(Help) Deep 1man/3heros
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Awesome job!! I recently did in HM with 2 guildies with 9 heros and it took nearly 90 mins even with cons. We are worthless 
Maybe a dumb question for some of you, but how can 4 men team open the gate after Aspect of Lethargy? I thought 5 are need to stand those platforms. I'd like to know the trick if possible.
Thanks.

Maybe a dumb question for some of you, but how can 4 men team open the gate after Aspect of Lethargy? I thought 5 are need to stand those platforms. I'd like to know the trick if possible.
Thanks.
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Quote:
Originally Posted by broncomania
Duh, like i nvr finished Urgoz.... I didn't see NT on UA monk. TY a lot for the tip.
On the 2nd thought tho, I won't try this 4 man team myself... I know i won't move far =) Haha, that thing of the run was a joke. Don't think i've got the moral to do deep runs ^^. I might do it again to see how long it takes a perfect run (coz that one was full of fails xD)
Duh, like i nvr finished Urgoz.... I didn't see NT on UA monk. TY a lot for the tip.On the 2nd thought tho, I won't try this 4 man team myself... I know i won't move far =) Haha, that thing of the run was a joke. Don't think i've got the moral to do deep runs ^^. I might do it again to see how long it takes a perfect run (coz that one was full of fails xD)
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did you ball and kill every group with mop? or did you more or less go in and just kill stuff? The oni's and their teleporting skill is beyond annoying to ball.
I pretty much let the heros do, i just bodyblocked and flagged heros in/out while i was bodyblocking. Regarding the onis pulls, i flagged heros way back, waited for all onis being on me and then brought heros to me, microing MoP for fast death (coz if not they will scatter) With correct pulls & microing the run could be cut down to 40 minutes minimun, and maybe u can even do 30. Ty everyone for the grats, as well as for those who posted here helping me sort this out ![]() |
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hey guys!
maybe i am the only one crazy enough to try that out, too... i totally like the deep but you can go there anytime you wont meet anyone there, so that post was totally welcome to me.
i tried that built with A/W instead of W/A but i dont think thats the problem. my problem is, that i dont get even further than to the first aspect... i can kill the 4 creeps there (even though it takes a lot of time due to ritus aoe rez) but after i pulled the aspect, i can avoid getting damage by blinding it (removed bloodsong for shadowsong) but i cant get him down... he just outheals me... maybe anyone who already tried it and can probabbly give me a walkthrough with that build? or did p a a already made sth like that i just didnt found? if not, could you be that nice, p a a? i think it would help a lot of people (or at least it would help me...
)
(btw i didnt use anything like cons)
thx for replays that far
maybe i am the only one crazy enough to try that out, too... i totally like the deep but you can go there anytime you wont meet anyone there, so that post was totally welcome to me.
i tried that built with A/W instead of W/A but i dont think thats the problem. my problem is, that i dont get even further than to the first aspect... i can kill the 4 creeps there (even though it takes a lot of time due to ritus aoe rez) but after i pulled the aspect, i can avoid getting damage by blinding it (removed bloodsong for shadowsong) but i cant get him down... he just outheals me... maybe anyone who already tried it and can probabbly give me a walkthrough with that build? or did p a a already made sth like that i just didnt found? if not, could you be that nice, p a a? i think it would help a lot of people (or at least it would help me...
)(btw i didnt use anything like cons)
thx for replays that far
s
P
Hi there skinny, not playing GW a lot right now.
Warrior is the class to go, assasins don't have enough armor, and the stances last less. Critical strikes is useless here, since damage comes from MoP.
Cons are needed. Don't pop them in first room just in case you die there (1st room can be done w/o cons), but pop them for 2nd. Also, I find pulling the room 2 easier than pulling room 1 [talking about the initials rooms]. To do this, flag heros into 1st room, walk yourself into 2nd room and unflag heros. Wait for them to come to you, flag them as back as you can in the room and then DC to the mob, wait for them to mob around you (best is to jump near the irukjandi) and spike.
Now you are heading to the big room. You have 2 options here, but you do need cons. I'd suggest you get some experience with warrior pulls in Deep anyway. You can either aggro all the room and spike in the center (you need to be fast with flags/micro) or flag the heros in the corridor and then do the following: run trough the room grabbing all melees and return to the start of the room (end of the corridor). Stay at the left corner of it. Now, flag heros to you and then flag them back. This will cause casters to try to attack the heros, causing them to get with the melees attacking you and making a nice ball. Micro MoP when you think it's the time to spike (generally, when you can attack the spirit of restoration). Spike and if its correctly done nothing should be left (exception: Kanaxai's aspect that can either be ready to KD or not be pulled at all). Proceed to kill the monks (if Kanaxai's left, aggro him first, kill him [out of monks range]) To do so, flag your heros near the monk, release spirits and attack him. Use YMLAD as interrupt. Do the same with the other mobs.
I'd suggest you watching videos on Deep's pulls, since the pulls are quite similar.
Warrior is the class to go, assasins don't have enough armor, and the stances last less. Critical strikes is useless here, since damage comes from MoP.
Cons are needed. Don't pop them in first room just in case you die there (1st room can be done w/o cons), but pop them for 2nd. Also, I find pulling the room 2 easier than pulling room 1 [talking about the initials rooms]. To do this, flag heros into 1st room, walk yourself into 2nd room and unflag heros. Wait for them to come to you, flag them as back as you can in the room and then DC to the mob, wait for them to mob around you (best is to jump near the irukjandi) and spike.
Now you are heading to the big room. You have 2 options here, but you do need cons. I'd suggest you get some experience with warrior pulls in Deep anyway. You can either aggro all the room and spike in the center (you need to be fast with flags/micro) or flag the heros in the corridor and then do the following: run trough the room grabbing all melees and return to the start of the room (end of the corridor). Stay at the left corner of it. Now, flag heros to you and then flag them back. This will cause casters to try to attack the heros, causing them to get with the melees attacking you and making a nice ball. Micro MoP when you think it's the time to spike (generally, when you can attack the spirit of restoration). Spike and if its correctly done nothing should be left (exception: Kanaxai's aspect that can either be ready to KD or not be pulled at all). Proceed to kill the monks (if Kanaxai's left, aggro him first, kill him [out of monks range]) To do so, flag your heros near the monk, release spirits and attack him. Use YMLAD as interrupt. Do the same with the other mobs.
I'd suggest you watching videos on Deep's pulls, since the pulls are quite similar.
s
thanks a lot, for that little "guide" but as i need cons, i dont think i will try to get further cause alway wasting 9k for failing is a bit to much for me
i will actually try to get the first room just cause i want to know how to, but doing the full run seems to be too expansive till i am familiar with the run... but thanks anyway!
i will actually try to get the first room just cause i want to know how to, but doing the full run seems to be too expansive till i am familiar with the run... but thanks anyway!
Wow thanks for this awesome build and gratz on your work.
I'm trying to do Deep wiht only 3 Heroes too using your build. Everything works fine so far but i have one big problem in the room "Aspect of Depletion". I cant get the first group spiked to death. Tried some ways to do so. But all failed till today
When the outcast group has ~20% life left i get hexed/blinded and my heroes die.
Any suggestions how to do it?
I'm trying to do Deep wiht only 3 Heroes too using your build. Everything works fine so far but i have one big problem in the room "Aspect of Depletion". I cant get the first group spiked to death. Tried some ways to do so. But all failed till today

When the outcast group has ~20% life left i get hexed/blinded and my heroes die.
Any suggestions how to do it?

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