User:Roflmfao/Duodeep

'''Kept for historic Reasons. Deep with less than 6 men now impossible.'''

Attributes and Skills
[build prof=Warrior/Assassin stren=8+1+1 tact=10+1+1 sword=12+1][i am unstoppable!][shield stance][soldiers defense][hundred blades][whirlwind attack][recall][you move like a dwarf!][deaths charge][/build]

[build prof=Monk/Necromancer DivineFavor=8+1+1 ProtectionPrayers=10+1 Curses=12][spiteful spirit][mark of pain][necrotic traversal][ebon escape][signet of devotion][seed of life][life bond][balthazars spirit][/build]

Alternative bar for a primary necromancer (harder but potentially faster):

[build prof=necromancer/monk healingPrayers=10 Curses=12+1+3 soul=6+1 prot=6][spiteful spirit][mark of pain][necrotic traversal][ebon escape][healing seed][patient spirit][life bond][balthazars spirit][/build]


 * Switch Headpieces as needed.

Warrior:

 * Headpieces of Tactics and Strength, with Minor Runes.
 * Stalwart for tanking physicals.
 * Sentinels for tanking Depletion (largely elemental damage)
 * Low-Energy Sword (+15%,-5 energy) to hide energy from Depletion and for a basically unconditional 15% damage boost. Other Mods aren't relevant, use Zealous if low on energy, but remember to switch to another sword while not fighting.
 * +5 Energy, +5 Armor Sword for tanking Depletion (+7 vs Elemental also works)
 * Req. Tactics Shields with +10 vs. Cold and one with -2 while in Stance, both with +30 HP

Monk:

 * Headpieces of Divine Favor and Protection Prayers, with your choice of Minor/Major/Superiour Runes.
 * A staff with enchanting mod
 * A caster weapon + shield with either +5 energy or 10% halves skill recharge on the weapon.
 * Your choice of inscription on the shield. +30 HP are suggested, but +45 while enchanted are also ok.

Room 1
The Warrior runs in and balls the enemies up as tightly as possible. He also aggros the Aspect. Then he targets the Spirit of [[restoration] and uses [[You Move Like a Dwarf!] on him to make sure he dies before the mob. The Monk waits until the ball is tight enough, uses [[Spiteful Spirit] on the Aspect, then runs back so as not to get aggro. This spike is done without [[Mark of Pain] to prevent the Spirit of [[Restoration] dying at the same time as the enemies, thus ressing them. There is no need to kill the Aspect, but you can do it if you so wish. The Monk then bonds the Warrior and himself before the next pull is done (experienced players won't need bonds here).

Room 2
The Warrior runs 2 semicircles at the bottom of the room to aggro all the mobs and ball up the casters as good as possible. The Monk stays clear of all aggro during this pull. The Warrior should try to ball up the casters away from any Spirits of [[Restoration], then run the melee (including the Aspect) into the caster ball. The Monk then runs in and casts [[Mark of Pain] and [[Spiteful Spirit] on the Aspect, and uses [[seed of life] on the Warrior if needed. The Warrior then spikes with [[hundred blades] and [[whirlwind attack]. Any leftover foes are then killed by running the Aspect close to them and hexing him with [[Spiteful Spirit]. As he attacks very fast, but cannot die himself due to his invulnerability, this is a very fast method. The Warrior should also use attacks on the survivors for additional damage. [[whirlwind attack] can be used on single targets! During the process, make sure not to knock the Aspect down if he is already at 25% health, or he will die and you won't be able to clear the room. The Monk should only get close to the Aspect to recast [[spiteful spirit] or use [[seed of life], then run stright out again. If he catches aggro, the Warrior needs to block the path to the Monk so he doesn't get killed by the Aspect. While killing the last stragglers, the Monk should bond his partner.

Room 3
The Monk stays in the room before, while the Warrior runs in and pulls all the Leviathan Arms. If done correctly, they will be out of casting range of the Mesmers, and thus [[mark of pain] won't be removed as fast. Spike the Melee after the Monk calls [[mark of pain]. Survivors are killed with normal attacks and [[spiteful spirit]. At some point the Mesmers will run in to remove Hexes, but this shouldn't be too problematic. After this, you can either both go back behind the ledge in the room before to make the Mesmers ball up, then spike them, or you can run straight for the gate. When running, make sure the Monk isn't exposed to too much damage, especially from the Aspect. Bodyblocking is vital here. The Monk then uses [[spiteful spirit] to kill the first group behind the gate. Remember to use [[seed of life] occasionally to keep your partner alive. When only Golems are left alive, he uses [[necrotic traversal] to cross the gate, then uses a scroll to get the Warrior through, who should have himself killed as the Monk jumps through.

Alternative, more risky:

The Warrior runs in first, the Monk follows closely. The Warrior has to make sure the Monk is not being attacked by anything, while the Monk kills the group on the other side. Then he teleports through.

Room 4
The Warrior switches to his elemental armour here. Now is also the time to use the Strength Headpiece to reach 13 Strength. Any personal cons that he can pop, he should pop, this room is the hardest to tank as most enemies are elementalists or necromancers, where blockrate is useless. For the safest run, the warrior runs in and pulls the Aspect (the other enemies will break aggro faster than the Aspect). Then the Aspect is killed seperately, as the effect of Depletion is very annoying. Alternatively, the warrior can jump into the top groups, wait for [[mark of pain] to be called, and then spike. The enemies can remove enchantments, so bonds are useless and [[seed of life] will be stripped quite fast. Hence these spikes can get quite messy. For even faster runs, the Warrior can pull all the enemies to the right side, and spike them there. This requires full personal consumables and is quite risky. The Aspect doesn't need to die for the door to open, so you can ignore him if you so choose.

Room 5
Before entering the room, the Warrior uses [[recall] on the Monk. Then he runs into the far corner where the Aspect stands, thus pulling all the patrols away for the Monk, who can run by freely. When the Monk is far enough, the Warrior ends [[recall] and both continue to run. If enemies are following closely, throw off a summon to distract them for a while.

Alternative, more risky:

You both wait until the patrols are on the top, then run by. It is recommended to pop a summon here to lose the aggro following you. That's a great use for those pointless Oni stones.

Room 6
This Room is very straightforward, run with your partner past the Leviathan and further towards the next room. Use [[ebon escape] as a heal and to get unstuck.

Room 7
All the Oni in this room need to be killed for the door to open. To achieve this, both partners run by the right wall very closely to not aggro anything. In the first large corner, the Warrior waits. He should be bonded here. The Monk runs on to the far flower and disables it. There he is safe from the Aspect. The Warrior will quickly collect Oni aggro as they run circles through the room, so the Aspect is largely irrelevant for him. When all the Oni have gathered on the Warrior (note due to [[vipers defense], they will not ball very well), they are spiked. For this, the Monk uses [[mark of pain] and the Warrior waits with [[whirlwind attack] until as many Oni as possible are in range. Any stragglers must then be killed quickly, [[Spiteful spirit] helps with this. When all Oni are killed, run towards the next room. The Warrior should be the first to aggro any groups, this will protect the Monk. At the door, knock down the Aspect and run straight on.

Room 8
The heals on the bars are more than enough to counter the Aspect in this room, so the Warrior runs to the next room without much waiting. The Monk uses [[ebon escape] to jump down the ledges, thus avoiding too much Oni aggro. The Warrior can disable the crippling flowers, otherwise the Monk may need personal consumables to be able to ignore it (this means all rock candies and a cupcake). Again knock down the Aspect to help protect the monk, and run into the next room.

Room 9
The enemies here will only use damage spells if you have above a certain amount of energy, and do not use [[chaos storm] if you're not carrying a staff or wand. Thus, the Monk may not use his staff in this room, and all bonds must be dropped. This means that both players will soon be low on energy, and so won't take any more damage from [[energy burn]. Using this, you can just run through. Alternatively, the Warrior can tank all the mobs here by himself and spike them without [[mark of pain]. Either way, make your way to the next room.

Room 10
This room is also skipped. Either just run by on the right side (the Monk should give [[seed of life] to the Warrior before he aggros a group) or the Warrior may use [[recall] in the Monk, then use [[deaths charge] to jump towards the centre where the Aspect stands. This will cause all groups in the room to run towards the center, clearing the path by the sides. Then you can just run by the right side and make your way to the next room with minimal aggro.

Room 11
On the right side, all that spawns are Oni, so just run through. Just before the Warrior jumps into the last Outcast group, he should get [[seed of life] from the Monk for a quick heal. Now just run to Kanaxai's room.

Room 12
Kanaxai needs to be knocked down twice to prevent any more Nightmares from spawning. To achieve this, the Warrior uses Nightmare Refuge. Use the knockdown under no other circumstances! Not interrupting Kanaxai will slow the run down a lot as it is a powerful healing ability. The fight should be over fairly quickly, as Kanaxai triggers [[spiteful spirit] a lot due to his insane attack rate. Popping a Dream Rider helps a lot too, but is not required. When he is dead, the Warrior pulls the Nightmares away and spikes them, he should not need [[mark of pain] for this. Keep in mind after Kanaxai's death the Aspect will remain active, and you will slowly die from the degeneration. [[ebon escape] at a decent rank should help counter this though. Collect chest and you're done.

Counters

 * Pretty much everything can kill you if you make a mistake. However, enemies here don't deal too much damage so long as you don't spend much time with them.