FA and turtles and/or RoJ
JoeKnowMo
Yes, yes. Ban leechers first. Then we can look at RoJ.
Not because I'm abusing it or anything. Umm, I've said too much. Tippy toe, tippy toe.
Not because I'm abusing it or anything. Umm, I've said too much. Tippy toe, tippy toe.
Giga_Gaia
Alleji - you've obviously never seen RoJ in action at JQ. A single monk can solo cap shrines in 5 seconds with one skill, while still having enough utility to heal/prot npc's and/or give carriers speed buffs. THAT is what's wrong with the picture. Get it?
As for FA, I would also like to add that turtles strip enchants BEFORE they proc, so it will go right through a monk's PS unless it was covered. Also, some enchants that take effect when it ends does NOT work if it ended from being hit by the turtle siege, such as [Patient Spirit]. Finally, just because Kurzicks are still winning does not mean FA is skewed to their advantage like everyone thinks it does; remember the double FA/JQ faction weekend a while back.
As for FA, I would also like to add that turtles strip enchants BEFORE they proc, so it will go right through a monk's PS unless it was covered. Also, some enchants that take effect when it ends does NOT work if it ended from being hit by the turtle siege, such as [Patient Spirit]. Finally, just because Kurzicks are still winning does not mean FA is skewed to their advantage like everyone thinks it does; remember the double FA/JQ faction weekend a while back.
Catchphrase
Hey guess what? Earthen Shackles works extremely well with RoJ. Now go abuse it.
thig
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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.
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Commander Kanen
I agree with the turtle stripping and Turtles in general, How is it that a physical Knockdown can interupt a Turtle 1 shot but a spell Knockdown cant ?!?!
Carriers Defence needs a Cooldown time of atleast 5 seconds.
If the turtle removes enchants, it should remove from its allys (and self) aslo. Luxons love to bond turtles (It works both ways Anet).
But yes, RoJ is way overpowerd, but have you never heard of Power Block ?!!?!?! Bam your typical smite monk has no skills left
Carriers Defence needs a Cooldown time of atleast 5 seconds.
If the turtle removes enchants, it should remove from its allys (and self) aslo. Luxons love to bond turtles (It works both ways Anet).
But yes, RoJ is way overpowerd, but have you never heard of Power Block ?!!?!?! Bam your typical smite monk has no skills left
Hanging Man
the only thing I want to see changed in JQ [i am not mentioning AG cuz I don't play there] is the fact Roj and suicide necs are the main thing run there,
It sucks being a warrior and barely having a job there.
Roj is my main problem with the place. It's annoying how thats what everyone runs.
Just tweak it a little, so it isn't so damn easy to cap a shrine with.
*edit*
yeah I realize that Roj can be countered. Except monks with MoR, but still it makes capping a shrine a lil too easy. Make it like all the other Aoe spells and cause scatter, i think that would relieve some of the pressure.
It sucks being a warrior and barely having a job there.
Roj is my main problem with the place. It's annoying how thats what everyone runs.
Just tweak it a little, so it isn't so damn easy to cap a shrine with.
*edit*
yeah I realize that Roj can be countered. Except monks with MoR, but still it makes capping a shrine a lil too easy. Make it like all the other Aoe spells and cause scatter, i think that would relieve some of the pressure.
upier
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Finally, just because Kurzicks are still winning does not mean FA is skewed to their advantage like everyone thinks it does; remember the double FA/JQ faction weekend a while back.
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Even if the Kurzicks would be losing all the time (which they seem to be when I play) - the map would still be in their favour.
That just means that the Kurzicks that I play against in those matches are really, really, REALLY bad.
It's insane that people are coming here and spewing "arguments" like:
1. the Kurzicks are losing so the map can't be in their favour
2. the Kurzicks needs to wait longer so they should win more often
in the name of balance.
Coverticus
It's the animation, pure and simple....
"Oh wow, such a puurrrrdy light!!"....
"I must be ascending now as I'm getting a headache..."
"What is this strange sensation I feel upon my body.. oh, it's the ground. How did I die?"
Counter...
10) Move left foot one step backwards.
20) Move right foot one step backwards.
30) Goto 10
I agree on some of the Factions missions too - Eternal Grove HM is now somewhat, ah, fun.
"Oh wow, such a puurrrrdy light!!"....
"I must be ascending now as I'm getting a headache..."
"What is this strange sensation I feel upon my body.. oh, it's the ground. How did I die?"
Counter...
10) Move left foot one step backwards.
20) Move right foot one step backwards.
30) Goto 10
I agree on some of the Factions missions too - Eternal Grove HM is now somewhat, ah, fun.
Celeborn10
Of course Powerblock is really going to help when there's 3 RoJ monks, (2 of which have synched and use Vent) and a couple of eles doing their kamikaze thing.
It's a retarded giant game of whack-a-mole except that in this game the moles like to explode in waves and if you don't get just the right ones you're dead. (Coincidentally, ever play Serious Sam 1? Miss a few Kamikaze bombers on Serious difficulty and you're screwed. Except that game you can map quicksave/load to your Mouse 4/5 buttons.) It reduces the game to grind instead of a more healthy push/retreat that can be seen in higher formats like GvG.
No player should be complaining about dying to RoJ. It's that it is so easy to use against key npc's that I could train an illegal pet monkey to use it decently while doing something more productive like reading a book or looking at pretty ladies. Think about the silent masses of npc's that have been slaughtered by the press of one button. RoJ has resulted in an epic virtual genocide conducted against defenseless sprites who lack the conviction to save themselves from a blatantly obvious death.
It's a retarded giant game of whack-a-mole except that in this game the moles like to explode in waves and if you don't get just the right ones you're dead. (Coincidentally, ever play Serious Sam 1? Miss a few Kamikaze bombers on Serious difficulty and you're screwed. Except that game you can map quicksave/load to your Mouse 4/5 buttons.) It reduces the game to grind instead of a more healthy push/retreat that can be seen in higher formats like GvG.
No player should be complaining about dying to RoJ. It's that it is so easy to use against key npc's that I could train an illegal pet monkey to use it decently while doing something more productive like reading a book or looking at pretty ladies. Think about the silent masses of npc's that have been slaughtered by the press of one button. RoJ has resulted in an epic virtual genocide conducted against defenseless sprites who lack the conviction to save themselves from a blatantly obvious death.
agrios
RoJ is imba at capping posts, just fix this, its pretty stupid capping a post with just one skill.
But yet, it poses no threat to human characters.
There should be way to make the skill viable and not imba at capping
But yet, it poses no threat to human characters.
There should be way to make the skill viable and not imba at capping
belladonna shylock
If kurzick wanted something as IMBA as ROJ, all they have to do is all go monk. That's it! Aegis? Yes please!
Red Sonya
lol thread winner this one can be closed now. Never saw so many people that want things NERFED instead of bringing the skills that COUNTER them. I stop RoJ monks before they even get to the shrine all it takes is the RIGHT build and it's pretty easy. You know they are going to be there so bring what stops them and quit whinning about it. As for FA it's fine I play there as well as Jade Quarry. Another arena that all you have to do is bring counters you know what they ALWAYS bring so any SMART player is going to build the proper counter for it. Learn how to play and stop whinning cause you don't.
haggus71
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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. |
PvE, yeah, in HM, the Undercity is epic lols when those three monks and the boss are all raining RoJ on your group, and the dumb heroes/henchies are all "Wut?" and die before you can flag them.
Oh, and before it's mentioned, if your side is bad enough to let the Sux in the green gate, Gunther DESERVES to die on a shower of RoJ.
TryingToVanquish
I can't vanquish areas with RoJ since my henchman and heroes gets murdered with multiple roj all over the place. I also made a elementalist and I can't do a better job at nuking than monks with RoJ. The AI needs to recognize this as a AoE, instead of standing there like a idiot.
TheHaxor
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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. |
The fact that it is armor ignoring makes it ridiculous.
ryan__ryan
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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... |
roj, *other skills*, healing seed, windsborne speed, and gale
roj to cap, healing seed to save the NPCs if a roj gets through, windsborne to boost juggs, and gale to KD incoming rojs
ive personally held yellow by myself for entire matches...
wut do u mean rojs cant hold?
refer
The turtles need enchatn removal. Already I think Kurzick has the advantage by a long shot IMO.
I agree about RoJ. Kill it with fire.
I agree about RoJ. Kill it with fire.
Longasc
RoJ is just inconsistent. Other AoEs cause the AoE panic, RoJ does not. And it does a load of damage.
Basically, the Shrine depends on either an interrupter or a healer or a single RoJ will kill it. And shrewd Monks take measures to make the skill hard to interrupt. It also makes my Elementalist look dumb in comparison.
The only good thing is that the smiters are usually rather fragile, which does not bother them too much - "got RoJ through? Mission accomplished!"
Basically, the Shrine depends on either an interrupter or a healer or a single RoJ will kill it. And shrewd Monks take measures to make the skill hard to interrupt. It also makes my Elementalist look dumb in comparison.
The only good thing is that the smiters are usually rather fragile, which does not bother them too much - "got RoJ through? Mission accomplished!"
MithranArkanere
It's just a matter of fixing the AI to recognice RoJ as AoE multi-hit damage. If they run from Dragon Breath, they should run from RoJ.
That's all that is needed for RoJ, and it's a lovely thin g to use in PvE if you are tired of healing and protecting your heroes when they do that faster and lag free (although not always better).
That's all that is needed for RoJ, and it's a lovely thin g to use in PvE if you are tired of healing and protecting your heroes when they do that faster and lag free (although not always better).
legacyofkain85
MithranArkanere
I already see monsters leaving wells if they are near the border and scattering when they are hit with barrage.
ajc2123
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?
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?
Zeff Nut
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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? |
ajc2123
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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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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)
TryingToVanquish
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.