Before anyone starts up their flame throwers, this is not nor is it intended to be the be-all end-all guide to the deep. I am not promoting this as the best or only build set, only as something that I have seen work repeatedly. Its a guide, feel free to contribute. Also, please cross reference this with the guide on wiki
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Here's what you, and everyone else who plays the deep, is generally looking for. If you're doing hardmode you can sub in one of the monks (#2) for a rit bomb. I don't know the rit bomb build, so i'm not going to include it here. Also, i dont play warr in the deep, so if you know something better/different post it.
W/A's x3 (Rooms 1,3,4)
Weapon Mastery: 8+1
Tactics: 12+1
Strength: 11+1
Disrupting Dagger
Deadly Riposte
Shove
Protector's Defense
Shield Stance
Signet of Stamina
Dolyak Signet
Recall
Responsibilities: Tanking aggro, crowd control. Use DisDag to interrupt Jellies in rooms 1 and 3. Trigger spawns and then form a wall to protect the caster classes. Use Shield Stance followed by Protector's Defense for added 75% block chance. When walling, chaing ProtDef to help you mates. Spam Riposte in first rooms to aid in killing rippers and Aspects. There should be one lead puller, and this should be decided on beforehand.
Equipment: Icy Weapon of Fortitude, Shield with damage reduction and +30HP.
E/Me x3 (Rooms 1,3,4)
Searing Flames (Alt Glyph of Renewal)
Glowing Gaze
Mark of Rodgort
Arcane Echo
Meteor Shower
Glyph of Sacrifice (Alt Res Sig)
Glyph of Lesser Energy
Fire Attunement
Responsibilities: Provide damage in first rooms, and interrupts via KD. Assist SShivers in providing damage in later rooms.
Equipment: 20% enchantment extending weapon, Fire wand/staff to trigger Mark.
Mo/Me Boon x3 (Rooms 1,3,4)
Healing: 12+3+1
Protection: 8+1
Divine Favor: 10+1
Orison of Healing
Ethereal Light
Dwayna's Kiss*
Prot Spirit (Alt Condition/Hex Removal)
Heal Party*
Healing Seed*
Healer's Boon*
1:Rebirth*
3,4:Resurrection Chant*
*The monk's bar is probably the most variable. I choose not to take condition/hex removal, some do. Skills which I feel are absolutley vital are marked with an *. IMO one monk needs to have PS.
Responsibilities: Heal damage, and Prot Tanks when facing Aspects and in first rooms. Res and fallen members during combat using the now 3 second cast of ResChant. Spam HP in final room.
Equipment: 20% Enchant extending Weapon, low energy set for Rebirth
Mo/A Reb-Rec x1 (Goes to Room 2)
Dwayna's Kiss*
Ethereal Light
Signet of Rejuvenation
Heal Party*
Healing Seed*
Healer's Boon*
Recall*
Rebirth*
Responsibilities: Heal damage. Spam HP in first room. Use Rebirth and the cancelling of Recall to retrieve members who have died in hosile areas. Spam HP in final room.
Equipment: 20% enchantment extending weapon, low energy set for rebirth
N/Me SShivers
Arcane Echo
Spiteful Spirit
Reckless Haste
Well of Blood (alt Putrid Explosion)
Blood Ritual
Inspired Enchantment
Spinal Shivers
Sunspear Rebirth Signet
Responsibilities: Main damage dealer versus melee/ranger enemies via echo'd SS and RH. Corpse control via well of blood. BR the Bipper in the final room, as well as removing enchants that slip through Shivers. **Maintain Shivers on Kanaxai at all times.**
Equipment: 40/40 HCT/HSR Curse set.
N/D Bipper
Blood Magic: 12+3+1
Soul Reaping: 10+3
Death: 2+3
Earth: 8
Blood is Power
Blood Renewal
Mystic Regeneration
Aura of Thorns
Putrid Explosion (alt Well of Blood)
Verata's Aura (alt Strip Enchantment)
Signet of Lost Souls
Sunspear Rebirth Sig
Responsibilities: Provide energy support to the Monks, and as time/health/energy allows to the Ele's. Use Putrid to dispose of corpses in scopion aspect. Take control of existing Golems. Use SoLS on Kanaxai to ensure you have energy/health for bipping. BiP the SShivers to ensure that shivers can be maintained. Do Not Die unless totally avoidable. Manage your DP. Use Aura of Thorns to cripple enemies that slip through the wall. You are the first person to run if poo hits the proverbial fan, and the last hope of avoiding a wipe. Stay far in the backline to avoid taking damage as you will have 55-180 health at most points. BiP is boring, but its a vital role and can really make or break a good run.
Equipment: 20% Encantment extending weapon, -50/+0/+30 offhands. Set of armor with 5 sup runes for 105hp.
Other tips...
If you noticed, I didn't include a lot of res skills. I dont plan on people dying, but if you're new you might want to squeeze one or two more in.
Communication is key. Vent/TS are not necesary, but it never hurts (and is a lot more entertaining).
Room 9: Aspect of Depletion - TAKE OFF YOUR WANDS AND STAFFS, its in the wiki article, but it seems like there's always one person in every run who triggers a chaos storm.
Dont crap your pants whenever you see a chest. It will still be there once the area has been cleared, have patience and stick to the plan.
The leviathan will kill you. No matter how sneaky you think you are, it sees you. Wait for PS before getting a chest near the levi.
A little guide to the deep, skills and usage.
r3dsk4r3
Lady Ana Stacia
I have to disagree with 1 thing, otherwise meh it would work.Dislike the war build but to each his own.
Ele's should ALWAYS have a rez! Why is it that everyone seems to think that the monks are the only one's who should bring one?!?!?!
How many times does Kana get away from the war only to take out the monk, which you then lose the whole team in the first rooms because the monk is down?
Ele's should ALWAYS have a rez! Why is it that everyone seems to think that the monks are the only one's who should bring one?!?!?!
How many times does Kana get away from the war only to take out the monk, which you then lose the whole team in the first rooms because the monk is down?