Archive talk:Team - 7 Hero Deep

I've never cleared the deep but are there so much mobs that you need MoP?-- GWPirate 关 12:28, 7 May 2011 (UTC)
 * Der are really many mobs. You're supposed to run any/W 100b, tank a bit and micro mop so stuff dies fast. Deep is fun, you should try it. Falrach 14:26, 7 May 2011 (UTC)
 * even in hard mode you're not going to need that many heals. I was doing deep after 7h update with UA hero with gift of health aegis + two aoe heals basically :/ -- [[image:Chieftain Alex Sig.jpg|19px|link=User:Chieftain Alex]] Chieftain  Alex  18:18, 7 May 2011 (UTC)

I copypasted builds fast and didn't edit them. I tried using st rit before but i miss damage from sogm and i still had MM, so im theorycrafting emo instead of MM. Minions are awesome though, since they die extremely slow against melee; works very good in nm. I originally used necrotic traversal to get half my team over then ua for the other half. This makes the team a lot less flexible and it sucks for a general build. So the next best option is just kill yourself on mob at gate, telly monk over and bring you, the get the rest of the group killed. All this so I can bring recall instead of necrotic traversal since you cant break aggro in HM like you can nm at kanaxai. The scorpion room really sucks in hm because you get oni rush and i dont have a solution except st rit or (emo?) to prevent training-- Relyk 06:09, 8 May 2011 (UTC)
 * There is a trick to get past the door. You need a nature ritual on one of hero 4-7. Recall another of those. Flag heroes 1-3 on pads and stand on 1 yerself, put noohing on middle. Flag 4-7 through door, and make the NR hero cast it when he's on the pad. It will make him stay there long enough so you can recall through. Release flags and wait for them to telly. Falrach 07:27, 8 May 2011 (UTC)
 * I thought about that, but didn't know if it lasted long enough-- Relyk 15:46, 8 May 2011 (UTC)
 * Using "Find Their Weakness" also allows you to open the gate.145.33.160.197 14:45, 16 May 2011 (UTC)
 * lol IP troll. ^ -- [[image:Chieftain Alex Sig.jpg|19px|link=User:Chieftain Alex]] Chieftain  Alex  15:06, 16 May 2011 (UTC)
 * Not really.. if you are out of range and force a hero to use it it wont move.145.33.167.91 16:17, 17 May 2011 (UTC)
 * Hmm I was just assuming you were saying find the gap in the gate ^^. sorry about that. So the hero just freezes onto the spot?-- [[image:Chieftain Alex Sig.jpg|19px|link=User:Chieftain Alex]] Chieftain  Alex  16:57, 17 May 2011 (UTC)


 * Well, some kind of. But sometimes it moves a stepm, so u have to flag ur heros back and forth. It takes a while, but ithink its easier then with eoe. But yeah, with any shout applying to 1 person which is out of range, heros pretend to freeze.145.33.167.91 17:14, 17 May 2011 (UTC)

Did it earlier today, just for fun, used a Critscythe ssin (don't like 100b) and it went swimmingly. Cost me about an hour to kill him, another 10 minutes to kill the bloody nightmares.. Can be done in ~45minutes if you're more exp.. Also didn't bring additional weapons, and was too lazy to remove my heroes caster weaps, so the Sapping Nightmares were kind of a nuisance...81.11.218.223 17:16, 19 May 2011 (UTC)
 * Did it today too, first time in the deep for me. the guide was good enough. i played a dagger paragon. everything was easy really, only tricky part was with the recall and the sappings but after some tries i figured out what to do. 19:49, 26 May 2011 (UTC)

Doesn't shared burden conflict with most of the other hexes in this build? I would think it significantly reduces your spikes potential.

ss healers...
ss sucks on heroes...it even sucks more when you bring panic...maybe bring sth like FoC or what ever.Illoyon 15:46, 4 June 2011 (UTC)

Fall Back?
I went down here not too long ago on a whim with 7 Heroes; I didn't know about the 5 person door lock, so I improvised with what I hd on my bars; two sets of "Fall Back!". The speed boost allowed most of my heroes to get through the door before it closed, but a few got stuck on the actual door; they could only move left or right, as if there was some invisible barrier on either side. The heroes that did make it through were unable to pull the foes to the gate so we could kill them (the ones that spawned with us were cake), but I think that if it was organized a little more efficiently, IMS could make getting through a lot simpler. Just food for thought for anyone who likes to build these things.
 * I have no clue what you actually did, care to elaborate?-- Relyk 22:53, 6 June 2011 (UTC)
 * He went zoom zoom and went leeroy on the door before breaking it down along with the shower curtain. [[Image:AsuraSignature.jpg|15px]] Anvil God  zzz... 23:15, 6 June 2011 (UTC)
 * Even with Dash you can't get from middle pad through the gate before it closes. With speedboost + ebon escape/DR/Return you can, but obviously this is no good with heroes. You can use SoH or SM and get a handful of heroes through the gate with them ending recall after you have ended SM/SoH (like 2s gap to mess around, you need to be fast). Obviously this isn't very nice. The only other way is to kill the first group of Outcast in the next room, NT/CC over and let the Aspect from the room with the pads kill the rest of the group, to then be ressurected over the gate by UA or a res-scroll. The problem with this is the Aspect will bug away and not attack anything if he agro's somebody that is already over the gate. Basically, with 1 human the gate is really really shit. 212.69.47.70 01:39, 7 June 2011 (UTC)
 * I use a slightly tweaked version of this for vanquishing because I'm too lazy to rune my heroes again after I tried this. It works great ^^ Ɍɨɟƺʮ 10:52, 12 June 2011 (UTC)
 * You can get in with Dash + Dwarven Stability - otherwise with just dash you hit the invisible barrier described above that exists along most of the gate - its a while since I've done it but its either the far left edge or the middle that you aim for. -- [[image:Chieftain Alex Sig.jpg|19px|link=User:Chieftain Alex]] Chieftain  Alex  13:21, 12 June 2011 (UTC)

Hero order in party for 5-man switch and other clarifications
Just completed The Deep thanks to this writeup! I thought I would further clarify some things about the 5-man switch that took me some time to figure out. First, the order of heroes in your party before you even begin the mission: the first three slots should consist of the Illusion Mesmer, the Panic Mesmer and the Minion Bomber. Why? Razah, with EoE, needs to trigger the fifth switch, and the other three are your healers - which you will need to survive in the next room, and you don't want them healing the heroes that are left behind the door. Second, you cast Recall on one of the healers that are going through the door, not Razah (because he will be too late). Third, you stand still on your pad while you cancel Recall just when Razah finishes casting EoE and begins to move off his pad, and THEN you run to your right to get through the door which is now swinging closed. I say to your right because I am assuming you are standing on the pad to the right of the center pad and watching Razah. --Triplehammer 19:53, 5 September 2011 (UTC)
 * You kill the group behind the gate before opening the gate for such reasons. You only need UA behind gate. They will be behind the gate trying to heal heroes with that setup, so if you didn't want them to, you'd be killing them off instead. It doesn't make a big difference either way, you'll burn off DP quickly.
 * It's noted in usage. Use Recall on one of the remaining heroes except Razah, he will trigger the last pad.
 * It's in the usage. Stand on a pad adjacent to the center one.  and Cancel Recall when Razah finishes casting Edge of Extinction and run through the gate. I think the wording is pretty clear.
 * -- Relyk 21:51, 5 September 2011 (UTC)
 * Actually, it's kind of unclear for people such as myself who are not familiar with the deep (i.e. the same people who need this guide). I found Triplehammer's comment quite helpful. --Tbo stephen 21:11, 23 September 2011 (UTC)

Does this still work?
I can't get it to work in the Aspect of Lethargy room. The mobs just start hitting my party and killed all the minions in one second and party wipe happens very soon after. Also choking gas makes everything difficult. Does this team still work? If so can someone give me some tips? :) Hpmv 11:36, 9 January 2012 (UTC)
 * Was this in NM or HM? The recent update gave foes in HM increased maximum health and lowered armor, making armor-ignoring damage less effective. Since this build relies heavily on armor-ignoring damage (SS, Mesmer skills, spirits, SoS also had a slight damage nerf), you wouldn't be killing things as quickly in HM. This setup might need to be reviewed in HM, I guess I'lll add a tag. Random Weird Guy 11:57, 9 January 2012 (UTC)
 * I'd imagine the Gust change on the outcast spellstorms allow them to KD your entire party and rape with buffed meleers. [[image:Chieftain Alex Sig.jpg|19px|link=User:Chieftain Alex]] Chieftain   Alex  12:22, 9 January 2012 (UTC)
 * You pull groups around the corner, otherwise the leviathan arms train your heroes to death. It has nothing to do with update-- Relyk 08:15, 17 January 2012 (UTC)
 * Tried it this weekend with Star Burst/Rodgort's Invocation/Flame burst ele build on normal difficulty and works well enough. Used the version with MO and had to gear up my party fully, but once I learned the fights, it was easy enough. Hardest part definitelly the scorpion aspect.

EoE
EoE kills minions right?--Saxazaxxx (talk) 18:15, 16 January 2018 (UTC)

Opening Gate
Barath has a very easy method of doing it where only 3 of his heroes need recall, and one can get all heroes through the gate without messing with EoE. 7 Hero Deep HM--Saxazaxx (talk) 05:24, 8 April 2018 (UTC)

UA nerf
It's been FIVE YEARS since this was nerfed and nobody's bothered to fix it - I think it's fair to assume that they never will. Archive until somebody else replaces it with tactics that actually work? Houroftheowl (talk) 00:34, 18 April 2018 (UTC)
 * See the above section "Opening Gate." I could make the fix, but it would require agreement from people on how to change the builds up to make the first 3 heroes /Sin.--- IGN: Saxazax I (capital i) or Saxazax I I - (talk) 00:41, 18 April 2018 (UTC)

Instructions summary:
When you reach the gate, do the following. It might look complicated, but it gets easy once you know what to do.
 * Kill the group of Outcast that spawn in casting range on the far side of the gate before you open it.
 * Hold down your Shift key on your computer keyboard and click the Recall skill, and Shadow of Haste, on your 3 heroes' bars. You will see a red "cancel" sign over the 4 skills. The heroes will not use these skills unless you click them. Have all 3 heroes cast Recall on you.
 * Cast recall on any of your Spiteful Spirit heroes or your Ritualist heroes.
 * Flag your whole party to a point beyond the closed gate.
 * There are 2 pads to the left of the Fire Flower when you are standing on the middle pad, facing the gate. Flag hero 2 and 3 (which both have Recall only on their bars) on the left 2 pads.
 * Flag hero 1 to the far right pad. This is the pad that is in the far right corner of the Leviathan/Slowed movement room.
 * While you are standing on the pad, and have heroes 2 and 3 flagged on the left 2 pads and hero 1 flagged on the far right pad, do the following:
 * Manually have him or her use Shadow of Haste. Shadow Arts should have any available attribute points, usually reaching level 2 or 3 Shadow Arts.
 * Flag Hero 1 onto the right pad closest to you. Hero 1 will have cast Shadow of Haste on the far right pad, then you flag him or her to the near right pad.
 * When Shadow of Haste ends, the Guild Wars game engine will think Hero 1 is on both near and far right pads. This means that all pads will be accounted for, with you on the middle pad, Hero 2 and 3 on both left pads, and Hero 1 on both right pads. You will see the gate open. When it does, you have to do things quickly, and it might take some practice to get the keystroke muscle memory down.
 * 1) Cancel all party flags. It is recommended that you bind flag party to a key and cancel party flags to a key. f5 to flag party and f6 to cancel party flags works. Navigate to the Control panel in Settings (default: f11 key).
 * 2) Cancel your Recall. This will warp you to your heroes who are standing at the gate.
 * 3) Cancel your 3 heroes' Recalls. This will bring them to the whole party.
 * 4) Re-flag the whole party forward. This will ensure they don't waste time casting skills or run around instead of running through the gate.

This is actually a lot easier than the EoE method. Video forthcoming.--- IGN: Saxazax I (capital i) or Saxazax I I - (talk) 15:21, 7 May 2018 (UTC)
 * |Original Guild Wars - Guide to Opening Gate in Deep--- Saxazaxx IGN: Saxazax I (capital i) or Saxazax I I - (talk) 15:58, 7 May 2018 (UTC)

Complexity of the workaround
Using shadow steps on the heroes to trigger the gates is way more complicated to do than the old teleport approach. When your update is ready, please add a video of someone performing these tactics so people who're unfamiliar with it may have an easier time learning and executing this. There was one from Barath showing this, right? Could probably take that one to show how it's done. --Krschkr (talk) 16:08, 6 May 2018 (UTC)
 * I never actually really understood the EoE trick. It sounds like it might be easier in terms of manual dexterity. But the main page builds still need Recall.--- IGN: Saxazax I (capital i) or Saxazax I I - (talk) 15:46, 7 May 2018 (UTC)

Un-Archive - 5 Feb 19 Game Updates
Ability to flag all seven heroes makes it a lot easier to get past the gate. The main build works, but I'll put an updated build from Barath's video which I believe is superior.

An update to the tactics would require changing the main bars quite a bit, but they probably should be changed anyway. Here is how the explanation should look if the bars I just posted replace the main bars:
 * Kill the group of Outcast that spawn in casting range on the far side of the gate before you open it.
 * Hold down your Shift key and click the Recall skill on your four heroes' bars. You will see a red "cancel" sign over the 4 skills. The heroes will not use these skills unless you click them. Have all 4 heroes cast Recall on you.
 * Cast your Recall skill on any of your three heroes who do not have Recall.
 * Flag your whole party to a point beyond the closed gate.
 * Target yourself, then click the four canceled Recalls on your four heroes' bars. This will make them cast Recall on you.
 * There are 2 pads to your right and left when you are standing on the middle pad, facing the gate. Flag hero 1 and 2 (both of whom have Recall on their bars) on the left 2 pads.
 * Flag hero 3 and 4 to the far right pad (they should also have Recall).
 * When a player or NPC is standing on all five pads at once, the gate will open, and your remaining three heroes will run through.
 * Open your minimap (U key) and move the party flag to the point indicated on the screenshot of the minimap:
 * It is important that the three heroes run to the right of the "L wall," down the sort of corridor, so that they do not aggro the 2nd Outcast group on the left of the "L" wall.
 * If you and your Recall heroes do not teleport, flag your party a little farther down the corridor (using your minimap).
 * When the three heroes run off your minimap, out of range of you, the Recall you casted on one of the three heroes who ran through will end. A split second later, the recall on your 4 Recall heroes will end, and your entire party will be transported through the gate.

Can someone help put the image between the lines of the text? Thank you.--Saxazaxx (talk) 18:52, 9 February 2019 (UTC)
 * Should I make a new page with the above builds?--Saxazaxx (talk) 21:28, 9 February 2019 (UTC)
 * That would be better. Else old votes would have to be wiped out because the builds are so different and the tactics changed aswell. By the way, you can remove |frame|Flag positions from the picture if you don't need/want the frame and comment to show up. --Krschkr (talk) 22:42, 9 February 2019 (UTC)