ok, so now that tc has opened up the deep to us all again ive been in quite a few times, and made it very far each time then gw craped our team out and we all got a dc, not fun. usualy i make it to teh 9th or 10th room, with the boss laying there dead, and ready to go onto the next room.
from my experience i have found that one group build works incredible.
when you go into the deep your group of 12 is split up into 4 groups of three, you get to choose who is together though. the best thing you can do is shuffle your group in the order you want your small 3man teams to be, makes it easier for the monks to heal
i normaly go in a group with 4 warriors, 4 high dmg rangers/high degen casters/nukers, and 4 monks with full heal and woh and martyr(i know both are elites, but only 1 needs martyr, theres a level where most of the time everyone is poisoned by these flowers)
starting room: this is where you decide what portal ur gonna go in, each one brings you to the first room of the deep, and each has a different area effect, and each room is considered room #1 of the deep
Left Portal:Aspect of Exposure - Environment Effect. While under this aspect, you cannot "block" or "evade" attacks.
Center left portal: Aspect of Surrender - Environment Effect. When under this aspect, whenever you are struck by an attack, you are knocked down.
Dolyak Signet and Gladiator's Defense will make short work of this room.
Center right portal:Aspect of Death - Environment Effect. While under this aspect, you recieve 20% less benefit from healing.
Right portal:Aspect of Soothing - While under this aspect, it takes you twice as long to gain adrenaline.
Room 2
Global Effect: Aspect of Pain - Environment Effect. When under this aspect, you suffer -2 Health Degeneration and suffer from the effects of Deep Wound.
I like to have my groups set up in the following order tank, caster, monk and set up the entire team like that, all 4 groups like that. the tank can body block the first group you fight, the carps. they may not do alot of dmg to the tank, but they blind like every other hit, so the caster can nuke them or ss them or do a degen to kill them, all while the monk heals the tank.
after them you have to kill a room boss so you can join ur comrades. this is the hard part, but is very easy if the tank has a knockdown skill. just do that skill as soon as it recharges, the boss doesnt heal himself, but has great armor. this part is the hardest part, but dont leave if you have 1 or two teams dead, it is still do able.
your room gate wont open up if you dont clear your enemies, so if you die ur teamates cannot come get you, unless they kill the overall room boss in the center of the room, that opens all locked gates in the first room including the gate to the second room. all the enemies in the first room, with the exception to the bosses, which are all kanaxai's that cause an effect of some sort(different for each room), are all fish/crabs.
at this point, when you have cleared all the enemies you can move into the next section.
as a monk i bring hb, woh, ho, ha, remove hex, mend condition, hp, rebirth.
one thing for monks to keep in mind, is announce who ur using rebirth on. since you lose all ur energy and you need to be at high health it is up to the other monks to use heal other or woh to get him up to full health.
Room 3
Global Effect: Aspect of Lethargy - Environment Effect. When under this aspect, you move 50% slower.
After clearing room 3, 5 members of your party will have to stand on square, wooden switches that open the door to room 4. These players will have to stay here untill room 4 is cleared. Assassin and Mesmer shadow mobs will pop after 5 players are left behind. best thing you can do is slowly kill enemies, then go back to gate and help this group deal with the mobs coming up at them, they are not difficult, but why not help out ur teamates?
Room 4
Global Effect: Aspect of Lethargy - Environment Effect. While under this aspect, every 30 seconds, you loose 10 energy and take 8 points of damage for every point of energy lost this way.
Room 5
Global Effect: Aspect of Failure - Enviroment Effect. While under this aspect, all spells cast fail.
a way around this is keep casters just ahead of top of stairs, they will not be affected by the global effect. have the tanks pull the mele and caster mobs(rangers wont budge) and kill them, then run in to other side of map, this takes you out of the global aoe but still allows monks to heal party while the attack.
Room 6
Global Effect: Aspect of Shadows - Environment Effect. While under this aspect, you cannot be targetted by enchantments.
The Irukandji will respawn every 1-2 minutes.
one thing to remember, near end there is a laviathen traped in the jade spire that will break out when you get near it. if you dont attack it it wont attack you, even if you are on edge of ring around it, unless this was a bug for our groups that is. also, try to lure an irukandji to top of stairs at end, this makes next rooms aoe easier to deal with, and keep that little jellyfish alive, but kill his spirits. his dmg is minimal, only 6-8 on my monk with 60 al tats
Room 7
Global Effect: Aspect of Scorpions - Environment Effect. While under this aspect, every 30 seconds, you are teleported to the nearest foe and knocked down. (note: this aspect is possibly bugged, teleports in less then 30 seconds)- if you are not in anyones agro zone you will not get teleported, but if you go inside you will instatly be teleported.
if u lure a jellyfish to the top of the stairs that start this area you will teleport back to it instead of the outcasts down below, not a great way to avoid them, but better to be hit by it than an entire mob of lv 28's, especialy if you are a caster
Room 8
Global Effect: Aspect of Fear - Environment Effect. While under this aspect, you move 10% faster but suffer 25 damage each second you are moving. a way of combating this is move in little bits, just tap the "w" key, instead of pressing the run key, if you move a little bit, break, move again, you wont incure any dmg from the room aoe. a way to make the monks life easier is dont follow enemies when they run away, and dont run in to pull, instead bring a recurve or a long bow for the long ranged pulling.
*This is the equivalent ~12-13 degen if you are moving constantly. There are turrets that will cripple you. Enemies come in neverending waves.
**heal party works great in this room, its my main way of healing here when we are just running to next area and not fighting
Room 9
Global Effect: Environment Effect. While under this aspect, when your energy reaches 0 you take 50 damage.
Room 10
Global Effect: Environment Effect. While under this aspect, bleeding and poison cause -4 more degen.
This room is full of turrets that cause bleeding and poison. this is where martyr comes in handy as well as mend conditions and remove hex. nothing you can do about turrets here, cant kill them. they are the same flowers you see all throughout the deep, they are "unknown" enemies and cannot be attacked unfortunately
Room 11
Global Effect: Environment Effect. While under this aspect, if you do not use a skill for 3 seconds you take 50 damage. for monks, woh, heal party, or something that costs 5 energy and has a fast cast time work well
Final boss
Kanaxai - Boss WILL NOT DO, or TAKE damage if there are any conditions on them. You will have a constant degen on 8. It's extremely important to deal with his Nightmare Refuge. Also, he will reach a point where he will stop taking damage(when his hp is at 80%, 50% and 30%) at which point you have to knock him down, which will also spawn about 20 popups. again, like the other kanaxai's you fight in each room he wont heal himself, but it is tough to dmg him due to his high armor and inability to hurt him if you have a mesmer casting degen on him.
a good stratagey to fighting him would be have 2 tanks work on him with casters keeping him in degen. the tanks wont be able to hurt him, but they can keep him from attacking casters. the monks concentrate on them until he needs to be knocked down when he stops taking dmg all together. then, when the nightmares and oni pop up the other two tanks and casters take them out. with two tanks keepking kanaxai busy and doing some damage to him. remember, do not knock him down until he stops taking damage all together, every time you knock him down those enemies pop up. having an ss necro with echo works great in every room of this map especialy here, just have one tank take the aggro on all the popups and ss two of them and have the tank have something like tripple chop, or cyclone axe, while a nuker rains down meteors on them.
Nightmare Refuge: Enchantment Spell. (monster only) For 10 seconds, 50% of target attacks are "evaded" and spells targeting this creature fail 50% of the time. If Nightmare Refuge remains active for its entire duration, it heals Kanaxai for 1,000 Health.
tips:
* Stripping this spell before it ends will NOT heal Kanaxai.
* Because 50% of spells will fail most enchant removal is unreliable. Order of Apostasy will work, however.
* Inspired Enchantment (and Revealed Enchantment) has a special effect. It does remove Nightmare Refuge but it is NOT replaced by this skill and thus recharged instantly even if it strips the enchantment.
ATTN: as i do the deep more and more i will update this build/walkthrough for each section so i can make it as good as possible for us all. also, they will be labled in secions and room numbers in the order that they come in and do it as fast as i can to make this easier for everyone that wants to do the deep and not waste hours figuring out exactly what to do. if you already ahve a rundown for different rooms plz feel free to post them and i will update my post as needed, i will also be getting what i can from wiki and posting it here with my info and what i get so that you will have one place to go with an extensive walkthrough.
also, i use my monk in the deep only, this is because my tank is just now in cantha, and assasins are not tanks, and my necro and nuker are still in lions arch and not lv 20 yet. so, i can only say what i find works for monks in each area and say what i think would work for other builds that i have used.
as for casters, nuking works great. for necros, go blood or ss, mm's wont work because minions take one hit and they are dead in here. tanks, bring a knockdown skill for whatever weapon you like, and a long ranged bow for pulling, dmg on it doesnt really matter. monks, bring heal party and spam it in the later levels. everyone should bring a scroll with them, even if its a +50% for 10 minutes one, to help with dp, because everyone will die in here atleast once, its inevitable. candy canes are always usefull. most enemies give 77xp when they die, so even a low level scroll will make 1% dp go away after each kill.
ts/vent: neither are really needed, simply typing works fine enough
And again, take it slow, there is no need to rush into places in the deep, there are oni's that pop up all the time in groups of 10+ in some places, usualy around 5-10 though at a time.
again, thanks the the crusaders for sharing their spoils of war and victory with us all
warrior skills to choose from:
dolyak signet, GLADIATORS DEFENSE, any knockdown attack
necro skills to chose from:
*SPITEFULL SPIRIT, BLOOD IS POWER, blood ritual
mesmer skills to chose from:
echo, shatter hex(correct me if im wrong on this even being a skill)
ranger skills to chose from:
BARRAGE, POISON ARROWS, dust, barb, flame, oath, apply poison, dual shot, power/sundering shot, troll unguent, kindle arrows, dual shot, hunter/power shot,savage shot, distracting shot, Conjure Flame
monk skills to chose from:
WORD OF HEALING, MARTYR, heal other, *heal party, heal area, ressurect, rebirth, mend condition, remove hex, healing breeze, signet of devotion**
*every monk should bring this skill and only one monk needs to bring MARTYR, while the others should have WOH
** doesnt count as a spell, so it works very well in room 5
elementalist skills to chose from:
meteor shower, meteor, flare, fireball, phoenix, incindiary bonds,
ritualist skills to chose from:
weapon of warding, pain, brutal weapon,
plz tell me what other skills you guys like to use for ur casters and tanks and rits, like i said, i dont use them so i dont know what else to bring other than what i know does decent dmg from what ive seen and used on my low level ones.
edit:
~changed opening to high dmg rangers/high degen casters/nukers, since as was pointed out, rangers are not casters, and i do support rangers in this build.
~added skills to rangers section
m

. Check out guildwiki for basic details and strategy for each room.
And shouldn't be considered one.