May 13, 2006, 05:17 PM // 17:17
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#1
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Jungle Guide
Join Date: Jul 2005
Guild: ******************* Refuge From Exile [RFE]
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A peek into The Deep (luxon elite mission)
My Kurzick Alliance has an entire team and some parked in The Deep, so I can actually supply you with this information.
(thats temporarily my guild for my primary account, I still lead [RFE] Refuge From Exile, though)
The main boss of The Deep is a demon which got trapped deep underwater when the jade sea froze, and the Oni (both in the mission and on the mainland) are projections of himself. Each area you have to put up with an "Aspect" of him, which gives you a special (harmful) effect which lasts until you kill the Aspect.
In order to hurt the Aspect's you must knock them down multiple times.
These Aspects dual wield some wicked looking axes, and use demonic agility, same as Oni.
And now, some strategy.
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At the start you begin taking exhaustion. If you stay in the starting area for too long you will exhaustion out at some very low (negative) energy. So quickly run up and go through the teleporter. There are four, one is active at a time, and the next in the sequence (right to left) opens up when 3 people go through the portal. Each portal leads you to a small chamber next to a larger room.
The right most (first) portal leads you to the aspect of soothing. 1/2 adrenalin gain. This is an easy one. The next is aspect of doom, which reduces healing by 20 points. The next is aspect of (I forget), but it causes you to be KDed whenever you get attacked. This room is the worst. The fourth room is aspect of exposure, which makes it so that you cant block/dodge. Each room has a few mobs and an aspect. You can pull the mobs away from the aspect.
After you defeat the aspect you can go into the main room, clear it (which has an aspect that causes /the effects of/ deep wound and -2 health regen), and go back to help your friends. I suggest rooms 2 and 3 just stay tight and wait for 1 and 4 to come to their rescue. The enemies common here are Scourge Manta which has Balth Aura and Scourge Healing most notably. There are some carp which have Temple Strike and Disrupting Jab, and Shadow Refuge. Theres some sort of Rit mob with a wierd name, whos Doom hits for 100+ on casters. Kill its spirit of restoration unless you want your work to be undone. It uses Wanderlust too so keep moving.
Heal Party can be used to heal your adjacent rooms. Aegis is also capable of contributing.
This area is easy but slow. Bring a flatbow to pull. That is room 1.
Room 2 is easy. Aspect of Lethargy. 1/2 movement speed, there are Leviathan Arms (level 28 warriors with ****ty armor and Primal Rage) Leviathan Minds (level 28 mesmers with ****tier armor and no particularly annoying skills) and Levaithan Heads (?) (level 28 rangers with Quickshot and Choking Gas that also drop fast). They are large, but easy to pull and die fast. This room is number two and poses no challange. It is often where you will see your first chest, and your first fire flower (its an unkillable turrent which hits for ~25 damage and burning)
Afterwards comes the energy burn room. Every 30 seconds you loose 10 energy and take 8 energy for each point of energy lost. Door wont open? Get five people to stand on the mat squares around the area and you will get the door to open. Send 7 in and have them start pulling things. Once everyone is past door, have your team get off mats and move to the now closed door. The 5 (or more, truthfully) you left behind will eventually face some Sapping Nightmares (big azure shadows - mesmers with chaos storm, spirit shackles, and another mildly annoying spell) and --- Nightmares, which are tiny azure shadows and are mesmers.
Your team must kill the aspect and everything in the energy burn room before the doors open. You can however rebirth through the door incase you should die to the nightmares. Thats room 3.
The next room is fun. Aspect of Failure - all of your spells fail. Dont even bother trying to cast spells (yet) as they will take your energy away and tell you that your target is protected by spell breaker. Pull mobs out of the room, and slaughter them. So far I have enjoyed multiple warriors far more in The Deep then I have in Urgoz's Warren. Two can body block the corridor.
Eventually you wont be able to pull anymore, as all thats left is the aspect and the Outcast Rangers. At first you seem to be screwed, but standing near the piles of rocks on the ground removes the aspect effect! So you can cast! Huzzah! With this knowledge it should be easy to finish room 4.
Room five usually features another chest, and always features Oni of the Deep, which are total pushovers. They dont use Shadow Shroud or Scorpion Wire and are only level 24. The Rit mobs around respawn, so dont bother killing them. Beware, that giant Wurm is NOT dead only sleeping. And his nap is about over. He hits hard, make sure aggro stays on the tank. Dont go off to the sides unless you want more Oni pop ups. I believe the aspect in this area prevents enchantments from being cast on, or by, people with the aspect effect active on them. Use blind to stop it dead in its tracks, and degen to take the slow but sure path to success. Thats room 5.
Room 6 is fun. In room 6, you face the Aspect of the Scorpion. Every thirty seconds you are teleported to the nearest foe and KD'ed. You face swarms of Oni, with lvl 28 Outcast Necros and Eles. They use Putrid, Death Nova, and Flesh Golem. Run corpse denial, Consume and Necrotic work well. Keep the Flesh Golem alive as long as possible, use him as an anchor point as you traverse the room so you dont get teleported 100+ feet away from where you were into the middle of a group. Pull as much as possible at start, using the Rit mob as an anchor. Room 6 is my favorite.
Room 7 is where we died, unfortunately (it being 4:30am when we entered it). Thats the Aspect of Fear, in which you run 10% faster but take 25 damage each second you are moving. Tap your forward key rapidly to circumvent this. Infinite spawns of Oni will great you from both sides. I suggest moving as a tight group and using effective party heals like Area and Heaven's Delight.
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All in all, the early part of The Deep (all Ive explored yet, there are 12 rooms) is easier then Urgoz's Warren, but more demanding of preperation and knowledge of the lay of the land. (though in the Warren, if you dont bring Necrotic/Consume you are just simply screwed, no questions asked)
If I have any suggestion to you it is bring keys. In the last day I have gotten the following from four consecutive chests:
r11 19<50 icy Zodiac Daggers of defense +5
r9 15% stance zealous Zodiac Bow of enchanting 20%
r11 spawning Straw Effigy +59 hp hexed
r11 15% / -10 armor shocking Ironwing Flatbow of marksmanship +19%
Obviously WELL worth the 1.5k cost of the key. Chance of a gold chest seems to be high.
Hope you enjoyed the info I provided, look to have more available soon.
- oh yeah, just remembered my build wasnt displayed anywhere. Have fun.
Orison
Blessed Light {E}
Gift of Health
Signet of Devotion
Divine Intervention (will replace next run)
Healing Seed (will replace next run)
Heal Party
Divine Spirit (will replace next run)
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May 13, 2006, 05:37 PM // 17:37
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#2
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Lion's Arch Merchant
Join Date: Mar 2006
Location: Portugal & Greece
Profession: W/
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Congratulations and thanks for sharing.
Btw how do you keep the keys coming?
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May 13, 2006, 08:42 PM // 20:42
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#4
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Desert Nomad
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Quote:
Originally Posted by GSUS
well thats all the rooms but to be honest the elite mission really isnt worth farming faction for hours on end to hold the city to be able to play it i mean the drops are cool but wont be for long once everyone has one i mean there arent common among those who cant access the deep but by no means are tehy rare considering u can get about 5 per person per run and having 12 in one group...
and once the whole factions things gets settled into place and cavalon and hzh changes hands on a regualr basis they wont be worth crap
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my thoughts, Id been to Urgoz Warren once, and tbh, 5 hours killing 10000's of mobs isnt fun (check pics for a screenies)..
yet, it is nice to have done it once, and I might consider giving it a shot again (zodiak swords and shields are sexyyyy). it'll all get common fast tho
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May 14, 2006, 01:02 AM // 01:02
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#5
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Wilds Pathfinder
Join Date: Apr 2005
Location: In the clouds
Guild: [Sage]
Profession: E/
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Very good, useful information. Thank you, Thank you for not being "elitist" and sharing this info with the community. Some will probably berate you for it, but pay them no mind.
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May 14, 2006, 01:43 AM // 01:43
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#6
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Desert Nomad
Join Date: May 2005
Location: Toronto, Canada
Profession: R/
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we aren't as awsome as you PvE nubZ (prepares for onsalught of flame) but we did get to the boss in our first try with 11 poeple... 1 guy is afk ... i guess we know how to boon prot *rollz eyes*.... anyways the last boss is near impossible... this is the deal with him
-> area of effect is constant -8 degen
-> to beat the boss you have to knock him down 10 times followed by dmg attacks
-> when you knock him down he summons 6-10 lvl 28 Shadow creatures that do E-burn Chaos storm
recommendation ... get a e/mo heal party spammers
get necro with blood rit and SS
btw im not going to be an ass and censor this pic.. i couldn't give a damn if you know the build.. it takes teamwork and experience to pull things off NOT the BUILD!
EDIT: btw i don't know how this could possibly take you 5 hours... after making many mistakes on our first run we got to last boss under 3 hours...
Last edited by llsektorll; May 14, 2006 at 01:49 AM // 01:49..
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May 14, 2006, 02:34 AM // 02:34
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#7
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Lion's Arch Merchant
Join Date: Jun 2005
Profession: Mo/Me
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Yeah my group made it to the 7th room and got wrecked hard. We had like 30 Oni charging us from both sides and no heal area type skills. Just got butchered.
Build type we ran was the simple 4, 4, 4, noob style. 4 warriors with knockdowns, 4 healers [three monks one ritualist] and a mix of AoE damage with a trapper, a barriager, a SS necro who helped with healing and a Nuker. We divided up into four teams at the start, so each team could try to fight off stuff on there own. We lost 1 team real fast, and the knockdown team we advise not to move. Once we all met up it was smooth sailing till the Oni army that Ubermancer mentioned.
And the tactic we used for the Levathan was to spam shelter and have warriors stance in front him. He dropped fast, but without protection skills he was hitting warriors for 300 casters for closer to 600.
To kill Aspects we slammed them with hammer attacks, None Shall Pass and Metour Shower. Think the ranger had a knock down attack and the trapper had spike trap. If you slam them with knockdowns they drop fast.
Not sure where others will go here, but I found Earthshaker super effective. If warriors wall, you can knockdown the entire front line of the enemy line. With two of three using this, can start knockdown locks that reduces pressure on your greatly.
My skill bar however nooblike it may have been:
Earthshaker
Irrestiable Blow
Counter Blow
Wild Blow [we had no clue if bosses would have stances or not so took to be safe than sorry later]
Bonetti's Defense
Balanced Stance [for knockdown room at the start]
For Great Justice [To make Earthshaker effective]
Rez Sig
Not saying this is the best build but it got stuff dones. In the future I will be swapping Balanced Stance with Recall [to get past door] and odds are replace wild blow with yeti smash once I know for sure final boss does not have some evil stance skill. Heal sig is very helpful here too for the degen style rooms.
Last edited by Engel the Fallen; May 14, 2006 at 02:40 AM // 02:40..
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May 14, 2006, 03:05 AM // 03:05
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#8
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Forge Runner
Join Date: Feb 2006
Location: UK
Guild: Duality Of The Dragon
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This is probably the most information we've been given on these missions. Thanks for sharing.
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May 14, 2006, 04:42 AM // 04:42
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#9
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Krytan Explorer
Join Date: Feb 2006
Profession: E/Me
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Thank You for sharing the info, very helpfull.
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May 14, 2006, 05:48 AM // 05:48
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#10
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/retired
Join Date: Dec 2005
Location: On the Beach
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Our alliance made couple groups and ventured down there. Group where I was in ended up to Scorpion Aspect room (room 6 or 7) where you teleport next to enemy and instant kd's. That was our first try & one of our monks and warrior had to leave earlier. Some of us have lives ^_^
We started clearing the teleportation room and managed to clear quite a bunch of mobs but we didn't have much of corpse control so it was gg
Well for drops, we managed to get 2 gold chests on the way & I think all of us got keys so we got quite a variety of goldens, one of our member got perfect +15^-5energy ZodiacAxe among other thing. I'd say the chests are pretty good down there ^_^...And it seems enemies drop items that have same skin as end-game greens. Couple golden wayward wands, exalted aegis etc..
It was Awesome experience ...we had soooo much fun to do this mission & figuring out how to beat these aspects.
More this kind of areas and even harder ones please ^_^...
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May 14, 2006, 07:20 AM // 07:20
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#11
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Jungle Guide
Join Date: Jul 2005
Guild: ******************* Refuge From Exile [RFE]
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Quote:
Originally Posted by fb2000
my thoughts, Id been to Urgoz Warren once, and tbh, 5 hours killing 10000's of mobs isnt fun (check pics for a screenies)..
yet, it is nice to have done it once, and I might consider giving it a shot again (zodiak swords and shields are sexyyyy). it'll all get common fast tho
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Hehe... that area where the two or three hundred Wardens spawn on top of you is the single easiest area in there if you know how to handle it
Plus, our time is down to 3 hours.
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May 14, 2006, 07:55 AM // 07:55
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#12
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Forge Runner
Join Date: Jan 2006
Guild: [HiDe]
Profession: W/
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I was just in a group that got to the boss, took us a long time..like 5 hours because we had a couple listening problems. But we got there and we couldn't do nothing..we had no HP and no BR necro. So we were doomed. It was quite fun though.
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May 14, 2006, 10:25 AM // 10:25
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#13
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Desert Nomad
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Quote:
Originally Posted by ubermancer
Hehe... that area where the two or three hundred Wardens spawn on top of you is the single easiest area in there if you know how to handle it
Plus, our time is down to 3 hours.
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ya, we werent prepared tbh . i think that if we had made our 2 rangers get /rt and bring splinter weapon, and that necro was ss other than mm, itd worked out muuuch faster :P
still, as i said, it was the first time for about 2/3 of our party, so I think it worked out neat :P
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May 14, 2006, 03:25 PM // 15:25
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#14
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Krytan Explorer
Join Date: Mar 2006
Profession: W/N
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just went for my first run in the deep, god damn it takes a long time, we only got to room 6 ( aspect of scorpions) and had 3 crappy purple chests and 1 gold with no other good drops, not really worth the 2 hours + it took.
As long as you have a well organized team you shouldnt have much trouble with it... our problem was after 3 purple chests everyone got a rush of blood to the head when a gold appeared and kind of screwed us.
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May 14, 2006, 04:23 PM // 16:23
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#15
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Jungle Guide
Join Date: Dec 2005
Location: Denmark
Profession: R/
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Just got to room 7 with a PUG!
our build as bascially a joke, but we did good(cant remember the exact team):
1. R/N - Trapper.
2. R/Mo - Half Trapper/half Barrage i think
3. A/R - Barrage(wtf?)
4. A/R - Dagger assassin
5. Mo/? - with Shield of Judgement
6. Rt/N - Minion Master w/ 2 Minion Animate skill(wtf?) with Spirits
7. W/Mo - Stupid Whammo with no Mending(Rushing alot)
8. W/E - Axe with Shock(Worked very good)
9. Mo/Me - Boon prot
10. Mo/? - Healer
11. Mo/? - Left in the beginning
12. Another Rt? Cant remember
Me(the Trapper) and the other ranger had 60dp all the time :P
The monks was doing a VERY good job. Some of the best healing i have ever seen.
Our team build sucked, but we made it with becauser we're so damn good!
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May 14, 2006, 04:49 PM // 16:49
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#16
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Desert Nomad
Join Date: May 2005
Location: Toronto, Canada
Profession: R/
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everyone seems to have a problem with room 7...... we did fine just pull is what we have to say.. the scorpion thing actually made the trappers job easier ^_^.... after the scorpion one i think there is a room where you take 25dmg everytime you move... a room with fog so you can't see anything asides from whats 5 feet ahead of you... a room with whenever you have a condition you gain extra -4 degen (advice is walk behind the flowers X_X) ..... and then the boss
EDIT: o yea take candycanes
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