FA and turtles and/or RoJ

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ajc2123
ajc2123
Desert Nomad
#1
Kurzick side player PoV

I fully understand the need for Turtles to be able to strip enchants, since we don't need people bonding the npcs and just sitting there. However I feel that as PLAYERS who's lives do not effect the doors, and who cannot body block a whole doorway unless there are minions or all 8 players go to on door (which is slightly silly) that the enchantment removal is slightly unneeded.

It kind of discourages playing dervishes, who use around 1-3 enchants, elementalists who's attunements can be stripped if not already done so by a player and forgets to cover with aura or fun (yet counterable) builds such as spirits strength which require at least that one enchantment to be effective.

Is there some kind of way to make siege attack only strip from npcs and not players? The turtles damage is far great enough already.

Also, In PvP RoJ needs an adjustment for both FA and JQ. one of two options I see fit. 1) make the pvp version weaker but keep no scatter. 2) add scatter (but please leave scatter alone in pve. I love it XP) I know im being greedy with RoJ, but ONE skill should not be able to take down a whole shrine. At least suicide necros dedicate most (if not all) of their bar to suicide bombing and nukers have to cast more then one spell.

Just some ideas. Flame away.
Empress Amarox
Empress Amarox
Krytan Explorer
#2
Sardelac is that way-->

P.S. Congratulations, you win the 10,000th thread about FA/JQ award!
ajc2123
ajc2123
Desert Nomad
#3
Quote:
Originally Posted by Empress Amarox View Post
Sardelac is that way-->

P.S. Congratulations, you win the 10,000th thread about FA/JQ award!
I want to discuss about the turtles and Roj, not actually suggest things. I was starting a discussion.
Shayne Hawke
Shayne Hawke
Departed from Tyria
#4
RoJ has been overpowered in JQ ever since it got its function changed. It really makes nuking with anything else pointless. Changing it to produce NPC scatter might be a good enough fix, but it still proves to be too powerful, a minor hit to the recharge or damage will be enough.

I haven't touched FA in months, so I can't give a lot of feedback on that. Concerning the damage and enchantment removal of the turtle, I don't see that being a big deal. It does what it was designed to do with keeping bonders busy, if not just making them useless. Otherwise, I don't see a reason or necessity for a person to stay within range of turtle blasts to just get pelted over and over, so it shouldn't really need a nerf.
t
thig
Academy Page
#5
Quote:
Originally Posted by ajc2123 View Post
Kurzick side player PoV


Also, In PvP RoJ needs an adjustment for both FA and JQ. one of two options I see fit. 1) make the pvp version weaker but keep no scatter. 2) add scatter (but please leave scatter alone in pve. I love it XP) I know im being greedy with RoJ, but ONE skill should not be able to take down a whole shrine. At least suicide necros dedicate most (if not all) of their bar to suicide bombing and nukers have to cast more then one spell.

If ROJ should cause scatter then wells, barrage, various mass hexes should also cause scatter.
I pwnd U
I pwnd U
God of Spammers
#6
FA/JQ are so broken, Juggs get stuck in JQ, RoJ is "overpowered", blah blah. RoJ can be countered by a Mesmer or Ranger. It's possible to stop RoJ from taking over shrines in JQ. Tbh, I could care less if they fix it. Pretty much everyone has just learned to deal with it by now. Never heard anyone in game complain about how RoJ is overpowered and junk. I hear more about how the Juggs get stuck then RoJ. Maybe we should just let this die.
AKB48
AKB48
Jungle Guide
#7
>Don't rush straight in
>Don't do anything solo inside the Kurz. fort
You should be fine with a devish

Usually the enchant removal is used on the Lux side, kurz really don't use it much.(If it REALLY bothers you THAT much, just use one or two healing enchant and make Wounding Strike as your elite, you should be fine)
Kumu Honua
Kumu Honua
Jungle Guide
#8
My biggest problem with RoJ is that it is a cancer that has spread through all the monks. There aren't any healing monks any more. They are all RoJ monks. Great, they can take shrines pretty well, but now we can't keep the shrines because as soon as they are done RoJing the shrine they leave to another section allowing the enemy RoJ monk to retake the shrine.

Healing monks are 1000% better than RoJ monks. I'd be happy to see a mysticism healing derv over a RoJ monk any day...
I pwnd U
I pwnd U
God of Spammers
#9
Quote:
Originally Posted by Kumu Honua View Post
My biggest problem with RoJ is that it is a cancer that has spread through all the monks. There aren't any healing monks any more. They are all RoJ monks. Great, they can take shrines pretty well, but now we can't keep the shrines because as soon as they are done RoJing the shrine they leave to another section allowing the enemy RoJ monk to retake the shrine.

Healing monks are 1000% better than RoJ monks. I'd be happy to see a mysticism healing derv over a RoJ monk any day...
I run a RoJ monk in JQ. I have 2 skills that are attack skills. RoJ and a Signet. The rest are all healing skills that I do use on the NPC's and teammates. RoJ monks still have healing skills but usually will only focus on the NPC's in order to keep the shrines. A healing monk in JQ is a bit ridiculous as everyone is running around. Unless they stay at a shrine and heal, or pick one or two people to heal they are pretty useless. (For JQ)

Healing monks are much better in FA, especially for the Kruzick side.
d
dusanyu
Lion's Arch Merchant
#10
Reduce ROJ's duration remove the application of the Burning Condi in PvP RoJ was intended to be a .Skill

to quote the old dev. notes from Jan 2008 when the skill was Changed "This is a PvE-oriented change that we hope will find some fun applications in solo and smite Monk builds."

http://wiki.guildwars.com/wiki/Arena...e_Oct-Dec_2008

bearing that in mind nerfing the heck out of the skill the Skill in PvP is warranted.
Jensy
Jensy
Site Contributor
#11
I'm not sure why people are crying for RoJ to not have scatter. It's a stupid AoE spell, so, rightfully, AoE should scatter. This isn't a giant logic leap, people. Then again, this is probably only farmers/speed clearers whining... If people are really still going to whine that they can't possibly win without this one skill, just leave the whiners to their easy button, and scatter the shrine NPCs. JQ monks could use some shaking up, imo.

I don't notice much of an issue in FA with my enchants being stripped, but I'm not getting hit by the turtle all that much (kite kite strafe and kite! *\o/*).
EPO Bot
EPO Bot
Desert Nomad
#12
Of course the RoJ bug needs to be fixed. See one of them coming and you better have a running speed skill ready or you never get into interrupt range in time. If it goes off, it's insta cap even if you take out the monk two seconds later. Those quantum torpedos have to go.
K
Khazad Guard
Krytan Explorer
#13
Quote:
Originally Posted by thig View Post
If ROJ should cause scatter then wells, barrage, various mass hexes should also cause scatter.
Why should they cause scatter? RoJ is an AoE damage spell, and like all other AoE damage spells (after the Nov 2005 update) it should cause scatter.
ajc2123
ajc2123
Desert Nomad
#14
Quote:
Originally Posted by pansy malfoy View Post

I don't notice much of an issue in FA with my enchants being stripped, but I'm not getting hit by the turtle all that much (kite kite strafe and kite! *\o/*).
I guess a lot of people aren't O_o. I don't know why, but the siege attack is almost always targeting me out of all people. And the range is pretty nasty. The damage is reduced a lot from running frm the blast but i still get stripped.

Oh well. Guess its bad luck.

An i dont do speed clears or farm with RoJ, but 3 RoJ heroes did help me get vanquisher of elona/cantha XP

I know its greedy, but i hope they only touch the pvp version.
MagmaRed
MagmaRed
Furnace Stoker
#15
Quote:
Originally Posted by ajc2123 View Post
Also, In PvP RoJ needs an adjustment for both FA and JQ. one of two options I see fit. 1) make the pvp version weaker but keep no scatter. 2) add scatter (but please leave scatter alone in pve.
I found this humorous. You admit that you are being greedy and want an over powered spell to remain overpowered, but only for PvE. What is humorous to me though is that you want scatter to be involved in PvP. PvP = Player versus Player...... not Player versus NPC. Any player not 'scattering' from any AoE in PvP sucks, and is already easy to beat. If NPCs in PvP arenas like FA, JQ, and AB will scatter from RoJ, so would PvE monsters. I just am amused that you consider NPCs from those arenas to be part of PvP. Maybe the priests and Ghostly Hero, but the shrine NPCs from FA, JQ, and AB? lawl

If they do nerf the skill, it really only needs to cause the scatter. What makes it so powerful isn't the damage/burning it does. Its the fact that that damage does not make monsters flee to reduce it. Energy cost, casting time, recharge time, etc. all seem fine to me, as does the damage and burning. I'd be happy with a scatter being added.
Hugh Manatee
Hugh Manatee
Jungle Guide
#16
1 pulse a second for 3 seconds should bring RoJ into line with NPCs scattering(in both pve and pvp).

About the turtles, I kinda agree in taking out their stripping ability, but only if they diversify the NPCs that come with the turtle, like make it 2 warriors, a necro with chilblains, maybe a luxon ranger or luxon ele and a mesmer.
ajc2123
ajc2123
Desert Nomad
#17
Quote:
Originally Posted by MagmaRed View Post
I found this humorous. You admit that you are being greedy and want an over powered spell to remain overpowered, but only for PvE. What is humorous to me though is that you want scatter to be involved in PvP. PvP = Player versus Player...... not Player versus NPC. Any player not 'scattering' from any AoE in PvP sucks, and is already easy to beat. If NPCs in PvP arenas like FA, JQ, and AB will scatter from RoJ, so would PvE monsters. I just am amused that you consider NPCs from those arenas to be part of PvP. Maybe the priests and Ghostly Hero, but the shrine NPCs from FA, JQ, and AB? lawl
I don't see how its funny. I admit the greedy part for pve is asking too much, but the npcs in JQ/AB/FA ARE part of pvp. They are pvp areas, hence pvp versions of skills. Therefore if the coding in RoJ is edited just a bit for a pvp version, or how the NPC's in those areas react to such a skill, then yeah. ONE skill alone should not be able to capture a whole shrine.

I wasn't mentioning anything about players scattering from AoE. I love how you like to skew everything up.

Quote:
Originally Posted by Hugh Manatee
About the turtles, I kinda agree in taking out their stripping ability, but only if they diversify the NPCs that come with the turtle, like make it 2 warriors, a necro with chilblains, maybe a luxon ranger or luxon ele and a mesmer.
Now THIS is a good idea. Instead of making a messy code like I suggested to affect only npcs, now the siege turtle has a necro (and possibly mesmer) to still remove enchantments. I like it.
Painbringer
Painbringer
Furnace Stoker
#18
You can run a Dervish quite well though easier on the Luxon side. Don’t forget you have stances and forms that will not get stripped. Since you can’t rely on [mystic regeneration] try [natural healing]

ROJ seems to be the only thing monks run at FA. Oh well it is easy to side step. I find [scourge healing] much worse myself specially on gunther

Edit put wrong skill tag oops
F
FoxBat
Furnace Stoker
#19
The one legitimate issue with the enchant stripping turtles is that the range is HUGE. You get ticked for 50 HP on the outer edge of the blast and down your attunement goes. This isn't necessarily imbalanced, but it is stupid - it would be better if the enchant strip affect was a smaller area near the center of the blast.

Of course this is only 1 of a million things wrong with FA. Bottom line is no matter how much the turtles rock those sucky Kurzick NPCs, they suck when pushing into the gate at the end, and any number of kurzick monks = auto win because they rez on the spot with full energy immediately after death. If the turtles actually ignored stragglers and pushed in to the arhitects, maybe Kurzicks would be overly disadvantaged though. The place is assymetrical and so inherently impossible to perfectly balance.

Also /signed for RoJ scatter- the skill is stupid good against AIs everywhere.
Alleji
Alleji
Forge Runner
#20
RoJ is fine, l2p.

1. Interrupt it
2. Kill the terrible monk that's using it
3. Throw a WoH on the NPC
4. If used on you, step out of it?

Maybe it's causing problems in PvE, I have no idea. The above goes as far as PvP is concerned.