RoJ Feels Meh

Clay Brick

Ascalonian Squire

Join Date: Feb 2012

Am I the only one that isn't a huge RoJ fan? Against undead or in very compact areas maybe, but it doesn't float my boat like a UA healer or swapped for another profession completely. My experience has been heroes will use it on that one frontline then use it on a minion and it goes on from there.

Queen Of Recovery

Frost Gate Guardian

Join Date: Jun 2009

Belgium

Belgian Geeks and Freaks

Mo/

you can always call a target and they will use it correctly
or if you dont like it, just dont use it ^^

InStars

InStars

Frost Gate Guardian

Join Date: Feb 2011

Latvia

Tempus Omnia Revelat [TOR]

E/A

I am not a fan of RoJ too, not worth it IMO.

Only useful for "Strengh of Honor" if you use a melee profession.

Ewon

Ewon

Wilds Pathfinder

Join Date: May 2007

Canada

Graduates of Pre Searing [GPS]

You will find that RoJ becomes much more useful when you start microing your heroes. Does this make it better than other skills, maybe not, but you will not see the full power of RoJ if you just let your heroes use it as they please.

Maya Cerestiez

Maya Cerestiez

Frost Gate Guardian

Join Date: Oct 2009

Sweden

HYAHHHHH!

I don't like RoJ. It's such a big investment in the smiting line which apart from the elite skill doesn't pack the most powerful bunch of skills. AoE Mesmers or Eles are much more powerful imo. Rupts, snares, conditions are all included and they have superior e-management compared to the monk. RoJ with a shorter recharge would be quite nice though, since it's really the only serious smiting damage skill.

Pew

Pew

Academy Page

Join Date: Jul 2011

R/

Useful when balling foes and/or vs undead. Otherwise you're not really getting the use out of it.

Xsiriss

Xsiriss

Jungle Guide

Join Date: May 2008

RoJ was only ever useful becaused the AI ignored it. It's okay if you arcane echo it as a human player, but beyond that just no. Hell all of smiting prayers is pretty useless, just like a lot of things, and unfortunately none of it will get revamped.

Shaikar

Ascalonian Squire

Join Date: Apr 2011

W/Mo

Not a big fan of RoJ here either. I'd like to be because it looks awesome but heroes are terrible at using it well without player intervention and it's just not that good outside of the ideal situation. Not bad, just not amazing, which is a problem when it comes to considering the alternatives for that hero slot.

I never go anywhere without a hero with a pile of smiting spec though, because as a warrior, doing anything without Strength of Honour and Judge's Insight just seems strange and wrong.

Daesu

Daesu

Furnace Stoker

Join Date: Oct 2008

RoJ suits melee better if you hold aggro well. Look at EFGJack's videos to learn how to use it.

http://www.youtube.com/user/EFGJack

Kunder

Desert Nomad

Join Date: Nov 2010

RoJ alone is fairly poor. SoH is godly though, and smite hex + smite condition for a melee is a great combination, they are in the area range (which is 10x better than adjacent). Judge's Intervention is also particularly good for Dervs, combined with SoH you are looking at about +35-40 damage per swing.

Real problem with RoJ itself is the adjacent range. The only reason you really want to use a smiter is if you are a melee, and if you are a melee and enemies are clustered in adjacent range then Splinter Weapon deals damage 10x better than RoJ. This isn't even unique to RoJ, the majority of of adjacent spells in the game have similar issues unless they are really quick recharge/cast time. RoJ is on smite bars more because... well look at the other Smiting Elites.

Personally I like Rt/Mo Channeling/Smite combinations more though. The monk primary just doesn't do much for smiting while a rit primary boosts exponentially the best physical buff in the game and adds a lot of energy management.


Also UA's are pretty bad, don't run them.

Chthon

Grotto Attendant

Join Date: Apr 2007

RoJ feels meh because RoJ is meh.

Clay Brick

Ascalonian Squire

Join Date: Feb 2012

As others have noted the recharge time, casting time, and energy cost along with erratic AI makes me feel the same even when you micro the skill.

Showtime

Showtime

Forge Runner

Join Date: Sep 2005

WTB Q9+5e Bows/Q8 14^50 Weapons

R/P

You just gotta know how to properly use RoJ. Though it would be nice if the smite line got a buff.

Lanier

Lanier

Desert Nomad

Join Date: Jan 2010

[Pink]

P/

Well of course you need to bring a rez. I typically bring 2 (one if I have scrolls in my inventory). I'm just saying that rezzes are safety nets, and you should never have to use them. You shouldn't be using an elite that you never have to use, and if you do have party member dying outside of super tough areas (like the before mentioned DoA or WoC HM), then your team build has some serious problems.

Honestly, I have argued countless times on these forums about why UA is bad, so I'm just going to bow out of this arguement. Saying the same thing over and over again gets tiring...

Daesu

Daesu

Furnace Stoker

Join Date: Oct 2008

Quote:
Originally Posted by Lanier View Post
Well of course you need to bring a rez. I typically bring 2 (one if I have scrolls in my inventory). I'm just saying that rezzes are safety nets, and you should never have to use them. You shouldn't be using an elite that you never have to use, and if you do have party member dying outside of super tough areas (like the before mentioned DoA or WoC HM), then your team build has some serious problems.
I misunderstood your statement then as it sounded like you were against having a res at all.

Quote:
Honestly, I have argued countless times on these forums about why UA is bad, so I'm just going to bow out of this arguement. Saying the same thing over and over again gets tiring... About UA, it maybe just a matter of personal opinions, I don't see it to be as bad as you do. Heroes use it very well and if you flag your UA monk far from danger you would probably be res safe next to him at full hp and energy. I believe Jeydra and EFGJack use UA in their builds too for the really tough areas.

Clay Brick

Ascalonian Squire

Join Date: Feb 2012

I will defend UA to the death. I've tried HB, RoJ, etc.

Quote:
Heroes dismiss Unyielding Aura the instant a party member dies in range to resurrect them. They also give a low priority to re-casting it during combat.
A reason to bring it alone, it works well with heroes.

Quote:
Can only resurrect a party member within earshot range.
Not a downside since before it's update it was used to do silly things like rez across the map.

The main difference between HB and UA besides upkeep.

Quote:
Unyielding Aura - increases healing of all monk spells
Healer's Boon Healer's Boon - increases healing of Healing Prayers spells There are a few cheap diving favor spells worth bringing.

Quote: Bro, Savannah Heat's got it beat.

Burning on RoJ helps even the score but then SH can take EBSoH for another +90 damage and GoEP for +30. Also SH is nearby range which is like 5x as good as Adjacent.

Quote:
When dismissed, this skill can resurrect through Frozen Soil even if the caster or target is in its range. However, it cannot be cast while under the effects of Frozen Soil. Make an oopsy on Slaver's? No problem, even though there are better ways around Frozen Soil like Gaze of Fury.

Jeydra

Forge Runner

Join Date: May 2008

Quote:
Originally Posted by Lanier View Post
Is this a joke? UA is one of the most overrated skills in the game. Maybe it'll protect you against wipes but the job of a party's defense should be to protect against deaths. Anyway, with all the OP defense that comes with minions and spirits and, if necessary, ER prots or panic mesmers... I mean really, deaths shouldn't be happening outside of the super high-end areas like the DoA and HM WoC. No, it isn't a joke. UA is a fantastic skill. You can say it's the job of the party's defense to protect against deaths, but people do die occasionally (the fact that you continue to bring hard resses is proof), and when that happens UA does a lot (a lot) to counteract any potential wipes. Sometimes you can even die as energy management with UA around.

Bash UA if you want, but I will defend UA as one of the best Monk elites out there.

Wenspire

Wenspire

Wilds Pathfinder

Join Date: Mar 2008

USA - W.Coast

HiME

Mo/

UA is great if your team has problems keeping people alive. I can see people loving that skill that create teambuilds that skimp out on as much defense as possible. It's still an overrated skill that essentially keeps bad players.... as bad player.

Kunder

Desert Nomad

Join Date: Nov 2010

The only reason to have UA in a serious team build (i.e. one that minimizes deaths) is to have it on a profession that doesn't need an elite or secondary to be effective and that a Healing Burst monk (or other, worse monk build) can use Arcane Mimicry to steal. In this case it is indeed very effective (~280 single target heals and ~70 party heal on HB).

Using it on a monk bar to actually heal with is just silly, and sacrificing healing power to resurrect is even more silly.

Anaraky

Frost Gate Guardian

Join Date: Sep 2010

RoJ is great if you manage to ball a whole bunch of foes, but other then that it is very meh. In most 7H builds you don't need to actually ball stuff which just means that RoJ is generally unfavourable. But as others have said, Smiting monk elite skills are just bad overall. UA can work as a replacement, it is great when shit hits the fan (which will happen at some point). Although I generally prefer Emphatic Removal or even Martyr depending on the area.

However there is little point in running a Mo/x Smiter unless you really want that 16 Smiting. Rt/Mo with a Channeling/Smiting mix is probably better most of the time.

Showtime

Showtime

Forge Runner

Join Date: Sep 2005

WTB Q9+5e Bows/Q8 14^50 Weapons

R/P

Funny how fixated people are on the balling up aspect of using roj. What build doesn't benefit from enemies being balled up tightly or even just 2 or 3 of them?

There are tons of support skills that work great with roj. Snares, KD, shouts, spirits and anything that slows or stops moving targets. That includes you, evas, minions, spirits and maybe a microd physical hero to jump into the ball (x's fingers). AP builds will naturally work with EVAS and YMLD for aggro/kd/interrupt.

IT'S ALL IN THE EXECUTION. And when executed properly, it's fast, easy, and has a pretty Jesus Beam taking up the middle of the screen. During cleanup they may miss, but it's pretty much over if you call the right target and kill a few on the 1st RoJ. If you can tank a mob, all you have to do is flag team back, body block mob, release flag and call. 2+ RoJs will decimate most balled up mobs.

I enjoy using RoJ, but if it's not fun or taking too long, use discord, elems, mesmers, rits, etc.

Plz watch EFGJacks videos if you want to see very nice hero spikes. For the amount of effort, there isn't a much faster way to blow up a mob with heros imo.

Swingline

Swingline

Forge Runner

Join Date: Sep 2010

Somewhere far away from you

The Mirror of Reason[SNOW]

W/

UA is the best healing oriented monk elite in the game. Its so powerful you only need one in the entire group and any other monks go HB to catch successive big hits. UA's 50%+ bonus to healing and instant rez make it a party saver. I have seen resto rits bring UA and do elite content successfully with it.

RoJ is meh only on heroes unless you micro but that's tedious. Heroes never were any good with DoTAoE anyways. If a human is running it you should be using Arcane Echo+RoJ with PvE skills because most other smiting skills are useless. RoJ is by no means a bad skill, in its current form its actually good because of arcane echo but its held back by the rest of its useless skill line.

RoJ shouldn't be touched by the live team. If anything the smiting line needs an update and arcane echo a nerf.

Anaraky

Frost Gate Guardian

Join Date: Sep 2010

Quote:
Originally Posted by Showtime
View Post
Funny how fixated people are on the balling up aspect of using roj. What build doesn't benefit from enemies being balled up tightly or even just 2 or 3 of them?

There are tons of support skills that work great with roj. Snares, KD, shouts, spirits and anything that slows or stops moving targets. That includes you, evas, minions, spirits and maybe a microd physical hero to jump into the ball (x's fingers). AP builds will naturally work with EVAS and YMLD for aggro/kd/interrupt.

IT'S ALL IN THE EXECUTION. And when executed properly, it's fast, easy, and has a pretty Jesus Beam taking up the middle of the screen. During cleanup they may miss, but it's pretty much over if you call the right target and kill a few on the 1st RoJ. If you can tank a mob, all you have to do is flag team back, body block mob, release flag and call. 2+ RoJs will decimate most balled up mobs.

I enjoy using RoJ, but if it's not fun or taking too long, use discord, elems, mesmers, rits, etc.

Plz watch EFGJacks videos if you want to see very nice hero spikes. For the amount of effort, there isn't a much faster way to blow up a mob with heros imo. The thing though is that without a proper ball, RoJ is pretty weak mainly due to the fact that it is DoTAoE. Compare that to, for example, Fireball which will still do pretty good damage even if only two targets are hit due to the fact that it is instant 110~ damage on each target.

Also, if a group of mobs are balled you've pretty much won the fight already. At that point it doesn't really matter if you use RoJs, Mesmers, Elementalists or MoP. Either way they are going to die. Personally I feel it is better to take a skill that has a decent average rather then a high best-case.

AndrewSX

AndrewSX

Jungle Guide

Join Date: May 2010

Italy, Turin

Lake

E/

Even in very good hero build UA should have a spot. Because the best way to stay alive is unbalance the team on offense, and kill everything before they will kill you.
Obviously this doesn't mean running in HM mobs w/o prots (that's suicide, not offence unbalanced), but it means that shit can happen, mobs could live long enough (expecially after latest update) or casually focus on single target dishing too much dmg for the few defences you have.
And that's where UA comes in handy: allows to almost ignore a single death (insta-res, full hp/ene) instead of having half of the team trying to cast 4-5 sec res at the same time.
The rest of the bar really can be various. UA smiting for meeles, UA heal/prot if that's what you need. If you need just the res you actually can run it on a non-monk hero (as long as it doesn't have monk heals that would make sense to combine with UA boost): i have friends that runs it on curse Nec.

About Roj, as many ppl said is mostly matter of have it hit for all 5 secs most mobs at time. IF you can ball 5+ mobs for enoguh time and trow at them 2 rojs, well, i assure yo that Roj works. On the other hand this, and skills composing the rest of the bar, makes it a better choice for meeles rather than casters, where you should really use something else (old Invokers where the solution, now...well, that's another thread).

Anaraky

Frost Gate Guardian

Join Date: Sep 2010

Quote:
Originally Posted by Swingline
View Post
Did you ever consider RoJ does armor ignoring holy damage, which is doubled vs undead, and causes burning?

RoJ is the gold nugget in a pile of horse shit called the smiting line. Even though its gold, the fact you found it in a steaming pile makes it feel meh. Doesn't matter much if it does 40-50~ armour-ignoring damage per second plus burning if everything just scatters instantly. A skill such as Fireball will do about the same damage over time as a perfect RoJ. The difference is that a) Fireballs doesn't cause foes to instantly scatter, b) RoJs damage is concentrated which means it does more "burst" if everything hits but is considerably worse if it doesn't and c) Fireball isn't an elite. The same comparison can be made for several other AoE skills as well.

But you are right, RoJ is pretty godly against undeads. Same goes for Judge's Insight which you'll get pretty much free if you take RoJ. That just cements what I've said earlier, RoJ is situational. In the right conditions it is great but on average it is fairly lacklustre.

Also Smiting isn't that awful as a whole, assuming you have someone that can benefit from SoH. On top of SoH (which is godly), it has JI (situationally amazing, otherwise good), Castigation Signet (solid E-management in the primary line, some free damage as well), Smite Hex (good overall) and Smite Condition (good overall). There are a couple of useful skills beyond that but those are the main ones. Personally I think that Smiting would be great if they tweaked Smite a bit (manacost and cooldown mainly) and maybe added a new elite or two or simply reworked one or two of the less used ones. Although I would prefer if they reworked a lot of the more gimmicky Smiting skills I think that would solve most of the problems.

My 2c.

hunter

Frost Gate Guardian

Join Date: Jun 2005

You are also forgetting all your goodies you just mentioned are all part of a single attribute line, which is smiting. Hence this frees up 12 attribute points to spend however you like.

The divine favour line offers 2 5e party heals which are very very good when you have both copies on 2-3 monks. It is true each one is on a 12 sec cooldown but for such a cheap energy cost it becomes one of the strongest AoE healing in the game when brought in 4+ copies.

Try running a UA monk, with 1-2 smiter monks each with 13 attribute in divine favour and all carrying divine healing + heavens delight. It gets quite ridiculous because you have AoE healing, support, AND AoE dmg on a single character with above average e management.

Smiter monks together with the Sos/resto rit are a melees best friend

Relyk

Lion's Arch Merchant

Join Date: Feb 2008

W/

RoJ is the most powerful nuke in the game. Use Binding Chains.
Doesn't matter much if it does 40-50~ armour-ignoring damage per second plus burning if everything just scatters instantly. A skill such as Fireball will do about the same damage over time as a perfect RoJ. The difference is that a) Fireballs doesn't cause foes to instantly scatter, b) RoJs damage is concentrated which means it does more "burst" if everything hits but is considerably worse if it doesn't and c) Fireball isn't an elite. The same comparison can be made for several other AoE skills as well. A lot of players seem to vastly overestimate enemy scattering. Unless you cast it on an enemy already moving RoJ will pretty much always get 3/5 of its hits off before they get out.