User:DesiAdame/Builds/"Steel Wall" Deep Group

This is a standard 12 member deep group focused on completing the elite mission The Deep safely. For a more up-to-date version, see this

Overview
This party consists of:
 * 3 / Recall Warriors
 * 3 / Heavy Nukers
 * 2 / Utility Necromancers
 * 4 / Heal party monk

W/A Recall Warriors
Variations:
 * Replace Shove with any unconditional non-attack knockdown, such as Earth Shaker.
 * For Elementalist secondary, replace Shove with Shock, freeing the elite slot for Gladiator's Defense instead of Recall. Note that this comes at the cost of some additional risk when pulling.
 * Replace adrenaline skills with energy attack skills for an easier time in the Aspect of Soothing
 * Replace Resurrection Signet with Sunspear Rebirth Signet, for a better Resurrection skill.

E/Me Heavy Nuker
Variations: See Build:E/any_Renewal_Nuker for additional variants. Elemental Attunement is preferred, since it allows faster recovery and longer battles.
 * Replace Meteor with Breath of Fire, Fire Storm or Searing Heat to keep aggro off back line casters.
 * Replace Resurrection Signet with Sunspear Rebirth Signet, for a better Resurrection skill.

N/Me Utility Necromancers
This build is very carefully orchestrated; variations are not suggested. When changing this build, be very careful to preserve the full functionality.

Variations:
 * Replace Resurrection Signet with Sunspear Rebirth Signet, for a better Resurrection skill.

Mo/Any Heal Party Monk
Variations:
 * Replace Word of Healing with Healing Light
 * Replace Signet of Rejuvenation with Signet of Devotion
 * Replace your rune of Minor Protection Prayers with a Rune Of Attunement

Division of labor, the first 5 rooms
This section describes the division and methodology for the first two rooms.

General Advice
The Darkened Irukandji and the Spirits of Restoration they bind are particularly troublesome in these rooms. Target them first, and attempt to interrupt Restoration if possible. Warriors should be careful when pulling. Pull small groups, and attempt to separate Ripper Carp, as they are easier to kill alone.

Room 1, Aspect of Soothing
Proceed normally. The Warrior should pull carefully and tank so the Elementalist can bring their skills to bear.

Room 2, Aspect of Death
Because of the healing penalty and the fact you can not retreat from battle, this group should wait for the other teams to assist. The monk should be casting heal party while the BR necromancer should yield energy for the monk's spells. Heal party will affect all party members in radar so it is possible to heal teammates in rooms 1 and 3.

Room 3, Aspect of Surrender
The Warrior should proceed first through the teleporter, and make sure there are no foes near the teleport pad. All party members should move to the extended platform to the rear of this room and pull carefully.

Room 4, Aspect of Exposure
Because of the large size of this room, the spawn should be fairly spread out. The necromancer should place Spinal Shivers on the Manta and eliminate them first, then proceed slowly.

Room 5, Aspect of Pain
Once Clear, each group should attempt to pull small groups out of this room and into the recently cleared room. Once the larger center room is cleared, the gates into the prior room will open and each group should fall back and assist the other teams.

Once all four teams are freed, approach the Kanaxai Aspect of Pain. Warriors should surround the aspect and attempt to prevent the aspect from moving, while Elementalist and necromancer assault him with damage spells. Monks should cast Protective Spirit to reduce Kanaxai's damage. Use this method to defeat all further aspects.

Room 6, Aspect of Lethargy
Warriors should line up at the gate to the next room, and block the entrance. Casters should stand clear of the warrior wall.

One warrior should cast recall on a nearby Ally, and proceed into the room and disable the fire flower. Once the flower has been disabled, the warrior should aggro as much of the room as possible, and proceed back to take his place on the wall. release recall if your health drops below 25%, or the room is aggro'd early. Monks should cast heal party as much as possible to heal the warrior while he is gathering aggro. Necromancers should cast Blood Ritual on all monks to counter the cost of heal party.

Once the Leviathans are assembled, warriors should body block, using whatever defensive skills they can, as all casters cast their damage spells. once the assembled leviathans are defeated, proceed into the room and clear any remaining foes, then use the same tactic from above to eliminate the aspect.

All recall warriors should cast recall on a single designated Monk or Elementalist and stand on one of the three pads closest to the gate, with both necromancers on the rear pads. The remaining party should proceed through the now open gate. Warriors should time recall to move together to the same character on the far side of the gate. any warriors without recall should be replaced with Elementalists, as Elementalist can tolerate Death penalty easier then any other member. Once the gate is closed any remaining characters should proceed to the gate and sacrifice or wait to die so they can be rebirthed through the gate.

Room 7, Aspect of Depletion
Corpse control and heal party are vital in this room, so necromancers should switch from an offense role to a support roll, casting Well of Blood and Blood Ritual as much as possible. Proceed slowly and eliminate one group at a time. Before killing this aspect, be sure to nuke the nightmares behind the gate to the previous room, so they do not follow once the gate is opened.

Use the technique from above to eliminate the aspect.

Room 8, Aspect of Failure
Use the same "Warrior wall" technique as room 6. Heal Party is even more vital. The warrior should attempt to pull all melee groups.

Once all melee groups are eliminated, all members should proceed into the room. One warrior should take a position under the jade outcropping to hold the attention of the ranger outcasts, while the other party member proceed to the staircase at the end of this room.

It is not necessary to kill this aspect to proceed

Room 9, Aspect of Shadows
Use the same "Warrior wall" technique. warriors should position themselves at the top left of the stairs. All casters should assemble to the far left, out of the aspect from the previous room. The rightmost warrior should proceed into the room and agitate as many Oni as possible, then return to body blocking.

'''Do not, under any circumstances, attack the Oni with weapons or wands. Eliminate them with spells ONLY.'''.

The "Warrior wall" should proceed as a unit along the left edge of the room, being careful not to step into range of the Leviathan. Do not kill the Reborn Irukandji, as they can be used as additional body blocking. There are three more Oni spawns before reaching the aspect. Use the same technique from above to eliminate this aspect.

Continue along the edge of the room until you reach the stairs into the next room. there are two additional Oni groups.

Room 10, Scorpion Aspect
Use the "Warrior wall" technique at the top of the stairs near the left corner. casters should stand behind the corner. Be careful to avoid killing the Reborn Irukandji, as it can be used to control teleporting under the aspect. Agitate as many Oni as possible and eliminate them with spells only. Look to the end of this room, you can clearly see the top of the gate to the next room. this gate will open once all the Oni in this room are defeated.

Once all Oni are defeated, pull as many outcast groups as possible outside the aspect and eliminate them. Next, the entire party should group together tightly and run as a group along the edge to the right into the small haven outside the aspect at the top of the stairs. Continue to pull outcast groups until you feel safe to proceed to the gate at the end of this room.

use the same technique from above to kill this aspect.

Room 11, Aspect of Fear
All party members should run as a group into the room to the corner at the bottom of the first set of stairs. Quickly position the Monks on the inside, followed by the casters, and lastly the warriors on the outside of the group. Clump together as tightly as possible. Eliminate the nightmares and Oni that attack you, there should be six groups, and it will be very clear when the spawn is finished.

Proceed along this room, using the "Warrior wall" technique at the end of each bridge to trap the Oni and eliminate them. Use the same technique from above to kill this aspect.

Room 12, Aspect of Depletion
Use the same "Warrior wall" technique at the narrow point between rooms. This wall should be carefully adjusted, as the gap is slightly too large for three warriors to block easily. Should a large number of nightmares escape, fall back and use the bridge to create a new barrier. Proceed around the right or left to the exit of this room.

it is not necessary to kill this aspect to proceed

Room 13, Aspect of Decay
Proceed carefully through this room. the sweep with the "Warrior wall" technique, as nightmare and Oni pop up groups are common, but small. Eliminate them as quickly as possible. The largest threat from this room is decay from the aspect and the the numerous condition flowers. Monks should use Heal Party and extinguish. the entire party should proceed either right or left. One warrior should go down Each line, disabling condition flowers while the rest of the party fights.

it is not necessary to kill this aspect to proceed

Room 14, Aspect of Torment
Proceed quickly, but carefully, keeping the warriors in front. Nightmare pop up groups are common, but small, eliminate them as quickly as possible. Use the same technique from above to kill this aspect.

Kanaxai's Chamber
All three Warriors and one Monk should proceed into this room, while the remaining party stays just outside the aspect. All Monks remaining back should repeatedly cast heal party to ensure all the aspect is countered. Necromancers should concentrate on blood ritual.

Warriors should pull Kanaxai to one side, usually the left, and surround him as far from the center of the chamber as possible. The Monk should use protective spirit on whichever warrior Kanaxai chooses to target. Two warriors should time knockdowns so Kanaxai is knocked down twice in rapid succession. note: monsters are immune to knockdowns while knocked down or standing from knock down, be careful to wait for Kanaxai to stand fully.

Once Kanaxai has been knocked down twice, and two groups of nightmares are spawned, all warriors should release recall and all party members should run out of the room until the nightmares are no longer following. Do not kill any nightmares.

Proceed back into the room to the opposite side, usually right, and prepare to assault Kanaxai. Warriors should pull and surround Kanaxai as far from the nightmares as possible. One Necromancer should constantly use inspired enchantment to remove Kanaxai's refuge, while the remaining necromancer casts blood ritual on the Monks. Monks should be repeatedly casting heal party, and one monk should maintain protective spirit on whichever target Kanaxai is attacking. Once Kanaxai is surrounded, the Elementalists should unleash fire. To return to the deep staging area enter your guild hall then leave.