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Old Mar 08, 2009, 07:48 PM // 19:48   #141
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Originally Posted by ele pl View Post
omfg guys why you srsly want to nerf Roj, for the purpose of JQ. If Roj would be nerfed, people will get back to bombers. Even more, bombers even now are superior to roj in some way (bigger dmg, harder to heal, faster). The only advantage roj has over bomber is that it does not requie dying, and it has kind of support (like healing, removing hex/conditions and so on). If thats a problem, why just not add "Your other non-smiting skills are disambled for 10 seconds", or "Your all skills are disambled for 5 seconds". Whatever, you got my point.
Why would you want to change the skill itself to add a negative effect when the answer is already there. Just add scatter AI to RoJ in order to bring it in line with EVERY OTHER skill of the same type and be done with it.

As for bombers. I hear that even with the 2 second cast time [rend enchantments] still makes those guys useless.

Last edited by Kumu Honua; Mar 08, 2009 at 07:52 PM // 19:52..
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Old Mar 08, 2009, 07:58 PM // 19:58   #142
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I don't understand why people are against 'nerfing' RoJ.

Fixing a bugged skill is not nerfing it, it's fixing it. Bugs should be fixed, this is no excuse.
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Old Mar 08, 2009, 08:25 PM // 20:25   #143
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[url]
Assassin

* Hidden Caltrops: now disables all your non-Assassin skills for 10 seconds. - new flag meta AYE




Mesmer

* Ether Feast: increased Health per Energy drained to 20..65.
* Illusion of Haste: reduced the duration of the Crippled condition to 3 seconds. new flag meta? maybe...nice buff to ether feast though

Necromancer

* Gaze of Contempt: increased casting time to 2 seconds.
* Rend Enchantments: increased casting time to 2 seconds.
* Wail of Doom: increased recharge to 15 seconds. GoC / RE still need a bit of an alter IMO

Warrior

* Defensive Stance: decreased duration to 1..5 seconds; decreased armor gain to +10.
* Disciplined Stance: decreased duration to 1..4 seconds; decreased armor gain to +10.
* Distracting Strike: functionality changed to: "If Distracting Strike hits, it deals no damage and interrupts target foe's action. If target foe has Cracked Armor, that skill is disabled for 20 seconds."
* Flail: decreased duration to 1..15 seconds.
* Healing Signet: increased healing to 82..172.
* Primal Rage: increased recharge to 15 seconds.
* Shield Stance: decreased duration to 1..6 seconds.
* Soldier's Defense: decreased duration to 1..5 seconds.
there go shield monks :P

PvP

Ranger

* Read the Wind: functionality changed to: "For 24 seconds, your arrows move twice as fast." - grr

Ritualist

* Ancestors' Rage: increased duration to 3 seconds; decreased damage to 1..31. WHAT? i'm confused by this....1-31? lol
* Weapon of Warding: functionality changed to: "For 5..10 seconds, target ally has a Weapon of Warding, granting that ally +2..4 Health regeneration and a 50% chance to block. Weapon of Warding ends if that ally attacks." hmm interestng
good and bad update...shield monk and primal ragers are nakered now = good good A-net *claps*

ancestors rage update...kinda wtf???
RtW ranger *CRIES*

hmm...good and bad this month.....

NEED ROJ SCATTER PLZ
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Old Mar 08, 2009, 09:44 PM // 21:44   #144
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Ancestor's rage is 1-31, because it now triggers 3 times over 3 seconds instead of twice over 2 seconds. Roughly the same damage overall, it's just spaced out more.
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Old Mar 08, 2009, 10:01 PM // 22:01   #145
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Originally Posted by Skyy High View Post
Ancestor's rage is 1-31, because it now triggers 3 times over 3 seconds instead of twice over 2 seconds. Roughly the same damage overall, it's just spaced out more.
No wai?

Im still waiting for more elite skill buffs. =P

And then, the non-elite skill buffs.
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Old Mar 08, 2009, 11:47 PM // 23:47   #146
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ROJ should be made into an exception. In fact a lot of other AoE spells need to be made the same way just because they are so ridiculously underpowered. Ex. Chaos Storm, Symbol of Wrath, Fire Storm
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Old Mar 09, 2009, 12:56 AM // 00:56   #147
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No. AE spells SHOULD cause scatter. If some spells are weak, they should be buffed. But keeping AI absolutely retarded is not the answer.
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Old Mar 09, 2009, 01:01 AM // 01:01   #148
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Personally at this point I don't care if they want to make RoJ 250 damage per hit, but it needs to cause scatter. There's a difference between viable/overpowered and bugged. Fix the damn bug.
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Old Mar 09, 2009, 03:27 AM // 03:27   #149
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Even then at least four of the five pulses are going to hit before the AI dodge kicks in. What exactly are we complaining about?
I really don't know what people are arguing about. The only thing that it will change is that mobs will start scattering after the whole thing is done.

The reason why we are 'against' this is that it is a waste of time. We ask, why should it be done, and get no answer other than it should be done.
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Old Mar 09, 2009, 04:55 AM // 04:55   #150
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because monks shouldnt have an AOE spell that auto-clears shrines for them without a little bit left to chance.
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Old Mar 09, 2009, 05:10 AM // 05:10   #151
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Originally Posted by street peddler View Post
because monks shouldnt have an AOE spell that auto-clears shrines for them without a little bit left to chance.
^This.

Also, why have only one AoE skill not cause scatter if it wasn't a bug? Just doesn't make sense. It's as Arkantos said, "Bugs should be fixed, this is no excuse."
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Old Mar 09, 2009, 06:55 AM // 06:55   #152
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You are ignoring the fact that even if scatter does get added, RoJ will still clear the shrines.

If that is your argument, then you can argue that RoJ is too powerful or needs to be toned down, but you cannot argue that the problem is that it does not cause scatter.
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Old Mar 09, 2009, 09:22 AM // 09:22   #153
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I think its because the NPCs at the shrine are program to "guard" the shrine and not wander away too far. that causes them to not scatter when hit by RoJ.

When you use AoE on NPC at JQ using E/A with death charge. althougt you won't be able to kill all the NPC at once, it also does not cause them to scattered. its not just RoJ, they do run away, but not out of the shrine, but they do recognise when you are low on health and try to chase you for a little bid further then they would try to dodge an AoE.

Just my observation.
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Old Mar 09, 2009, 10:49 AM // 10:49   #154
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Just to clarify, RoJ does not cause scatter on the enemy AI in either hard mode or normal mode, it's not an Alliance Battles complaint when people say it is bugged to not cause scatter.
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Old Mar 09, 2009, 10:54 AM // 10:54   #155
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Enemy AI in PvE are always scattered :P its trying to group them to AoE them thats hard
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Old Mar 09, 2009, 11:11 AM // 11:11   #156
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Just wanting to ask, how did this affect Stance monks? Most of the stance monk builds I've seen use 8 tactics which meant 4 seconds of whatever stance there using which is either the same or 1 second less than before. Not much of a difference.
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Old Mar 09, 2009, 12:28 PM // 12:28   #157
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Enemy AI in PvE are always scattered :P its trying to group them to AoE them thats hard
You have it entirely wrong. If you ball up a mob in HM PvE (not exactly hard to do), and them someone on your team casts a pulsing AoE damage spell on them (Firestorm, Savannah Heat, etc), they will scatter around the second or third pulse. RoJ does not trigger this behavior; the mobs will happily stay in the AoE for all pulses.
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Old Mar 09, 2009, 12:32 PM // 12:32   #158
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You guys miss the point behind Ray. The creeps think they see the light, instead they get judged by Balthazar. Nobody can run away from Balthazar duh. Beam the souls up Balthy, it's judgment day.

Ok if they change it in PvP for balance reasons, but leave it the way it is for PvE. Smiting is more fun again and that's what counts in PvE.

But lets ask them: Anet, is 'Ray of judgment' working as intended? Thank you.


EDIT: Mixed Balthazar with Grenth there for a minute, but smiting belongs to Balthazar ofcourse.

Last edited by Gun Pierson; Mar 09, 2009 at 12:44 PM // 12:44..
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Old Mar 09, 2009, 03:28 PM // 15:28   #159
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Originally Posted by Chocobo1 View Post
Just wanting to ask, how did this affect Stance monks? Most of the stance monk builds I've seen use 8 tactics which meant 4 seconds of whatever stance there using which is either the same or 1 second less than before. Not much of a difference.
and the loss of 15 armor

But that said, i only ever use dstance when im KD midspike or when i know a ranger is sitting on me when i have to cast, either way 3 seconds is still fine.
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Old Mar 09, 2009, 03:32 PM // 15:32   #160
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One thing to consider is the npc's in JQ seem to have really low health. Many skills including RoJ are able to nuke them with ease.
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