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Old Sep 18, 2009, 06:46 AM // 06:46   #1
Ascalonian Squire
 
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Default JQ Strategy

For those of you that play JQ, stop going for yellow!! Now I'm not saying stop entirely, but the strategy of sending 6 people to yellow is the stupidest thing I've ever seen. Yellow is the hardest spot to defend in the map, yet every single time I enter the map, someone sends out a message saying, "If we take Yellow we win!!!!"

They're wrong. And here is why. The distance and time spent to get your juggernaut from yellow to base and back is longer than purple. It's also much easier to sneak around the back, snare the juggernaut, and knock out a guard post than at either of the other quarries. So it's easy to disrupt your carrier, is under constant pressure, and then you neglect your fastest route for this?

Here is a winning strategy. Go for purple, defend it. Then take green (this is for the kurzicks, opposite for luxons). My reasoning is simple, and is based off a lot of experience. If you take away the enemy team's fastest quarry while maintaining yours, not only will you be able to take yellow (luxons will divert at least one or two guys to taking back green normally), but you also delay their jade while yours is steadily increasing. Additionally it becomes easier to defend as people are diverted to attacking green instead of focusing on purple or yellow.

So please, please, please, I am begging you, stop piling your entire team on yellow like the friggin holy grail is hidden there. It's not, and it's actually the fastest way to lose I've ever seen. By focusing on that one area, you lose sight of your fastest jade carrier, and you overlook your enemies' fastest jade carrier.

Now let me point out that in the end, what it amounts to is that people are ignoring their fastest carrier and leaving it undefended, and ignoring their enemies' fastest carrier and leaving it alone, and then going for the one spot that has the least value. This is a terrible strategy.

So I hope you all got some value out of this and I'm hoping that the kurzicks start picking up again because lately the luxons have been smashing us pretty hard thanks to people spamming "yellow, yellow, yellow!!" Anyway, see you all in the quarry!
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Old Sep 18, 2009, 07:59 AM // 07:59   #2
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I disagree.

If you break it down very simply, purple is the closest quarry for kurzicks, green is the closest quarry for luxons, and as a result, those two are the lifeblood for their respective teams. Yellow is possibly the most important, because it is the only quarry on even ground (not even on even ground, in fact, because the longbows on the kurzick side of yellow won't attack the juggernaut with no other aggro nearby, while the longbows on the lux side don't hesitate in attacking carrier turtles). So, if you hold yellow and purple as kurz, you win. The path the juggie takes going to green is a lot longer than its path to yellow, and it is so easy for luxons to kill the juggie on the way, just as it is really easy to kill the lux carrier turtle when they manage to cap purple. Killing the yellow juggie/carrier on either side is much more difficult, so the yellow quarry is a lot more valuable to hold.

As for putting your whole team on yellow....no....that's not too smart. Usually when I enter JQ's people say 4-0-4. It's always smart to have people on purple quarry side to not only defend the quarry, but put some pressure on the green quarry if the opportunity arises.

You could of course argue that one way is better than the other, but in the end, the simplest way to put it is to hold the quarry closest to you (because it's the easiest to hold), and fight for the quarry on even ground.
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Old Sep 18, 2009, 10:46 AM // 10:46   #3
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Lawl

Quickest way to win is hold your respective base. And yellow.

The real key to winning is whether you have enough damage to take a shrine, and then have enough defense to hold a shrine.

Its not really what shrines you have. Its fastest to hold (if you are luxon) green and yellow. Its sending the right players to the right shrines and keeping them there. If you hardly have any defense ...interrupts/monks/rits...... then you have attack attack attack ahead of the shrines to keep the opposing team from taking shrines.
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Old Sep 18, 2009, 12:30 PM // 12:30   #4
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Ignoring any quarry is a terrible idea. End of.
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Old Sep 18, 2009, 02:30 PM // 14:30   #5
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The only thing I've ever managed to run in JQ that consistently worked was a melshot ranger. Just take the thing out the gate to the enemy's closest base and snipe their turtle/carrier, then savage/D-shot their monk escorts when they try to remove the conditions. I can usually take it out before it gets in the base.

Actually one other thing: W/N: OQQTQ0yGVSB0GyTISANgpiOorAA

GO BOOM!
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Old Sep 18, 2009, 03:10 PM // 15:10   #6
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Here's your real JQ strategy (recently maxed Kurzick so I've done both sides):

Kurzick - load in. C-space. Win since it's 8 on 5.
Luxon - load in. Bitch about leechers. Nobody reports because nobody else will. Lose since it's 5 on 8.

To be somewhat productive, I also agree with this:
Quote:
Originally Posted by Shayne Hawke View Post
Ignoring any quarry is a terrible idea. End of.
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Old Sep 18, 2009, 04:33 PM // 16:33   #7
Ascalonian Squire
 
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lol I never meant to imply that you should ignore yellow, only that it's the worst idea I've ever seen to consider that a priority. Here let me break it down in another way

If yellow is even ground, and it flops a lot since it's on even ground, then what you're telling me is that it's the number two choice because you can get your guys in faster than green (for kurzicks).

however green is the fastest for luxons. Wouldn't it make sense to steal that from them? Why let them keep their greatest advantage? What is the point of prioritizing taking yellow and attempting to hold it, when you could just snatch green and take away their best chance at competing?

And why would you allow purple to be defended by only one guy when it's being attacked by three luxons? That's your greatest advantage.

And yellow being on even ground makes it almost impossible to hold and very very easy to disrupt. I can't count the number of times I've walked around behind the guard posts and killed several guys and the turtle. And luxons do the exact same thing.

typically what I've been seeing happening on the kurzick side, and it's the reason kurzicks have been losing a lot lately, is because of a few factors:

1. at least half the team piles into yellow when there are about 5 luxons capping purple and green.
2. no one defends purple
3. no one attacks green

And let me point out that if you're attacking green, you're forcing the luxons to focus on defense. Therefore less people attacking purple and yellow.
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Old Sep 18, 2009, 04:35 PM // 16:35   #8
Ascalonian Squire
 
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Quote:
Originally Posted by Divine Ashes View Post

If you break it down very simply, purple is the closest quarry for kurzicks, green is the closest quarry for luxons, and as a result, those two are the lifeblood for their respective teams.
.
Just to point out, if green is the lifeblood of the other team, why would you let them keep it?
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Old Sep 18, 2009, 06:27 PM // 18:27   #9
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Quote:
Originally Posted by Hugh Manatee View Post
The only thing I've ever managed to run in JQ that consistently worked was a melshot ranger.
Run it with heart of shadow. You step up and down cliffs with ease. You kill juggs/turtles without much difficulty, or at least slow them the hell down. You can keep down every single RoJ in compass range, and a single hit on most necro bombers drops them below half and cripped/degening out in the middle of nowhere.

It's like you're a god among ants. A god who can't cap shrines

Savage, Dshot, Melshot, Natty Stride, Antidote Sig, Apply, Barbed Trap, Heart of Shadow.
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