User:Malokai92/Guide Index/JQ Guide

Overview
Jade Quarry consists of a couple players covering for the rest of the crappy team they get. Rather than explain how to play the game, I will give a thorough scrubbing on techniques of using a RoJ Monk. There are four tasks in Jade Quarry for you:
 * Capping Shrines
 * Guarding Shrines
 * Running Juggernauts
 * Killing Turtles

Quarries
There are three quarries on the map. Each quarry 2 Elementalists, 2 Mesmers, and 1 Ranger. The Elementalists spam Lightning Hammer and Lightning Surge, which does massive damage and spikes down players. The Mesmers will spam Clumsiness if no spells or enchantments are used. They will remove enchantments with Shatter Enchantment and interrupt casters with Power Spike; they hurt.
 * Purple Quarry - Kurzick Quarry
 * Green Quarry - Luxon Quarry
 * Yellow Quarry - Neutral Quarry

Shrines
There are three shrines on each side at the start of the match:
 * K1 - Left shrine to Yellow Quarry
 * K2 - Center shrine to Green Quarry
 * K3 - Right shrine to Purple Quarry
 * L1 - Left shrine to Green Quarry
 * L2 - Center shrine to Purple
 * L3 - Right shrine to Yellow Quarry

Kurzick vs Luxon
With the newest update introducing Imperial Faction instead of Kurzick/Luxon faction, Kurzicks now have a predisposed advantage. The K1 is bugged so that the Luxon Rangers are placed too far away from the edge and won't attack the Juggernaut. L1 is placed correctly and the Ranger shrine will kill the Turtle if it's not taken down or diverted. This saves you a lot of time at the start of the match. The Kurzick portal is closer to Yellow Quarry than the Luxon portal. The difference is about .5-1 seconds, a significant amount that means Kurzick are 80% likely to grab the quarry. If you're using a 33% IMS, you will get the quarry close to 90% of the time unless the game lags. Luxons also have a harder time capping K3 in comparison to L3, you may need to move back closer to the base to get wall block. The same goes for K2 from Kurzick base side, you may need to move back a little into the wall to avoid getting hit.

Build
[build prof=Mo/P smiting=12+1+3 div=9+1 comma=9][castigation signet][ray of judgment][reversal of damage][smite condition][smite hex][bane signet][make haste][fall back][/build]

Skill Notes

 * Castigation Signet - Gives you much needed energy to spam Reversal of damage as well as finish off enemies that RoJ misses.
 * Ray of Judgment - Kills any NPC in one cast and your primary capping skill. It also will kill turtles quickly and dissuade rangers trying to take down quarries.
 * Reversal of Damage - Your primary healing skill and pretty strong at that. You will use it to nuke shrines, guard shrines, guard carriers, keep yourself from dieing, and even kill turtles. This skill lets you survive almost any conflict.
 * Smite Condition - Removes Cripple from Rangers, Burning from RoJ Monks, and general condition removal for running juggers. It can also be used to nuke Ranger shrines and quarries faster.
 * Smite Hex - Usually used to remove Lightning Surge at quarries. It lets you keep the jugger clean and deal with Mesmers and Necros.
 * Bane Signet - Lets you finish off enemies RoJ misses and your defense against melee. This combined with "Fall Back!" allows you to get away from melee pretty easily.
 * Make Haste - Main skill for running Juggernaut. Also useful at the start for any guy with Dash since it guarantees capture of Yellow Quarry.

Equipment

 * 40/40 Smiting Prayers weapon set
 * Spear of Defense (+5 energy)
 * Command Shield of Fortitude with +10ar vs. piercing
 * Command Shield of Fortitude with +10ar vs. lightning
 * Command Shield of Fortitude with +10ar vs. slashing/fire

The Start
One key event that decides the momentum of the match is the beginning. Always start at Yellow portal, there's no point in going to Green unless you are sure your team will get Yellow (doubtful at best) and Purple is a waste of time, you're a capper after all. The start goes like this:
 * 1) Stand at the back of the circle of the portal.
 * 2) At one second, do not hold but press forward, this prevents you from lagging and you get out of the portal faster.
 * 3) Use Fall Back right after going through the portal.
 * 4) It takes around 9 seconds to get to the shrine, 8 of the second are under Fall Back.
 * 5) Aim toward the yellow marker name, there is a certain window that will capture the shrine. You will notice this if you try to capture the shrine on the left side and the Luxons capture even though you were closer.
 * 6) You will win the race about 90% of the time if done right. Otherwise you have a Monk using Fall Back on their side with a bomber with Dash who got out fast. The second reason you might not cap is when the game lags or doesn't register that you're there, in which case, you scream and throw your keyboard at the wall.
 * 7) Use Make Haste on the jugger as soon as he stops being invulnerable while you use Fall Back and head to L2. Don't worry about it being killed, K1 is glitched so the Rangers won't attack the Juggernaut. However, they will if it is recapped by the Luxons, so check whether an idiot Kurzick has capped it or not to see if you will have to recap it soon.
 * 8) Cap L2 if the Luxons bothered to cap it and continue to L1.
 * 9) Use Fall Back after a couple seconds moving toward L1 otherwise it will end before you get to the corner and you take additional damage.
 * 10) Nuke L1 and head toward Green quarry. Take out the Green quarry.
 * 11) After nuking Green quarry, your Juggernaut carrier will spawn. Run your Juggernaut back since you will most likely need to take out L2.
 * 12) At this point, decide if you need to defend Yellow or Purple, or you're able to go harass Green quarry.

Capping
All NPCs have 330 health on the map. Ray of Judgment does 339 damage. Ray of Judgment hits all adjacent foes, which takes out all the NPCs at once. This becomes a problem if the group scatters, either from idiotic nukers or players running away from shrines, pulling the NPCs with them. To reset the NPCs, you need to reaggro the group and then break aggro so they run back. This can be as simple as using a signet and running back or aggroing the whole shrine and breaking with "Fall Back!" Either way, it's a major inconvenience to deal with. From time to time, NPCs won't die from a cast of Ray of Judgement. This usually happens when there's lag and the NPCs start regening health a split second before they're suppose to die. Make sure that you don't have Weakness on you, as this will leave the NPCs with a sliver of health left even if Weakness is applied on the last couple pulses.

Ranger Shrines
Each shrine has three Luxon Rangers that spam bow attacks and Pin Down. For K3 and L3, the shrines have 4 rangers and will only spawn 2 rangers for the opposing team when capped. Equip your Piercing shield before taking out a shrine. There are two way to take out any of these shrines: While one will survive sometimes, two is pretty rare, and three is extremely rare. You can take out up to two with your signets but need to use RoD if three survive. If you have any conditions or hexes courtesy of Luxons, you can use those to finish off the shrines and thank your Luxons friends for their assistance.
 * The first is casting RoJ and then dodging the ensuing arrows. Just cast and click in a tight circle to dodge all the arrows. This takes effort and should all be done if you're in a hurry.
 * The second way is standing against a wall so the arrows miss. This is what you will be doing most of the time. The safe spots are touchier for Kurzick shrines compared to Luxon shrines.

We'll talk about the scattering from the AI that occurs. When the AI reach a certain point, they will scatter, this occurs at the end of the fourth pulse of Ray of Judgment. When they scatter, they will move away from the foe casting. If they have room to move, the original foe targeted by RoJ will move a split second sooner than the NPCs next to him. Thus you are left with the Ranger your targeted when casting RoJ alive while the other two die (usually). The key is to cast RoJ at an angle where the Rangers will run into a wall and get it by the last pulse. There are certain spots on each Ranger shrine this can be done.

Quarries
The quarries take a different approach. Ray of Judgment must hit the central NPC, which happens to be a Mesmer. You'll know you've picked the center one rather than the one next to him if you look at the compass and the dot is at the center of the arch. Hide behind a rock if you can, this typically only happens at the Yellow quarry though. Use Reversal of Damage while the Mesmers use Clumsiness or they'll shatter it before the eles hit you first. If you time it correctly the Mesmers will use Shatter Enchantment right when the Elementalists hit you with Lightning Hammer, wasting it. Finish off strays with signets. About 95% of the time, the Luxon Elementalist will cast Lightning Surge on you just as the group dies, so pre-prot and use Smite Hex on your shield set.

Scattering works differently at quarries since you don't have a blocking angle and there's casters. Since they don't have bows or up on a ledge, they don't immediately wand you and catch aggro. This means on the fourth pulse, none of the casters will scatter, although the Ranger may scatter from time to time. The best solution is to tank it out; as long as they're attacking and hitting you, they are less likely to break aggro. I have found this is a very reliable way to kill a quarry before NPCs scatter. A more advanced technique is to cast RoJ and run around in a circle just within aggro range. This will keep aggro of the NPCs so they don't move and you take little to no damage. If you run too far away, you'll break aggro; it's a fine line. This is much easier to do with "Fall Back!" up.

Guarding Shrines
First of all, RoJ monks aren't really suited to guard shrines but keeping a shrine up from a couple enemies gives invaluable time. The three main threats are Necro Bombers, RoJ Monks, and PI Mesmers. In all situations, you'll need to be proficient with your casting. Your goal is to keep up the Kurzick Elementalists, then the Kurzick Mesmers, then the Kurzick Ranger. Note that the goal of keeping the shrine up is to buy enough time for your Juggernaut to get to the shrine before it is capped. You can let it get capped afterward and re-cap it. An excellent technique to thwart cappers, mostly Necro Bombers, is to let them kill the center three NPCs. This prevent Ray of Judgment, Cahos Storm and Necro Bombers from hitting the other NPC since the AoE is adjacent. It means you only have to keep one NPC up at a time.

Take the time to guard Ranger shrines if you're passing by. It's easy to prevent the bomber or RoJ from getting a kill where they have to spend the extra time to finish the shrine. You may wish to let them be capped so you can farm for faction however.

Splinter Barrage Ranger
One of the more popular choices by Luxons, this has seen more play recently. Rangers simply spam Barrage from a ledge so NPCs stand there and die. With Splinter Weapon, they die pretty fast. The key is letting the center and an adjacent NPC die to prevent Barrage from hitting them all. It's extremely easy to keep one NPC alive since Barrage is terrible damage on its own, just spam Reversal of Damage. Use Bane Signet to interrupt Barrage and spam Reversal of Damage some more. If you're defending the shrine, use Ray of Judgment to force the Ranger to move and buy some time. Make sure you don't get interrupted when recapping the shrine, you do have walls after all.

Necro Bombers
Decent bombers can take a shrine down in two seconds flat, so you have to be ready. Pre-cast Reversal of Damage on one of the edge NPCs. When the Necro use Putrid Bile and shadowsteps in, starting casting Smite Condition to remove bleeding from Signet of Agony. quickly follow it with Reversal of Damage to counter Death Nova. Even if you miss Death Nova, the NPC always has a sliver of health left so there's a little room to breath most of the time.

RoJ Monks
There's a reason you're using a RoJ Monk, which is why other people will be using it too. Pre-prot in order of importance. Cycle through RoD->Smite Condition->Smite Hex on each guy to prevent them from dieing. Use "Fall Back!" on the shrine so the NPCs can kite out of RoJ and the heal will substitute keeping them alive from RoJ. This is a useful technique for any profession bringing "Fall Back!"

Elementalist Nukers
the most common nukers are Searing Flames Elementalists, and they're more of an annoyance than a threat. The nukers can be a pain in the ass the first time, but Meteor Shower has a nice long recharge that makes them inferior to other nukers. Spam RoD, Smite Condition, and Smite Hex on the Kurzick Ranger, abuse his extra armor. Don't hope you'll keep one of your squishies casters alive. Just keep spamming your skills to keep the Ranger alive. This should give you enough time for the Juggernaut to get there. Remember to use "Fall Back!" so the NPCs kite out of AoE.

Running Juggernauts
First of all, running juggers should only be done while you defend a shrine or when the carrier is under threat of attack. You do not need to run a carrier moving away from a shrine. As soon as the carrier gets the quarry, you no longer have use for the quarry for the next 30 seconds the carrier takes to get back to base. Your time is better spent capping. Running juggers include keeping them alive. While you're not full specced into healing, you can keep up a jugger reasonable well. Remove any snares that get applied with your hex and condition removal and spam RoD and Fall Back to get the jugger safely past a Ranger shrine or into the base. You have to pay attention the messages when juggers die so you'll know if they're being camped or not by a ranger, mesmer, or elementalist and your team is such shit that they can't defend the jugger. Ignore Green juggernaut since he tends to die in any case unless it happens repeatedly and Kurzicks hold the shrine.

Ranger Shrines
While you can keep a jugger alive from a couple enemies, Ranger shrines will tear your juggers apart. Try to aggro the Ranger shrine before they aggro the jugger while you keep the jugger alive from the enemies. This isn't too hard since you have Fall Back to get to the wall which also is healing and boosting the Juggernaut. If you're running Green since you just capped the quarry, you can kill K2 while you wait. If you're fast, you could feasible take down K2 and the L2, just don't boost the jugger. If your Juggernaut is about to be hit by a shrine, you can nuke it and then spam RoD and remove Cripple on the Juggernaut. It's much easier than trying to keep the Juggernaut alive the whole time.

Pscyhic Instability Mesmers
Psychic Instability Mesmers with both Wastrel's have become as popular and as common as RoJ Monks and Necro Bombers. They can nuke a shrine as fast as a RoJ Monk if done correctly. They can also interrupt RoJ Monks with PI and any other interrupts. At 16 Domination Magic, it takes two casts of Wastrel's Worry and Wastrel's Demise to kill a carrier. A RoJ Monk cannot outheal a Mesmer spamming Wastrel's Worry and Wastrel's Demise without assistance. This makes them a nightmare for RoJ Monks and any other profession.

MS/BA Ranger
Melandru's Shot Rangers can be a pain. You have no hope of removing Crippled when it's covered by Bleeding and Poison, so simply spam RoD and use Fall Back. Interrupt the Ranger with Bane Signet if you can. Rangers don't deal a lot of damage so it should be pretty easy to keep the jugger alive, you'll just have to wait for it to get to safety.

Burning Arrow Rangers pose a greater threat. A smart Ranger will degen you and the carrier to death. You can't remove Crippled from yourself or the carrier and Burning Arrow hits hard. At the top of Yellow Quarry, it can hit 112 on your caster set. You use the same technique as the Melandru's Shot Ranger and hope the carrier makes it.

Seeping Wound Sins
They used to be the biggest threat since they can take out juggers in around 5 seconds. With the nerf to Seeping Wound, popularity will die down but experienced players will probably still use it. Remove Deep Wound with Smite Condition before you remove Seeping Wound. Make sure you Haste the jugger as soon as possible. Use Bane Signet to interrupt the chain if the sin starts repeating it again. Usually you can save a jugger if you remove Seeping Wound soon enough and spam RoD, using Smite Condition if he uses Twisting Fangs.

WK Necros
The Weaken Knees Necro has one goal, killing your juggernaut. While you will almost never see this played, it's effective for killing juggers since it's a fire and forget method that doesn't give much time to respond. Remove Deep Wound from Augury as soon as possible or the jugger will die. Spam Reversal of Damage and Smite Hex and the jugger will stay up. Fall Back also works very well for getting the jugger away from the caster and countering pulse damage. There are so many times where a jugger can be saved just by removing Weaken Knees and Enduring Toxin. These have pretty much faded out due to how effective Mesmers are at it.

Water Eles
Can be more effective than other killers in most cases. Usually these are Shatterstone or MoI Eles. If they bring IoP, you are in a world of trouble. They can both stack snares and kill the turtle and you pretty fast. Don't bother with the jugger at Green, it takes too much time and effort to keep him alive. Teinai's Prison is usually used as a very long snare covered with damage. Try to remove IoP if they use it and RoD against Shatterstone. The ele will be spamming snares, so there is really no point in removing them. Spam Fall Back and Make Haste to try and get the jugger away.

Killing Turtles
Only shrines with 3 Rangers can kill a Turtle by themselves, which would be L2 and K3. You can take down a shrine right before a Turtle crosses so the Rangers will kill it and continue on your merry way. This will only work if there aren't any healers and the rangers are given enough time to pewpew the turtle to death.

Monks have these fantastic armor-ignoring skills that aren't very effective against turtles unless done correctly. To elaborate, the other way to kill the turtle is to spam your skills until it dies. Stand in front of the turtle and spam Reversal of Damage; it will use Carrier Defense and teleport you away and take 80 damage while you take 20. Fortunately, you can still move will KDed so move back in front and repeat. You can usually get hit by the time RoD recharges if you move quickly. The problem with using Ray of Judgment is the turtle will usually only get hit 1-2 times before moving out. Fortunately the turtle stands still for a second after using Carrier Defense. Preprot with Reversal of Damage and time Ray of Judgment to hit right before the Turtle uses Carrier Defense and it will explode. It's better to time Ray of Judgment late rather than early. Continue to RoD spam the Turtle to death and use your signets if it is near death but close to the base.

As you would guess, the best technique for killing a turtle is combining the two. Nuke a shrine as the Turtle passes by and spam RoD in front of it until it dies. Being snared and constantly using Carrier Defense means it won't get away from the shrine any time soon. Having a turtle getting pewpewed by Rangers and snared with Pin Down gives you breathing room to set up a RoJ spike and keep it in RoJ for the duration. Unless the monk is attentive, the turtle will die in about 5-6 seconds. Many times monks won't be able to heal the turtle fast enough, at which point you can taunt how shitty they are as healers.

Yellow Turtle
While the Luxons love to camp Yellow Quarry to pick off Kurzicks, they don't pay much attention to what's behind them. This makes it pretty easy to gank the Yellow Turtle. You usually won't have time to cap the Ranger shrine in advance, so you will have to spam RoD until RoJ recharges.

Green Turtle
You will need L1 and to spam Reversal of Damage for the turtle to die, as it's practically impossible without the rangers and the rangers won't kill it by themselves. Monks tend to pay attention since they camp Green Quarry, but sometimes you can squeak in a kill if it's timed well. At the worst, you've caused it to take 15 seconds longer to get to the base, distracted the monk, or bought yourself time to capture Green Quarry while the monk is distracted.

Purple Turtle
This turtle is killed by K3 as long as no one heals it. You also have the most time to kill it with or without the shrine. Just RoJ spike it and spam RoD until it dies.

General Tactics
Playing a RoJ Monk is not so black-and-white as "Go here, cast RoJ, go next shrine". Most people may not bother to get beyond bringing RoJ and a bunch of damage skills like Banish or Spear of Light (zzz). They will probably bring a bunch of healing skills such as Healing Breeze and Patient Spirit simply because you have no redbarring power. Of course, they don't even use the skills to heal NPCs, just themselves.

Survival
You'll constantly be under threat from other players as much as shrines, but a RoJ Monk proves to be quite versatile and sturdy. Make good use of your shield sets. A fire shield with Reversal of Damage will reduce Rodgort's Invocation to 0 compared to ~24 with a normal shield and 47 on a caster set. The only time you should be on your caster set is nuking when you aren't being attacked, under threat of interruption, or powerhealing NPCs. Be proactive with hex and condition removal. Mesmers will often cover Crippling Anguish or Illusion of Pain with a cover hex, so time Smite Hex to remove it immediately. Remove Cripple from Crippling Sweep or Palm Strike so you can kite away. Bane Signet works wonders in thwarting melee players and provides fodder for WW and WD. If a Mesmer casts Backfire, pre-cast RoD and use Smite Hex, taking minimal damage. Waste Diversion on "Make Haste!" or a signet. It's not hard to keep yourself clean from a couple players as you run around the map. Use Reversal of Damage gratuitously against Fire eles and melee, they will die from recoil long before you do. Remember to save "Fall Back!" when near Eles so you can kite Meteor and counter degen from Burning as well as outrun the Ele training you.

You get the idea. Use everything at your disposal to stay alive long enough to nuke that next shrine.

Interruption
You will soon notice interruption is a pain in the ass. The easiest solution is to go a different profession and bring anti-interruption; alternative builds are provided below. For people who want to learn how to play, you have canceling. Canceling consists of moving or pressing Esc to cancel your action, specifically casting RoJ. The idea is to trick the other player into wasting interrupts. Count how many interrupts your foes have. Rangers almost always bring Distracting Shot and Savage Shot. Cast as soon as the Ranger wastes both, Savage Shot has a very short recharge. Mesmers tend to carry up to 3. Count on them having two interrupts when casting, they interrupt your third one keep that in mind next time. At some point, you won't be able to cancel your way out of getting a RoJ off. In that case, just ignore the shrine and gank a different shrine. A high energy set is useful for canceling RoJ multiple times.

Death
Dying can be advantageous at times. You will usually want to die if you're at Green or Yellow Quarry and Purple Quarry or K3 have been capped. It's much faster than running all the way back only to have the shrines you were capping or guarding taken back. The same goes to Yellow Quarry if you're at Green or Purple Quarry. Know when you can't push a shrine and sacrifice yourself on capping a Ranger shrine or Quarry to buy yourself time to go gank a different quarry. The other advantage of dieing is enemies won't scatter from the AoE if the caster is dead. This means there's no chance of scatter if you get Ray of Judgment off at the last second and hence no chance of failure. You'll be surprised how often you can get RoJ off on a shrine within an inch of death. The best part is you were planning to die anyways. Use the Base Defense to your advantage as well, it's a quick way to kill yourself if there are no enemies or shrines around to cap.

Note: You do not get faction from any kills while you're dead. That means bombers get less faction compared to RoJ Monks. Try to stay alive long enough for the NPCs to die if possible.

Losing Team
If with you taking out 15 shrines, killing a few turtles make last second saves on carriers and barely guarding shrines, your still have to rely on your team. So what to do when you're on a painfully obvious losing team? Farm the shit out of Ranger shrines. Hover around the opposing base's Ranger shrines, the other team while more than likely cap these on their way past. Farm the base shrines with 4 Ranger NPCs, it will quickly be recapped soon enough. Capture unprotected quarries as well and hope you get a few more points before losing.

Mo/E
[build prof=mo/e smiting=12+1+3 div=10+1 air=8][glyph of conce][ray of jud][reversal of d][smite condition][smite hex][castigation sig][gale][windborne speed][/build] Glyph of Concentration prevents any and all interrupts, so is quite useful when facing multiple interrupts. The other two advantages of uses Ele is obvious. Gale allows you to interrupt other nukers and push npc kills when Monks are present. It's difficult to interrupt with Gale, so some timing is necessary. Airborne Speed gives you a full boost that can be maintained in comparison to FB. Unfortunately, you can't use to kite from melee very good or at quarries since Mesmers use Shatter Enchantment. It allows you to run carriers as well, which fills another role. Having a permanent 33% IMS is very good for getting around the map. This gives you everything you want and more except for a Command shield.

Mo/D
[build prof=mo/d smiting=12+1+3 div=10+1 wind=8][pious conc][ray of jud][reversal of d][smite condition][smite hex][castigation sig][pious rest][featherfoot grace][/build] Pious Concentration is expensive to use, but you can prevent two interrupts with Featherfoot Grace. Featherfoot Grace has a short cast time. You would think it would be useful against cripple, but most of the time you're better off using Smite Condition. Bringing a Restoration rune and anti-cripple shield is a very viable option though. Pious Restoration gives you some much needed redbarring power. This is useful if there's Necromancers or Mesmers stacking hexes on you. This is more streamlined for moving around.

Mo/Me
[build prof=mo/me smiting=12+1+3 illusion=10 div=8+1 ins=2][mantra of concentration][ray of jud][reversal of d][smite condition][smite hex][power return][illusion of pain][Illusion of Haste][/build] Using a Mesmer secondary gives you anti-interrupt, an IMS, an interrupt, and more carrier-killing ability. Mantra of Concentration is cheap to use, but most people will prefer Mantra of Resolve since it can prevent multiple interrupts. Power Return is awesome compared to other interrupts, you can interrupt multiple casts such as those from nukers or multiple nukers at once. Illusion of Pain lets you finish off carriers faster and if they are too close to the base. Illusion of Haste removes Crippled from you instead of using Smite Condition, an advantage at Ranger shrines. It also let's you cap Ranger shrines faster with Smite Condition!

Videos

 * General gameplay video