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Old May 18, 2006, 02:23 PM // 14:23   #21
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Every group I go with has a team whipe in The Aspect of Death. I suppose this is becuase they put a healing monk on team 3, whereas it sounds like more of a job for a Boon Prot/active/whatever you are proting with.

Some tips on how to better deal with that aspect would be nice, as I've never actually seen a group survive in it, and they always need a rescue.

I also notice that most of the time my team has to save everyone else in the first part, I find this is becuase I am almost always with the Boon Prot. The only two times my team died were when I was with a healer.

Last edited by Sagius Truthbarron; May 18, 2006 at 02:25 PM // 14:25..
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Old May 18, 2006, 03:49 PM // 15:49   #22
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in tat 4 room thing in the beggining send ur strongest team to the last one. 2nd strongest to the 3rd. 3rd strongest to room #1. and whatever's left to sit in #2 and wait for rescue.
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Old May 18, 2006, 06:32 PM // 18:32   #23
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Quote:
Originally Posted by Sagius Truthbarron
Every group I go with has a team whipe in The Aspect of Death. I suppose this is becuase they put a healing monk on team 3, whereas it sounds like more of a job for a Boon Prot/active/whatever you are proting with.
I'm actually glad to hear this.
I made my first run last night. I took a lot of heat from a warrior before the mission for asking noob questions about what skills to bring and what to be prepared for.
Anyway, he told me prot was only for 4v4 PVP (my first clue that it was not me who was the noob) and that I should go straight heal.

We go to room 3 and spawn practically on top of 3 enemies who proceed to interrupt my heals (which seemed slowed) and kill me some 8 steps from the portal.

The warrior ragequits, but the rest of the group rescued us and another trio that wiped and we made it ti the Leviathan.
I learned a lot on that run, however, and I'll be better prepared next time.
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Old May 19, 2006, 02:09 AM // 02:09   #24
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Whammo build i use in the deep, workes good for me atleast;

Heal signet, Remove hex (pug monks dosent usualy remove your scorced healing, and you die. with good teams doylak sign goes in here)
Bonettis defence, Disiplined stance (you can use all skill expt adrenalin skills) Renewing smash (this one you use right before disp stance goes out, then you can recycle stances all the time and use bonettis as backup/energy stance) Devasting hammer (kd) heavy blow (second kd) and rebirth (as many as possible must have rebirth)..

The biggest problems is the monks of some pugs (no offence..but ..) they usualy missing woh, heal party and condition/hex removal...

and i think the aspect of scorpions is soooo hard...
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Old May 19, 2006, 06:58 AM // 06:58   #25
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Quote:
Originally Posted by Sagius Truthbarron
Every group I go with has a team whipe in The Aspect of Death. I suppose this is becuase they put a healing monk on team 3, whereas it sounds like more of a job for a Boon Prot/active/whatever you are proting with.

Some tips on how to better deal with that aspect would be nice, as I've never actually seen a group survive in it, and they always need a rescue.
I made my first run here Wednesday night, and a warrior, my ele, and a monk cleared this room. The tank said he'd been there many times before and had never seen this room defeated and was ecstatic about it. I've made around five runs since and always started in this room and have probably a 50/50 success ratio on it, but on at least 2 runs I've had Tanks in there with me that hadn't been to The Deep before. One just rushed in aggroing the mob and the aspect both, and the other started his pull in the wrong place and the mob took out our monk.

The room is small, not much room for manuveuring. Leave the healer in the corner on the pad and both tank and a nuke (or what have you) start the pull from the far left, leave the Aspect out of aggro and just nuke to high heaven, having the tank just hang back taking the hits from the Spirit of Wanderlust while the healer heals safely out of aggro. My nuker keeps a bit on Earth and brings Ward/Melee and AoE to help with the fish guys (Carps?), which also provides the tank with something to do while i clear the rest of the mob. After the mob is cleared you can deal with the Aspect as you would in any of the other rooms.

The monk from my last run in there said that another way to do it was if someone were to bring a longbow (and he said it had to be that for the range) to pull the Aspect alone from the other side of the mob and deal with him alone, giving you more room to manuveur to deal with the rest of the mob after he's dead.

Good luck!!


On that Scorpion Aspect, I hate it, I really hate it. What's more is it's broke. The description says that every 30 secs you'll be transported to the nearest enemy and knocked down. It's a lie!! I'm very lucky to get a spell off in between teleports. But you can see a pattern there. Count the seconds, it's different on every run. My guess (and it is just a guess) is that that the teleports occur bases on when a player walks into the Aspect. For example if player 2 follows player 1 into the Aspect by the difference of 3 seconds, and player 3 follows 2 4 seconds later, then that might be how the teleports are timed. Knockdown, 1-2-3 Knockdown, 1-2-3-4 Knockdown, and so on. But I don't think it then follows that pattern for the rest of the party members, as I hadn't seen any strange series of 12 knockdowns in a row. Complicating that is that you're always walking into and out of the Aspect aoe with that first mob fight in the zone.

Last edited by Ozric; May 19, 2006 at 07:29 AM // 07:29..
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Old May 19, 2006, 12:50 PM // 12:50   #26
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the scorpion aspect is really annoy but i get through it everytime.
the closer u get to the boss the faster the kd's will come.
u just have to rely on ur monks and spirit spammer.
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Old May 19, 2006, 05:36 PM // 17:36   #27
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Nice to see some info for people on the Deep. Ive done a few runs with my monk only and 2x got to Kanaxia but no wins. Err 7s and not enough enchant removal(well not the right one it turns out). I forget the name of the warrior we had but his disrupting swipe was mesmer precise. Kanaxia rarely got into his health enchant.

I ran a modified boon prot every time with no heal party at all but we did have them in the party of course.

ProtSpirit/ RoF/ MendCond/ SigDevotion/ Boon/ Rebirth and for the last 2 spots I tried CoP/ Veil/ ED/ MoR/ Gift of Health but they all played about the same.
Basics of Boon Protting but in the room where you cant cast spells you can put all your enchants on and go in to use your Sig of Devotion to help out and when the heat comes you can still CoP(skill) to save you as you run for the stairs.
Where you cant use Enchants Mend, Sig, and Gift of Health all work well. Quite often I dropped Boon and just worked on protting everyone in spots.
A suggestion for the beginning but why cant this be done with 3 dedicated monks. Most of the time one of the rooms gets wiped out in the beginning anyways. Why not load that room with all damagers and the other 3 rooms can come get them when they finish off their rooms. 3/9 provides more offense and support than 4/8 but most arent really willing to die and wait the first 20 min =].
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Old May 21, 2006, 11:55 AM // 11:55   #28
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My warrior build is Shove, Hammer Bash, Dolyak Signet, Disciplined Stance, Defensive Stance, Renewing Smash, Healing Signet (which I don't use very often at all and could be changed), res.

Shove is very useful in the first few seconds of an aggro when the mobs all try and charge for the people in the rear. Maybe not so useful on the last boss, but, eh.

Something that worked pretty well for my team was Spinal Shivers and the last boss and trappers trapping the monks for the knockdown-spawn. Unfortunately, though, we weren't able to beat him.

Possibly it was becuase we didn't have a Nuker (we had 2 trappers and 2 SS due to lack of supply )
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Old May 21, 2006, 03:22 PM // 15:22   #29
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I really like the guide, it is a nice heads up for people who are new to the mission. I wish I would have read it before I made my first trip last night :P. Anyways, you actually have an error in the walkthru though, the way conditions effect the end boss is a myth. He still takes and deals damage just fine when he has a condition on him. Another tip that I can give for the end boss is DO NOT use Meteor Shower on him. Each tie the boss is knocked down 8 of his cronies spawn. Meteor Shower = 3 knock downs = 24 Cronies = GG.

Furthermore, heal party is rediculously useful here. Because of that some sort of a battery is nice for the monks as well. One of the necros sould be able to bring blood rit without too much of a problem.

I just did my first run last night and got to the end boss, we had an excellent group but I don't think that we had the right build to take down end boss. I will be trying it again tonight with some guildies so hopefully we will be able to take it down.
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Old May 22, 2006, 07:41 PM // 19:41   #30
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To counter act the 8 degen at the last boss:
- Rt can bring recuperation +3
- Curse + Blood necro can bring blood bond for +3 (remember degen is capped at -10, so using blood bond can get the necro's degen cap at -10, but get everyone else a +3 regen)
- Blood Necro can also bring well of blood, since nightmares don't leave corpses, you'll just have to rely on dead party member's corpses
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Old May 23, 2006, 11:51 AM // 11:51   #31
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This build is one of the best i have tried. Took some time to come to the last boss. But with a organized team and with much time its the best:

3 warriors (2 w/r 1 w/e) - the 2 w/rangers bring their pets. (they must go hammer with 1 kd skill.) The w/e bring shock and can go whatever he want. (axe or hammer is best)

4 monks (3 healers 1 half martyr)

1 trapper - with reveive animals (to revieve the warriors animals)

3 necros - 1 ss (bring inspired ench. / revavled ench.) 1 OoV (goes half monk) 1 BiP necro. All necros must bring br to support the monks energy. 1 of the necros must bring Well of Blood.

1 nuker - E/me, bringing inspired ench. / revavled ench.

Everyone must bring a vampic weapon. The warriors ( axe or hammer) ranger (bow) the other doesnt need to bring but if (bows).

When u comes to the last boss u lure the pets to the boss. When the pets r dead the necro with WoB using it and whole team go into the area with +6 regen. As u already know u now have instead of -8 degen u have -2 degen. Easier for the HP monks to have everyone alive.



With the nuker and 1 or 2 necros using inspired ench / revavled ench. on the boss he cant use his nightmare refugees. And while using ur vampic weapons and OoV u going to kill him. NOTE. u doesnt need to KD him. Only if u want a challenge!


Hope i have help ur team with something. Havent wrote everything about the run. if u want more info just whisp me ingame.
<-- ign



GL hunting!
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Old May 23, 2006, 01:46 PM // 13:46   #32
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Quote:
Originally Posted by Sou
And while using ur vampic weapons and OoV u going to kill him. NOTE. u doesnt need to KD him. Only if u want a challenge!
That, my friend, is sneaky.
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Old May 23, 2006, 04:42 PM // 16:42   #33
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1 question , does vamp and degen work on him and we do not to KD him ?
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Old May 23, 2006, 05:08 PM // 17:08   #34
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Yes, life stealing keeps taking out his health, even without kd.
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Old May 23, 2006, 06:31 PM // 18:31   #35
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Heres a build we just used.

2 W/R - Axe Wars with a vamp axe to switch to and a pet.
1 R/N - Classic OoB touch ranger.
3 N/Me - 1 has OotV, 1 BiP, 1 WoP. Each with life stealing skills.
4 Mo/Me - 2 prot, 2 heal (heal area, heal party) each with inspired enchant.
1 E/Mo - HP/Wards
1 E/Me - Nuker.

Worked nicely. Kanaxai was probably the easiest part, the hardest being the scorpion aspect, as with most groups. (Didn't have ward of stabil)

Other then that, it was a breeze..
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Old May 26, 2006, 03:51 AM // 03:51   #36
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Alright then ....

Please explain WHY, (and this is REALLY narking me) WHY warriors HAVE to be Hammers? They DONT.

Why not use Bane Signet or one of the other wonderful skills available, Shove is one mentioned here already and why do you think they added THAT skill then?
I keep seeing unintelligent builds that are more about thumping hell out of enemies rather than using brains and tactics. FoW builds DO NOT work here.

Why dont people like taking Rits? theyre sooo good here. Mesmers too ... once again sold out by no brain builds. Shame. And after watching an Assasin tank an Aspect they really should be paid more attention. A GOOD sin is hard to find I agree.

We all complain bitterly about the creature that kills us, so why not use ITS tricks..... wheres the restoration? I know it P***es everyone off... so why not use it against THEM?

And as for the "Rebirth" trick thru the gate. WHO in GODS name BELIEVES this is a good strategy?!?! Its LAME and very inefficient. Why not SUPPORT the team on the other side? Help them kill the nightmares, then they can wait for the 7 man team to clear the area. You've already made one team of 3 wait for you in room xx already why is it not valid for the next room to be a few men down for ONE room only,

I keep seeing an amazing amount of NO BRAIN builds.... Most people/teams are about farming chests DESPITE the "ooh i want a green from Kanaxai". The general attitude I see is that people are thre for farming chests in the main. Weak.

Start READING the skill descriptions and get OUT of this habit of sacrificing teammates.

Are you getting the picture yet? Theres waaaaay too much short sightedness going on in The Deep and it just surprises me how people are slaves to OLD formulas. Be imaginative, USE the new skills and profs.... theyre there for a reason.... or hadnt you guessed that yet?

Signed... One VERY frustrated Necro who has seen waaaay to many people who THINK they know ...fail. Now I know I'm not perfect and every run i tweak, but come on people ... use ya brains ....
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