter, to have to take a monk/rit hero at all!), but at least in hardmode they are sturdy enough to take it. Sometimes in easymode, for Vizunah, Togo dies before I can reach him because the hench team is stupid... :\ Vili
- It's still doable though. Mass minions and pain inverter is a good idea. --8765 18:55, 10 March 2009 (UTC)
- Annoying thing is, in missions like Vizunah Square, both Mhenlo and Togo won't flee from a RoJ. And those you cannot flag away. Okay, ad Tahnnakai to that list too, pretty annoying. --Arduinna
[edit] Needs more Will Smith IMO
The animation still isn't dramatic enough. I think it needs to be more like this. --adrin
22:17, 10 March 2009 (UTC)
i hope your joking, im not keen on a 5min : 25sec animation ;-) --Justice 17:48, 11 March 2009 (UTC)
- Do you know how much data size that would be if I tried to capture its animation?! --
Antioch 17:50, 11 March 2009 (UTC)
- Meh, just make it fill everyone's screens with blinding white light for like 10 seconds, and take all damage off. Brilliant skill.Crimmastermind 06:12, 3 April 2009 (UTC)
- Have you ever played RoJWay late at night with no other lights on but the laptop? That is blinding white light filling the screen. My optrician told me to stop playing as Monk if I want to keep my 20/200 eyesight. :\ Vili >8<
06:18, 3 April 2009 (UTC)
- Have you ever played RoJWay late at night with no other lights on but the laptop? That is blinding white light filling the screen. My optrician told me to stop playing as Monk if I want to keep my 20/200 eyesight. :\ Vili >8<
- Meh, just make it fill everyone's screens with blinding white light for like 10 seconds, and take all damage off. Brilliant skill.Crimmastermind 06:12, 3 April 2009 (UTC)
[edit] bug
Discuss.
I use this all the time and they do not move out of it. Mini Me
06:36, 3 April 2009 (UTC)
- Continued cappage of shrines in AB/FA/JQ with RoJ seems to indicate that the bug has not been remedied. Vili >8<
06:38, 3 April 2009 (UTC)
- There is no bug if RoJ is considered to be non-AoE spell - I still think it and hope that's right.
- It is now an AoE damage over time spell, the AI still recognizes this skill as the version that did one pulse of damage. I don't care if its a bug or not, but it looked horrible as it was, so I changed it. You can make it an anomaly or something, but it don't revert it, it looked terribad.Crimmastermind 07:47, 3 April 2009 (UTC)
- Look up the wiki's("our" definition) definition of AoE. This spell has exactly the same characteristic as an AoE. The problem is that the A.I. has not been programed to recognize it like that. By our standards, it's an AoE spell no matter what the A.I. thinks. Just decide on the anomaly or bug thing.--ShadowFog 11:35, 3 April 2009 (UTC)
- Lol why do we have to discuss this? It's obviously a bug. -- Halogod35
20:32, 3 April 2009 (UTC)
- The ip is bein mercyless in his editing, look up the history. I say give him a warning or 2 or just block him for a day.--ShadowFog 23:37, 3 April 2009 (UTC)
- Huh, what happened to protected page (that Poke said in his edit summary)? Man, this guy is srsly annoying, just ban him or sumthing. It is indisputably a bug or an anomaly, and he is just deleting this comment.Crimmastermind 09:00, 7 April 2009 (UTC)
- The ip is bein mercyless in his editing, look up the history. I say give him a warning or 2 or just block him for a day.--ShadowFog 23:37, 3 April 2009 (UTC)
- Lol why do we have to discuss this? It's obviously a bug. -- Halogod35
- Look up the wiki's("our" definition) definition of AoE. This spell has exactly the same characteristic as an AoE. The problem is that the A.I. has not been programed to recognize it like that. By our standards, it's an AoE spell no matter what the A.I. thinks. Just decide on the anomaly or bug thing.--ShadowFog 11:35, 3 April 2009 (UTC)
- It is now an AoE damage over time spell, the AI still recognizes this skill as the version that did one pulse of damage. I don't care if its a bug or not, but it looked horrible as it was, so I changed it. You can make it an anomaly or something, but it don't revert it, it looked terribad.Crimmastermind 07:47, 3 April 2009 (UTC)
why do you think it's a bug? maybe it's an exception to game mechanic! (like Eternal Aura, people thought it was bugged at first for recharging avatars) --Super Igor
flame my shove sin bar! 11:18, 7 April 2009 (UTC)
- 1/10. -Auron >8< 11:33, 7 April 2009 (UTC)
- it used to be a non-aoe spell then it got changed to aoe. they changed the effect and they didn't fix the AI programming. it's a known bug and once the april update is finished they'll get it changed. so do as much vsf and abuse it as much as u can =P btw auron u edit conflict me to put 1/10? QQ--adrin
11:35, 7 April 2009 (UTC)
- what is 1/10 and how can you be so sure they fix it? Hope not. :P --Super Igor
flame my shove sin bar! 16:14, 7 April 2009 (UTC)
- Uh, not fixing bad AI behavior is bad. You might as well say: "There's no need for monsters to realize that they are standing in 8 firestorms+Searing Heats+Teinei's Heat etc". If AI can't respond to a situation intelligently, it makes things really stupid and boring. There is a reason that PvE is easy, its because AI is so exploitable. Not fixing this is like not fixing the old SV+Guild Lord's Cyclone Axe (which they didn't really fix properly, I don't call removing a skill instead of making AI smarter to not kill themselves to death by way of hex stacking), it just demeans the fun of the game.Crimmastermind 07:45, 8 April 2009 (UTC)
- Not just the AI, powerkreep on PvE only skill in general, it's actually more of a problem than the AI. But I still think the Ion Cannon bug might be infact intended. :3 --Super Igor
flame my shove sin bar! 09:45, 8 April 2009 (UTC)
- Not just the AI, powerkreep on PvE only skill in general, it's actually more of a problem than the AI. But I still think the Ion Cannon bug might be infact intended. :3 --Super Igor
- 1/10 means your trolling attempt was unsuccessful. -Auron >8< 08:49, 9 April 2009 (UTC)
- Ofc. since I wasn't trolling. :p --Super Igor
flame my shove sin bar! 18:34, 14 April 2009 (UTC)
- The RoJ AoE bug was not intentional. ~Shard
09:19, 9 April 2009 (UTC)
- But you can see that "holy damage" has few more exeptions in the whole game - compared to AoE of elemental or other spells... *Cassia*
- Ofc. since I wasn't trolling. :p --Super Igor
- Uh, not fixing bad AI behavior is bad. You might as well say: "There's no need for monsters to realize that they are standing in 8 firestorms+Searing Heats+Teinei's Heat etc". If AI can't respond to a situation intelligently, it makes things really stupid and boring. There is a reason that PvE is easy, its because AI is so exploitable. Not fixing this is like not fixing the old SV+Guild Lord's Cyclone Axe (which they didn't really fix properly, I don't call removing a skill instead of making AI smarter to not kill themselves to death by way of hex stacking), it just demeans the fun of the game.Crimmastermind 07:45, 8 April 2009 (UTC)
- what is 1/10 and how can you be so sure they fix it? Hope not. :P --Super Igor
- it used to be a non-aoe spell then it got changed to aoe. they changed the effect and they didn't fix the AI programming. it's a known bug and once the april update is finished they'll get it changed. so do as much vsf and abuse it as much as u can =P btw auron u edit conflict me to put 1/10? QQ--adrin
- Judging by the April Fools skill 'update', them being lighthearted about RoJ is more of an inkling that intentional or not, they don't mind it.75.187.206.97 23:50, 10 April 2009 (UTC)
- The damage type has nothing to do with it, and they are going to fix the bug. ~Shard
00:01, 11 April 2009 (UTC)
- The damage type has nothing to do with it, and they are going to fix the bug. ~Shard
The bug really needs to get fixed. It is way too easy to do any pvp that has npcs in it. 68.113.151.226 22:20, 1 May 2009 (UTC)
This needs to have the scatter effect. Fix it please. Monks are now better nukers than elementalist. (OrganizedOP 05:41, 12 May 2009 (UTC))
[edit] Jade Quarry
lulz 92.254.49.235 18:18, 7 May 2009 (UTC)
- i no rite --Jette
18:29, 7 May 2009 (UTC)
- this skill has completely murdered all effective builds but an Mo/Me in JQ... >< 71.74.65.206 05:01, 10 May 2009 (UTC)
- Well... the necro build did that... then along came RoJ.--ShadowFog 05:11, 10 May 2009 (UTC)
- The necro build was annoying, but it was very fragile. Any decent amount of damage would kill them before they got to the NPC's, especially if you hit them with conditions, which would make them lose a lot of health. The monks are much more durable. --Jette
14:40, 10 May 2009 (UTC)
- I personally think they should make a PvE/PvP split, just cuz of JQ. >.> necro bombers are fine imo. Easily countered. 75.72.55.118 06:17, 10 August 2009 (UTC)
- The necro build was annoying, but it was very fragile. Any decent amount of damage would kill them before they got to the NPC's, especially if you hit them with conditions, which would make them lose a lot of health. The monks are much more durable. --Jette
- Well... the necro build did that... then along came RoJ.--ShadowFog 05:11, 10 May 2009 (UTC)
- this skill has completely murdered all effective builds but an Mo/Me in JQ... >< 71.74.65.206 05:01, 10 May 2009 (UTC)
Actually, with all the loads of Mo/Me's out there, my BHA ranger simply dominates. 71.145.155.219 22:01, 28 October 2009 (UTC)
[edit] Burning
I read somewhere that this skill had the burning removed and the damage increased. 88.109.3.42 23:20, 17 May 2009 (UTC)
- Sigh, thats the april fools update. It never happened. -- Salome
23:21, 17 May 2009 (UTC)
- I find it funny, a month and a half later, the April Fool's joke STILL works. Proves how gullible people are. -- Azazel The Assassin\talk 04:52, 18 May 2009 (UTC)
[edit] Psycology
The reason why this is so great in Jade Quarry is because its so great in Jade Quarry. This skill barely kills off an entire shrine if aimed well, thus, with a small amount of healing, such as with karei's healing circle, wouldnt this skill be useless? but since its so great in Jade Quarry, no one heals. Tearh 01:59, 25 May 2009 (UTC)
- Uh... dealing 480+ damage to 5 people in 5 seconds is pretty hax, tbh. Yeah, you can stop it with Heal Area, in fact sometimes I do that when 98% of the players are running gimmicks (read: ALL THE TIME) with ether prism and other silly skills. What's worse is, it usually works. But the reason it's overpowered is because A) JQ is imbalanced as can be, B) NPCs are dumb, and C) players are dumber. The only thing that works in JQ is damage. Shutdown, slowdown, interrupts... all worthless. Shutdown won't make your hauler move, interrupts won't stop the enemy hauler, and slowdowns only do exactly that -- slow down, not stop. 99% of the time JQ is just a huge "hurr damage" fest. --Jette
02:48, 25 May 2009 (UTC)
- It's sad, but people often don't realize how much of an advantage it is to simply camp a quarry with a defensive build of any sort. You don't need to speed up your carriers at all if you just hold two shrines 24/7. Imho, defensive builds in JQ deserve more credit than people give them. When a single healing monk for example can defend a quarry against 2, 3 or even 4 opponents at once for an extended period of time, your team should be able to simply outgun the other team at all the other quarries or they can harass the enemy carriers and winning should be pretty easy. Interrupts are underrated in JQ as well. I love running my PDrain/Ether Signet healing Mo/Me build. PDrain alone kills the damage of most RoJ monks (surprisingly, not enough people run Mantra of Resolve) and the rest of the bar can easily keep the NPCs alive for quite a long duration.--217.88.62.105 15:16, 25 May 2009 (UTC)
- It doesn't appear that anyone is really debating the usefulness of defending shrines. What is being brought up, time and again, is that the skill itself does not follow the game's own mechanics. Let's make sure we stay on target here, and separate PvP tactics (shrine defense) from core game mechanics (NPC behavior towards AoE DoTs). This skill is currently broken, and needs to be fixed. There is no debating that the skill is broken without using terribly faulty logic and grasping at some very tiny straws. --Mystisteel 14:24, 26 May 2009 (UTC)
- The skill and it's effects aren't really broken. It's just the AI behaviour. So yeah, we are agreeing here. It needs to be fixed so JQ may finally see more than only 1 elite skill. It's simply not right that a single cast from a single skill can capture a whole quarry.
- Well, no - I'm afraid you're wrong. If they have an once of coding ability (I'm certain they do), then the NPC doesn't have a list of skills which makes them scatter, the SKILL ITSELF says "Hey, NPCs - in addition to taking this damage and this condition, scatter from me". The skill is broken. I appreciate your inquisitive assumptions about how the AI behavior may be broken, but I'm afraid you'd be dead wrong. There would be WAY too much overhead for each NPC to maintain a list of scatter skills, it is much more sensical (I AM a programmer) to make the skill do it. So, no - we're not in agreement at all - THE SKILL IS BROKEN. --Mystisteel 20:40, 26 May 2009 (UTC)
- Err, dude, if you wanna play the "we disagree even though we completely agree" game, that's fine. Go ahead. But without me please, ok ? I said that the RoJ issue needs to be fixed. And the issue we are talking about is that NPCs don't scatter from it. That is part of the NPC behaviour. If NPCs have a list of AoE skills to scatter from or if the skills themselves tell the NPCs to scatter is completely unimportant here and only interesting from a coding point of view. It is not necessary to know how the NPCs get their commands to discuss and figure out the issue at hand. And you can toss and turn my words around like you want, it doesn't change the fact that I basically said the same thing. The AI doesn't scatter from RoJ and it needs to be fixed. And whether it's the skill code that is broken or some other part of the code doesn't change the meaning behind my words. --217.88.21.117 14:43, 27 May 2009 (UTC)
- Well, no - I'm afraid you're wrong. If they have an once of coding ability (I'm certain they do), then the NPC doesn't have a list of skills which makes them scatter, the SKILL ITSELF says "Hey, NPCs - in addition to taking this damage and this condition, scatter from me". The skill is broken. I appreciate your inquisitive assumptions about how the AI behavior may be broken, but I'm afraid you'd be dead wrong. There would be WAY too much overhead for each NPC to maintain a list of scatter skills, it is much more sensical (I AM a programmer) to make the skill do it. So, no - we're not in agreement at all - THE SKILL IS BROKEN. --Mystisteel 20:40, 26 May 2009 (UTC)
- RoJ itself is pretty bad imho. Which actually might be the reason it hasn't been fixed yet. Fix the AI and it becomes more or less unusable in PvE. It's already pretty useless in PvP except when the AI is involved like in JQ/FA/AB. --217.88.44.162 14:52, 26 May 2009 (UTC)
- If you count the burning, it does more damage than Savannah Heat at 16 Fire/Smiting, on a profession that actually has good heals/prots whatever in a line that's already overpowered in gimmicks. Savannah Heat, the skill that does 315 damage in 5 seconds to everything. And, just in case you missed, this one actually does more. On a shorter recharge. That's a problem. You're absolutely right in that's it's worthless against a human (well... unless you knock-lock them inside or catch them unaware or whatever...), but when NPCs are an important part of the fight, it's batshit. --Jette
03:56, 27 May 2009 (UTC)
- The additional damage is only about 25 more, which wouldn't be so bad except that it's on the monk profession. BTW, the JQ NPCs are nubs that run 2 sups and a survivor on their legs. --
Riddle 04:21, 27 May 2009 (UTC)
- How many of the npcs have 60 armor vs fire damage? 66.190.15.232 05:28, 27 May 2009 (UTC)
- I think all of them except rangers and haulers. --Jette
05:36, 27 May 2009 (UTC)
- I think all of them except rangers and haulers. --Jette
- How many of the npcs have 60 armor vs fire damage? 66.190.15.232 05:28, 27 May 2009 (UTC)
- The additional damage is only about 25 more, which wouldn't be so bad except that it's on the monk profession. BTW, the JQ NPCs are nubs that run 2 sups and a survivor on their legs. --
- Yeah, RoJ is damage-wise a top skill. Especially against higher armor. But, just like Savannah Heat, the fact that it's an AoE DoT makes it kinda useless against everything that runs out of its area fast enough. Of course you can create circumstances where its full damage is applied, but it's generally just easier to drop something like Invocation followed up by Searing Flames for the same or similiar effect. Often, RoJ and Savannah Heat don't even hit their target once. I don't know how often random monks drop RoJ on running players in JQ for absolutely 0 effect. That's why I said that imho RoJ is a pretty bad skill. However, those AoE DoTs shine against everything that just stands there. And in the case of the AI, RoJ deals its full damage since they just don't scatter, which makes it OP in PvE and in JQ/FA/AB. --217.88.21.117 14:43, 27 May 2009 (UTC)
- If you count the burning, it does more damage than Savannah Heat at 16 Fire/Smiting, on a profession that actually has good heals/prots whatever in a line that's already overpowered in gimmicks. Savannah Heat, the skill that does 315 damage in 5 seconds to everything. And, just in case you missed, this one actually does more. On a shorter recharge. That's a problem. You're absolutely right in that's it's worthless against a human (well... unless you knock-lock them inside or catch them unaware or whatever...), but when NPCs are an important part of the fight, it's batshit. --Jette
- The skill and it's effects aren't really broken. It's just the AI behaviour. So yeah, we are agreeing here. It needs to be fixed so JQ may finally see more than only 1 elite skill. It's simply not right that a single cast from a single skill can capture a whole quarry.
- It doesn't appear that anyone is really debating the usefulness of defending shrines. What is being brought up, time and again, is that the skill itself does not follow the game's own mechanics. Let's make sure we stay on target here, and separate PvP tactics (shrine defense) from core game mechanics (NPC behavior towards AoE DoTs). This skill is currently broken, and needs to be fixed. There is no debating that the skill is broken without using terribly faulty logic and grasping at some very tiny straws. --Mystisteel 14:24, 26 May 2009 (UTC)
- It's sad, but people often don't realize how much of an advantage it is to simply camp a quarry with a defensive build of any sort. You don't need to speed up your carriers at all if you just hold two shrines 24/7. Imho, defensive builds in JQ deserve more credit than people give them. When a single healing monk for example can defend a quarry against 2, 3 or even 4 opponents at once for an extended period of time, your team should be able to simply outgun the other team at all the other quarries or they can harass the enemy carriers and winning should be pretty easy. Interrupts are underrated in JQ as well. I love running my PDrain/Ether Signet healing Mo/Me build. PDrain alone kills the damage of most RoJ monks (surprisingly, not enough people run Mantra of Resolve) and the rest of the bar can easily keep the NPCs alive for quite a long duration.--217.88.62.105 15:16, 25 May 2009 (UTC)
They arnt changing it because it gives monks a viable second option to heal/proting all the time. If you wanted to run a smite build and still be taken into groups what would your elite be? If this caused scatter peeps would simply get a meteor shower witha 66% aoe snare or meteor with earthbind or a warrior using stonefist Justice 02:32, 28 May 2009 (UTC)
- Blessed Light for strong support. Duh. Earthbind is a laughable skill. Vili 点
22:06, 8 June 2009 (UTC)
- Earthbind makes me lol irl.
Raine - talk 00:01, 9 June 2009 (UTC)
- That's like saying Dark Pact is a good skill because bspike abuses it. Vili 点
00:02, 9 June 2009 (UTC)
- There are no good skills, they're all either OPd to hell or just worthless. PROVE ME WRONG --Jette
00:05, 9 June 2009 (UTC)
- Flesh of My Flesh (or Death Pact Signet, if you prefer). Vili 点
00:09, 9 June 2009 (UTC)
--
Riddle 00:12, 9 June 2009 (UTC)
- Smiting is a silly idea in the first place. It doesn't offer anything, as far as i can see. Signets and enchantments that deal damage, and though it harbors many holy damage skills, the elites are all useless, and recharge times make a lot of these skills incomparable to any serious damage dealing skill, in my opinion. Places with heavy reliance on NPCs are practically the only place you see 100% smiting prayer builds being used. Why even try to fix any of the elites if the profession is so sensitive to changes, and if you are, why not focus on stuff that makes a difference? Help some of the other healing prayer elites out, maybe. GoL has a ton of potential, even if no one notices it... Tearh 02:38, 12 June 2009 (UTC)
- Smiting prayers are strong in PvP because of two things: NPCs are too stupid to move out of RoJ, and heroes use gay skills like smite hex, smite condition, and reversal damage perfectly and instantly. It also ignores armor, which means gay skills like Holy Strike deal more damage than similar skills like Aftershock do. --Jette
03:56, 12 June 2009 (UTC)
- But on players, there are so many other options that are better. Smite hex is only "better" than remove hex because it deals damage to people next to you... how often does a mesmer get right up next to you. Same with smite condition. The point is, however, the only reason roj is perceived as good is that there is a shortage of healing monks. One good skill out of the entire catagory doesnt make for a good build. With GoL alone, the healing is 2.5x the amount of damage 2 roj beams deal over 11 seconds (140 hps*11(see "Ray's damage over time", above)=2.5*600). Though this would drain significant amount of energy, if there is a 20 second rechargeon their, your energy would be fully recharged by then. Tearh 04:38, 12 June 2009 (UTC)
- How often is the mesmer right next to the person you're casting Smite Hex on? Ever played GvG or HA?
Raine - talk 05:23, 12 June 2009 (UTC)
- Never, actually. I'm mainly talking about JQ, though. I would think thats where its most overpowered. Tearh 01:02, 13 June 2009 (UTC)
- .........you're talking about Jade Quarry and you don't think smiting is a problem? You must be joking. Vili 点
02:51, 13 June 2009 (UTC)
- If you use Smite Hex on your frontline and shit doesn't blow up, someone's doing their job wrong. If you use smite condition on your backline and shit doesn't blow up, someone's doing their job wrong.
Raine - talk 05:18, 13 June 2009 (UTC)
- Tearh, I think you should read this. If you have never played HA or GvG (or, at the very least, watched a lot of it in obs), please do not presume to understand it. As for JQ... if you don't think RoJ is a problem there, then you... I... oh damn it, I've lost my "what is this I don't even" jpeg. --Jette
09:01, 13 June 2009 (UTC)
- I never said I didn't think it was a problem, did I? The problem is that its used at all, and that it takes valuable monks away from JQ, because they think they can help more by capturing shrines and using dwayna's kiss. And i don't know how often my sin is hexed, but its not very. The only problems i have in JQ with hexes is against shrines, and I don't bother with those. And i'm talking about helping game balance in JQ, as I said before. I don't see how any of my comments could've been aimed at HA, i don't believe they have too many shrines in there, or if they are the problem. I actually took a roj build and a healing build into JQ, and though this can't really be a valid test with skill levels differing so much, I would say that I helped my team more by healing the yellow than using roj on it over and over again. Granted, that was my first time using a roj build, but still, this just shows me even more that healing the shrines helps more than letting them get captured. Tearh 19:32, 13 June 2009 (UTC)
- Buff smiting, ban heroes from pvp.
- I never said I didn't think it was a problem, did I? The problem is that its used at all, and that it takes valuable monks away from JQ, because they think they can help more by capturing shrines and using dwayna's kiss. And i don't know how often my sin is hexed, but its not very. The only problems i have in JQ with hexes is against shrines, and I don't bother with those. And i'm talking about helping game balance in JQ, as I said before. I don't see how any of my comments could've been aimed at HA, i don't believe they have too many shrines in there, or if they are the problem. I actually took a roj build and a healing build into JQ, and though this can't really be a valid test with skill levels differing so much, I would say that I helped my team more by healing the yellow than using roj on it over and over again. Granted, that was my first time using a roj build, but still, this just shows me even more that healing the shrines helps more than letting them get captured. Tearh 19:32, 13 June 2009 (UTC)
- Tearh, I think you should read this. If you have never played HA or GvG (or, at the very least, watched a lot of it in obs), please do not presume to understand it. As for JQ... if you don't think RoJ is a problem there, then you... I... oh damn it, I've lost my "what is this I don't even" jpeg. --Jette
- If you use Smite Hex on your frontline and shit doesn't blow up, someone's doing their job wrong. If you use smite condition on your backline and shit doesn't blow up, someone's doing their job wrong.
- .........you're talking about Jade Quarry and you don't think smiting is a problem? You must be joking. Vili 点
- Never, actually. I'm mainly talking about JQ, though. I would think thats where its most overpowered. Tearh 01:02, 13 June 2009 (UTC)
- How often is the mesmer right next to the person you're casting Smite Hex on? Ever played GvG or HA?
- But on players, there are so many other options that are better. Smite hex is only "better" than remove hex because it deals damage to people next to you... how often does a mesmer get right up next to you. Same with smite condition. The point is, however, the only reason roj is perceived as good is that there is a shortage of healing monks. One good skill out of the entire catagory doesnt make for a good build. With GoL alone, the healing is 2.5x the amount of damage 2 roj beams deal over 11 seconds (140 hps*11(see "Ray's damage over time", above)=2.5*600). Though this would drain significant amount of energy, if there is a 20 second rechargeon their, your energy would be fully recharged by then. Tearh 04:38, 12 June 2009 (UTC)
- Smiting prayers are strong in PvP because of two things: NPCs are too stupid to move out of RoJ, and heroes use gay skills like smite hex, smite condition, and reversal damage perfectly and instantly. It also ignores armor, which means gay skills like Holy Strike deal more damage than similar skills like Aftershock do. --Jette
- Smiting is a silly idea in the first place. It doesn't offer anything, as far as i can see. Signets and enchantments that deal damage, and though it harbors many holy damage skills, the elites are all useless, and recharge times make a lot of these skills incomparable to any serious damage dealing skill, in my opinion. Places with heavy reliance on NPCs are practically the only place you see 100% smiting prayer builds being used. Why even try to fix any of the elites if the profession is so sensitive to changes, and if you are, why not focus on stuff that makes a difference? Help some of the other healing prayer elites out, maybe. GoL has a ton of potential, even if no one notices it... Tearh 02:38, 12 June 2009 (UTC)
- Flesh of My Flesh (or Death Pact Signet, if you prefer). Vili 点
- There are no good skills, they're all either OPd to hell or just worthless. PROVE ME WRONG --Jette
- That's like saying Dark Pact is a good skill because bspike abuses it. Vili 点
- Earthbind makes me lol irl.
[edit] June update coming soon
Dear A.Net...
Please fix this issue in the coming patch.
Thank you. -.- --217.88.27.91 08:48, 8 June 2009 (UTC)
- They don't read most of the wiki. Even if they did, they're not allowed to use any suggestions given on it, legally. Even then, they don't care, and what's worse, you didn't specify the issue. Anyone with half a brain could see it deals too much damage to NPCs, but ANet has proven time and again in the past that they don't. --Jette
08:50, 8 June 2009 (UTC)
- I know they most likely don't read it and probably don't care in the first place, heh. I still felt the urge to post something somewhere :P --217.88.23.236 09:01, 8 June 2009 (UTC)
- Officially fix't. In HM anyway. They only begin to scatter after about 6s in NM, y'know... at halfway through the echo'd Jesus Beam. Haven't seen how friendly AI handles it yet. 118.208.125.214 08:31, 19 June 2009 (UTC)
- For normal mode it's ummm... normal that they don't scatter fast. But it's important for HM. Good thing they finally dealt with it. I haven't been able to test it myself yet, but if it works like it should, then JQ and other PvP areas as well as HM will be more fun to play again. --217.88.18.105 09:17, 19 June 2009 (UTC)
- Still works in JQ almost as good as before :/ The NPCs do scatter now, but a little too late and they bump into each other and still die from 1 RoJ. No change to JQ, sad sad.
- In addition to JQ, I've taken it into several HM missions now, and there's no sign of any change in NPC behavior. -- Hong 17:03, 23 June 2009 (UTC)
- Still works in JQ almost as good as before :/ The NPCs do scatter now, but a little too late and they bump into each other and still die from 1 RoJ. No change to JQ, sad sad.
- For normal mode it's ummm... normal that they don't scatter fast. But it's important for HM. Good thing they finally dealt with it. I haven't been able to test it myself yet, but if it works like it should, then JQ and other PvP areas as well as HM will be more fun to play again. --217.88.18.105 09:17, 19 June 2009 (UTC)
- Officially fix't. In HM anyway. They only begin to scatter after about 6s in NM, y'know... at halfway through the echo'd Jesus Beam. Haven't seen how friendly AI handles it yet. 118.208.125.214 08:31, 19 June 2009 (UTC)
- I know they most likely don't read it and probably don't care in the first place, heh. I still felt the urge to post something somewhere :P --217.88.23.236 09:01, 8 June 2009 (UTC)
[edit] shrine "bug"
Upon a resurrection timer reaching zero, all living henchmen (and heroes) will move to the shrine without any healing, without effect removals, and without losing instance information, such as what they're targeting and what's targeting them. As is the case with shadow stepping, any monsters that were casting on a hero or henchman will complete the cast, at which point the effects of the skill will be applied. This is not a "bug," and it is not specific to RoJ. This is common for all skills with activation times. ~Shard
05:32, 23 June 2009 (UTC)
- There was this one time I almost got killed by a terrorweb dryder in hard mode because it cast Meteor Shower on me while I was AFK. I thought I was perfectly safe because I'd just teleported halfway across the underworld, but when I got back I was at a tenth of my max health. I wonder how high a fireball's arc would be if it had to travel that far and managed not to hit a wall. --Jette
05:53, 23 June 2009 (UTC)
- I've done that with shadow stepping and a lightning orb in a gvg on imperial isle. It goes straight up. Looks freaking awesome. ~Shard
06:10, 23 June 2009 (UTC)
- Sweet. --Jette
06:13, 23 June 2009 (UTC)
- Ever see a ranger shoot a BA across the map?
Raine - talk 17:10, 23 June 2009 (UTC)
- Once, I think. I was a bit busy to focus on it, but it was funny looking at. Why a ranger would try BHAing someone from across the map is beyond me, but... --Jette
17:23, 23 June 2009 (UTC)
- BA = Burning Arrow (Cool graphics). BHA = Broad Head Arrow (Not special graphics, but slow-moving, lol). You two are not speaking of the same. Paddymew 14:40, 28 June 2009 (UTC)
- Once, I think. I was a bit busy to focus on it, but it was funny looking at. Why a ranger would try BHAing someone from across the map is beyond me, but... --Jette
- Ever see a ranger shoot a BA across the map?
- Sweet. --Jette
- I've done that with shadow stepping and a lightning orb in a gvg on imperial isle. It goes straight up. Looks freaking awesome. ~Shard
[edit] Rename please
It should be named "Balthazar's Vomit". Paddymew 14:53, 28 June 2009 (UTC)
- 0/10 -- Salome
15:06, 28 June 2009 (UTC)
balthazars vomit glows and sets people on fire :P Hubbard
The Dervish 00:23, 24 July 2009 (UTC)
- Exactly. Also, SHOOP DA WHOOP! Paddymew 09:32, 24 July 2009 (UTC)
[edit] Needs a PvP nerf
This thing is ridiculously overpowered in PvP. One cast will solo cap any shrine in AB/JQ/AW. What really makes it ridiculous is that the monks running it still have access to healing and support skills. A Single Mo/P in JQ can do everything: Solo cap quarries and shrines, hold the quarries and shrines with their heals, and speed up the turtles/juggernauts. It needs to be made as useless as Smiter's Boon. (Japanties 07:59, 25 July 2009 (UTC))
- I take it you do not have the ability to play RoJ monk yourself? RoJ was Smiter's Booned to begin with, they only buffed it to compensate for that. Paddymew 09:19, 25 July 2009 (UTC)
- No, I've actually had to resort to using RoJ monk bars just to keep up in JQ; that's why I want it nerfed. When a single skill dominates all use on every bar in an aspect of PvP simply because of faulty AI programming, something is stupidly wrong. (Japanties 16:40, 28 July 2009 (UTC))
- what the hell are you talking about? when was roj ever smiter's booned? -Auron 09:56, 25 July 2009 (UTC)
- I think he means ROJ was about as useful when it debuted as SB is now, which is actually quite accurate. @Japan: RoJ is not overpowered, NPCs are just fucking stupid. If they would make NPCs flee when it starts shining on them (i.e., take one hit at most, most good players take 0), it would be fine. But since they don't even have time to fix things that are critically wrong with the game that can be fixed in an extremely easy fashion, like Wail of Doom, they can't be bothered to reprogram the AI to now suck. With any luck, they'll revert it to it original useless form soon enough. --Jette
10:10, 25 July 2009 (UTC)
- Yes, I remember looking at RoJ for the first time and seriously wanting to know what ANet hated so much about monks being able to deal damage. Now they just need to fix the AI so that people can't "sneak" a RoJ in on a cap point. Paddymew 22:27, 25 July 2009 (UTC)
- I would like to amend my prior post and point out that RoJ is overpowered if all five pulses hit. But so are Savannah Heat and most other AoE spells, really. Meteor Shower could win games if it didn't get interrupted and/or fled from. NPCs are dumb. --Jette
01:07, 26 July 2009 (UTC)
- This doesn't need a nerf. It needs a buff. should be 1e instant cast instant recharge. for 25 seconds this spell does 100 holy damage per second to target, and applies all conditions on this target. /joke post, if you can't tell. 24.233.254.51 01:47, 26 July 2009 (UTC)
- Armor ignoring aoe on a defensive class is overpowered. Any other points you'd like to try to make? ~Shard
01:50, 26 July 2009 (UTC)
- I held halls with my RoJ spike 2 days before the skill was changed. If anything, change it back. Nothing is more then then playing 8 monks and holding halls with it.--'ÑöẊĭƑý
02:20, 26 July 2009 (UTC)
- A temporary fix could be , while waiting for some decent nerf for it, moving the npc's further apart. Especially in JQ where they are so close they all get hit. This would effectively change it so necro bombers cannot bomb shrines ( they usually aim for middle npc but since thier so far apart npc's have better chance to survive a bomb) and would require rojs to take more trips to take out a shrine.The Emmisary 02:24, 26 August 2009 (UTC)
- Moving NPCs is more work than hitting the "revert" button for the skill, actually. It was useless before, yeah, but it needs to be useless because it's smiting prayers. --Jette
02:31, 26 August 2009 (UTC)
- Monks specced solely for damage should be able to do damage. The problem with balance is monks specced for damage that can also remove conditions, hexes, throw prots around, and heal for a decent amount. If a smite monk wants to be full damage, he should be able to take RoJ and blow stuff up - but GW needs something like this to prevent monks from abusing the healing and prot skills while they do a bunch of damage. -Auron 03:28, 26 August 2009 (UTC)
- Pretty much, yeah. Same problem with ritualists. P&H had a mechanic like that, now if only they would put it on all spells. Of course, that would mean smite monks only get 1 attribute to pick from, but this man did fine with that (imba lolpve skills aside). --Jette
03:43, 26 August 2009 (UTC)
- I think a simpler solution to the RoJ controversy would be making a pve version of it that would essentially keep it as is, and make the PvP version maybe the old version, or hell, something original. Moo Kitty 03:50, 26 August 2009 (UTC)
- Or maybe something new entirely. But please keep the PvE version as it is. Paddymew 06:23, 26 August 2009 (UTC)
- My ranger enjoys all these RoJers v much thank you. There is always a counter, nothing need be 'nerfed'--Tong2 01:13, 27 August 2009 (UTC)
- Bad reasoning. If there were an instant-kill spell, you can not justify it by saying "Diversion is a counter because it disables the skill." Something needs to change with RoJ, regardless of whether or not counters exist. – Emmett 01:29, 27 August 2009 (UTC)
- Exactly. Nerfing doesn't happen when a skill becomes uncounterable, it happens when a skill is overused because it is harder to counter than most other skills. Paddymew 05:32, 27 August 2009 (UTC)
- Actually, Healing Seed with sufficent healing prayers can save an entire quarry if you're just facing a roj :)72.199.117.151 07:32, 7 September 2009 (UTC)
- Exactly. Nerfing doesn't happen when a skill becomes uncounterable, it happens when a skill is overused because it is harder to counter than most other skills. Paddymew 05:32, 27 August 2009 (UTC)
- Bad reasoning. If there were an instant-kill spell, you can not justify it by saying "Diversion is a counter because it disables the skill." Something needs to change with RoJ, regardless of whether or not counters exist. – Emmett 01:29, 27 August 2009 (UTC)
- My ranger enjoys all these RoJers v much thank you. There is always a counter, nothing need be 'nerfed'--Tong2 01:13, 27 August 2009 (UTC)
- Or maybe something new entirely. But please keep the PvE version as it is. Paddymew 06:23, 26 August 2009 (UTC)
- I think a simpler solution to the RoJ controversy would be making a pve version of it that would essentially keep it as is, and make the PvP version maybe the old version, or hell, something original. Moo Kitty 03:50, 26 August 2009 (UTC)
- Pretty much, yeah. Same problem with ritualists. P&H had a mechanic like that, now if only they would put it on all spells. Of course, that would mean smite monks only get 1 attribute to pick from, but this man did fine with that (imba lolpve skills aside). --Jette
- Monks specced solely for damage should be able to do damage. The problem with balance is monks specced for damage that can also remove conditions, hexes, throw prots around, and heal for a decent amount. If a smite monk wants to be full damage, he should be able to take RoJ and blow stuff up - but GW needs something like this to prevent monks from abusing the healing and prot skills while they do a bunch of damage. -Auron 03:28, 26 August 2009 (UTC)
- Moving NPCs is more work than hitting the "revert" button for the skill, actually. It was useless before, yeah, but it needs to be useless because it's smiting prayers. --Jette
- A temporary fix could be , while waiting for some decent nerf for it, moving the npc's further apart. Especially in JQ where they are so close they all get hit. This would effectively change it so necro bombers cannot bomb shrines ( they usually aim for middle npc but since thier so far apart npc's have better chance to survive a bomb) and would require rojs to take more trips to take out a shrine.The Emmisary 02:24, 26 August 2009 (UTC)
- I held halls with my RoJ spike 2 days before the skill was changed. If anything, change it back. Nothing is more then then playing 8 monks and holding halls with it.--'ÑöẊĭƑý
- Armor ignoring aoe on a defensive class is overpowered. Any other points you'd like to try to make? ~Shard
- This doesn't need a nerf. It needs a buff. should be 1e instant cast instant recharge. for 25 seconds this spell does 100 holy damage per second to target, and applies all conditions on this target. /joke post, if you can't tell. 24.233.254.51 01:47, 26 July 2009 (UTC)
- I would like to amend my prior post and point out that RoJ is overpowered if all five pulses hit. But so are Savannah Heat and most other AoE spells, really. Meteor Shower could win games if it didn't get interrupted and/or fled from. NPCs are dumb. --Jette
- Yes, I remember looking at RoJ for the first time and seriously wanting to know what ANet hated so much about monks being able to deal damage. Now they just need to fix the AI so that people can't "sneak" a RoJ in on a cap point. Paddymew 22:27, 25 July 2009 (UTC)
- I think he means ROJ was about as useful when it debuted as SB is now, which is actually quite accurate. @Japan: RoJ is not overpowered, NPCs are just fucking stupid. If they would make NPCs flee when it starts shining on them (i.e., take one hit at most, most good players take 0), it would be fine. But since they don't even have time to fix things that are critically wrong with the game that can be fixed in an extremely easy fashion, like Wail of Doom, they can't be bothered to reprogram the AI to now suck. With any luck, they'll revert it to it original useless form soon enough. --Jette
Bah, just make it a laser like spell that emminates from you to the target foe and hits anything inbetween. 10e|1sec cast|10sec recharge|25|70|100 dmg. Oh and the ever important: Disables all non-smiting prayer skills for 10seconds. You can still use RoD and divine favor boost, just not skills from that line ;-) Justice 23:24, 9 September 2009 (UTC)























