User:Excluded/ Deep Physway

A twelve-man variation of Physway to easily complete the Deep and Urgoz with ease.

Overview
5-6 Physicals

Frontline WoTA Assassins,Hundred Blade Warriors, VoS Dervish

Midline support, enchant cover, damage buffs

Party Heals, Seed, ER Bonders

Physicals
The damage. Your job as damage dealer is to target whatever the necro caller calls. Use T to target and attack and never stop attacking or running. Be aggressive and reckless.

Usage

 * Attack necro caller targets.
 * Maintain IAS.
 * Use [["I Am the Strongest!"] to boost your damage.
 * Spam [["Dodge This!"] on recharge.

SoS Ritualist
The Spirits act as tanks and party heals, tanking against foes like Deathhands with Chilblains. They should be placed in the frontline with the physicals or you can also pull with spirits. In the Barbed room use the spirits to slow down the charging mob. [build prof=Rt/any Spawning=10+1 Channeling=12+1+3 Communing=8+1 Resto=2][Painful Bond][Signet of Spirits][Bloodsong][Earthbind][Feast of Souls][Armor of Unfeeling][Summon Spirits (Luxon)][Flesh of My Flesh][/build]

Equipment

 * High energy set

Usage

 * Let spirits aggro Outcast and other lethal mobs to divert damage packets and ball better.
 * Heal spirits with
 * Use when spirits are being attacked.
 * Use as party-heal.
 * Use to knocklock foes and Kanaxai for an easy finish.

Orders Necromancer
The Order's job is to keep spamming cover-enchants to prevent many PB strips, and increase damage at the same time. Try to keep conditions off of ER's; in the Barbed room, ER's can fall behind the team - so keep an eye on them. [build prof=N/Mo Blood=12+1+3 Smiting=10 Soul=8+1 Heal=2 Prot=1][Cultist's Fervor][Blood Bond][Order of Pain][Foul Feast][Dark Fury][Remove Hex][Strength of Honor][Renew Life][/build]

Usage

 * Maintain on all melee.
 * Maintain for energy.
 * Spam and.
 * Resurrect anyone who dies, as soon as they die.

Variants

 * for AoE damage.
 * for an alternative ranged res.

MoP Nuker
Use Assassin's Promise and Mark of Pain to call targets for melee. [build prof=N/A Curses=12+1+3 Deadly=10 Soul=8+1][Barbs][Ebon Vanguard Assassin Support][Mark of Pain][Assassin's Promise][Tryptophan Signet][Reckless Haste][Technobabble][Vocal Minority][/build]

Usage

 * Call Mark of Pain and use Assassin's Promise right after, followed by EVAS if time permits.
 * Imagine if you let go of the CTRL button while using MoP, a sniper will kill you.
 * Use other hexes when the occasion rises.
 * Manually pick the best targets (look for groups) and call for the physicals. Do NOT C-space. Ever.

UA Monk
The Party Healer. It supplies the things ERs don't have: res, hex removal, and an abundance of party heals. [build prof=Mo/Me Inspiration=6 Divine=11+1 Healing=12+1+1][Unyielding Aura][Seed of Life][Gift of Health][Heaven's Delight][Divine Healing][Deny Hexes][Glyph of Lesser Energy][Aegis][/build]

Usage

 * Maintain UA, removing as soon as someone dies.
 * Use Seed of Life on anyone that's taking moderate damage.
 * Use Party Heals when health starts getting low party-wide, and during the Aspect of Pain areas. (Life loss over movement)
 * During the life loss over movement room, cast Seed of Life on any character while moving for party heals.

Primary ER Bonder (ER1)
[build prof=E/Mo Energy=12+1+3 Protection=12 Healing=3][Great Dwarf Weapon][Infuse Health][Protective Spirit][Spirit Bond][Life Attunement][Protective Bond][Ether Renewal][Aura of Restoration][/build]

Equipment

 * Full Radiant and Attunement runes
 * +20 energy Protection Prayers Staff of Enchanting or equivalent.
 * +30/-2 high energy set to counter spikes in energy.

Usage

 * Spam to maintain energy.
 * Use on yourself and the top/bottom three Party Members, depending on where you are in the party in relation to the other ER.
 * Maintain and cover with.
 * Maintain on the physicals as much as possible.
 * Maintain on yourself and the second ER.

Secondary ER Bonder (ER2)
[build prof=E/Mo Energy=12+1+3 Protection=8 Healing=10][Great Dwarf Weapon][Infuse Health][Healing Breeze][Spirit Bond][Vigorous Spirit][Protective Bond][Ether Renewal][Aura of Restoration][/build]

Equipment

 * Full Radiant and Attunement runes
 * +20 energy Protection Prayers Staff of Enchanting or equivalent.
 * +30/-2 high energy set to counter spikes in energy.

Usage

 * Room 1: Phys + Phys + ER
 * Let the Sin lure the Ripper with the (Phys1) safely out of aggro. It is important that one of you tank the blinds which allows the other to kill. Kill the Ripper, Irku and Aspect In That Order. Have the ER stand behind the far pillar while one of the phys lure, then kill things while Room 2 are breaking out.
 * Room 2: Phys + Phys + ER
 * Same as Room 1; only once you are free, help room 3 break out.
 * Room 3: MoP + SoS + UA monk
 * Don't aggro anything until room 2 is ready.
 * Room 4: Orders, Phys and Cleaner
 * Go make some tea and snack on crumpets.

Regrouping
Once you are all out of your rooms, the ERs should rebond everyone as they "collect" them; bonding six party members each (top half for ER1, bottom half for ER2). The room after the splits will be empty by now, and you can continue to the next room with the infamous Switches. Take out the Leviathans, but when you aggro any of the rangers with Choking Gas, take them out quickly. If it hits one of the eles during ER, then half the team is going to struggle.

SWITCHES
Time is always lost over people frantically running around, not knowing whether they should go in or stand on a switch. I'll dumb it down for you *slightly*:


 * Two dervishes.
 * The warrior.
 * Two necros.

The rest rush through the gate as quickly as possible, and take out the two closest Outcast mobs swiftly, starting with the Deathhands. Then stand back against the wall so you don't aggro the gate, when sapping Nightmares begin to appear.

Send someone to trigger the spawns in the previous room by walking down into the middle of the room with all the Outcast in it (while not aggroing anything). Everyone who are in the switch-side of the gate, stand right next to it and wait to die.


 * As people die, use UA (or possibly rez scrolls) to get them across quickly, then re-bond and continue.

Room Tactics
After the breakout and Switches, the tactics for each of the rooms in order:

Energy depletion effect

 * ER's watch their energy carefully with the rooms Aspect. Careful of Outcast Deathhands' Chilblains; keep your health high to avoid being targeted and try to cover Ether Renewal. If it's stripped inform your team immediately. Overall, an easy room.
 * Physicals kill Deathhands first; ping the target if the necro caller hasn't already.

Anti-Spells Room (No spells)

 * ER's stay out of the room and heal. Extremely easy room.
 * One physical pulls mobs and other physicals make a wall at the door. Kill targets.

Anti-Enchantment Room

 * ER's run with team to Aspect, cast GDW on physicals to kill the Aspect. Once dead quickly regain your energy. This is a very quick room, don't hesitate to cast GDW before the Aspect dies. Cover ER for spirit of disenchantment.
 * Charge to the aspect, kill it and take care of any nearby Oni. Keep an eye on protective bond and let ER's know if you lose it between fights.

Scorpion Wire Effect

 * ER's be very aware of the Aspects effect and it's weird recharge, even if ER has recharged wait a few seconds for the Aspects Effect to trigger before recasting.
 * Physicals kill deathhands first, same as the Energy Sap Room.

Shadow of Fear Effect

 * REMOVE WANDS and STAVES from here till the end! Focii are fine.
 * Run through this room to avoid the mob spawn. ER's cast GDW and infuse when needed, monk and ritualist handles the party heal.
 * Kill the Oni that spawns while rushing to the Aspect.

Energy Sap Room

 * ER's stay back and cover enchant an assassin puller.
 * Physicals make a wall and one physical pulls the mobs to the wall of death.

Toxicity Effect

 * Heal and watch frontlines protective bond for the few Deathhands in this room.
 * Physicals kill deathhands first. Necro try to keep off conditions on ER's or other casters, don't worry to much about physicals.

Wastrel's Effect

 * Energy can drain fast, keep an eye on energy.
 * Physicals kill the caller targets, a couple Deathhands is this room keep an eye on Protective Bond near the Aspect.

Kanaxai

 * ER's keep GDW on physical: begin casting beforehand so GDW is saturated when the fight begins.
 * Gank Kanaxai and kill the summoned Nightmares after he dies.

Wands/Staves
Caster weapons must be removed and replaced at least halfway into the run, when the Sappers will spam Chaos Storm and drain the ER's energy in moments. Caster Spears/swords/axes with a focus are much preferred.