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 Post subject: the return of the JQ guide
PostPosted: 16 Feb 2010 11:16 
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Joined: 14 Nov 2007 12:54
Posts: 404
Location: Michigan
quote: it's not a problem if you're awesome at it
IGN(s): Jim of The Order
all my IGNs end in "of The Order"
xfire name: kirch1jt
Guild: [PIG]
Jade Quarry: Jim's site for fun and luxon faction!
http://guildwars.wikia.com/wiki/Jq
Quote:
The Jade Quarry is a resource control mission between the Luxons and Kurzicks. Each side fights to be the first to obtain ten slabs of jade from the jade quarries on the map. When a side wrests control of a jade quarry, a NPC jade carrier is spawned who takes Jade to the base. If the carrier is able to reach the center of their side's base, the jade slab is added to the total for that side.

Each side is a team of eight players randomly assembled from those waiting in the The Jade Quarry (Kurzick) and The Jade Quarry (Luxon) staging areas.

The map is balanced so that neither side has an advantage over the other. There are three quarries. Purple is closest to the Kurzicks, Green is closest to the Luxon, Yellow is equal distance from each side. There are a number of guard posts on the map which may be taken to assist or hinder the passage of players and jade carriers.

Both quarries and guard posts can belong to either side, and change sides when all NPCs for the location have been eliminated. This causes new NPCs for the opposite side to spawn. At the start of play the quarries are unclaimed, and must be taken by a player by standing on the stone platform of the mine. Each quarry has five NPCs; a ranger, two mesmers and two air elementalists. Each guard post can have two to four rangers.

The sides spawn on opposite sides of the map. All players resurrect automatically in the base and receive no death penalty. The base has three one way teleporters, labelled for each quarry. They take you out of the base to a location somewhat closer to their respective quarry.

So you want to JQ? Players have VERY specific roles in JQ. Decide what you want to do before going in.

  • Capper (eles, monks, necro bombers, anything that does lots of AOE dmg to cap quarries quickly)
  • Healer (monks, rits, anything that can hold a quarry from being killed off, most monks go heal/smite so they can kill and help heal)
  • Runner (typically monks some monks will bring a skill like "Make Haste!" to use the on Turtles so they can score points faster)
  • Ganker (eles, assassins, necros, mesmers, etc anything that can kill a juggernaut that is making it's way back with a piece of jade)
  • Sniper (ranger, almost always a ranger with an interrupt (anti ROJ) and something to cripple juggernauts and even kill them)
I will post solid JQ builds later, 1st i just wanna get the basics down

The Basics:
Here is the layout of JQ
Image
As a Luxon you want to try to ALWAYS hold green and defend the green Turtle if needed. If green is in good shape then push towards purple, even if you die pushing purple as long as you kept kurzicks from pushing green then you did your job, if you can kill some mo fos before dying then thats even better.

Pushing purple keeps green in nice shape and also relives pressure on yellow so you can cap that quarry too.

Gankers are anyone that gets behind the turtle and slows it down attacks it. You may see rangers doing this a lot. If you are offensive you may need to focus on them. Show them that this is not an area they should hang out in cuz theyll die. If they keep coming back and you keep killing him then you may have just found your role for that match, kill the ganker attempts. If you can not kill that ganker (if your build isnt designed for that) then push onward, theres not much you can do there. If you can heal then just try to keep his target alive.

If green is getting hammered you gotta regroup cuz you are in bad shape. Try calling for help at green or push to purple or yellow, if you found a mob of kurzicks you most likely wanna go where the mob isnt.

Basically, hold green, push purple, try to hold yellow, and kill anything that tries to kill the quarries or turtles. Be the 1st team to get 10 jade back to your base and you win! If you loose you still get 250 pts per point (not bad!).

NOTE: a turtle that does not have a piece of jade is ok to let die because it will respawn at the quarry with a piece of jade. Let Jadeless turtles die.


  • How to play the Capper: look at the U-map and cap shrines/quarries the kurzicks are holding, easy as that :D If you wanna fine tune your capping, target the middle NPC on the quarries, (usually one of the illusionists) so that way your AOE hits all 5 of them.
  • How to play the Healer: Try to keep the turtles and quarries alive, if you have time heal some teammates too but jade carrying turtles should be priority 1, green quarry is priority 2, other quarries, then shrines and teammates.
    NOTE: most healers are not just straight healers, for example: I typically run a smite build with some heal skills. Others like to run full heal. If you like to run full heal PLEASE bring at least 1 skill to run points, using "Make Haste!" on turtles makes you more vaulable then just a healer
  • How to play the Runner: mentioned above in the healer section, but some eles or others may even pack "Make Haste!" to help when they can, never a bad move ;)
  • How to play the Ganker/Sniper: typically gankers are specialists at 1v1 fights and/or specialists at killing a juggernaut ASAP. If you are designed to gank juggernauts then run to them as quick as you can and attempt your kill. A run skill is nice for this as well. As a ranger you can kill juggernauts nicely but if they are being healed then just be happy with keeping them crippled. A super slow juggernaut is still a lot better then nothing. Rangers should always try to be on the higer elevations for better range, dmg, and durability.
  • How to stop gankers: typically they are either squishy casters or rangers, anyone offensive can help ward away a ganker, if you can kill them even better.
  • How to stop Necro Bombers: these are annoying, they run in and die on a shrine/quarry ASAP, they explode and kill the NPCs. Since you resawn fast in JQ they can be very annoying. To stop them there are only a few things you can do. Catch them on their way to a target and kill them before they get there. Snare them with cripple or a hex, even a KD slows em down. Remove their enchantments, skills like Rend Enchantments are great anti bomber skills. I like packing that if theres a lot of bombers.
  • How to stop Cappers: rangers and mesmers are good at this, most capper skills are massive AOE skills that take at least 2 secs to cast. Interrupts are your friend. If you are a ranger or have a mesmer secondary or primary i highly recommend at least 1 interrupt! If there are [[ray of judgement] monks try to make them your interrupt target, RoJ can kill a shrine in 1 cast if done right. Or if you have any heals, simply heal the NPC. A number of monks bring an anti interrupt stance or glyph. If they do, just do whachu can against them. If you have a KD skill even better! Thats part of the reason i love Shock :D

stay tuned for my fav JQ builds (feel free to add yours to the JQ Build libray too!)

_________________
"in the creation of the Shard Wolf the structural stability of the Obsidian Shard was compromised." -jim after some beers
SPOILER:
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request a cool sig here!
See the sigs i made here!
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 Post subject: Re: the return of the JQ guide
PostPosted: 16 Feb 2010 12:18 
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Joined: 14 Nov 2007 12:54
Posts: 404
Location: Michigan
quote: it's not a problem if you're awesome at it
IGN(s): Jim of The Order
all my IGNs end in "of The Order"
xfire name: kirch1jt
Guild: [PIG]
Necro Bomber:
http://pvx.wikia.com/wiki/Build%3AN/A_Contagion_Bomber
 
equipment: Pk5RiMz6TjeMvKSVGMFpnWXMFZYZRMF5TKBMFpGcLMFZHA
Personally i liked bringing Wallow's Bite instead of Putrid Bile


Ranger Sniper:
 
many times i'll bring Rend Enchantments inplace of Antidote Signet for those neco bombers


Monk Smite/Heal/Runner:
 
for more healing swap Spear of Light for Ethereal Light


Monk Smite/Heal/interrupt:
 
i like to use Arcane Echo in this build too


Monk Smite/Heal/SHOCKER~!: my favorite build but one of the more challenging to use
 
if theres someone bugging you hit them with skills 1-2-3 and they will eff off in a hurry (assuming you actually knock them down when they are still in the RoJ). I love this build, it caps, heals, speed boosts, and interrupts


Mesmer Anything Counter:
http://pvx.wikia.com/wiki/Build%3AMe/N_JQ_Counter
 
equipment: Pk5hhMz6TDdMvKSlFMFpFmWMFZY5PMFZMaAMFpnsKMFZGA
I havnt ran this one but after checking it out, it looks solid!
Open Slot options:    


Ele Capper:
 
there are a ton of options for eles but here's a basic build for capping, imo
some secondary profession options:   interrupt of choice


I have another ganker Necro build ill post later, I also have some melee builds if you HAVE to bring melee, lol. Im not a fan of melee in JQ because of all the different elevation levels in the game, if you are melee i highly recommend a teleport skill like Death's Charge

_________________
"in the creation of the Shard Wolf the structural stability of the Obsidian Shard was compromised." -jim after some beers
SPOILER:
Image
request a cool sig here!
See the sigs i made here!
Image
God Bless!


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