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Old Apr 07, 2009, 08:48 PM // 20:48   #1
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Default Jade Quarry Warrior Builds that Work!

The mechanics of Jade Quarry favor caster and ranged characters over melee. Therefore the community shuns melee participation. However its the prefered match of chioice for those seeking to max the alliance titles; netting 3,5k of alliance faction per win.

The purpose of this thread is to aid players seeking to max the alliance titles with characters of the warrior class; with no alternative professions available.
The folowing are a few builds with which i've had excellent resluts and are fun to play with. They are both based on the elite [Defy Pain]. Caster and ranged players in JQ will mainly concentrate on capping; so relying on others for healing is not a good idea. Besides; unlike AB; unless you synchronize, JQ teams are selected at random.

In JQ warriors have two main roles; support and annihilation.
Goals are: prevent enemys from capping; killing carriers; aid team and escorting allied carriers to base.

These builds have been carefully put together with great thought.
Skills where selected for a particular purpose keeping energy management; skillcasting- and recharge time in mind.

Req: propper graphics specs and a good internet connection

Atributes:
Strength 11 (+2 +1) headpiece
Swordsmanship 12 (+2)
Curses 6
[sever artery][defy pain][plague sending][lion's comfort][savage slash][warrior's cunning][hamstring][gash]

Equipment:
Runes: superior vigor; superior absorption and attunement
Insignia's: 3 knight; 1 sentinel; 1 radiant on legs
Customized Zelous Sword of Vigor (from HoM)
Shield: +60/-3 hexed and/ or -5 20%/+30

Use:
cripple foe; bleed; lions confort; defy pain; deep wound; spread conditions and interupt at will. Use warrior's cunning on rangers; assas and monks to interupt/ damage them if they block attacks.

Enemy skills that absolutely need interupting:[insidious parasite][empathy] When fighting near shrines try to only interupt capskills!

The Pro's:
Endurance
Spread conditions to foes and carriers alike
Interupt
Freedom of mobility without having to rely on others
If by any chance you do get killed; let the tought "24 sec bleeding and 19sec deep wound=RIP" comfort you.

Notice this build has no IAS or IMS. You dont need them! Why? Cause instead of increasing your movement speed you'll be decreasing theirs; and with so much health and damage reduction you have plenty of time to clear the field.

The Con's:
Only ranger shrines can be caped.
Sensitive to AoE and ranged attacks. A constant buildup of adrenaline required

Tips:
Place yourself at a teleport exit preferdly near the yellow shrine or the center teleport and weed down the enemy as they emerge!

Cap ranger shrines near enemy base and try holding the telport exit. The rangers will kill the enemy carriers; while you prevent players from retaking the shrine. (If you hug the wall you should be able to pass the purple/ green shrine undetected by the enemy NPC's. If this is your main objective replace [sever artery] with [barbarous slice].

Stay out of range of enemy flagshrines. Instead wait for carriers to come in range and engage them.

Unless you absolutely have to kill an enemy on the elevation in front of the yellow shrine, avoid going there. There is no need for a warrior to cap those ranger shrines. Your better of drawing agro from enemy rangers by hugging the wall below and spreading cripple to enemy players while your carriers move on.

Exploit cripple applied by enemy NPC's to slow down enemy carriers and foes.

The Wammo build that WORKS!

Atributes:
Strength 11 (+2 +1) headpiece
Swordsmanship 12 (+2)
Healing Prayers 6

[sever artery][defy pain][purge conditions][lion's comfort][savage slash][healing breeze][hamstring][gash]

Equipment:
As above; but replace the hexed with a +45/-2 enchanted shield; and replace the vigor sword mod with an enchanting mod.

Use:
cripple foe; bleed; lions confort; defy pain; deep wound; remove conditions and HEAL yourself; team players; allied NPC's and CARRIERS at will!

The Pro's:
Mega endurance (for example you can take an empathy hit; kill the caster; zrank his corpse and move on to the next target with oodles of health to spare!)
Great team support
Aiding the team by soakingup damage
Heal and remove conditions on Carriers on critical moments
Interupt
and best of all: prevent single enemy RoJ monks; Necro and Ele Bombers from capping shrines.

If you are not able to kill/ interupt RoJ monks before they reach a shrine; cast HB on an allied NPC before RoJ hits; followed by PC directly afther burning is applied for the 2nd time and you'll retain the shrine. In case of Necro Bombers cast PC afther they explode. Cast HB only afther enchantment removing spells have worn out!

The Con's:
condition removal management issues due to 20 second skill recharge time (however this skill is almost impossible to interupt and therefore prefered)
Sensitive to enchantment removal skills (keep away from them Necros!)
Only ranger shrines can be caped

Both these builds are great and dont rely on external sources of healing. However in no way should they be used for solo play; but rather for tactically aiding your team.

Slightly modified these builds are also great for AB.

Last edited by isildorbiafra; Apr 08, 2009 at 05:49 PM // 17:49..
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Old Apr 07, 2009, 09:20 PM // 21:20   #2
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Jade Quarry Warrior Builds
No. I don't even have to read your whole post to know how full of bunk it is. Hey, you even do my job for me:

Quote:
Originally Posted by isildorbiafra
The mechanics of Jade Quarry favor caster and ranged characters over melee.
Promote players to play better by telling them what builds are good and how to run them, not by saying that we can find sub-par stuff that you can run anyways so that you don't need to ever improve.
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Old Apr 07, 2009, 09:26 PM // 21:26   #3
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i see nothing wrong with him wanting to run a warrior. but since capping the points are easiest for ranged professions i would suggest that you use your warrior as more of a guardian of the jade carrier. that being said bring some party wide speed buffs for them and some attack skills incase someone gets too close you can keep them at bay. cause all it would take is 1 monk on the opposing side to heal some of the shrine npc's and you might not cap it for awhile attacking 1 target at a time
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Old Apr 07, 2009, 09:42 PM // 21:42   #4
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This post was created with the intent to aid warriors make smartass rangers like Shayne go poof in JQ!

Last edited by isildorbiafra; Apr 07, 2009 at 09:57 PM // 21:57..
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Old Apr 07, 2009, 10:18 PM // 22:18   #5
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This belongs in PvP discussion.
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Old Apr 07, 2009, 10:39 PM // 22:39   #6
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Originally Posted by isildorbiafra View Post
However its the prefered match of chioice for those seeking to max the alliance titles; netting 3,5k of alliance faction per win.
I disagree. Assuming you win every round of play, and each one takes about 10-15 min depending upon wait time, you're talking about 14-21k faction/hour. Do a ferndale vanq for kurzick with H/H, and net about 30k/hour (assuming 22k/40 min run), or a Mount Qinkai vanq for 20-30k/hour (10-15k/30min run). Vanq'ing repeatedly for faction is boring, but I mix up ferndale runs with JQ. (EDIT: Preferred match of choice - ok. But vanq'ing still faster imo.)

On topic - I see a lot of melee in JQ, mostly warr and sin (occassional derv), but unless shadow stepping, they are degening from poison or limping by the time they get to me so they really don't pose much of a threat. Besides, if they continue melee'ing, I just run toward the nearest set of longbows and they will usually finish that enemy off. With that said, I could see a warrior with /a to utilize a shadow step for a "surprise attack", otherwise JQ is setup with good vantage points and enough distance between spawn points to allow for adequate mitigation of melee pressure through snares, etc. Besides, most leeroy warriors don't know how to kite (oops - did I just say that?)...

Last edited by gw_poster; Apr 07, 2009 at 10:41 PM // 22:41..
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Old Apr 07, 2009, 11:11 PM // 23:11   #7
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is there any other type of knockdown warrior or axe mastery warrior that is effective in jq?
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Old Apr 08, 2009, 03:06 AM // 03:06   #8
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melee is generally a lost cause in JQ. the map layout and ridiculous shrine cap mechanics means that it boils down to a nuker gankfest. there are two effective templates in JQ: nukers who nuke shrines, and gankers who can shutdown the nukers. unfortunately, melee is not effective at either. you're much better off running a ranger to snare/interrupt the nukers, or better yet, mesmer and/or necro and hex the shit out of everything.
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Old Apr 08, 2009, 03:31 AM // 03:31   #9
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assassins do a pretty good job of killing the bombers before they can do shit

also i find a good strat is to run a dev hammer warrior with an interupt and a teleport and just camp the teleporters where they spawn out of and KD ---> kill them as soon as they come out
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Old Apr 08, 2009, 05:24 AM // 05:24   #10
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Originally Posted by moriz View Post
melee is generally a lost cause in JQ. the map layout and ridiculous shrine cap mechanics means that it boils down to a nuker gankfest. there are two effective templates in JQ: nukers who nuke shrines, and gankers who can shutdown the nukers.
Which basically makes this thread a joke...

Sins are good for quarry defense, warriors can do the same thing but aren't as effective as sins.

[beguiling haze][frenzy][rush][agonizing chop][dismember][bonetti's defense][sprint][shadow refuge]

I used to play this, with runes and such for 30 energy. After playing real builds for a while I tried it again and thought it not as bad as you'd think, but basically sin does it better. Also, [beguiling haze] got nerfed so now the build lost a lot of its purpose (which was camping quarries waiting for nukers to come, then interrupt/dazing and killing them before they can cap).

You can't play JQ without either ranged attacks or frequent shadowsteps. Anything else makes you a waste of a team slot.

OP's builds are useless.
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Old Apr 08, 2009, 05:30 AM // 05:30   #11
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Originally Posted by isildorbiafra View Post
with which i've had excellent resluts
please define
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Old Apr 08, 2009, 08:46 AM // 08:46   #12
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please define
r12 in 3 months on avarage playing 2-3 hours a day. No synch.

Given; builds that rely on dazed can basically kill anything. Skills that apply dazed however have long recharge times; therefore making the user vurnerable in between recharges. I prefer prolonged endurance. U cant prevent capping if your dead.

To the trollers: please comment on my builds afther you have tryed them. If you like them use them; if not move on.

Please stop posting about how useless warriors are in JQ. We all know that; and I have confirmed this from the start. This thread suits a PURPOSE

Last edited by isildorbiafra; Apr 08, 2009 at 05:12 PM // 17:12..
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Old Apr 08, 2009, 10:01 AM // 10:01   #13
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Originally Posted by isildorbiafra View Post
U cant prevent capping if your dead.
You can't prevent capping if people just ignore you and go on capping ....

Basically this is gonna be another anti-defy pain flames thread.

Defensive elite = fail.
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Old Apr 08, 2009, 10:55 AM // 10:55   #14
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Originally Posted by Lux Aeterna View Post
You can't prevent capping if people just ignore you and go on capping ....
People cant reach a shrine let alone cap one if they'r crippled; bleeding; deep wounded; and if by any fluke of nature they do reach one; interupted!

Last edited by isildorbiafra; Apr 08, 2009 at 11:17 AM // 11:17..
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Old Apr 08, 2009, 12:52 PM // 12:52   #15
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Yep but what are you going to do if you stop one capper, then see another at at the lower/ higher level ? Run around to the stairs like a wammo?

Also that build is prty bad energy wise and lacking KDs + IAS.

[wastrel's collapse][tiger stance][falling spider][iron palm][falling lotus strike][horns of the ox][impale][dash]

Use that if you aren't a pussy - 16 dagger 15 deadly. Kills 99% of JQ capping builds in 6 seconds, that's one quarry capper stopped every 20 seconds. Got 36 zkeys with it on the double faction weekend.

Superior smiting rune = they don't even make it till 200 dmg from [impale].
Suggestions on it would be great.

Last edited by Lux Aeterna; Apr 08, 2009 at 01:03 PM // 13:03..
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Old Apr 08, 2009, 01:06 PM // 13:06   #16
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Yep but what are you going to do if you stop one capper, then see another at at the lower/ higher level ? Run around to the stairs while he casts ray ?

Also that build is prty bad energy wise and lacking KDs + IAS.

[wastrel's collapse][tiger stance][falling spider][iron palm][falling lotus strike][horns of the ox][impale][dash]

Use that if you aren't a pussy - 16 dagger 15 deadly. Kills 99% of JQ capping builds in 6 seconds, that's one quarry capper stopped every 20 seconds. Got 36 zkeys with it on the double faction weekend.

Superior smiting rune = they don't even make it till 195 dmg from [impale].
Regarding the first part. No i wont run around; but rather w8 for the carrier and kill it. Besides a team consists of 8 players. JQ is not a solo game; I can only hope my team is capable of holding/ recapping a shrine. Scoring points is as important as capping! I've seen plenty of teams that where master cappers and still lost 10-1 cause the carriers never made it home.

Regarding your build i'm well aware of it and have encountered it often. My rule of thumb when engaging assa is to approach them with an interupt. There goes your elete and most other 1234 assa chain builds! Here's a 1 by 1 on how its done:
Interupt your elite; plague send any condition that might land; apply cripple; bleeding and perhaps a deep wound; and just leave you standing there. Time will do the rest. Oooops your dead.

Last edited by isildorbiafra; Apr 08, 2009 at 05:17 PM // 17:17..
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Old Apr 08, 2009, 01:16 PM // 13:16   #17
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Killing the juggernaut isn't everything, and if it's escorted by a healer you won't be able to touch it.

Also, my build is better than most wastrel's collapse builds because it has a higher damage spike + more knockdowns. Generally it's a bad idea to click wastrel's instantly when you get within earshot, rather you should wait till the first spell is cast then use it after. I kind of make a hobby of owning other sins becaus i hate sins.

That's kewl that you've got a niche for yourself, killing juggernauts is important,

Last edited by Lux Aeterna; Apr 08, 2009 at 01:23 PM // 13:23..
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Old Apr 08, 2009, 01:33 PM // 13:33   #18
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Originally Posted by isildorbiafra View Post
Interupt your elite; plauge send any condition that might land; apply cripple; bleeding and perhaps a deep wound; and just leave you standing there. Time will do the rest. Oooops your dead.
How would you interrupt my elite ?

Also my build keeps you KD locked to the end of the chain. It wouldn't be quite enough to kill you unless your weird choice of insignia left you with low HP, but you wouldn't be able to do much. Plague sending might get me, but I'd be gone with dash right after you got off the ground (poisoned and missing 600hp).

Last edited by Lux Aeterna; Apr 08, 2009 at 01:35 PM // 13:35..
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Old Apr 08, 2009, 01:35 PM // 13:35   #19
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Killing the juggernaut isn't everything, and if it's escorted by a healer you won't be able to touch it.
Depends. If you hold the ranger npc shrine; not the carrier; but the monk is the first target of choice. Again i'll cripple him and keep wacking his ass; and let ranger NPC's take care of the carrier. Eventually the carrier will be out of reach and the monk wont be able to heal it; nor will he be able to cap the ranger shrine. However if the monk is a True healer with condition removal (not an RoJ capper with shitty healing skills); start pining your target like crazzy and hope help is on its way.
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Old Apr 08, 2009, 01:37 PM // 13:37   #20
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I think your build would be better if you brought [galrath slash].
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