May 17, 2006, 06:28 PM // 18:28
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#1
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Ascalonian Squire
Join Date: May 2006
Guild: Luna
Profession: R/Mo
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How we beat the deep
Many people have whined about how the BkBd's didn't show how we defeated Kanaxai. Personally I think that trying to figure it out is more than half the fun of doing these missions. (Also, speaking for the alliance, we falsely were under the impression that if you beat the boss everyone in the team recieved 10,000 faction. As such, if we told other alliances how to beat the deep we might never be able to win it back.) But since a few groups have spent 3/4 hours wasting their time on the boss I thought I'd do the PUGs a favor and show them what you need.
Here is how you beat Kanaxai.
1. First of all you must design your build to beat it. If you don't come into the mission having all the necessary compenents to beat it, you won't. I say this knowing that a number of PUGs have gotten all the way to the boss and then spent 3/4 hours trying to kill the boss and failing. So, with the aim of helping those groups, don't try to beat the boss unless you have a group built to beat it. And of course as is true for any difficult mission you need all 12 people to communicate and stay for the whole time.
2. Ok here was our build:
1 W/mo, Wammo(Mending, Healing Hands,etc.)
1 Axe warrior, distracting blow, tanking skills
2 Nukers (My build, I brought fireball,immolate,rodgort's,meteor shower,arcane echo,meteor,elemental attunement(elite),drain enchantment)
1 Rt/E(Wards,dmg)
1 Trapper
1 Mesmer(Enchantment Removal/Interrupts)
1 SS necro w/ spinal shivers
4 monks(3 heal party spammers, 1 aegis/prot)
3. Much has already been said about how you beat the rooms leading up to the boss, so I won't spend too much time discussing that. The scorpion wire gave us the most trouble, but with good communication(i.e. ts) it shouldn't be much trouble.
Ok, on the boss there are a number of things that the party needs to deal with:
1. Constant -8 degen. To counteract this you need 2/3 monks spamming heal party.
2. The boss' axe attacks. Both of the tanks need to corner Xanaxai against the walls of the pit. If the boss breaks out he'll kill the casters in short order.Along these lines, the trappers and nukers need not to use aoe effects that cause him to break agro(e.g firestorm).
3. The boss' healing/protection enchants. The boss uses two enchantments, one which heals him for 1000hp after 10 seconds and another which causes 1/2 spells/attacks to fail. Thus it absolutely critical that there be a variety of people in the party who can strip enchantments and interrupt. Of course, stripping enchantments will be more important. Our mesmer stripped many enchants and warriors did distracting blow.
4. Every time you knockdown the boss, monsters spawn. Another point at which PUGs will break down. You have to not knockdown the boss until he has stopped recieving damage. If you do knockdown outside of these points more shadows will spawn and you will all die. For the first knockdown, 6-10 shadow mesmers spawn in a tidy circle around the boss. The best way to deal with this is have the trapper trap in a circle around the boss where the shadows will spawn and have the nukers use non-kd spells to kill the shadows. Make sure all the casters are spread out so the mesmers don't hit everyone with chaos storms. Basically you want to keep removing enchants/interrupts on the boss while healing and keeping a constant dmg on the boss so he doesn't heal himself. He has a high innate health regen (+8 or so I think) so you need to keep some damage dealers on the boss (warriors and mesmer for us). Ok, after the first knockdown the boss falls below the first threshold. As soon as he reaches the next threshold(i.e. he has stopped taking damage) you knockdown again. This time instead of mesmers spawning, 10 shadow assassins spawn. To counteract this everyone needs to group up in a circle near the boss. The trapper should trap all around the group and when the shadows spawn the Ritualist needs to drop wards. With a good trapper and non-kd nukes the shadows will fall quickly. For the next threshold, 10 onis spawn. Again best way to do counteract this is to all group up next to the boss. Then, for the last knockdown(only takes 4 knockdowns not 10) oni, mesmers, and assassin shadows spawn. Grouping up works fine again, just be sure to get out of chaos storms when they fall.
As it so happened our SS necro err 7ed out so that when we reached the boss we were forced to rely on our mesmer to strip the enchantments. But since he brought 5 or 6 enchant removals (and was a great mesmer), it wasn't too hard to keep it up. Healers should just make sure to keep him healed and/or they should make sure not to let their energy drop too far to not be able to strip. More or less, if one of the enchantments goes off and heals, you have to start over.
Alternatives to the build:
1. Order of Apos would probably work well to remove enchantments although a mesmer is still probably a better bet.
2. The ritualist and/or 2nd nuker could be replaced I imagine. A warder is pretty important though. And two eles bringing three to four meteor showers going against the mobs makes getting to the boss much easier.
Hope this helps. Have fun farming.
Sean Heartstone
Last edited by SeanHeartstone; May 17, 2006 at 06:41 PM // 18:41..
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May 17, 2006, 07:04 PM // 19:04
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#2
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Forge Runner
Join Date: Nov 2005
Location: Seattle
Guild: Odin's Hammer [OH] - Servant's of Fortuna [SoF]
Profession: R/
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Why not have your trapper bring a sacrificial pet for well of the profane?
not having fought the boss I don't know the timing, but it seems a likely choice.
Last edited by lennymon; May 17, 2006 at 07:07 PM // 19:07..
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May 17, 2006, 07:06 PM // 19:06
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#3
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Ascalonian Squire
Join Date: May 2006
Guild: Luna
Profession: R/Mo
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Pets die in like 2 seconds in about half of the rooms. Same with spirits and minions. So not much use before the boss. But sure well of profane might work. It would need to stay up the whole time though.
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May 17, 2006, 07:33 PM // 19:33
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#4
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Desert Nomad
Join Date: Apr 2006
Guild: [SMS]
Profession: R/
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Well of Profane should work well.. with 0 points in BM he would die very fast with -8 regen even if the boss chooses not to hit him. It dies, Well, Comfort, dies, Well, Comfort...
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May 17, 2006, 08:40 PM // 20:40
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#5
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Banned
Join Date: Jan 2006
Location: I is not canadien
Guild: Guillotine Tactics [GanK]
Profession: R/
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Quote:
Originally Posted by SeanHeartstone
The boss uses two enchantments, one which heals him for 1000hp after 10 seconds and another which causes 1/2 spells/attacks to fail.
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The boss uses 2 enchants, but only one heals him for 1000 and causes spells to miss. The other just allows him to double strike 100% like the oni.
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May 18, 2006, 12:43 AM // 00:43
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#6
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Wilds Pathfinder
Join Date: Apr 2005
Profession: Mo/
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Quote:
Originally Posted by - Tain -
Well of Profane should work well.. with 0 points in BM he would die very fast with -8 regen even if the boss chooses not to hit him. It dies, Well, Comfort, dies, Well, Comfort...
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You'd be under constant blackout if you tried to do that. Pets that die disable skills.
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May 18, 2006, 02:26 AM // 02:26
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#7
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Academy Page
Join Date: Mar 2006
Guild: Leather Rebels [LR]
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If the pet dies quickly enough after you rez it, the blackout effect does not kick in.
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May 18, 2006, 01:34 PM // 13:34
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#8
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Banned
Join Date: Oct 2005
Location: maryland
Guild: InYurFace Gaming [IYF]
Profession: R/
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Ya first pet death you get the black out. After that the pet dies, it doesn't black you out anymore. Learned that with my phoenix while leveling him.
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May 18, 2006, 02:02 PM // 14:02
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#9
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Desert Nomad
Join Date: Apr 2006
Location: Moe's Pub
Guild: Pigs Can Fly [Pigs]
Profession: R/
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Well, still the trapper would have his skills disabled most of the time. And remember that that's 2 skills for the pet. If you had 1 rez, troll, 1 stance there are already only 3 slots left...
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