Oct 11, 2006, 05:10 PM // 17:10
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#61
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Academy Page
Join Date: Jan 2006
Guild: Lupus et Agnus [LeA]
Profession: E/Rt
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but you must split at the start of the mission or you go alltogether in the same chamber and then you clean the others chambers?
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Oct 11, 2006, 06:00 PM // 18:00
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#62
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Academy Page
Join Date: Jul 2006
Location: Chillin' in the Guild Hall
Guild: The Incredible Three Stooges [TITS]
Profession: Mo/Me
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For a 6 man run, you do "Chamber" 1 and 2, the rest don't matter.
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Mar 05, 2007, 12:16 AM // 00:16
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#63
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Academy Page
Join Date: Dec 2005
Profession: W/
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The 6-man Deep Build and general walkthrough has now been posted (after long delay) on Guildwiki.
6-Man Deep
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Mar 05, 2007, 12:55 AM // 00:55
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#64
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Krytan Explorer
Join Date: Feb 2007
Guild: Aatxe Pirates [YaRR]
Profession: A/
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Quote:
Originally Posted by Lord Aro
The second image: Victory Flex
Oooh, secret build! Let's see...
W/A's
Mainly stances with KD and Recall. Icy weapons for the end. May use war based aoe skills but that would make the Oni shadow step.
N/Me
SS natuarlly. Looks like a well and the norm deep skills. Enchant strip, etc.
E/Mo
Can see the MS. Suspect Prodigy heal/nuker. Or Renewal with energy help.
Mo/Me
Pick your heal build. Enchant strip also likely.
Mo/Rt
Hmm. Heal with a spirit or two. Rez for failure room.
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My team did a similiar setup except with an extra monk.
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Mar 05, 2007, 03:24 AM // 03:24
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#65
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Lion's Arch Merchant
Join Date: Sep 2006
Location: Sverige
Guild: Running Rangers [RR]
Profession: R/N
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Anyone know if you can take heroes into the deep?
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Mar 05, 2007, 03:28 AM // 03:28
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#66
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Forge Runner
Join Date: Mar 2006
Guild: [ToA]
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ya, you can.
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Mar 05, 2007, 03:31 AM // 03:31
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#67
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Jungle Guide
Join Date: Jun 2006
Guild: Winter Wonderland [brrr]
Profession: W/E
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Quote:
Originally Posted by Mesmer in Need
ya, you can.
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You can take them in, but they aren't able to go through the portals at the beginning
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Mar 05, 2007, 05:48 AM // 05:48
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#68
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Krytan Explorer
Join Date: Jul 2006
Location: Vancouver BC
Guild: Sorrow Masters
Profession: E/
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Very nice guys, that takes a lot of coordination to pull off! Thanks for your guide its a generous donation to the community and its not needed as it is your personal build. Well you seem like nice people or else it could be you are rolling in so much dough you don't care who knows it.
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Mar 06, 2007, 01:14 AM // 01:14
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#69
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Academy Page
Join Date: Dec 2005
Profession: W/
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Quote:
Originally Posted by Hyprodimus Prime
Very nice guys, that takes a lot of coordination to pull off! Thanks for your guide its a generous donation to the community and its not needed as it is your personal build. Well you seem like nice people or else it could be you are rolling in so much dough you don't care who knows it.
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*heh heh* I intended to write up this build a long time ago and never got around to it (especially after Nightfall debuted). My initial intention was to try to make a tutorial video but all of my gamecam clips seemed to come out corrupted (never figured that out). Anyway, the Deep has been so vacant lately that I thought it might be nice to try to infuse some life back into it.
This build indeed made all of us fairly wealthy, but the times of accumulating steady wealth using this build has since passed by. Most of us still have several Kanaxai greens cluttering our inventories that we have trouble selling. I remember selling my first Kanaxai Edge for 100k+8e and, even near the end, wouldn't sell for less than 75k. I just recently sold one for around 50k and axes are hard to sell for more than 35k. Mallets aren't even worth a Deep Jade Key. We make the run for fun and nostalgia now, more than anything. Still, there's always a chance that something more valuable than a purple straw effigy is going to come bouncing out of a chest.
Anyway, have fun.
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Mar 10, 2007, 06:27 AM // 06:27
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#70
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Wilds Pathfinder
Join Date: Jul 2006
Location: The Netherlands
Profession: W/
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Video???
This looks very nice!!!!
Is there also a video, so it's easier to see, how the builds works?
Again very nice.
Cya,
Mr Jorgen
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Mar 10, 2007, 07:58 AM // 07:58
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#71
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Jungle Guide
Join Date: Apr 2006
Location: Left GW
Guild: Proud Member of : Glob of Ectospasm [GoE]
Profession: W/
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Quote:
Originally Posted by dies like fish
You can take them in, but they aren't able to go through the portals at the beginning
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yes they can, look at this thread for proof
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Mar 10, 2007, 06:36 PM // 18:36
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#72
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Jungle Guide
Join Date: Jun 2006
Guild: Winter Wonderland [brrr]
Profession: W/E
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Quote:
Originally Posted by Witte Was
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Welcome back, when did they fix the hero bug? Someone needs to update GuildWiki
Quote:
Originally Posted by GuildWiki
Heroes do not work here. They cannot use the teleporters at the beginning of the mission and therefore cannot continue throughout the rest of the map. This is possibly a bug rather than by design.
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Mar 11, 2007, 08:35 AM // 08:35
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#73
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Ascalonian Squire
Join Date: May 2006
Guild: Hell Own Warrior
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Witte is rite. & 1 thing heros in The Deep = Infinite Mana for heros. if u guys didnt know. they will get exhuasted(cant spell) once they reach 0 they will keep casting. me n my guildy do 8man. we both go insame room n pray for a monk n ele to come with us. the rest will stay on top. trick to get heros with u is by 1 of u has to die n flags heros in room 2 portal, they will go in n unflag them they will tele port into room 1. from then on ur heros will have infinite mana.
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May 26, 2007, 11:55 PM // 23:55
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#74
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Academy Page
Join Date: Dec 2005
Profession: W/
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An update... Just as we had finally gotten around to adapting the 6 man Deep build to work in HM, ANet went and changed the rules on us. With the new chest at the end, the incentive to run 6 man has diminished (except for the challenge... which is significant).
However, we took our standard 6 man run, added a 2nd necro, a 3rd monk, and (primarily because one of our guildmate's only eligible toon was an ele) an ele. The build was suboptimal in many ways, but we finished in 92 minutes.
There are several issues that need to be addressed in HM that are trivial in NM.
1. Everything hits harder and much faster. Typically, warriors simply needed Dolyak's to stay alive, with endure pain and defensive stance for utility or emergencies. Its a bit tougher now and so previously used offensive skills were replaced with defense or other utility skills.
2. Pulling the outcasts in the Aspect of Failure room is more difficult due to the speed boost that all mobs have. This nearly requires the lead tank to carry some sort of speed boost.
3. Keeping Shivers on Kanaxai and consistently interrupting him is much more difficult due to the faster casting times and faster recharge on skills. A dedicated enchantment removal skill (inspired enchants) may again become necessary. Tanks with Flail might also prove valuable.
In 6 man, things start becoming tight, but I still believe it can be done. With 9 man, there is more than enough room to spread out the necessary skills and utility and, with the new Kanaxai Chest, seems to provide the best distribution of random drops with speed and security of success. [We provided the Ritualist a valuable place in a Deep team... I am beginning to feel like the Mesmer might be the next unloved class to become an integral part of the Deep].
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May 27, 2007, 11:40 AM // 11:40
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#75
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Krytan Explorer
Join Date: Jun 2005
Location: London
Guild: [Cape]
Profession: E/
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If you added dash to the warrios would it not make it easier to pull them?
Also, perhaps adding winter/greater conflag would mean interupting Kanaxi would be easier?
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Aug 11, 2007, 11:28 PM // 23:28
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#76
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Academy Page
Join Date: Dec 2005
Profession: W/
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Well... after taking some time off to get various characters through NF and Factions, and completing some Legendary titles, the guild started playing in the Deep again. Unfortunately, due to changes in schedules and other issues, we rarely had enough guild members available for a good 9 man Deep run in HM. We continued doing 6 man Easy Mode runs, but it just felt unfullfilling. After joining some 12 man PuG groups and witnessing the unbridled idiocy that is the 12 man PuG and the "Steel Wall" build, we realized once again why we stopped running with 12 men in the first place.
We ended up forming a 7 man group which successfully completed the run, though it took us longer than we had hoped. There was clear room for improvement and it shouldn't be hard to do this in the same amount of time that it takes to do a 6 man EM run.
So? Why bother doing a 7 man run when everybody gets drops from the end chest? If you've ever joined a randomly forming 12 man PuG, then you know the answer.
Oh, and for those of you that haven't done a Deep run with a Paragon yet... you don't know what you're missing. I'm still fooling around with the skill bar that is shown in the screenshot, trying to maximize efficiency and utility. I've tried a lot of different skills to get a feel for what is useful and what is not. Work in progress...
Last edited by Vyral; Aug 11, 2007 at 11:37 PM // 23:37..
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Aug 12, 2007, 12:41 AM // 00:41
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#77
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Frost Gate Guardian
Join Date: Mar 2006
Guild: Us Are Not [leet]
Profession: W/
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my guild did this too..
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