Talk:Ray of Judgment

I've captured this from a random boss on the mission after the Enternal Grove. I don't remember the name of the boss so I won't add it... if I do the mission again and find him I'll write it down. Alxa 11:51, 1 May 2006 (CDT)

As far as I know, all the afflicted bosses of the same profession have the exacct same elite skill. So the Afflicted Monk boss in Unwaking Waters would definitely have this. --Kit Engel 11:19, 15 May 2006 (CDT)

Ray of Judgment vs Signet of Judgment
Ray of Judgment does about 25-30 more damage than Signet of Judgment depending on the number of points in Smiting (which is about 40% more damage), and it does extra burning damage against animated undead, but it disables non-smiting skills for 10 seconds. Signet of Judgment knocks down the target, costs 15 less energy, has a 5 second shorter recharge, can have it's recharge cut nearly in half using Mantra of Inscriptions, and is immune to energy-denial. Personally, I would rather take Signet of Judgment, unless I knew I was going up against a minion master. Am I the only one? --Tjoneil 23:41, 19 May 2006 (CDT)

In typical situations, signet is clearly the wiser choice. However, since Ray is a spell, it gains a slight advantage with a potential halved casting/recharge rate. With the influx of new anti-signet spells, like Icy Prism, ray of judgement might find itself in a sideboard. In general, it's more of a fun novelty skill than a cornerstone elite. It's effectiveness shows in alliance battles, which frequently feature minion masters. -- Sinborn 22:15. 19 May 19 2006 (CDT)

Usage notes overly obvious.
Im sorry but do we really need to tell people that echoing the spell does double damage? Yes its true, but its also blindingly obvious. Ive always thought of usage notes as tips on use that arent quite so obvious or more complicated (like using an ally to inflict bleeding then casting fragility followed by virulence followed up by epidemic). Dont get me wrong tips are good but to me this is on par with saying that gash works better if you use sever artery first.--TypoNinja 00:25, 1 June 2006 (CDT)

Consider using with a group en masse as a spike, you'd only need 5 monks w/ 16 smiting to... drop someone dead, if timed right. And only with one skill (By all.), in comparison to blood spikes (Needs 8 people) and ranger spikes (...I lol'd!). This is a very powerful spike skill in my book, but echoing it doesn't seem a viable idea except perhaps in AB, where it'd drain 45 points of energy in a matter of seconds. Owwwww... Kamahl 10:05, 2 September 2006 (CDT)
 * Wasting 5 elite slots for 1 Spike/each 30 seconds? IMO it`s stupid, spike groups rely on spiking the fastest way possible (5-8 seconds/spike). And adjacent isn`t large area, so it won`t help much (except Oppresive Gaze for blood spike, as it can be cast each 7 seconds and may mislead Infuser). --Nivrax 11:42, 2 October 2006 (CDT)


 * You'll see. You'll all see the power this elite bears. What do blood spike groups do? Oh right waste 8 player slots to take down one foe. This only takes 5 players, and so long as your team doesn't suffer losses in HA, who cares about the recharge? You can keep up pressure with Banish, Smite, and Spear of Light while it's pouring back together. I think it's dumb to waste 8 slots when your defense becomes wretchedly horrid. Plus with the new 6 man HA, this'll only take 4 players and still almost always provide an instant-kill, with no additional spells needed. Let's see, 4 Smiting monks bringing heal area and karei's circle... ball build? 71.68.110.118 14:48, 11 October 2006 (CDT)


 * Except the smiters can't do anything but smite due to the recharge. Effectively anyway. Why not use a Moa Spike then? FYI Holy Strike does almost as much damage, has a duplicate, and is not an elite. Have a galer, and 4-5 spikers. AoD/shadowwalk/death's charge to the target, Holy Strike. They are dead. If they aren't Stone Soul Strike again. I don't think they can infuse 1100 damage in 2 seconds. And, ooo, look at the recharge. GG.--Silk Weaker 04:32, 3 November 2006 (CST)

Total damage math
"This is particularly helpful in Alliance Battles where Minion Masters are very common. This could potentially do (at 16 Smiting Prayers) 220 damage + burning for 9 seconds (126 damage) = 346 damage to each minion."

I realize it says' potentially', but I think an important distinction is that most often, it will deal far, far less burning damage: Minions are typically running at quite high degen, and with Verata's Sacrifice nerfed, most of the time, you won't add much, if any, damage at all through burning degen, making that effect largely useless. Merengue 17:06, 16 October 2006 (CDT)


 * Acutally Merengue, given the rapid rebirth of minions in Alliance Battles, I'd say that the burning adds quite a bit of damage.--Ryudo 02:38, 5 December 2006 (CST)