the deep, and a great build for it and a working walkthrough
master chief matt
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
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
VorianVader
Good initiative, this was needed. Anyways, I think I will add on to this to help the new people.
The group set up is fine. For warriors, I suggest that they pack doylak and gladiator's stance as well as knock down attacks. With those two stances, its easier to make short work of a number of rooms...except for the ones with casters.
The aspects cannot be killed normally. When you are hitting them with everything at your disposal, there will come a point where they will stop taking damage........then you HAVE to knock them down for them to continue to take damage. Hammer warriors and/or eles rule here (shield bash doesnt work as its for attack skills and the aspects dont use any).
The hardest part most groups have is the first room itself!!!. Use the team composition described above. Once a team clears the room, they should stay put until the door of the team closest to them has opened. Watch the mobs and run to that room. Once you have grouped the team together this way, pull the mobs outside and make short work of them. This will open the door to the second room.
I will not go into detail as to what is in each room. Much as I would like to, am at work
. Check out guildwiki for basic details and strategy for each room.
The group set up is fine. For warriors, I suggest that they pack doylak and gladiator's stance as well as knock down attacks. With those two stances, its easier to make short work of a number of rooms...except for the ones with casters.
The aspects cannot be killed normally. When you are hitting them with everything at your disposal, there will come a point where they will stop taking damage........then you HAVE to knock them down for them to continue to take damage. Hammer warriors and/or eles rule here (shield bash doesnt work as its for attack skills and the aspects dont use any).
The hardest part most groups have is the first room itself!!!. Use the team composition described above. Once a team clears the room, they should stay put until the door of the team closest to them has opened. Watch the mobs and run to that room. Once you have grouped the team together this way, pull the mobs outside and make short work of them. This will open the door to the second room.
I will not go into detail as to what is in each room. Much as I would like to, am at work

mushi
I found the entire thing pretty easy, the hardest part was the beginning and the end boss.
3 monks + a ritualist should do. Make sure all the monks have a heal party and you have a bip necro. Then, the rest is just knowing your way around really.
3 monks + a ritualist should do. Make sure all the monks have a heal party and you have a bip necro. Then, the rest is just knowing your way around really.
RTSFirebat
Great little read that, but I wish you think beyond the general cookie-cutter Warriors, Monks and Eles combos. hehe 
Could any suggest some Ranger builds for down here?
So far I've tried my R/E down there are a Conjure Flame + Barrage combo with self heal and defensive stances to take the load of the monks.
But I have also given Posion Arrow + Hunter's Shot + Kinder/ignite arrows + Conjure Flame a go as well, to great effect. But it limits the number of mobs I can focus on at a time.
Oh course bringing Troll Urgent is a must for any Ranger, but I want to see how Healing Spring works out as well as it can be useful in the right situations.

Could any suggest some Ranger builds for down here?
So far I've tried my R/E down there are a Conjure Flame + Barrage combo with self heal and defensive stances to take the load of the monks.
But I have also given Posion Arrow + Hunter's Shot + Kinder/ignite arrows + Conjure Flame a go as well, to great effect. But it limits the number of mobs I can focus on at a time.
Oh course bringing Troll Urgent is a must for any Ranger, but I want to see how Healing Spring works out as well as it can be useful in the right situations.
master chief matt
Quote:
Originally Posted by RTSFirebat
Great little read that, but I wish you think beyond your cookie-cutter Warriors, Monks and Eles combo.
Don't want the deeps to end up like another place where Rangers, Necros, etc... aren't welcome.
Could any suggest some Ranger builds for down here?
So far I've tried my R/E down there are a Conjure Flame + Barrage combo with self heal and defensive stances to take the load of the monks.
But I have also given Posion Arrow + Hunter's Shot + Kinder/ignite arrows + Conjure Flame a go as well, to great effect. But it limits the number of mobs I can focus on at a time.
Oh course bringing Troll Urgent is a must for any Ranger, but I want to see how Healing Spring works out as well as it can be useful in the right situations. i just said high dmg casters, this can be nukers, mesmers, rangers with poison arrows(traps dont work as well) and barrage, ive worked with groups that had 3 casters, and a ranger b4, had no problem. i went in 4 times in a row with this basic build, 4 tanks, 4 monks/healers, 4 high dmg casters/degens. assasins really dont work well here, i love my assasin but will never bring him in here, his armor is just way to low even at max to deal with some of these guys, the kanaxai deal 100+ armor with each hit to my monk. if you are a rit and want to go in i would suggest doing it 3 monks/1 rit, i dont know how much healing a rit can do since mines only lv 5 atm, but i know that weapon of warding is always usefull and pain is helpfull as well. and like i said, this is a build that i found that works, i finaly made it to the last boss and got him almost dead, about 25% hp, but it was too much for us all, we had lost 1 monk and 1 caster due to error 7 and the last pop up group killed us to the point where we couldnt recover. im sure if there wasnt a dc we could have beaten the deep and i could have gotten my new axe for my tank
added a section in top post that shows proffesions that will work and possible skills/signets to bring with you
Don't want the deeps to end up like another place where Rangers, Necros, etc... aren't welcome.
Could any suggest some Ranger builds for down here?
So far I've tried my R/E down there are a Conjure Flame + Barrage combo with self heal and defensive stances to take the load of the monks.
But I have also given Posion Arrow + Hunter's Shot + Kinder/ignite arrows + Conjure Flame a go as well, to great effect. But it limits the number of mobs I can focus on at a time.
Oh course bringing Troll Urgent is a must for any Ranger, but I want to see how Healing Spring works out as well as it can be useful in the right situations. i just said high dmg casters, this can be nukers, mesmers, rangers with poison arrows(traps dont work as well) and barrage, ive worked with groups that had 3 casters, and a ranger b4, had no problem. i went in 4 times in a row with this basic build, 4 tanks, 4 monks/healers, 4 high dmg casters/degens. assasins really dont work well here, i love my assasin but will never bring him in here, his armor is just way to low even at max to deal with some of these guys, the kanaxai deal 100+ armor with each hit to my monk. if you are a rit and want to go in i would suggest doing it 3 monks/1 rit, i dont know how much healing a rit can do since mines only lv 5 atm, but i know that weapon of warding is always usefull and pain is helpfull as well. and like i said, this is a build that i found that works, i finaly made it to the last boss and got him almost dead, about 25% hp, but it was too much for us all, we had lost 1 monk and 1 caster due to error 7 and the last pop up group killed us to the point where we couldnt recover. im sure if there wasnt a dc we could have beaten the deep and i could have gotten my new axe for my tank
added a section in top post that shows proffesions that will work and possible skills/signets to bring with you
RTSFirebat
Remember a Ranger is not a Caster
And shouldn't be considered one.
Nice updates by the way, keep the information coming. I'm glad you providing information on the different room effects, I can see now how warriors would be better suited in some rooms, while casters in another.
Guess it does require some level of "elite" thinking

Nice updates by the way, keep the information coming. I'm glad you providing information on the different room effects, I can see now how warriors would be better suited in some rooms, while casters in another.
Guess it does require some level of "elite" thinking

mrcake
Quote:
Originally Posted by RTSFirebat
Great little read that, but I wish you think beyond the general cookie-cutter Warriors, Monks and Eles combos. hehe 
Could any suggest some Ranger builds for down here?
So far I've tried my R/E down there are a Conjure Flame + Barrage combo with self heal and defensive stances to take the load of the monks.
But I have also given Posion Arrow + Hunter's Shot + Kinder/ignite arrows + Conjure Flame a go as well, to great effect. But it limits the number of mobs I can focus on at a time.
Oh course bringing Troll Urgent is a must for any Ranger, but I want to see how Healing Spring works out as well as it can be useful in the right situations. I go down with my ranger and have tried using a trapping build (dust,barb,flame,oath, apply poison, dual shot, power/sundering shot, troll unguent) works quite well with the rippers in the first area and can help with kanaxai if you need to escape quick, and once you kill the first kanaxai you can lay a load of traps at the bottom gate and draw groups of enemies into them.
Not really got far in the teams i have used that build with so dont know what it would be like in other rooms.
Next one i tried was (kindle,poison arrow,dual shot,sundering shot,hunter/power shot,savage shot, distracting shot, troll) which i had the most success with seems to work real good as long as you keep kindle up and poison degen on enemys, also ran this build whilst swapping an attack for barbed trap to slow enemys down if you need to make a quick retreat or slowing enemys down whilst you draw them through choke points.

Could any suggest some Ranger builds for down here?
So far I've tried my R/E down there are a Conjure Flame + Barrage combo with self heal and defensive stances to take the load of the monks.
But I have also given Posion Arrow + Hunter's Shot + Kinder/ignite arrows + Conjure Flame a go as well, to great effect. But it limits the number of mobs I can focus on at a time.
Oh course bringing Troll Urgent is a must for any Ranger, but I want to see how Healing Spring works out as well as it can be useful in the right situations. I go down with my ranger and have tried using a trapping build (dust,barb,flame,oath, apply poison, dual shot, power/sundering shot, troll unguent) works quite well with the rippers in the first area and can help with kanaxai if you need to escape quick, and once you kill the first kanaxai you can lay a load of traps at the bottom gate and draw groups of enemies into them.
Not really got far in the teams i have used that build with so dont know what it would be like in other rooms.
Next one i tried was (kindle,poison arrow,dual shot,sundering shot,hunter/power shot,savage shot, distracting shot, troll) which i had the most success with seems to work real good as long as you keep kindle up and poison degen on enemys, also ran this build whilst swapping an attack for barbed trap to slow enemys down if you need to make a quick retreat or slowing enemys down whilst you draw them through choke points.
RTSFirebat
Quote:
Originally Posted by mrcake
Next one i tried was (kindle,poison arrow,dual shot,sundering shot,hunter/power shot,savage shot, distracting shot, troll) which i had the most success with seems to work real good as long as you keep kindle up and poison degen on enemys, also ran this build whilst swapping an attack for barbed trap to slow enemys down if you need to make a quick retreat or slowing enemys down whilst you draw them through choke points.
Yeah your running a build a bit like mine, but I use Conjure Flame for that bit of extra damage. Troll Urgent is a must has any good ranger would know 
But not sure about power shot, hunter would be more useful to add bleeding. Maybe change Sundering for trap to slow mobs down maybe.
I need to play about down there a bit more before I find a balance I like.

But not sure about power shot, hunter would be more useful to add bleeding. Maybe change Sundering for trap to slow mobs down maybe.
I need to play about down there a bit more before I find a balance I like.
Calahan
good work, i'd like to try this elite mission with my monk

A??rendil
thanks for you suggestions about the ranger build. Although i already wanted to do a similair build with the said skills i am reasured that i'm not the only one doing so. I have not yet been in the deep, but i plan to.
TY TC!
TY TC!
Huntmaster
A couple notes.
Quote:
Originally Posted by master chief matt
Quote:
As for martyr, let the ranger bring it. Distracting Shot, Apply Poison, Martyr, Purge, Rebirth, Troll Ungeunt, whatever else. Works nicely and allows the monks to deal with other things. (Bring a MINIMAL amount of traps. If you're trap heavy you'll find yourself standing around at Kanaxai..)
With your monks, you want 2 prot, 2 heal. The heal monks should have Heal Area and Heal Party. Bring a battery necro to help them out.
Quote: Originally Posted by master chief matt ritualist skills to chose from:
weapon of warding, pain, brutal weapon, Bad idea.. Shelter, Union and Recuperation are your best bets.
Quote:
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 This room, where it seems like Oni spawn FOREVER is actually quite easy. The enemies DO stop. Move your group forwards until you see Oni start to spawn, then ball up tightly. Have the monks spam heal area and let the oni come to you. Eventually they'll stop coming. Procceed forward and repeat until out of the room.
**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 This room, where it seems like Oni spawn FOREVER is actually quite easy. The enemies DO stop. Move your group forwards until you see Oni start to spawn, then ball up tightly. Have the monks spam heal area and let the oni come to you. Eventually they'll stop coming. Procceed forward and repeat until out of the room.
Quote:
Originally Posted by master chief matt
This room is full of turrets that cause bleeding and poison.
Heres a big secret; you can TURN OFF the flowers. Simply click on them.
![]() Oh, with your builds, Glads Defense isn't too wonderful down there. You'll probably want one of your tanks to bring Charge! and the others stick with hammer attacks.. I've also found that SS isn't too powerful in the Deep. MS Ele > SS Nec anyday. And last but not least, the Oni in the deep are terrible. Regular canthan oni > deep oni. As i go, i keep remembering things. A great addition to your team is a Me/A. Having a dedicated enchant stripper (Inspired is all you need) and somebody to use Shadow Shroud helps heaps against Kanaxai. This way when the mobs pop up after a KD, you leave 1 warrior on Kanaxai to tank and the mes just sticks on him to strip. The ranger poisons him and the rest of the team beats up the popups. After clearing them out, repeat. ![]() Good luck. fiery
For the knockdown room, ward of stability.
Also for rebirthing, focus swap to have less energy or just res with no weapons. Ole Man Bourbon
I thought SS was very useful. There are a lot of W's, R's, and A's, in the Deep. Not to mention the casters don't cast all the time, they also wand. SS becomes more effective the higher level the enemy is as it does unconditional damage. My group also had an MS E/Mo fwiw, so I know it's also good there.
I brought Eneebling Blood, Shadow of Fear, SS, Well of Blood, Arc Echo, Res Sig, and BR, and used them all, except for maybe BR, with great frequency. After reading Wiki, I'll drop Strip Enchant for Inspired Enchant for the boss. Our group had about 3 W's, 1 A, 4 Monks, 2 Rangers (1 trapper), and 2 Eles and did fine even though 1 W quit and the A died all the time. So those 2 spots could be filled by whatever you'd want--MM, another ele, another monk, ranger, or W. A degen blood necro may not be bad for the guys that don't take damage at certain intervals as well as spamming wells or BR. One thing's for sure in the Deep--Rebirth is your friend there. There are no bosses, so Res Sig isn't that great, but it could save your team from failure in one desperate situation. It would be wise to bring more KDs than just Meteor Shower IMO. Don't forget keys and maybe a candy cane as well. BTW we made it to the degen room when we got booted due to error, so be prepared for that. ![]() mrcake
Quote:
Originally Posted by Huntmaster
A couple notes.
You in no way need 4 tanks, and should try to not bring that many. At most bring 2. Although it may seem like a daunting task, the first room is easy to clear with only one or two tanks. Agreed i cleared the first portal on my own as the monk and tank died straight away. Had some problems with the kanaxai though as i had no KD :/ but got saved when the others killed the kanaxai in main room. mrcake
Quote:
Originally Posted by Ole Man Bourbon
One thing's for sure in the Deep--Rebirth is your friend there. There are no bosses, so Res Sig isn't that great, but it could save your team from failure in one desperate situation.
Res sig is a good idea for one or 2 to bring as when you get to the 3rd room (i think) you cant cast.
Caught us out last night when people died out of healers range and nobody had res sig, trying to kill kanaxai with bow and no warriors didnt go down well (died very quickly lol) Taurus
Kinda off-topic but whats the story behind this mission ?
pee tear gryffon
Quote:
Originally Posted by mrcake
Agreed i cleared the first portal on my own as the monk and tank died straight away.
Had some problems with the kanaxai though as i had no KD :/ but got saved when the others killed the kanaxai in main room. not killing the kanaxai means you didnt clear the first room. as for updates on this thread, i know that chief is banned from this site for 2 weeks, so he gave me permission to post new things and info for it since we play the game alot together. plz keep posting ideas on this thread and we'll update as we can until we can edit the main post again. thx Huntmaster
Quote:
Originally Posted by pee tear gryffon
not killing the kanaxai means you didnt clear the first room.
I think what he means is that the other teams rolled through and saved him. Happens often.
xtacb
first of all great walkthrough! i just wanted to add a few things about the rooms,
between the third room with the switches the fourth room where u get e-surged, theres a gate. 5 ppl need to get on the switches then the other 7 can go through- if someone inside walks far enough in the fourth room, lots of shadows will spawn in the third room. u can rebirth everyone through the gate and have all 12 on the inside. for the room where u cant cast spells, have someone pull the two groups of assasins and ritualists to the top of the stairs where everyone else is waiting with spells. then just run through along the side to the next room. u dont have to kill that aspect or the range up top. the next room 6 avoid the the middle and go around the left edge killing the oni as u go to reach the teleport aspect room. as long as u pull the oni patrols with a long bow to the rest of the group room 7 isnt too hard. for room 8 where u take damage whenever u move, everyone stop halfway on the first bridge and have warriors body block. there will be waves of enemies coming from behind. just proceed to pull groups of oni after that while waiting on the second and third bridges. room 9 is also easy where u just pull the shadows one groups at a time. ok for room 10 the poison and bleeding room how did u guys get past this glitch room? ive gotten once past this part to the last boss room 12 and it glitched and kicked us out, since then ive been to room 10 four times in a row and everytime it glitches and kicks us out. we've tried going left and going right paths. are u not supposed to turn off the flowers? we've been having good pick up groups that can reach room 10 under 2 hours and with no dp but then anet decides to not let us past and kicks us all out. how did u guys get past this room and what did u guys do? Arothar
I don't know how far the op got xanaxai's hp down, but he CAN be damaged while bleeding, and i doubt poison or other conditions would stop you from dmging him.
I'm not sure if he can deal dmg while bleeding though and i also don't know if the bleeding does actually degenerate him. Maybe he was just at a certain % so he didn't take dmg before you kd him. Sagius Truthbarron
Every group I go with has a team whipe in The Aspect of Death. I suppose this is becuase they put a healing monk on team 3, whereas it sounds like more of a job for a Boon Prot/active/whatever you are proting with.
Some tips on how to better deal with that aspect would be nice, as I've never actually seen a group survive in it, and they always need a rescue. I also notice that most of the time my team has to save everyone else in the first part, I find this is becuase I am almost always with the Boon Prot. The only two times my team died were when I was with a healer. ayanaftw
in tat 4 room thing in the beggining send ur strongest team to the last one. 2nd strongest to the 3rd. 3rd strongest to room #1. and whatever's left to sit in #2 and wait for rescue.
Parson Brown
Quote:
Originally Posted by Sagius Truthbarron
Every group I go with has a team whipe in The Aspect of Death. I suppose this is becuase they put a healing monk on team 3, whereas it sounds like more of a job for a Boon Prot/active/whatever you are proting with.
I'm actually glad to hear this. I made my first run last night. I took a lot of heat from a warrior before the mission for asking noob questions about what skills to bring and what to be prepared for. Anyway, he told me prot was only for 4v4 PVP (my first clue that it was not me who was the noob) and that I should go straight heal. We go to room 3 and spawn practically on top of 3 enemies who proceed to interrupt my heals (which seemed slowed) and kill me some 8 steps from the portal. The warrior ragequits, but the rest of the group rescued us and another trio that wiped and we made it ti the Leviathan. I learned a lot on that run, however, and I'll be better prepared next time. Petrus
Whammo build i use in the deep, workes good for me atleast;
Heal signet, Remove hex (pug monks dosent usualy remove your scorced healing, and you die. with good teams doylak sign goes in here) Bonettis defence, Disiplined stance (you can use all skill expt adrenalin skills) Renewing smash (this one you use right before disp stance goes out, then you can recycle stances all the time and use bonettis as backup/energy stance) Devasting hammer (kd) heavy blow (second kd) and rebirth (as many as possible must have rebirth).. The biggest problems is the monks of some pugs (no offence..but ..) they usualy missing woh, heal party and condition/hex removal... and i think the aspect of scorpions is soooo hard... Ozric
Quote:
Originally Posted by Sagius Truthbarron
Every group I go with has a team whipe in The Aspect of Death. I suppose this is becuase they put a healing monk on team 3, whereas it sounds like more of a job for a Boon Prot/active/whatever you are proting with.
Some tips on how to better deal with that aspect would be nice, as I've never actually seen a group survive in it, and they always need a rescue. I made my first run here Wednesday night, and a warrior, my ele, and a monk cleared this room. The tank said he'd been there many times before and had never seen this room defeated and was ecstatic about it. I've made around five runs since and always started in this room and have probably a 50/50 success ratio on it, but on at least 2 runs I've had Tanks in there with me that hadn't been to The Deep before. One just rushed in aggroing the mob and the aspect both, and the other started his pull in the wrong place and the mob took out our monk. The room is small, not much room for manuveuring. Leave the healer in the corner on the pad and both tank and a nuke (or what have you) start the pull from the far left, leave the Aspect out of aggro and just nuke to high heaven, having the tank just hang back taking the hits from the Spirit of Wanderlust while the healer heals safely out of aggro. My nuker keeps a bit on Earth and brings Ward/Melee and AoE to help with the fish guys (Carps?), which also provides the tank with something to do while i clear the rest of the mob. After the mob is cleared you can deal with the Aspect as you would in any of the other rooms. The monk from my last run in there said that another way to do it was if someone were to bring a longbow (and he said it had to be that for the range) to pull the Aspect alone from the other side of the mob and deal with him alone, giving you more room to manuveur to deal with the rest of the mob after he's dead. Good luck!! On that Scorpion Aspect, I hate it, I really hate it. What's more is it's broke. The description says that every 30 secs you'll be transported to the nearest enemy and knocked down. It's a lie!! I'm very lucky to get a spell off in between teleports. But you can see a pattern there. Count the seconds, it's different on every run. My guess (and it is just a guess) is that that the teleports occur bases on when a player walks into the Aspect. For example if player 2 follows player 1 into the Aspect by the difference of 3 seconds, and player 3 follows 2 4 seconds later, then that might be how the teleports are timed. Knockdown, 1-2-3 Knockdown, 1-2-3-4 Knockdown, and so on. But I don't think it then follows that pattern for the rest of the party members, as I hadn't seen any strange series of 12 knockdowns in a row. Complicating that is that you're always walking into and out of the Aspect aoe with that first mob fight in the zone. ayanaftw
the scorpion aspect is really annoy but i get through it everytime.
the closer u get to the boss the faster the kd's will come. u just have to rely on ur monks and spirit spammer. nebuchanezzar
Nice to see some info for people on the Deep. Ive done a few runs with my monk only and 2x got to Kanaxia but no wins. Err 7s and not enough enchant removal(well not the right one it turns out). I forget the name of the warrior we had but his disrupting swipe was mesmer precise. Kanaxia rarely got into his health enchant.
I ran a modified boon prot every time with no heal party at all but we did have them in the party of course. ProtSpirit/ RoF/ MendCond/ SigDevotion/ Boon/ Rebirth and for the last 2 spots I tried CoP/ Veil/ ED/ MoR/ Gift of Health but they all played about the same. Basics of Boon Protting but in the room where you cant cast spells you can put all your enchants on and go in to use your Sig of Devotion to help out and when the heat comes you can still CoP(skill) to save you as you run for the stairs. Where you cant use Enchants Mend, Sig, and Gift of Health all work well. Quite often I dropped Boon and just worked on protting everyone in spots. A suggestion for the beginning but why cant this be done with 3 dedicated monks. Most of the time one of the rooms gets wiped out in the beginning anyways. Why not load that room with all damagers and the other 3 rooms can come get them when they finish off their rooms. 3/9 provides more offense and support than 4/8 but most arent really willing to die and wait the first 20 min =]. Sagius Truthbarron
My warrior build is Shove, Hammer Bash, Dolyak Signet, Disciplined Stance, Defensive Stance, Renewing Smash, Healing Signet (which I don't use very often at all and could be changed), res.
Shove is very useful in the first few seconds of an aggro when the mobs all try and charge for the people in the rear. Maybe not so useful on the last boss, but, eh. Something that worked pretty well for my team was Spinal Shivers and the last boss and trappers trapping the monks for the knockdown-spawn. Unfortunately, though, we weren't able to beat him. Possibly it was becuase we didn't have a Nuker (we had 2 trappers and 2 SS due to lack of supply ![]() Synthetic
I really like the guide, it is a nice heads up for people who are new to the mission. I wish I would have read it before I made my first trip last night :P. Anyways, you actually have an error in the walkthru though, the way conditions effect the end boss is a myth. He still takes and deals damage just fine when he has a condition on him. Another tip that I can give for the end boss is DO NOT use Meteor Shower on him. Each tie the boss is knocked down 8 of his cronies spawn. Meteor Shower = 3 knock downs = 24 Cronies = GG.
Furthermore, heal party is rediculously useful here. Because of that some sort of a battery is nice for the monks as well. One of the necros sould be able to bring blood rit without too much of a problem. I just did my first run last night and got to the end boss, we had an excellent group but I don't think that we had the right build to take down end boss. I will be trying it again tonight with some guildies so hopefully we will be able to take it down. lightblade
To counter act the 8 degen at the last boss:
- Rt can bring recuperation +3 - Curse + Blood necro can bring blood bond for +3 (remember degen is capped at -10, so using blood bond can get the necro's degen cap at -10, but get everyone else a +3 regen) - Blood Necro can also bring well of blood, since nightmares don't leave corpses, you'll just have to rely on dead party member's corpses Sou
This build is one of the best i have tried. Took some time to come to the last boss. But with a organized team and with much time its the best:
3 warriors (2 w/r 1 w/e) - the 2 w/rangers bring their pets. (they must go hammer with 1 kd skill.) The w/e bring shock and can go whatever he want. (axe or hammer is best) 4 monks (3 healers 1 half martyr) 1 trapper - with reveive animals (to revieve the warriors animals) 3 necros - 1 ss (bring inspired ench. / revavled ench.) 1 OoV (goes half monk) 1 BiP necro. All necros must bring br to support the monks energy. 1 of the necros must bring Well of Blood. 1 nuker - E/me, bringing inspired ench. / revavled ench. Everyone must bring a vampic weapon. The warriors ( axe or hammer) ranger (bow) the other doesnt need to bring but if (bows). When u comes to the last boss u lure the pets to the boss. When the pets r dead the necro with WoB using it and whole team go into the area with +6 regen. As u already know u now have instead of -8 degen u have -2 degen. Easier for the HP monks to have everyone alive. With the nuker and 1 or 2 necros using inspired ench / revavled ench. on the boss he cant use his nightmare refugees. And while using ur vampic weapons and OoV u going to kill him. NOTE. u doesnt need to KD him. Only if u want a challenge! Hope i have help ur team with something. Havent wrote everything about the run. if u want more info just whisp me ingame. <-- ign GL hunting! Huntmaster
Quote:
Originally Posted by Sou
And while using ur vampic weapons and OoV u going to kill him. NOTE. u doesnt need to KD him. Only if u want a challenge!
mlsthuy1
1 question , does vamp and degen work on him and we do not to KD him ?
mtm
Yes, life stealing keeps taking out his health, even without kd.
Huntmaster
Heres a build we just used.
2 W/R - Axe Wars with a vamp axe to switch to and a pet. 1 R/N - Classic OoB touch ranger. 3 N/Me - 1 has OotV, 1 BiP, 1 WoP. Each with life stealing skills. 4 Mo/Me - 2 prot, 2 heal (heal area, heal party) each with inspired enchant. 1 E/Mo - HP/Wards 1 E/Me - Nuker. Worked nicely. Kanaxai was probably the easiest part, the hardest being the scorpion aspect, as with most groups. (Didn't have ward of stabil) Other then that, it was a breeze.. Cuthroat Dibbler
Alright then ....
Please explain WHY, (and this is REALLY narking me) WHY warriors HAVE to be Hammers? They DONT. Why not use Bane Signet or one of the other wonderful skills available, Shove is one mentioned here already and why do you think they added THAT skill then? I keep seeing unintelligent builds that are more about thumping hell out of enemies rather than using brains and tactics. FoW builds DO NOT work here. Why dont people like taking Rits? theyre sooo good here. Mesmers too ... once again sold out by no brain builds. Shame. And after watching an Assasin tank an Aspect they really should be paid more attention. A GOOD sin is hard to find I agree. We all complain bitterly about the creature that kills us, so why not use ITS tricks..... wheres the restoration? I know it P***es everyone off... so why not use it against THEM? And as for the "Rebirth" trick thru the gate. WHO in GODS name BELIEVES this is a good strategy?!?! Its LAME and very inefficient. Why not SUPPORT the team on the other side? Help them kill the nightmares, then they can wait for the 7 man team to clear the area. You've already made one team of 3 wait for you in room xx already why is it not valid for the next room to be a few men down for ONE room only, I keep seeing an amazing amount of NO BRAIN builds.... Most people/teams are about farming chests DESPITE the "ooh i want a green from Kanaxai". The general attitude I see is that people are thre for farming chests in the main. Weak. Start READING the skill descriptions and get OUT of this habit of sacrificing teammates. Are you getting the picture yet? Theres waaaaay too much short sightedness going on in The Deep and it just surprises me how people are slaves to OLD formulas. Be imaginative, USE the new skills and profs.... theyre there for a reason.... or hadnt you guessed that yet? Signed... One VERY frustrated Necro who has seen waaaay to many people who THINK they know ...fail. Now I know I'm not perfect and every run i tweak, but come on people ... use ya brains .... |