Talk:Ray of Judgment/Archive 2
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)
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)
- i c wat u did thar--203.160.125.87 13:24, 19 February 2010 (UTC)
- It all makes sense now! PowerGamer 16:05, 18 February 2009 (UTC)
- LEET BURNING??? Vili 01:54, 14 January 2009 (UTC)
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)
- MORE DOTS Ƹ̵̡Ӝ̵̨̄Ʒ аІiсә ѕνәи Ƹ̵̡Ӝ̵̨̄Ʒ 18:21, 4 February 2010 (UTC)
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 19:48, 15 January 2009 (UTC)
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)
- 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)
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)
- 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)
i know this is old but...LOL jesus beams :D 81.106.197.60 11:44, 14 July 2010 (UTC)
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 09:53, 12 March 2009 (UTC)
- 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 18:09, 10 March 2009 (UTC)
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)
- 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)
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 20:32, 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)
- 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)
- 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*
- 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 flame my shove sin bar! 16:14, 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)
- 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 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))
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 14:40, 10 May 2009 (UTC)
- 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)
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)
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)
- 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. --Riddle 04:21, 27 May 2009 (UTC)
- 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 03:56, 27 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.
- 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 agree that Smiting Prayers should be buffed. If certain skills become overpowered in PvP, just split the skill and nerf the PvP version from orbit, just like the 25/90. PvE smiting is what's been crying for help for a long time. --Teisei 「ページ」 「会話」 09:54, 6 September 2010 (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 09:01, 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)
- .........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)
- 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? Raine - talk 05:23, 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)
- 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)
- 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)
- --Riddle 00:12, 9 June 2009 (UTC)
- Flesh of My Flesh (or Death Pact Signet, if you prefer). Vili 点 00:09, 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)
- That's like saying Dark Pact is a good skill because bspike abuses it. Vili 点 00:02, 9 June 2009 (UTC)
- Earthbind makes me lol irl. Raine - talk 00:01, 9 June 2009 (UTC)
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)
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 17:23, 23 June 2009 (UTC)
- Ever see a ranger shoot a BA across the map? Raine - talk 17:10, 23 June 2009 (UTC)
- Sweet. --Jette 06:13, 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)
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)
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 03:43, 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)
- 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)
- 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 02:20, 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)
- 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 01:07, 26 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 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)
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)
Still no update to nerf this for PvP. I was very disappointed to see unnecessary nerfs like Power Block and leaving this cheap, overpowered nuke to continue to lay waste in JQ. Either bump it up to 25e and 30sec recharge or nerf the damage; it's ridiculous. And before anyone re-states counters, remember that Monks are support class, and RoJ alone is 3 times the power of a full AoE Fire/Earth nuker. Xiaquin 20:10, 7 March 2010 (UTC)
- I can't believe you people actually think RoJ is overpowered. take a few steps to the left or right, can't do that? rupt it-it's got an insane cast time. if your talking about NPC's you're still wrong, since you can wand all but the monk shrine to death if you really wanted, assuming you either have a self heal or brought one with you. That doesn't mean wands are OP. the only way this does half ok damage is if you echo it and stand in two rojs for the entire time. I could care less if it get's nerfed, I just want people to see the counters. Roflmaomgz 21:50, 29 May 2010 (UTC)
- It's not players that are the problem, it's the AI. I easily step out of a RoJ. NPCs do not. RoJ needs to be fixed. I run a heavy interrupt mesmer build in JQ to stop RoJ monks cause I know there will always be at least 1. But if they use Mantra of Resolve, they can RoJ away without penalty. There's a problem if one skill on one person can dominate an entire map. You have no idea how many times I see monks suicide past 4-5 players just to get a RoJ off cause they know it will cap or kill most of the NPCs, even if they die.
Post AI fix, Still a massive problem.
So, I didnt sleep all night long, and couldnt think straight, so i decided to not play WoW and instead play GW since i couldnt focus and needed to do something mindless and repetitive, So i hop on my ele and head to JQ. Load up my favorite cap bar, the fire nuker, of course, And i have a grand total of 6 skills on my bar completely devoted to doing damage. when played correctly it caps every time without fail. Monks or no. But after about 5 hours of playing (and only about 4 games actually played) i got really sick and tired of being outshined by a MONK. The ONE class designed SPECIFICALLY for support, has now become a primary, and truely dominant damage dealer in JQ, FA, and AB. (probably not so much AB, i dont know i havent looked recently). Is no one else going "WTF? Monks=Nukers?" This skill needs to be beaten to a bloody pulp with the Nerf Stick. Like now. It is absolutely stupid and fucked up that a monk is doing just as much, if not more damage, than an elementalist, with a SINGLE SKILL. Either fix the AI to move at the first sign of damage from this skill or subtract the burning. Either way this skill should not be able to cap shrines on its own. 71.193.48.146 21:11, 13 January 2010 (UTC)
- Then don't play JQ. Play FA. It's more fun and 1 Nuke skill from an ele (SH or Sandstorm) can wipe NPC's just as easily as RoJ. That is...if you know how to use them and there aren't bonders around. Karate Jesus 21:18, 13 January 2010 (UTC)
- Of course nukers can still nuke. And you saying "Dont play there cause blah blah blah" doesnt solve the problem that this skill is stupidly broken. Nukers ability to nuke is not being called into question here. Whats being called into question is the fact that it has some how become acceptable for MONKS to be ELEMENTALISTS. this skill is stupidly broken. Btw im kurzick. Not luxon. So your idea bout playing FA is just as bad a suggestion 71.193.48.146 21:23, 13 January 2010 (UTC)
this skill
is cool Kurz Hates Challenge 05:15, 16 January 2010 (UTC)
Radditz
Okay apparently we have a user who "knows" that this is radditz. However several users, including myself, don't think this is the case, thus I am asking that the user explains how he knows this to be the case, instead of people continuing to revert each other, which is going to lead me to have to start banning people for breaches of 1RR. -- Salome 02:50, 27 January 2010 (UTC)
- At the moment, he's the only one who has broken the 1RR. ThrainFile:User Thrain Sig.pngcontribs 02:52, 27 January 2010 (UTC)
- It was more a general comment Thrain, it wasn't aimed at anyone in particular. -- Salome 03:03, 27 January 2010 (UTC)
- As you can see, it's clearly not Radditz, who had the typical Saiyan pile of hair spikes. Further more, Piccolo's beam cannon wasn't a solid ray of light at all, it was a bunch of circles. So obviously the trivia is wrong. elix Omni 03:11, 27 January 2010 (UTC)
- I suppose if you edit the image so it looks like this... wait, it still doesn't look the same. ThrainFile:User Thrain Sig.pngcontribs 03:20, 27 January 2010 (UTC)
- Looking at the high res version, it's obvious the target in the icon is not a human, since it appears to only have three fingers on each hand, and they look to be webbed at that. So while it may be based on some cartoon character, it's definitely not Radditz.--Pyron Sy 04:10, 27 January 2010 (UTC)
- Humans have webbed phalanges. However, I'm pretty sure it's supposed to be a zombie or spirit creature. Or something like that. -~=Ϛρѧякγ (τѧιк) 04:22, 27 January 2010 (UTC)
- Based on our high res version of the icon it aint Radditz for a few reasons. Hair is wrong, hands are wrong, beam is wrong; and add to that the lack of Goku behind the person being hit makes it obvious; so therefore trivia is wrong. --Kakarot 04:57, 27 January 2010 (UTC)
- If it weren't for the weird hands, it would a male warrior is normal Gladiator armor. elix Omni 05:02, 27 January 2010 (UTC)
- Based on our high res version of the icon it aint Radditz for a few reasons. Hair is wrong, hands are wrong, beam is wrong; and add to that the lack of Goku behind the person being hit makes it obvious; so therefore trivia is wrong. --Kakarot 04:57, 27 January 2010 (UTC)
- Humans have webbed phalanges. However, I'm pretty sure it's supposed to be a zombie or spirit creature. Or something like that. -~=Ϛρѧякγ (τѧιк) 04:22, 27 January 2010 (UTC)
- Looking at the high res version, it's obvious the target in the icon is not a human, since it appears to only have three fingers on each hand, and they look to be webbed at that. So while it may be based on some cartoon character, it's definitely not Radditz.--Pyron Sy 04:10, 27 January 2010 (UTC)
- I suppose if you edit the image so it looks like this... wait, it still doesn't look the same. ThrainFile:User Thrain Sig.pngcontribs 03:20, 27 January 2010 (UTC)
- As you can see, it's clearly not Radditz, who had the typical Saiyan pile of hair spikes. Further more, Piccolo's beam cannon wasn't a solid ray of light at all, it was a bunch of circles. So obviously the trivia is wrong. elix Omni 03:11, 27 January 2010 (UTC)
- It was more a general comment Thrain, it wasn't aimed at anyone in particular. -- Salome 03:03, 27 January 2010 (UTC)
- The person depicted in this skill icon appears to be Raditz from Dragonball Z, where Piccolo[1] uses his Special Beam Cannon to kill him. --The preceding unsigned comment was added by User:SnareBandit (talk).
- TBH, it looks more like when Goku (as a child) kills Piccolo by ramming himself all the way through him. Paddymew 15:20, 28 January 2010 (UTC)
- SnareBandit, if you really believe this, please ask User:Emily Diehl or User:Regina Buenaobra to confirm it. Until they do, please stop adding it to the page. -- Wyn talk 06:29, 29 January 2010 (UTC)
obviously this is piccolo shooting his special beam cannon at a saibaman no duh
I wonder why
This page is the target of so much vandalism. Not even shadow form gets hit as much as this page. O.O --Briar 06:17, 3 February 2010 (UTC)
- It's an Illuminati conspiracy to make people think they don't favor Monks when they really do and they're working towards the deaths of anyone who has ever played an assassin the and HoH has a secret chat tab that lets you speak to Illuminati officials but the people who discovered it will never admit it, and will outright deny it and they will use super-advanced neural scanning technology on an orbital satellite to detect rage levels when SF is nerfed and then locate everyone they need to kill that way /truth Ƹ̵̡Ӝ̵̨̄Ʒ аІiсә ѕνәи Ƹ̵̡Ӝ̵̨̄Ʒ 21:56, 3 February 2010 (UTC)
Only One?
Should it be noted this is the only monk skill that inflicts a condition? Yay Killing Charr talk 21:24, 1 June 2010 (UTC)
- technically there is one more, and ofc there is an Unofficial condition known as overnerf/Ragequit :) --The Scythe Has Fallen Ω|Ω talk Ω|Ω
- technically 3 :D --BobbyT 01:37, 2 June 2010 (UTC)
- Monks can transfer conditions with the aforementioned abilities, but Ray of Judgment is the only Monk skill that can apply a condition on foes. --Teisei 「ページ」 「会話」 09:59, 6 September 2010 (UTC)
- technically 3 :D --BobbyT 01:37, 2 June 2010 (UTC)
The incantation of ROJ
"You will not forestall my judgment!" (Davy Jones) --Teisei 「ページ」 「会話」 14:35, 5 September 2010 (UTC)
- wat - Mini Me 18:32, 5 September, 2010 (UTC)
- dat --Teisei 「ページ」 「会話」 09:35, 6 September 2010 (UTC)
- Lols. Demonic Fahrir talk 09:37, 6 September 2010 (UTC)
- dat --Teisei 「ページ」 「会話」 09:35, 6 September 2010 (UTC)
Came back after a year out of the game, and this skill still isn't toned down, and the feedback page for it is locked. Sorry for everyone who uses it now, but when you can cap a shrine with ONE SKILL and dedicate the rest of your bar to whatever you feel like, this definitely needs a pvp split with a weaker version.
It may be argued that they should change the AI to scatter from it, but that would most likely alter the AI for all 5-second AoEDoT spells and make for another season of nerfed-nuke complaints, like back when the 55 rose to prominence in PvE. Guildwarsrunner 17:00, 19 September 2010 (UTC)
- What you're saying is true. One can run JQ with only RoJ in the skill bar (Smiting Prayers 16) while still being very powerful. The rest of the skill bar can be filled with whatever you feel like (heals, running skills, Arcane Echo, or other more or less useful utility skills). The problem isn't in the skill. It's just that the AI in JQ is dumb enough to allow such abuse. The shrines don't have healer NPC's, and the shrine NPC's don't have self heals. In JQ, shrine NPC's usually scatter on 4th tick of RoJ, which is too late, as the fleeing NPC's will still take the 5th tick before they get out of the AOE. Anyway, I love smiting, and I'd like to see a big rework (read: buff) on the Smiting Prayers line. --Teisei 「ページ」 「会話」 23:32, 10 October 2010 (UTC)
- They're not going to change a skill for only JQ. It's a small part of a single campaign, and not worth trying to rebalance taking in to consideration all campaigns. Also, if you're bad enough not to bring a single interrupt on your bar (as W,D,A,P,R,Me, primary or secondary) in JQ full well knowing that there's going to be at least 2 RoJ monks on each team, there's something wrong. MAFARAXAS 06:10, 11 October 2010 (UTC)
Counter Skill
Just an idea but how about a hex that works like this. Forgive my editing skills, I am a wiki editing noob.
1 ¼ 1 . If Ray of Judgement is cast while under this hex, the spell is teleported to a random ally within earshot. Ally is also knocked down. 67.142.173.25 14:15, 16 November 2010 (UTC)
No use and LOL
RoJ buff actually brought something back to the idea of using smiting monks.. now really other than signet smiters which mesmers do better anyway. Then it was nerfed and HM = we dont want RoJ monks they cause scatter.
I mean it can be used now, evidently i see monks using it in JQ and NM pve. But its just not useful in HM pve unless the foes are snared well or blocked in... (wait i think i have just proved why it was nerfed...) Wasn't there some hint of a smiting update? Also did anyone see the History of the RoJ page? I lol'd--Nataliexxx 05:33, 8 December 2010 (UTC)
- It's certainly not completely useless in HM, and the old version was much superior for SoO, spiking an entire group to death in a second. Manifold 16:50, 8 December 2010 (UTC)
- I heard something about this skill called Earthen Shackles... Koda Kumi 17:08, 8 December 2010 (UTC)
- I did just prove it was a useful skill :P "But its just not useful in HM pve unless the foes are snared well or blocked in..."--Nataliexxx 23:54, 8 December 2010 (UTC)
Or you could use Deep Freeze and AoE skills that actually deal damage. Morphy 12:54, 11 December 2010 (UTC)
- There's an AoE skill that does more then this? Arcdash 01:04, 9 March 2011 (UTC)
- Yeti Smash. –~=Ϛρѧякγ (τѧιк) ←♥– 01:07, 9 March 2011 (UTC)
- Keystone Signet. --BriarThe Spider 22:48, 10 March 2011 (UTC)
Skill Icon
Ray of Judgement Ray of Judgement
Am I just using the tag wrong or is the skill icon for RoJ broken? [ Tyloric ] [ Talk ] 19:27, 13 August 2011 (UTC)
- Too late. You have been judged. (To be fair: it's an easy word to misspell.) — Tennessee Ernie Ford (TEF) 19:39, 13 August 2011 (UTC)
Archive?
Shall we archive this page? It's getting pretty big. [ Tyloric ] [ Talk ] 19:01, 19 August 2011 (UTC)
- Going to ask one more time before I do it myself. :O [ Tyloric ] [ Talk ] 18:28, 21 August 2011 (UTC)
Presearing
I want in presearing. CLEAR THE ALTAR!!! lol 71.139.1.153 23:42, 1 September 2011 (UTC)
- Why? In pre-searing they have lower armor ratings, so SF would be better in every way.--Random Weird Guy 12:02, 19 December 2011 (UTC)
Animation
I just want to say that the animation / visual effect on this spell is freaking awesome. --The preceding unsigned comment was added by 58.170.86.86 (talk).