User:Hawkeye88802849

Creating a new way to do the deep! A Combination of Cryway and Steel Wall way. This is a way that even un-experienced Guild or Alliance groups can do quickly and easily. Except they need someone who is experienced to tank.

Deep Team: Triway
This team more than anything else, heavily relies on the Lead Tank. Without the Lead Tank experienced, you will come into a lot of trouble. The Lead Tank should always be party leader, and should control the builds of all other teammates (Be nice and recommend skills). Compared to the Lead Tank, everyone else in the party doesn't need to know anything but how to listen and use skills.

This build does not require a conset, but it’s always recommended to bring at least 1 (I'll explain conset usage later), 2 can be used to speed things up.

These runs average 1 hour in HM for an un-experienced team and a very experienced tank with 1 conset. An Experienced team could get this done in 30-45min. This of course works in NM to, about the same speed though.

Overview
This party consists of:
 * 1 / Shadow Meld Warrior
 * 1 / SS Necromancer
 * 1        BiP Necromancer
 * 2 / UA Party Monks
 * 1 / HB Mimicer
 * 1        Spirit Spammer Tank
 * 1 ( or ) Support Tank
 * 4 ( or  or  ) Nukers/Cryers

Optional:
 * 1 / Porogon (Replace a Nuker)
 * If your fine on damage, bringing a Paragon makes the need for cons much less. If a good Porogon can maintain the buffs on the main tank and keep the party moving, they do help quite a bit.


 * 1 Spirit Spammer Communing
 * Bringing 2 Spirit Spammers speeds up the run significantly. They both go in Room 1 with a healer and can quickly clear the room, then easily clear all mobs within 5 minutes. And along with that, they can sit in doorways and corners to make walls of spirits for pulling, makes things easier.

Shadow Meld Lead Tank
[build name="Shadow Meld Tank" prof=warri/assas streng=12+1 tactic=12+1+1]["You Move Like A Dwarf!"][Club of a thousand bears][defensive stance]["I am Unstoppable!"][dolyak signet][signet of stamina][Deaths Charge][Shadow Meld][/build]

Equipment
 * Icy Weapon (Interrupts).
 * Full Sentry Armor and Health Runes

Optional
 * A Second set of full Sentinel Armor and Health Runs
 * Shield vs. Cold Damage

SS Necro
[build name="SS Necro" prof=necro/mesme curses=12+1+3 soulre=12+1][arcane echo][spiteful spirit][reckless haste][enfeebling blood][Insidious Parasite][optional][spinal shivers][inspired enchantment][/build]

Open Slot
 * EOTN PvE Skill
 * Possible Arcane Mimicry

BiP Necro
[build name="BiP Necro" prof=necro bloodm=12+1+3 soulre=11+1][blood is power][Awaken the Blood][verata's gaze][well of Blood][optional][optional][optional][optional][/build]

Open Slots
 * Depending on whether your 55 or 1hp, you can bring healing, additional health skills, PvE skills, wells, or a res.

UA Monks
[build name="UA Monk" prof=monk/eleme healin=12+3+1 protec=8+1 divine=10+1][optional][optional][heal party][glyph of lesser energy][seed of life][healing seed][protective spirit][Unyielding Aura][/build]

HB Monk
[build name="UA Monk" prof=monk/mes healin=12+3+1 protec=8+1 divine=10+1][optional][optional][heal party][seed of life][healing seed][Protective Spirit][Arcane Mimicry][Healer's Boon][/build]

Open Slots
 * Single 5 Energy Healing Skills. Bring your favorites.
 * Coordinate with other monks. It is nice to have 2 protective spirits and 1 Cure Hex

Spirit Spammer Tank
[build prof=Rt name="Spirit Spammer Tank" Channelingm=12+1+3 Spawningp=12+1][Signet of Spirits][bloodsong][vampirism][optional][painful bond][Signet of binding][boon of creation][Summon Spirits][/build]

Open Slot
 * Another spirit (Adjust Attributes)
 * Knock Down

Porogon
[build prof=P/rt name="Porogon" comma=12+1+3 lea=12+1]["incoming!"]["fall back!"][optional]["There's Nothing to Fear!"]["Make Haste!"][Enduring Harmony][Vocal Was Sogolon]["we shall return!"][/build]

Open Slot
 * Don’t Trip!
 * Random PvE GW:EN Skill

Builds of Optional Professions
[build prof=E/Me name="Nuker" FireM=12+1+3 EnergyS=12+1][Searing Flames][Glowing Gaze][Liquid Flame][Meteor Shower][Optional][Optional][Fire Attunement][Elemental Lord][/build]
 * You need 3-4 of these damagers in your team. I suggest 3 Nukers, but it’s no faster or slower.

Open Slot
 * One Optional Slot should be Arcane Echo or Arcane Mimicry depending on the team.
 * Random PvE GW:EN Skill
 * Deep Freeze

Cryers

 * Any Caster Profession can run a cryer. Even an Assassin or a Dervish. Mesmers or Necromancers work best for cryers though.

[build prof=Me/ name="Cryer" Illusionm=12+1+3 fastcast=12+1][Signet of Illusions][Ether Nightmare][Cry of Pain][Arcane Echo][Optional][Optional][Fragility][Arcane Mimicry][/build]

Open Slot
 * A second profession, such as Ele for water magic snaring, or necro for Curses.
 * GW:EN PvE Skills
 * Energy management skills. (Inspiration)

[build prof=Necro/mes name="Necro Cryer" Curses=12+1+3 Soulr=12+1][Feast of Corruption][Ether Nightmare][Cry of Pain][Arcane Echo][Optional][Optional][Insidious Parasite][Arcane Mimicry][/build]

Open Slot
 * GW:EN PvE Skills
 * Conditions and Hexes.
 * Enchantment Removal/Spinal Shivers

[build prof=Me/ name="VoR" Dominationm=12+1+3 fastcast=12+1][Visions of Regret][Ether Nightmare][Cry of Pain][Arcane Echo][Optional][Optional][Empathy][Arcane Mimicry][/build]

Open Slot
 * Interrupts/ Enchantment Removal
 * GW:EN PvE Skills
 * Energy management skills. (Inspiration)

Support Tank
[build name="Support" prof=warri streng=12+1 tactic=12+1+1][optional][optional][Endure Pain][defensive stance]["I am Unstoppable!"][dolyak signet][signet of stamina][Gladiator's Defense][/build]
 * In this case, warriors make better support than rangers or any other profession.

Equipment
 * Icy Weapon (Interrupts).

Open Slots
 * More Tanking Skills
 * PvE GW:EN Skills
 * Local AoE Damage (Adjust Attributes)

[build name="Support" prof=range Expertise=12+1][optional][optional][optional][optional][optional]["I am Unstoppable!"][Whirling Defense][Escape][/build]

Open Slots
 * You can go any second profession you want. If you don't care for one, go Ritualist Secondary, so you can bring signet of binding and summon spirits to help with Restoration. You can also go Warrior or Dervish for AoE Damage and more Protection.

The Procedure
Key To Maps
 * Red= Support Tanks
 * Orange= Lead Tank
 * Green= Casters/Party Members
 * Blue= Key Items
 * White= Numbering

Rooms 0-5 Selection
Room 0 Get to your assigned room quickly.

Room 1 The Ritualist should put up a wall of spirits, aggro, and let the Spirits Tank everything. The Nuker should nuke the ball of enemies. Try not to aggro Kanaxai, once you've cleared the enemies, kill the Aspect, and remember he requires Knock Downs. Once cleared, begin pulling patrols out of room 5. Notes:
 * Use Signet of binding to remove the Restorations from the dead enemies.
 * If things are going bad, retreat as far back as you can. Keep the monk alive.
 * If your room forgets a knock down, smother the Aspect with spirits and run past

Room 2

Due to the fact that you can not retreat, this room does nothing. Just sit still and wait for the rest to rescue you. Pay attention, so you can help when they arrive.

Room 3 This room can have many spawns. Once in the room, head to the back bridge, and have the 2 casters sit there. The tank should pull out a bow, and pull the aspect without aggroing the enemies. The monk should get ready to keep him alive, and the nuker should begin killing. If the tank dies, the monks should res, then quickly get the aspect back. Once its dead, stay on the bridge and recharge energy. If you have a summoning stone, I suggest using it, it helps with damage. The tank should deaths charge to the manta, and make sure that he is in front of all the enemies compared to the other two, and the nuker should focus damage on the manta to help the monk. Then begin the hard task of killing the carps. The tank should either try to knock down interrupt shadow refuge, or time it right so the carp does not get healed. Using 2 meteor showers at half health of carps usually finishes them off. This can be annoying, so try and kill one at a time. Retreat and regen energy if needed. Depending on how the other rooms went, either Run and join room 1 or 4 by avoiding the patrols. Room 4 The tank should aggro the carps only, then the necro should use enfeebling blood and SS on them. They should go down eventually. The necro should now use weakness on the aspect, then Insidious Parasite on him. The necro can easily tank the aspect in this way. Use Knock down and SS to speed up damage. Once clear, wait for Room 4 to finish. Once joined up, begin killing patrols.

Room 5 The combined efforts of Room 1 and Room 3 and 4 should clear the room. Join forces if needed. The Lead Tank should then pull the Aspect and everyone kills it. Avoid the aspect before this. Room 2 should now be open. The lead tank should pull the aspect first, kill it, then deaths charge into the enemies, Room 2 members should run and join the group. The BiP can begin getting 1Hp if desired. Just keep him alive with UA. Once the Room is clear, head to the entrance of room 6.

Room 6-11
Room 6 Once everyone is ready, the Lead Tank should use cons if they have any. The Rit and Support Tank (Both as a whole referred to as Tanks) should stand on the left edge of the doorway, rit should put spirits up there. All other casters should be down the hill off to the left.

Casters: Sit still and wait for the Leviathan Claws to pill up in front of the spirits. then begin nuking all you got on them. Then Move up and kill the Minds scattered around. Then begin killing the Heads to the right. When the tank begins pinging the Aspect, kill that, then continue killing the heads. Head to the left side and kill those then. Then head to the gate and kill the Outcasts on the other side of the gate.

Monks: Use Heal Party constantly while the tank is pulling, use seed of life and healing seed while the tank is tanking. Keep him alive. Otherwise just heal party members the whole time. Maintain UA and Rez if someone dies.

Paragon and Bip: Paragon, maintain Enduring Harmony on both warriors. Use make haste on the Lead Tank when he goes in to pull. Use Incoming and Fall back to speed the whole party up while moving around. The BiP should maintain BiP on all party members except the Lead Tank.

Lead Tank: So begins your job. Your first job is to make sure everyone is alive when using cons. The Paragon should use shouts on you, use shadow Meld while standing by the gate. Then you run up and touch the Fire Flower. Use IAU and different stances to stay alive. Once the flower is turned off, aggro all three patrols of Leviathans, and cancel shadow meld once you are about half way back to the gate. Then sit still and wait till all the Claws are dead. Then Run up and aggro the heads to the right. Sit and wait till all minds are dead and about half the heads are. Then begin walking toward the aspect. Once aggroed, begin pinging his name, and kill it. Then aggro the heads to the left. While tanking these, if you have elemental armor/cold shield, switch now, and then run up to the closed gate and aggro the outcasts. Once they are dead, begin organizing the buttons.

There are 2 to organize the buttons, depending on how coordinated you are.
 * First, you can sacrifice 5 people. (Note: The Lead Tank can Use shadow meld to not die). How to decide who dies depends on the tank. These are people who should die, the Bip, the Porogon, anyone with Arcane Mimicry, or people who don't deal a lot of damage. 4 people and the Lead Tank with Shadow Meld up go stand on the 5 buttons, everyone else goes through. The Tank cancels shadow meld and goes through, everyone else runs up to the gate. The Bip can kill himself, Mimicry people can copy BiP and kill themselves. The Rest wait until the tank AGGROS the aspect, causing the nightmares to spawn, everyone should make sure not to aggro or kill the nightmares. UA Rez the sacraficies over.


 * Or If your team is organized and at least 4 people brought arcane mimicry. The AM people can stand at the crease of the closed Gate and all Mimic the Lead Tank, and all use shadow Meld. Then they can all stand on buttons and using TS or Vent (Or typing) the 5 people can cancel shadow meld into the gate. Make sure you time this right or people will get stuck behind. If someone brings Recall they can also do this. This takes organization, but it saves a lot of time. If anyone misses the count down, they can arcane mimic BiP and keep themselves over.

Room 7 While the sacraficies are dying, the Lead Tank should run in and aggro all the outcast. Its best for everyone else to be on the small path to the far right. Kill all the outcasts, the BiP can steal any Golems he wants. All Nukers should focus all damage on the Aspect, kill that then kill all the outcasts. Once they are all dead, tanks should go to the next doorway, and all casters should go up the left path while the tank begins the next pull.

Room 8 This room is basically skipped. The Lead tank should get the speed boosts and change back to physical damage armor, then should run into the patrols of warriors. The monks need to keep him alive. The tank should make sure he has aggroed all 3 patrols, use IAU to remove crippling. DO NOT USE DOYLAK. Once all are aggroed, run back to the tanks in the doorway. The Monks should put Seed of Life on him, and the nukers should begin nuking. Everything should die quickly, once done, start killing the Outcast Ritualists. Once they are all dead, the tank should run to the first raiders, use Defensive stance, and hide behind the wall there. Everyone else should run down the stairs, avoiding aggro and then run into the corner, the tanks should stand on the staircase.

Optional If there is a locked chest, or your party feels like it, you can kill this aspect. The Lead Tank should use shadow meld, then run up to the cliff (or Deaths Charge) and slowly pull the aspect to the top of the staircase, where the party should begin wanding and casting while they can. Once the aspect is dead, the party can begin killing the raiders to get the chest. If you did this, the tanks should go on the top of the second staircase, and the casters should stand on the first staircase.

Room 9 The Lead tank should run down the hill and spawn the oni, while running down, he should turn off both flowers. Then run back up to the other tanks. The oni don’t ball very well, since they shadow step around. Kill these oni, then everyone should stand near the first flower. the Tank should aggro the 4 oni by the other flower and kill those. EVERYONE SHOULD RUN PAST the second flower, and kill the oni spawn there, if you stand near the second flower, The Leviathan will bomb you. After killing those Oni the tank can pull the aspect, and kill that. UA Rez any causalities now, and everyone should stand where the aspect was. The Lead Tank should run forward and aggro all the Oni spawns, including the 4 that spawn past the Reborn up the path. Then run back to the corner, and sit there, the Ritualists can summon spirits in front of the tank and begin nuking. Once everything is dead the tanks should stand on the corner next to the stairs and the casters stand back behind them.

Optional After killing the Oni, everyone can run in and kill the Leviathan. He’s easy to kill, takes about a minute. Normally 1 or 2 people get bombed. But you get 500 faction from it. Once he’s dead, go back to the previous positions mentioned above.

Room 10 THIS IS THE HARDEST PART OF THE DEEP. The Lead tank should run down to the bottom of the stairs, and begin aggroing Oni. Maintain IAU to prevent KD(Porogon Echo). Once you've aggroed all mobile patrols, quickly but carefully move back up, the onis should aggro the spirits and then begin nuking. While this is happening, the Lead Tank should run down, past the first outcast and spawn the other Oni patrols (Once the Aspect begins talking to you). Then turn off the fire flower to the right, get back to the bottom of the stairs and aggro the rest of the oni, then bring them up and nuke them. Then begins the hard part. Switch to cold armor. The Lead tank should head into the first outcast, kill them. Then aggro the next outcast patrol to the right, ( NOTE: This whole time everyone should be hugging the left wall). Don't aggro the groups to the far right, They can be avoided. Go down the left wall killing the 2 other groups, lead tank turn off the flower. The Lead tank and run ahead and aggro the aspect to turn it off. Kill the aspect if the Lead Tank aggros it. Finish off the outcasts. If there is a locked chest you can kill the rest of the outcast to the right. Otherwise head down to the next room. Notes:
 * The outcasts have STRANGE patrols, don't follow them into other aggro.
 * Everyone should be very alert while doing this room, you can get Putrid Explosioned, causing near party wipe.

Room 11

Right away, everyone should ball up and the BiP should build Health Armor on. The Porogon can maintain +16 Health to counter most of the Fear Damage. The Tanks should stop at the stop of the lowest staircase, the casters should go to the bottom of the stairs. The Lead Tank should use Shadow Meld on the top of the Lowest Stairs, then the lead tank should run down and across the bridge, and spawn the mob of Oni. Use IAU and turn off all 3 flowers (2 on top and 1 down by the second bridge). Then Cancel Shadow Meld and stand with the other tanks. By now the Nightmares and Oni should be running down the hill. Start tanking and nuking until all patrols are dead (Also check for a possible locked chest spawn on the top of the stairs. Everyone should now stand at the beginning of the bridge, the Lead Tank should run into the Oni and ball them up at the end of the bridge, quickly snare them if you brought snares at all, or have the rit throw spirits up, then begin nuking. These Oni tend to break aggro. Porogon should run everyone to the next bridge, the Lead tank should turn of flowers and run back to the bridge. Run to the next bridge and spawn the next oni the same way and pull the aspect, repeat the same thing. Turn off the flower. By now your cons should run out or they have already. It is up to you if you wish to use more cons. They are not required, and since there is only about 15min max left of the mission, its not suggested. If you want to use a Armor of Salvation, that’s up to you and the tank.

Room 12-14
Everyone should now also TAKE OFF ALL WANDS AND STAFFS, Focuses are okay. This is because of the Sapping Nightmare's Chaos Storm. When 50 Nightmares all use Chaos Storm on a balled up party, the party has 0 Energy and party wipes. Keep them off during the next room. If you know the deep very well, you can put staffs back on when you’re done with his room, otherwise, keep them off so you don't forget.

Room 12 Depending on if you have an Armor of salvation up or not, the Lead tank can do this quickly or slowly. The Lead Tank can run into the room while everyone else stays behind the doorway. The Lead Tank can pull as many patrols as he feels comfortable. The Tank has no Energy so he can't use defense skills. Pull however many you want, and bring them up to be nuked. Kill all the patrols this way, get any locked chest that s there, and kill the aspect. Then run off to the next room.

Room 13 Everyone should stay out of the aspect. The Lead tank should shadow meld, in the hallway, then run out into the room. There are many oni spawns, just ignore them, and make sure the monks heal you. Deaths Charge up to the aspect. Then begin to run off his little island, watching your health. Once the 2 Outcast groups begin running toward you cancel shadow Meld and get healed up. Pull the oni spawns in front of you and to the right. Kill the. Then the Support Tank should turn off all the blood flowers and the Lead tank should turn off all the Venom flowers on the right path. Once they are turned off, the rest of the team can follow down the path. Kill the Oni spawn at the end of the path and the entrance to the next room. Ignore the Outcasts and Aspect. This pull that the Lead Tank does takes practice, and will eventually be easy for him. You can take as many tries as you need. Optional The Lead tank can run in and aggro all the outcasts and begin nuking. Eventually you’ll reach the aspect and you can kill him. This is not recommended. Only do it if you feel like it or there is a chest you want. Another possibility is that there is a chest on the left side of the room. Then you turn off those flowers, and get it. It is best to go down the right path, since its only oni spawns, but the left path is do able, just make sure all Staffs and Wands are off.

Room 14 This is a quick room, just make sure the tank is in the front when running down the path, keep using skills and clear your way to the bottom. Then the Lead Tank should use all tank skills he has, then deaths charge into the outcasts and Aspect. Kill the enemies and if you see a chest up the opposite path you can get it now by killing the spawns, or after you kill Kanaxai. Once you've killed everything, enter the final room.

Kanaxai's Room


This room is very un-climactic. Besides the -8 degen, this is possibly the easiest room in the deep. The Lead Tank uses Shadow Meld at the entrance of the aspect effect. The Bip and Porogon should use their buffs on him, and he should run in to the right of the room. The Tank should get as far down and as close to the wall as possible. Once far down enough, the Lead Tank uses YMLAD, then once Kanaxai stands up, use COATB. By now the sappings will remove your enchantment and you'll shadow step back up. As long as you Knocked down Kanaxai TWICE, knocking him down spawns all the sappings that you would have to fight during the fight with Kanaxai, you can now run down the Left side of the room with your team and kill Kanaxai. Notes:
 * The SS Necro should not use any skills besides Spinal Shivers or Revealed Enchantment. Keep him interrupted and remove his enchantment.
 * The BiP can be rezzed inside the aspect so he does not have degen for about 2 minutes. The BiP needs to maintain BiP on the Monks and SS necro at least, keep everyone else bipped as you can.
 * The Warriors should use Icy Weapons, for interrupts.
 * If the Warrior fails to knock Kanaxai Down Twice, the tank must begin to pull sappings to the party to kill. Once all are dead, the tank can retry. BUT, because of how the Deep works, at various times through the fight with Kanaxai enemies will spawn once he is knocked down. It will only be 1 or 2 enemies, but be careful as sappings spawn, they removed enchantments and all energy.

If done correctly, Kanaxai will die quickly, just keep knocking him down and then once he’s dead, run up back to the entrance. The Lead Tank can begin pulling all the sappings up to the entrance. MAKE SURE ALL STAFFS AND WANDS ARE OFF. Once all the sappings are dead, enjoy your chest.