Sep 18, 2009, 06:46 AM // 06:46
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#1
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Ascalonian Squire
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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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Sep 18, 2009, 07:59 AM // 07:59
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#2
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Wilds Pathfinder
Join Date: Aug 2006
Location: Chicago
Guild: LFG
Profession: R/
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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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Sep 18, 2009, 10:46 AM // 10:46
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#3
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Lion's Arch Merchant
Join Date: Nov 2007
Guild: Girls Pee Pee When They See [ME]
Profession: N/Mo
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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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Sep 18, 2009, 12:30 PM // 12:30
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#4
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Departed from Tyria
Join Date: May 2007
Guild: Clan Dethryche [dth]
Profession: R/
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Ignoring any quarry is a terrible idea. End of.
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Sep 18, 2009, 02:30 PM // 14:30
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#5
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Jungle Guide
Join Date: May 2007
Guild: Nice But Deadly[nice]
Profession: N/
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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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Sep 18, 2009, 03:10 PM // 15:10
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#6
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Forge Runner
Join Date: Feb 2008
Guild: The Warrior Priests [WP]
Profession: Me/Rt
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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
Ignoring any quarry is a terrible idea. End of.
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Sep 18, 2009, 04:35 PM // 16:35
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#8
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Ascalonian Squire
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Quote:
Originally Posted by Divine Ashes
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.
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Just to point out, if green is the lifeblood of the other team, why would you let them keep it?
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Sep 18, 2009, 06:27 PM // 18:27
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#9
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Krytan Explorer
Join Date: Feb 2009
Location: Not Dead
Profession: W/
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Quote:
Originally Posted by Hugh Manatee
The only thing I've ever managed to run in JQ that consistently worked was a melshot ranger.
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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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