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Fort Aspenwood and The Jade Quarry

This past weekend was a double faction weekend for Fort Aspenwood and The Jade Quarry and I'm pretty sure it went unnoticed by most people in the guild, as well as most people in GW. However, I was bored and since it's nigh impossible to get even 4 people for AB/TA these days I decided to play them and, to my surprise, enjoyed them more than I thought I would. Here are some of my thoughts from this past weekend.

Fort Aspenwood:
Aspenwood is decidedly skewed in favor of the Luxon side, since all you have to do is kill a bunch of Kurz NPCs, using the rather potent firepower of the Siege Turtles as artillery support; whereas the Kurz have to defend the Fort from the siege as well as run amber in order to increase the speed at which "God's Vengeance" is completed. That's right, there is no easy victory for the Kurz, you have to sit there and wait for the thing to complete on its own. As a result, the Luxon side is a lot more populous than the Kurzick side and therefore people on the Luxon side will have a longer wait to get in. It's not bad, but when there were 2 districts (it never went beyond 2, though) you could wind up sitting in the outpost for 5-6 recharges (about 3 minutes) before going in.

The biggest problem with Aspenwood, as well as every other randomly picked team assignment in the game (and probably other games as well) is people that will just leave the game, either before it starts or in the middle of it. During the weekend I'd say about half the games I played had at least 1 person leave. By Sunday night (i.e. the last few hours of the event) it was unplayable since I was unable to join a game without anyone leaving. Several times more than one person would leave and by that point it would be impossible to win since the Kurz could easily swarm the turtles and kill them before they had a chance to get into the fort. At those points all you could do is forget about the mission and just kill whatever Kurz came along, even if you wound up fighting the same people 10 times in a row. I'm not exactly sure why ANet seems to love random teams so much, but it's become very detrimental to GW gameplay and one of the biggest reasons these missions (as well as all the others: RA, Dragon Arena, Snowball, etc.) are not taken seriously by anyone. In my opinion it would be far better for the mission if you could pick teams, and be able to go in with at least some semblance of a plan.

One of the things you have to take into consideration with the random assignment is that you can't really depend on your teammates to do anything other than c-space gaming; however, I did find that if the Kurz had taken over one of the amber mines several Lux would break off the assault (unless we were already in the area attacking Gunther) to recap the shrine. Unfortunately, having a monk on your side was not always a guarantee, so you have to create your own build to make do without one. I started out as a channeling/resto rit in order to provide support for the turtles, but after having troubles with interrupt rangers that were able to keep the turtles outside the base just by interrupting the siege attack (annoying, to say the least), I decided to change my tactics and switched to a water ele with glyph of immolation + steam for blind, using Shatterstone for damage. This actually worked out quite well for me and wound up being the build I stayed with for the rest of the weekend. You don't need a res for this mission since you auto-res after 3-5 seconds, nor do you need a run skill since the distance between the Luxon starting location and the inside of the Fort is very small. There is also no death penatly here, so dying isn't really a big deal (and can be beneficial at times).

This was the bar I ended up with:
Water: 14, E Storage: 11, Healing: 8, Fire 3
Glyph Of Immolation, Steam, Shatterstone, Glowing Ice, Freezing Gust, Water Attunement, Healing Seed, Healing Breeze

The build worked rather well and I was able to deal a nice amount of damage with the Shatterstone -> Freezing Gust combination (or by using Glowing Ice if I wanted to conserve energy). I found out, as the battles wore on, that the glyph + Steam combination was a nice source of damage to spellcasters and not just useful for the blind vs. physical attackers. If I wanted to get an NPC kill in and there were no monks on our team, I would glyph + steam, then Shatterstone + freezing and finish with Glowing. The damage was enough that if anyone else was targetting the NPC (or if I got a second Shatterstone off) it would kill the NPC. The triple hit from a Shatterstone combination is also nice for dealing a decent amount of damage through prot spirit. The only time I would have energy issues would be if I was spamming Shatterstone + Freezing without being killed for a while. It got to be pretty annoying once or twice when I would want to be killed for the energy recharge but people wouldn't target me, or I would still be able to kill them even with depleted energy reserves. Sigh. There were a couple times where I was about to die and got a Shatterstone off, which would kill someone with its second hit right after I died. That was kinda cool.

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The Jade Quarry:
I think I should mention this first: before this weekend I had never gone into the Jade Quarry. At first it was because I was always more interested in Alliance Battles and not the competative missions, and after a while doing the Jade Quarry became impossible since, well, nobody ever goes there. The latter didn't really change much this weekend: there was never more than 1 district with no more than 15-20 people in it at a time; however, there were enough people that you could get a game in without much of a wait. There is no definite advantage for any one side and the game is played out in a somewhat similar method to Alliance Battles in that you have to capture certain areas and those will lead to you scoring points. When you control a quarry site, a turtle (or juggernaught if you're on the Kurz side) with spawn to carry a piece of jade back to your base, scoring you 1 point. Along the way are several archer shrines which you can capture in order to add more damage to your side and to help kill the carriers. The first team to 10 points (or whoever has more points when time runs out) wins.

One thing worth noting about the shrines here (and in Aspenwood as well, but it's less important for Aspenwood) is that shrines aren't capped the same way they are in most other situations, most notably Alliance Battles. In order to cap a shrine all you have to do is kill all of the NPCs guarding that shrine and it will change hands automatically. You can have a rather interesting time if there are 2 AoE eles on opposing sides capping a shrine over each other. I actually had 1 match where I basically stood in one place recapping a shrine against a Splinter Barrager - the shrine was changing hands so fast that most of the time the NPCs there didn't live long enough to do anything. It was quite humorous, albeit slightly annoying.

Leavers are another big problem with this mission - much moreso than with Aspenwood. Losing just 1 person on your team can cost you the match. The last few matches I played were lost because people were leaving. I had to stop Sunday night after several matches in a row where people would just leave, my last one being a match where 4 people (half the team) left and it was impossible to even leave the base because of how one-sided the match became (side note: this was the match where I sat in the base and exchanged taking over the NPC shrine with the Barrage guy). I'm not sure why so many people feel the need to just quit a mission in the middle of it, but it is seriously annoying. Perhaps harsher penalties are needed to discourage the action (such as having your account suspended for 10 min every time you do so) or maybe more incentive for people to stay around (i.e. better lucky loser bonuses - you would get 1600+ faction for winning, maybe give half that for losing?). Side track: I have noticed that people will be more likely to leave the more one-sided the battle is.

Much to my surprise I found I enjoyed this mission moreso than Aspenwood, if only because it was a more even fight. The goals are easy to pick up on and once you get the hang of it the mission becomes very playable for people of all skill levels, which is a mixed blessing. After my first match it became pretty obvious that the water ele I had been using for Aspenwood was not really appropriate for here since AoE shrine capping wound up being more important. I quickly changed to a Savannah Heat build and never looked back.

My build was:
Fire: 14, E Storage: 11, Healing: 8
Savannah Heat, Searing Heat, Teinai's Heat, Immolate, Glowing Gaze, Flame Djinn's Haste, Fire Attunement, Healing Breeze

I used the same equipment for this as I did with the water build, only changing the double 20/20 wand/focus, the +15/-2 focus (I just used the water wand with +15/-2 since there's no attribute req for the energy) and the headpiece. I also didn't bother lowering Healing for more E Storage because, well, energy wasn't an issue at all with this build (with either build, really).

One of the things I found with this mission was that, while the area is small enough, having a run boost helps with getting to and from the shrines when you need to do so in a hurry. Another thing I noticed with this mission was that the people in it were really... not very bright... I was able to kill other players by stacking Savannah Heat and Searing Heat on them - they would not move out of it. At first it was humorous, but after a while it became disappointing - I would have liked a bit more competition from my opponents. One match there was a Thunderclap ele that was more annoying than anything (which, having "Annoying was" in their name made it obvious that that was their goal) but, unfortunately, they were easy to deal with. All they would do is Thunderclap someone and then spam Shock Arrow and Lightning Javelin. They also seemed to like targetting me for some reason, so there were a few times where all I did was dodge the projectiles and draw them back to an NPC shrine where they would quickly die. Or, if there was a teammate around I would just stand there dodging and let my teammate kill them. Or, if they targetted someone else, I would dump Savannah Heat on them and they wouldn't move (like I said, very few people actually moved out of the AoE).

Having a monk on your side isn't really neccessary as most people won't bother targetting the carriers, partly because they don't show up on the party window. Even so, it's more important to make sure you have control of the mines so your own carriers can earn points. The extra shrines are almost as important to have since those Longbows are perched above the floor of the map where the mines are, which means that, while they won't engage until something enters their aggro or attacks them, they will be able to continue attacking even if someone runs away, thanks to their longbow + height range. If I forgot to use Healing Breeze on myself when going after a shrine of 3+ rangers, well, I died. Also of note: the mesmers you have to kill at the mines have some nasty anti-caster stuff, so zerging them isn't really that great of an idea.

Overall, I think I had more fun in The Jade Quarry than I did in Fort Aspenwood, if only because there was more to do than just follow the turtles and kill any blue dots that came close. In the end, I earned enough Balthazar Faction for ~6 Zaishen Keys and ~7 faction donations.
Alea Jacta Est - Caesar
I live my life by Murphy's Law.
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Bah, you scared me off from Jade with grim reports of no-one there. Now I missed my chance to actually try it! [Image: tongue.gif]

Oh well. The place is dead enough that you can "sync" with some buddies on each side to get a game going.

Nice solution to the ranger interrupter problem. And I was thinking how to get anthem of concentration to work. [Image: rolleye.gif] I suppose there's also the mega-blocking "Shield of Deflection" route.
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FoxBat Wrote:Bah, you scared me off from Jade with grim reports of no-one there. Now I missed my chance to actually try it!
My entrance into it was almost accidental: I was in the outpost and figured I might as well give it a try, but after seeing the "No Opposing Party" message a few times I was going to leave, thinking I'd give it one last go and, sure enough, that's the one I got in on. Unlike Aspenwood, where you could get in on the first go around, you almost always had to wait at least a few times to get into Quarry.

Quote:I suppose there's also the mega-blocking "Shield of Deflection" route.
Magebane Shot was the one giving me trouble.

Quote:The place is dead enough that you can "sync" with some buddies on each side to get a game going.
If we had an alliance, that might be a good idea for an alliance event.
Alea Jacta Est - Caesar
I live my life by Murphy's Law.
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I played the Kurzick side...

Aspenwood

I took Ragnar in here initially, equipped with a RA compatible melee build and did as I did the last time I played it: Followed someone who seemed to know where he was going, grabbed a chunk of Amber, returned to base, followed the guy into the teleport again and promptly got lost. After dragging three Luxons around for a bit and getting another 0.1% or 0.2% to my Cartogrphy title I stayed back at base and killed stuff.

I think I've played this map about two or three times total in Guild Wars history and that business of Kurzicks having to learn the map is just a killer. To generalize, you don't stand much chance of winning until you've lost a dozen times and by then you've gone looking for fun elsewhere.


Jade Quarry

It looks like Wyrm and I spent a similar amount of gaming time in Jade Quarry. First up was Ragnar in melee mode. That lasted one match. [Image: lol.gif] Next he rearmed his spear and actually contributed something to the team effort. The real fun began when I abandoned the spear throwing just as quickly and hopped in there with Ice Blade instead...

Blurred Vision on the Archer packs, Maelstrom on the casters in the mixed groups and Ice Prison on any meleer player-characters running around. Snare-Maelstrom and Blurred Vision on ranged player targets were thrown into the mix as needed and the physicals must have been cursing quite a bit when Ice Blade's Mist Form went up. I actually had no idea how annoying I was until a while into it I noticed some of the enemy Eles had started using something close to my own build and one of them made a point of hunting me with it! [Image: lol.gif]

One thing that works well in this map is if your character is built for killing power it generally doesn't pay to waste that firepower on other players. This map is all about capping quarries and destroying the opposing team's Jadeite carriers. To a lesser extent firepower is well spent fending off attacks on your own team's carriers and also capping the packs of guard post archers for added fire support.

I had quite a bit of fun on this map. It's a shame that these two competitive missions have some glaring shortcomings, because this one at least has the potential to be quite fun.
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I've played Kurzick side Fort Aspenwood quite frequently before using a R/A build stacking conditions, run/teleport and interrupt. Shadow of haste, teleporting oneself back halfway after carrying the amber back to the kurzick blacksmiths, greatly helps. Also helps to teleport to the amber mines.

I generally played a amber runner / caster disrupter. I was a bane of enemy monks and casters due to Broadhead arrow's daze, and stacking burning/poison/bleeding conditions on top of that. Granted, easy pickings for certain forms of melee, but I kept siege turtles from sieging, and could generally just run away from melee without a problem.

FA is a lot more fun on Kurzick side when you understand what your role is and how to do it effectively.
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Ok, I've been having a lot of fun lately, gradually getting the hang of Aspenwood on the Kurzick side using an Enraging Charge powered hammer build on Ragnar. That equips him to be effective for mine capping, amber running and still operate pretty well for hunting and killing targets in the inevitable chaos of the battle in Gunther's chamber.

Something funny happened earlier and I just had to share...

Firstly Mucco learned where I was and we faced off against eachother in several games, so he had the perspective of this from his side as well. As we lined up on our respective start points inside the mission map one of the Luxons spoke up on the open channel and the short and sweet exchange went something like this...

Foolish Luxon: say 1 if ur monk on kurz side
Ragnar Of Syvesten: 1
Foolish Luxon has left the game
Ragnar of Syvesten: XD
Amused Kurzick: xD
Mucco Buchholz: Bastard. :D

Seriously though, the quitters are one of the worst problems of this game format. Mucco summed it up nicely at one point in saying that the game was often about who had the least number of quitters. Final odds often stand at 7:8 in Aspenwood and one of the games that Mucco and I were both in (I think) had a final player count of 6:7. [Image: rolleye.gif]
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OK, Jade Quarry is now such an awesome source of faction that I feel I want to write down some tips for it.

Since dying is good because it gives no penalty and gives back all your energy in five seconds, it isn't important to pack self-defence or ability to kill people. There are three mines from where Turtles on one side and Juggernauts on the other pick up Jade: for each carrier that gets home successfully the team is awarded a point and win is at 10.

Thus, protecting the carriers and allowing them to do their job is what one must do. Each carrier is bound to a mine, and will move towards it if his team has possession, and away from it if it's in enemy hands. If it manages to pick up Jade, it'll try to get back home ASAP. If killed, it is respawned in seconds if the side has control of the mine, else the first time they take it. Exploit this to your advantage: when you see a carrier getting home with his Jade, don't go blasting the mine just now; instead wait a few seconds so you'll time with the carrier, giving late information on the U map of enemies.

The three mines are evenly split: one is near the Luxon base, one near the Kurzick, one at the same distance from the two bases, on the side. There are some longbow altars on the way, placed in such a fashion that every carrier has to pass under exactly one of those. The bowmen can kill a carrier if they're on the opposite side. Exploit this. If there's an enemy carrier alone and you're near his bowmen shrine, seize it and it will kill the carrier. Or, if you see your carrier undefended nearing an enemy position, seize it so it will not kill your precious cargo.

The carrier near its base and the one for the middle mine will meet its bowmen base right after picking up the Jade, and will have a quite peaceful trek afterwards; the carrier which goes to the base close to the enemy base, however, has his bow station exactly in the middle. Learning those positions can win the match! Example: you can bomb your own "far" carrier's bow station by just entering the middle portal in the base. If you see the far mine has been captured by your team and see that the middle bow station, the one the carrier will have to pass through, is in enemy hands, try to die and go cap it quickly.

The priority when choosing a spot to cap should be the mines usually, since it prevents the enemy from getting Jade. It is not a very high priority, however, if one the carriers just picked it up because capturing it will only achieve half effect (only one of the carriers, at best, will start to move in the direction you want it to). If you think you can cap a mine before a carrier comes in, do it! But if you think you might be late, try capping his bow station instead.

The other type of offensive character you can bring here is someone that can kill enemy carriers. That I do not consider a very effective strategy though, because if you have the bow shrine of the enemy carrier on your part, it will probably be hard for the carrier to go through anyway. And if the shrine is not on your side, you will probably die before being able to drop the carrier.

That's it for offensive characters. N/A suicide bombers are too good at capping here honestly, and with some skill they can be dangerous in other situations too. On to defensive characters.

They're pretty straight-forward: stop the cappers and protect the enemies who try to kill carriers. Two categories of characters excel at this: Mo/P healers with "Fall Back!" and "Make Haste!", and interrupter rangers (who are strong everywhere honestly tongue). The monks need to ferry a carrier home buffing its speed with MH and protecting it from attacks. With one of such characters, a carrier will survive passing through the bow base even if it's on enemy hands. Plus, enemy carrier killers will have a hard time doing their job. These characters also need to know when it's time to leave their carrier to protect a mine: if their carrier is half a radar away and the mine is under attack, the monk should try hardest to save at least on of the NPCs for the time needed to the carrier to fecth the Jade. This is where FB comes in: mobility is very important for such characters when they're needed. Also, at the start most of the two teams should try to claim the even mine and the one who gets there first gets the first carrier, so FB is a needed speed boost for this task.

Interrupters... need to stop shrine caps. Refer to the capper priorities to know what is important to stop. Some damage is also great, as it can usually provide much pressure due to the lack of healing. Rangers make for excellent snipers for carriers who have already gone past their bow shrine.

Blah blah awareness. If you know what's happening you can turn the tide at any moment.

Hope that helps getting some faction... it is crazy, 150k points contributed to the title with just a couple days of light play - and it's fun! No grind at all.
"Ignorance is the night of the mind, but a night without moon and star." Kong Fuzi
My English has to improve. A lot.
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Grossly over analysed! [Image: yikes.gif]

I like this tutorial better: Jade Quarry is about which team has more Splinter Barrage and necro-bombers.

[Image: neenerneener.gif]
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Wrong. tongue
"Ignorance is the night of the mind, but a night without moon and star." Kong Fuzi
My English has to improve. A lot.
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The snare/kill enemy carrier thing isn't totally useless depending on the context. In one situation where you have a monk helping the carrier out, a longbow shrine isn't going to do the job. In another situation you have 2-4 enemy damagers who could easily wipe a longbow shrine, but struggle (at least for a time) against say a resto rit "tanking" them while spamming caltrops.

There's another extremely important defensive role: healing quarries. If just one NPC stays alive, your team controls the quarry. A single monk can negate an infinite number of sac necros on their shrine if played well, and can also buy alot of time against two or three characters.

Personally I like builds that can play a few roles, so you can adjust to whatever the rest of your team is doing. You aren't necessarily quite as efficient as a specialized build would be, but you don't know who else is going to load in the quarry with you, or which roles the opposing team is going to emphasize.

For example, an Incendiary Arrows ranger can capture quarries/posts, interrupt enemies trying to take shrines, and pin down and kill carriers or rushing necro bombers. A hidden caltrops resto rit can heal and protect quarries or carriers, support allies who are capturing shrines, and tank numerous attackers and NPCs while snaring carriers. I saw an interesting Ele who protected the carrier with WoH and healing breeze, sped them along with windborne speed, and used fire damage to clear posts or kill enemies harrasing the carriers.
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