Need Nuker Advice for The Deep HM
TheRaven
Hi there. I'm hoping someone can give me some good advice. I'm trying to learn The Deep. I really enjoy this area, but I'm still very very new at it. I can't seem to find any normal mode teams there, so I've been pugging with Hard Mode teams.
My main problem is the ripper carps at the very beginning. Since the team is split up, I'm in a room by myself (with warrior and monk) and the others are dependant on me being able to kill everything in there. It takes me forever to kill those Ripper Carps. (Usually 15-20 minutes) which is really unacceptable. I'd like some tips from nukers that have been there, done that.
Please don't reply with anything useless like, "OMG you stupid noob!!!!!".
Heres my current build and how I use it.
[skill]Fire Attunement[/skill][skill]Liquid Flame[/skill][skill]Searing Flames[/skill][skill]Arcane Echo[/skill][skill]Meteor Shower[/skill][skill]Glowing Gaze[/skill][skill]Fireball[/skill][skill]Glyph of Lesser Energy[/skill]
I wait for the warrior to run out and aggro the carps. Once he does, I hit Fire Attunement, Lesser Energy and Arcane Echo. I then Hit MS and the Echo'ed MS. After those are fired off, I immediately hit SF, Liquid Flame and continually spam SF, Gaze, Fireball, etc. (Basically any skill that isn't recharging). After about 30 seconds of this, the carps are about 90% dead and I'm outta energy. (I have 102 energy btw) I'm forced to sit back and wait for my energy to recharge back up to the point where I can fire another 2 MS. Meanwhile the carps have healed.
I try to keep up Fire Attunement, but I'll admit it slips sometimes. I hit the glyph when it's available but that doesn't seem to be often.
My weapons are Factions End Game Wayward Wand (fire, of course) and Chung's Focus.
Thanks for reading.
P.S. Once the team re-unites I seem to do just fine with this build.
My main problem is the ripper carps at the very beginning. Since the team is split up, I'm in a room by myself (with warrior and monk) and the others are dependant on me being able to kill everything in there. It takes me forever to kill those Ripper Carps. (Usually 15-20 minutes) which is really unacceptable. I'd like some tips from nukers that have been there, done that.
Please don't reply with anything useless like, "OMG you stupid noob!!!!!".
Heres my current build and how I use it.
[skill]Fire Attunement[/skill][skill]Liquid Flame[/skill][skill]Searing Flames[/skill][skill]Arcane Echo[/skill][skill]Meteor Shower[/skill][skill]Glowing Gaze[/skill][skill]Fireball[/skill][skill]Glyph of Lesser Energy[/skill]
I wait for the warrior to run out and aggro the carps. Once he does, I hit Fire Attunement, Lesser Energy and Arcane Echo. I then Hit MS and the Echo'ed MS. After those are fired off, I immediately hit SF, Liquid Flame and continually spam SF, Gaze, Fireball, etc. (Basically any skill that isn't recharging). After about 30 seconds of this, the carps are about 90% dead and I'm outta energy. (I have 102 energy btw) I'm forced to sit back and wait for my energy to recharge back up to the point where I can fire another 2 MS. Meanwhile the carps have healed.
I try to keep up Fire Attunement, but I'll admit it slips sometimes. I hit the glyph when it's available but that doesn't seem to be often.
My weapons are Factions End Game Wayward Wand (fire, of course) and Chung's Focus.
Thanks for reading.
P.S. Once the team re-unites I seem to do just fine with this build.
Incandecree
One skill that helps with the carps is Mark of Rodgort. Take out Fireball and put Mark in. This keeps them on fire with each hit you do.
Stormlord Alex
You're running SF... Fireball is a waste of space. Indeed, Liquid Flame is questionable - Mark of Rodgort helps, especially if the other eles aren't complete echo/renewal shower-retards, and instead also run SF.
The real thing is to use MS well - personally, I don't even run Arcane Echo for the Deep. The trick is to keep MS untill the Carps are lower on life, so you have a chance of KD-ing them while they try to cast Shadow Refuge.
Btw, I run 81 energy - 13 Energy Storage, full Survivor, standard 20/20 Fire offhand, and 10% HSR Dead Sword of Fortitude or a 20/20 Fire Wand earlier on.
I never seem to have energy problems...
The real thing is to use MS well - personally, I don't even run Arcane Echo for the Deep. The trick is to keep MS untill the Carps are lower on life, so you have a chance of KD-ing them while they try to cast Shadow Refuge.
Btw, I run 81 energy - 13 Energy Storage, full Survivor, standard 20/20 Fire offhand, and 10% HSR Dead Sword of Fortitude or a 20/20 Fire Wand earlier on.
I never seem to have energy problems...
TheRaven
Ok, thx for the advice. I'll definitely switch in Mark of Rodgort for Fireball. I'll think about Liquid Flame. It really seems to do a lot of damage when cast, so I'm reluctant to drop it, unless you can suggest a much better alternative.
I'll look into upgrading my weapons as well. It sounds like a fire based offhand may be better than Chung's. (or at least keep Chung's in an alternate weapon slot for emergency mana)
BTW, I forgot to mention. My fire magic is 16 and E Storage is 13.
I'll look into upgrading my weapons as well. It sounds like a fire based offhand may be better than Chung's. (or at least keep Chung's in an alternate weapon slot for emergency mana)
BTW, I forgot to mention. My fire magic is 16 and E Storage is 13.
TRicciardi
I usually run with something like alex said. with sunspear sig instead of liquid flames. tho the rez is not a must, but i don't have a lack of damage.
let tank aggro, glyth, a-echo, ms, mark, ms, sf, glowing,sf
usually with just sf and glowing i can finish those rippers, since mark keeps them on fire, sf is damage all the time, thus liquid flame gets unneeded.
Use glyph with glowing gaze for a +7 energy (12 - 5 from glyth)
Usually works fine for me.
let tank aggro, glyth, a-echo, ms, mark, ms, sf, glowing,sf
usually with just sf and glowing i can finish those rippers, since mark keeps them on fire, sf is damage all the time, thus liquid flame gets unneeded.
Use glyph with glowing gaze for a +7 energy (12 - 5 from glyth)
Usually works fine for me.
hotman
i have used an Echo SH build to quite a suprise to everyone on my team, helps with kanaxai at the end
Skyros
The Bar I find most effective for me is:
1) Fire Attunement
2) Glyph of Lesser Energy
3) Mark of Rodgort
4) Searing Flames
5) Glowing Gaze
6) Arcane Echo
7) Meteor Shower
8) [RES SKILL - Sunspear Rebirth Signet is the best option)
You don't need Fireball or Liquid Flame and in fact, they are a waste of skill spot. Your main damage will always come from Searing Flames. Glowing gaze is there for e-management (yes I know there is a BiP necro in Deep grps but I've been there too many times where BiPs may not be as "on top of things" as I would like to. The Res skill, although useless for the rest of the run if used is there for the most dire of situations and it could possibly save your team from a complete wipe. Echo Meteor Shower for large mobs and Kanaxai. Although some people choose not to bring it and can time it on the carps, the real purpose of this skill is to repeatably knocking down Kanaxai to break his moments of no health loss (goto wiki if you don't know what I'm talking about).
1) Fire Attunement
2) Glyph of Lesser Energy
3) Mark of Rodgort
4) Searing Flames
5) Glowing Gaze
6) Arcane Echo
7) Meteor Shower
8) [RES SKILL - Sunspear Rebirth Signet is the best option)
You don't need Fireball or Liquid Flame and in fact, they are a waste of skill spot. Your main damage will always come from Searing Flames. Glowing gaze is there for e-management (yes I know there is a BiP necro in Deep grps but I've been there too many times where BiPs may not be as "on top of things" as I would like to. The Res skill, although useless for the rest of the run if used is there for the most dire of situations and it could possibly save your team from a complete wipe. Echo Meteor Shower for large mobs and Kanaxai. Although some people choose not to bring it and can time it on the carps, the real purpose of this skill is to repeatably knocking down Kanaxai to break his moments of no health loss (goto wiki if you don't know what I'm talking about).
Sacratus Ignis
the answer is to not do the deep and do urgoz lol
LunaKali
There is an elite glyph (Glyph of renewal) that instantly recharges the next skill u use. That together with Glyph of Sacrifice and Echo lets you spam about 3 mshowers... i've tried for 4..but with exhaustion and recharge times...i just don't have enough energy.
Does anyone use deep build with these 3 skills and whatever further? I've done W/A lots of times - but never on my E/Mes
Does anyone use deep build with these 3 skills and whatever further? I've done W/A lots of times - but never on my E/Mes
Stormlord Alex
Quote:
Originally Posted by LunaKali
Does anyone use deep build with these 3 skills and whatever further?
No. Searing Flames is a superior build, especially when all the nukers meet up.
You don't need that much MS.
You don't need that much MS.
LunaKali
Well you can spam any spell really... just not SF.. since u can't have 2 elites.
intimidator89
Quote:
Originally Posted by TRicciardi
I usually run with something like alex said. with sunspear sig instead of liquid flames. tho the rez is not a must, but i don't have a lack of damage.
let tank aggro, glyth, a-echo, ms, mark, ms, sf, glowing,sf
usually with just sf and glowing i can finish those rippers, since mark keeps them on fire, sf is damage all the time, thus liquid flame gets unneeded.
Use glyph with glowing gaze for a +7 energy (12 - 5 from glyth)
Usually works fine for me. I agree, this is the best build for HM in the Deep. Stagger the MS a little helps for constant damage (wait ~ 5 secs after first cast).
Other tips: Make sure your tank pulls the Carp far enough from the Monk (removes hexes) if you go in Room 1. Waste of a good MoR. Aargh.
Helps to time the Rit spirit (forgot its name-think its Life or Restoration) that rezes entire party. Once its cast, save 2 MS for when it expires (about a 45-60 sec recharge), they will cast it again predictably. This way you can interrupt it and kill the Rits quicker, thus clearing the room.
let tank aggro, glyth, a-echo, ms, mark, ms, sf, glowing,sf
usually with just sf and glowing i can finish those rippers, since mark keeps them on fire, sf is damage all the time, thus liquid flame gets unneeded.
Use glyph with glowing gaze for a +7 energy (12 - 5 from glyth)
Usually works fine for me. I agree, this is the best build for HM in the Deep. Stagger the MS a little helps for constant damage (wait ~ 5 secs after first cast).
Other tips: Make sure your tank pulls the Carp far enough from the Monk (removes hexes) if you go in Room 1. Waste of a good MoR. Aargh.
Helps to time the Rit spirit (forgot its name-think its Life or Restoration) that rezes entire party. Once its cast, save 2 MS for when it expires (about a 45-60 sec recharge), they will cast it again predictably. This way you can interrupt it and kill the Rits quicker, thus clearing the room.
Mickey
Quote:
Originally Posted by LunaKali
There is an elite glyph (Glyph of renewal) that instantly recharges the next skill u use. That together with Glyph of Sacrifice and Echo lets you spam about 3 mshowers... i've tried for 4..but with exhaustion and recharge times...i just don't have enough energy.
Does anyone use deep build with these 3 skills and whatever further? I've done W/A lots of times - but never on my E/Mes So you use 2 elites with your ele? HOW DO YOU DO THAT?! Please tell me. Maybe you meant arcane echo, hehe. Glyph of Renewal usually does not allow arcane echo on a bar because arcane echo ends if you use a non spell skill. Usually, SF + MoR is the way to go, with Glowing Gaze.
Does anyone use deep build with these 3 skills and whatever further? I've done W/A lots of times - but never on my E/Mes So you use 2 elites with your ele? HOW DO YOU DO THAT?! Please tell me. Maybe you meant arcane echo, hehe. Glyph of Renewal usually does not allow arcane echo on a bar because arcane echo ends if you use a non spell skill. Usually, SF + MoR is the way to go, with Glowing Gaze.
Tony Malketh
MS, Arcane echo, SF, Glowing gaze, Fire attunement,Glyph lesser energy, res signet and either mark or liquid flame.
Mark makes life easier for the carps but is often removed by monsters (e.g leviathans, reborn or darkened irukanji-thing and maybe shadows and nightmares but not sure about them).Liquid flame is great for damage but has a long recast...maybe echo it if ms is still recharging.
Another bit of fun can be to arcane echo sf for real damage. Only use this if you have mobs of oni etc. as ms wont have cast by the time they've been killed. Having said that, take whatever works and don't be pressured into taken standard builds if your one works fine.
Mark makes life easier for the carps but is often removed by monsters (e.g leviathans, reborn or darkened irukanji-thing and maybe shadows and nightmares but not sure about them).Liquid flame is great for damage but has a long recast...maybe echo it if ms is still recharging.
Another bit of fun can be to arcane echo sf for real damage. Only use this if you have mobs of oni etc. as ms wont have cast by the time they've been killed. Having said that, take whatever works and don't be pressured into taken standard builds if your one works fine.
Thom Bangalter
echo+shower is pretty terrible. in the time it takes you to wait around for 5 seconds to shower, (or more realistically, 11+ for shower+echo+shower) you could've spammed sf. Which is why multiple eles with multiple glyph sac+shower is far better. it also means you get to run glyph sac res chant and insta rez people with (usually) full health and full energy, which is a lot more beneficial to the group as a whole.
Of course, I only do the deep with good people, so we try to weed out the e/me or get them to change secondaries.
Of course, I only do the deep with good people, so we try to weed out the e/me or get them to change secondaries.
Nemo the Capitalist
after u run deep 200 times then talk .........