May 16, 2009, 03:07 PM // 15:07
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#61
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Underworld Spelunker
Join Date: Nov 2006
Location: wikipedia.org/wiki/Vigo
Guild: Heraldos de la Llama Oscura [HLO]
Profession: E/
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I already see monsters leaving wells if they are near the border and scattering when they are hit with barrage.
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May 16, 2009, 09:11 PM // 21:11
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#62
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Desert Nomad
Join Date: Jan 2007
Location: North of the wall
Profession: Me/
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I cannot stress enough how broken RoJ is but I'll say it ONE MORE TIME.
AoE eles need more then 1 of their spells to cap a shrine
Suicide necros are ONLY good for shrines and their whole bar is dedicated to suicide deaths
RoJ monks = 1 skill shrine capture with room for utilities.
This isn't a simple matter of bringing counters, which I'm forced to do now, its a simple matter of seeing an overpowered skill when you see one.
I was going to say keep the damage and just make npcs scatter, but I don't care anymore, Bring RoJ PvP (and/orPvE) back to its original skill. A useless minion killer spell, UNTIL Anet figures out a better way to implement this skill.
As for turtles, I understand they need to remove enchants for npcs, but do we really need to make it remove players enchantments?
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May 16, 2009, 11:41 PM // 23:41
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#63
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Frost Gate Guardian
Join Date: Dec 2007
Location: Canada
Guild: Guild Of The Blue Goblin
Profession: W/N
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Quote:
Originally Posted by ajc2123
I was going to say keep the damage and just make npcs scatter, but I don't care anymore, Bring RoJ PvP (and/orPvE) back to its original skill. A useless minion killer spell, UNTIL Anet figures out a better way to implement this skill.
As for turtles, I understand they need to remove enchants for npcs, but do we really need to make it remove players enchantments?
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I'm not trying to pick on you personally, seen this stated many times, your's just happened to be the most recent... Anyway, these arguments never made any sense to me, on one hand, ppl are asking for what they feel is a broken skill (roj) to be fixed, yet in the same breath are asking for something that works as it should (enchant removal) to be broken (only work on certain things)?!?!?!
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May 17, 2009, 12:40 AM // 00:40
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#64
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Desert Nomad
Join Date: Jan 2007
Location: North of the wall
Profession: Me/
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Quote:
Originally Posted by Zeff Nut
I'm not trying to pick on you personally, seen this stated many times, your's just happened to be the most recent... Anyway, these arguments never made any sense to me, on one hand, ppl are asking for what they feel is a broken skill (roj) to be fixed, yet in the same breath are asking for something that works as it should (enchant removal) to be broken (only work on certain things)?!?!?!
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The only reason Turtles enchant removal effect was added, was so people couldn't bond npcs to death and 2 monks would keep anyone out of the fort forever.
I don't think the many builds that use enchants should be discouraged just because the NPC's had to die. I can live without this change, but it still discourages a lot of different builds.
Never said it was a broken, I just think its an annoyance that, I'm gonna say again, discourages the use of ANY enchantments (specially expensive or long rechargeing ones)
Last edited by ajc2123; May 17, 2009 at 12:43 AM // 00:43..
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May 17, 2009, 12:55 AM // 00:55
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#65
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Banned
Join Date: Jan 2009
Profession: A/W
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Master Togo and Mhenlo's life is ended with one RoJ when I'm trying to do the mission in HM. He can't be flagged and they'll stand inside RoJ all day. I can't believe RoJ wasn't fixed in the recent update. Anet, I am disappoint.
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