Ray of Judgment

Ray of Judgment

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Posted by: Soryuju.8164

Soryuju.8164

Since there’s been a decent amount of discussion about polishing the Guardian’s Torch and Shield recently, I thought I’d bring our Focus up for discussion as well. Specifically, I’d like to talk about its #4 skill, Ray of Judgment.

Now, don’t get me wrong – this isn’t meant to be a whine thread. I love using the Focus in PvP, and Ray of Judgment is great when it works like you hope it will. However, it seems to me that getting RoJ to work properly is disproportionately difficult for the benefits it conveys. This difficulty comes from two primary sources:

1) The cast time. 3/4 of a second doesn’t sound too unusual, but since RoJ is a projectile dependent upon your character’s facing, the cast can fail if your opponent moves at too sharp of an angle to you while you’re casting. This can put the skill on a full cooldown without allowing it to properly activate, and it can be frustrating trying to get the skill to fire at all during teamfights where both you and your target are constantly moving.

2) The bounces. RoJ is capable of bouncing to both allies and enemies, and it seems to prioritize its bounces by whoever is closest to its current target. Unfortunately, when you’ve got multiple players involved in a fight, these positions change rapidly, and trying to get RoJ to bounce to a particular target can be difficult, especially with the 3/4 second cast. Even when it doesn’t cancel, using this skill with precision outside of small fights is often an exercise in futility.

Perhaps these difficulties could be justified if RoJ had a powerful effect. The Blind and the cleansing are nice when they hit where you intend, but they’re not outstanding when compared to the other AoE blinds and cleanses available to Guardians. The 3 second Regen RoJ provides is more of an afterthought than anything. The projectile these effects are attached to is slow-moving and does mediocre damage, and it can lose bounces when used at long range. Also, the skill only seems to bounce 3 times after the initial hit, rather than the listed 4.

To reinforce my points, let’s compare Ray of Judgment to a similar skill on the Necromancer’s offhand Dagger, Deathly Swarm:

http://wiki.guildwars2.com/wiki/Deathly_Swarm

Deathly Swarm has a 1/4 second cast time, slightly higher base damage, twice the Blind duration, transfers conditions instead of removing them, can copy up to 3 conditions onto each target, and enjoys a CD that’s 7 seconds lower than Ray of Judgment’s. RoJ’s advantages are the potential to cleanse conditions from allies, a longer range, and the ability to grant 3s Regeneration boons. Additionally, RoJ can hit one enemy twice in small fights. Both skills are slow-moving projectiles susceptible to being outmaneuvered or dodged.

Other points to consider: Ray of Judgment cannot cleanse conditions from allies precisely in any sort of teamfight, and it loses bounces at range, so these advantages over DS are dampened. The Regen boon, as previously stated, is negligible due to its very short duration. RoJ’s blinds are also less reliable, since the skill may bounce only to allies after the initial hit. In the majority of situations, RoJ is completely inferior to DS. DS is easier to use, more reliable, has a more potent effect, and can be used more frequently.

This is not to say that RoJ cannot be useful, but the power of the skill seems misaligned with the effort required to use it effectively. So what could be done about it?

1) Reduce the cast time of the skill. A 3/4 second cast is just too long for a skill that requires proper facing to use, and effects like Blind and cleansing are less effective when they aren’t available on-demand. Make it 1/4 second, like Deathly Swarm.

2) Additionally, make the skill only bounce between enemies to improve its reliability, and change the cleansing effect. Either make the skill cleanse one condition from the user for every enemy hit, or have it cleanse one condition from allies who are near each enemy struck by the skill. The former change would still leave RoJ considerably weaker than DS, so adding another effect may be necessary to bring it up to par.

Optional: Bring back GW1 Ray of Judgment. Please?

There are plenty of other potential fixes as well. Speed up the projectile, reduce the cooldown, add more effects onto the projectile, etc. These are just my own thoughts about the skill, and I welcome any disagreement about the problems or my recommended changes. It could be that I just need to L2P. However, the recent condition-heavy metagame has made every failed RoJ hurt much more than it used to, and I’d love to see the skill get some improvements.

Ray of Judgment

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Posted by: Linguistically Inept.6583

Linguistically Inept.6583

i disagree with you using deathly swarm as a comparison

… but i would like to see it provide a longer regen

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Posted by: Soryuju.8164

Soryuju.8164

i disagree with you using deathly swarm as a comparison

… but i would like to see it provide a longer regen

Would you mind expanding on why you think Deathly Swarm is a poor comparison? The skills seem mechanically similar to me (albeit not identical) and I find that when I play Necro, I use Deathly Swarm in a similar fashion to RoJ. My point was that the unreliable nature of RoJ’s support will often make DS more effective at cleansing and blinding, and that there aren’t many things RoJ does better. RoJ may arguably be stronger in 1v1 situations if you get a clear shot with it, though, since it can double cleanse and stack some vulnerability if traited. Personally, I’d like the skill to have more of an advantage than that.

I agree that longer Regeneration would be nice for the skill, however. At the current 3 seconds per hit, it’s only worth a few hundred HP every 25 seconds. I’d prefer to see issues with the cast time and bouncing dealt with first, but more healing would be welcome.

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Posted by: Lord Trejgon.2809

Lord Trejgon.2809

actually i have no or very little problem with that skill.
I’m using it mostly in “nearly melee range” what means that if I use it on the range instead of melee so that is only abou one dodge from enemy and is followed by zealots defense and/or flashing blade…
I don’t agree with that proposition of bouncing only for enemies – when I’m running orr I have nice profits whe castnig it in melee (actually I can be nearly sure that it will return to me)

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Posted by: Lucentfir.7430

Lucentfir.7430

The only thing I will agree with is faster cast time, due to the fact many times I would try to hit with RoJ only to have the target moving around me and putting it on a 3 sec CD, and ultimately not getting it off, when i need a blind or small bit of Condition removal, to get cripple or some sort of DoT on me..

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Posted by: Soryuju.8164

Soryuju.8164

@ Lord Trejgon

Since you mentioned Orr, I assume you’re referring to PvE, and RoJ is definitely effective there, since monsters don’t usually try to circle around you and move in fairly predictable patterns. Most of my concerns about the skill pertain to PvP and WvW, since like Lucentfir said, trying to fire the skill while turning usually means it will fail. When it fails, it either goes on a 3-second cooldown, which hurts if you were trying for a clutch blind or cleanse, or it goes on full cooldown if you’re unlucky (here the projectile fires, but somehow fails to track the target and disappears at your feet).

@ Lucentfir

I do agree that reducing the cast time is the primary fix for this skill, but I suggested changes to the bouncing mechanics because blinds and condition removals are effects best used with precision, and sometimes using RoJ amounts to randomly flinging these effects into a group of players and hoping that things go the way you want. Using the skill reliably means using it exclusively when only one or two other players are nearby, and this strikes me as bad design.

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Posted by: Lord Trejgon.2809

Lord Trejgon.2809

@Soryuju actually as for now I’ve learned that in PvP cases when You want to activate Ray odJudgement, You should stop holding PMB for that 3/4 second cast time….

“-Shield is meant to be broken!”
“-and on this occasion I keep mine plate armors”
discussion about offensive/deffensive playstyles