The Deep
From MatureAsskickers Wiki
Contents |
4 Warrior/Monks
Attributes
| Attribute Rank | |
|---|---|
| Strength | 12 + 1 |
| Tatics | 3 + 1 |
| Hammer Mastery | 12 + 1 +3 |
|
Dolyak Signet |
Backbreaker |
Belly Smash |
Counter Blow |
Crushing Blow |
Healing Signet |
Rebirth |
Resurrection Signet |
Optional Skills
- The Elite for this build can be Backbreaker or Earthshaker.
Necromancer/Monk
Attributes
| Attribute Rank | |
|---|---|
| Soul Reaping | 12 |
| Curses | 12 + 1 +3 |
| Protection Prayers | 3 + 1 |
|
Spiteful Spirit |
Spinal Shivers |
Rend Enchantments |
Defile Enchantments |
Price of Failure |
Rigor Mortis |
Rebirth |
Resurrection Signet |
2 Ranger/Monks
Attributes
| Attribute Rank | |
|---|---|
| Expertise | 12 + 1 |
| Wilderness Survival | 12 + 1 +3 |
| Marksmanship | 3 + 1 |
|
Winter |
Oath Shot |
Barbed Trap |
Flame Trap |
Dust Trap |
Healing Spring |
Troll Unguent |
Resurrection Signet |
4 Monk/Any
Attributes
| Attribute Rank | |
|---|---|
| Divine Favor | 11 + 1 |
| Healing Prayers | 12 + 1 +3 |
| Protection Prayers | 7 + 1 |
|
Word of Healing |
Heal Party |
Healing Breeze |
Healing Seed |
Protective Spirit |
Convert Hexes |
Rebirth |
Resurrection Signet |
|
Word of Healing |
Heal Party |
Healing Breeze |
Healing Seed |
Protective Spirit |
Reverse Hex |
Rebirth |
Resurrection Signet |
|
Word of Healing |
Heal Party |
Healing Breeze |
Healing Seed |
Protective Spirit |
Extinguish |
Rebirth |
Resurrection Signet |
Elementalist/Monk
Attributes
| Attribute Rank | |
|---|---|
| Energy Storage | 12 + 1 |
| Fire Magic | 13 + 1 +3 |
| Protection Prayers | 3 |
|
Fire Attunement |
Flare |
Glyph of Concentration |
Meteor Shower |
Rodgort's Invocation |
Fire Storm |
Phoenix |
Resurrection Signet |
Notes:
1 warrior can be replaced with an additional Curse Necro.
Bring atleast 5 Deep Jade Keys
Procedures
The first area will slowly produce exhaustion, so being as orders as possible before entering mission will allow a quick start.
Room 1
There are 4 rooms in the first area, 3 of these room will be fighting to join together.
Portal 1 is the Aspect of Soothing(Takes twice as long to gain adrenaline)
- Team 1: Monk, Warrior, Elementalist
- The warrior for this room should have the knockdown build but this area has a nice chokepoint to the next area and a Stance like Gladiator's Defense would be usefull to start pulling them in and tanking them.
Portal 2 is the Aspect of Death(Gain 20% less benefit from healing)
- Team 2: Monk Warrior (or Necromancer), Necromancer
- This team will not be attacking alone and will need to wait for the rest of the teams to join them. There is little to no pulling room in this area.
Portal 3 is the Aspect of Surrender(Knockdown when hit)
- Team 3: Monk, Warrior, Ranger
- This team's warrior must be a Knockdown warrior and be carrying either Dolak Signet or Balanced Stance to survive.
Protal 4 is the Aspect of Exposure(Can't block or evade)
- Team 4: Monk, Warrior, Ranger
- This is the easiest of the four rooms if you can pull the group with out pulling the aspect, the ranger should be able to help with that.
Room 2
Room 2 is the Aspect of Pain (2 health degen and Depp wound.)
There are several patrols to weed out and once the aspect is killed all the gates to the previous rooms will open, if group 1 has pulled these patrols and trapped them in the cooridor, pinching them in there is a quick and easy way to clear this level. Once the area is clear and the aspect is dead all groups will converge on Portal 2's area and help that group clear their area.
Room 3
Room 3 is the Aspect of Lethargy(Move 50% slower)
Read issue 30 from Photics.com "The Deep"




































