Stuff like set up for usual builds, what each player should pay attention to, etc.
Edit: I'll write one up, but probably in a week or so. I'll be moving to school in about a week, so there's other stuff that I want to get done first and such - and doing this during work sounds like a good way to blow some time XD
Whee, starting the guide thing. If people want builds, I could probably work on those later. Mine are still old ones
- pre-GWEN for The Deep XD and maybe pre-NF for Urgoz ones
The DeepMain things:
- People who are new and unfamiliar with it NEED to stay behind the experience people and follow team chat/Vent closely. There are certain places to stand/things to do to take less damage/facilitate pulling and generally make the run faster.
- Pay attention to the aspects! It's really easy... . Look at the spot where you see hexes/conditions, and you'll see an icon there that tells you which aspect effect you're under. Read it. e.g. (real examples XP) (1) Aspect of Failure = can't cast in it... so don't try
(2) Aspect of Shadows = can't cast use/be targeted by enchantments, so no whining about not getting BIP/BR/whatever
- In PUGs, it'd most often be ordered by professions, so for a Steel Wall 12 Man group it'd be W/As, then eles, then monks, then necros.
- Standard convention has been to number the rooms from 1-4 RIGHT to LEFT (order portals open in) rather than left to right.
- The team MUST be split up at the beginning. The portal will only move to the next one after three people have gone into that area.
- Determine who's going to which room and make sure that people understand before starting the mission. The split is a tank, high damage dealer (SF ele w/ MS), and a monk. Necros and a monk go to room 2 (one w/ a black pad). Check 2nd area for an alternate arrangement under Aspect of Exposure.
- At least one tank should be experienced... or all the tanks should admit to being inexperienced, so that someone can set up to pull at times. One tank pulls; the rest wait to body block.
- Tanks should know how to body block fairly well and know not to stand right on top of each other, as that's really inefficient body blocking. >.>
- Any flowers you encounter here can be toggled. "Use" them once disables them. Using them again PERMANENTLY re-enables them, so it's best to just designate one person to do it or at least have people be aware...
There are numerous builds you can use here, so I'll assume that you'll have at least 2 tanks (adequate for body blocking), a BIP/SS/someone w/ Shivers, and the rest. Skills/things you should bring:
- Inspired/Revealed Enchantment (remove Kanaxai's enchantment - Nightmare Refuge),
- Spinal Shivers/ Shivers of Dread (to interrupt) - tanks should bring ICY swords or axes, maybe ICY daggers on SF assassins, casters cold dmg can help
- BIP/BR - easy e-management, and people will need to sac going from Area 4 to 5
- Recall - for the 3 tanks, usually - used for going from Area 4 to 5
- Shadow Meld and Arcane Mimicry are sometimes used instead but meh
- Spiteful Spirit/Reckless Haste - lots of melee
- Verata's Gaze - to steal Flesh Golems - can help w/ reducing dmg and adding some dmg but not needed that much
- Extinguish - some people like it to remove various conditions occurred - something cheaper engery-wise like Dismiss Condition works well enough too
- fast KD skill (MS/Meteor would require Glyph of Sac, so ftl) - MUST be brought - when Kanaxai/his aspects stop taking damage, KD and later in the last area to spawn Nightmares
- hard rez - at least one Rebirth and one Rez Chant/anything else for possibly low HP chars
- Tanks should bring longbows to help with pulling.
- Tanks should focus more on defense than damage.
1st Area - Aspect of Exhaustion - gain exhaustion every 30s
- Tip: If you're waiting for people to load/stop being AFK, you can hide from the effects of it by going behind the gate. There's really not much special about it.
2nd Area - Rooms are split.- Let the designated tank go in first; there is usually no tank for room 2, so it doesn't matter for that one. Try NOT to aggro. There are times when you get a crappy spawn, so you can't avoid it. Use standard aggro practice - let the tank hold aggro before going in. Cast what you need, and move back whenever you aren't casting.
- If you're using SF eles w/ MS, save MS until the Ripper Carps are at around 1/2 health.
Aspect of Exposure (leftmost portal) - cannot block attacks
- I've forgotten if this is all rippers or mostly rippers, but either way... the SS can EASILY replace an ele in this room, especially if it's HM.
- Seeing as how you can't block attacks, if you're using a Shadow Form assassin, this is the best room for it.
- Some prot or REALLY strong healing is needed if SF is not being used.
Aspect of Surrender (middle-left portal) - KD when hit by attack
- Being very careful with aggro is especially important here...
- It may be worthwhile to bring anti-KD skills, but it isn't really needed unless something goes REALLY wrong. Ward of Stability could prove to be useful again in Area 8, but again, not needed, unless people mess up.
Aspect of Death (middle-right portal - It's black.) - receive 20% less benefit from healing
- The SS or ele, BIP, and monk stand here. The monk should be spamming HP to help the groups in the rooms next to them; BIP/BR provide energy. No one should aggro, until the other groups meet up with them.
Aspect of Soothing (rightmost portal) - 2x longer to gain adrenaline
- This is generally considered the easiest room and usually doesn't have problems with spawns.
FINISHED with your room
- Casters stay out of the tank's aggro. The tank then watches the monsters run around and tries to pull a group or two of monsters that are RIGHT outside the 2nd door of their area. Standard body blocking and kill - casters against the wall that the tank is nearest to then go in after the tank is holding aggro. Groups can sometimes sneak over to someone else's area to assist, but be careful.
3rd Area - Aspect of Pain - -2 degen & Deep Wound
- It's pretty self-explanatory
- Note that there's a gate from the 3rd to 4th area. Tanks should block there. I usually go with the leftmost side of it. Casters then stand behind the tanks on the ramp area even further left and stay out of aggro until it's being held.
4th Area - Aspect of Lethargy - move 50% slower
- If you have a really experienced tank and alert monks, you can make some HUGE pulls here >
, but it's better to be cautious anyway. I'd suggest only going about halfway into the room, until you get a good feel for how the team works. o (open spot for puller) o - cast Recall or whatever on a tank to use for emergencies only.
- Pull the Leviathan Arms and Minds first.
- Wall tanks should get ready for the monsters by using whatever defensive skills they have.
- Monks will need to rely on HP while the tank is pulling. BIP MUST be aware that it takes a crapload of energy, so should be spamming BIP on them.
======rawr, too much typing D: - will finish up later XD