User:Opacitas

Welcome into my user page where I stored some build I wanted to keep after the build wipe.

BiP build
The BiP necromancer (also known as a battery) is a powerful source of energy for the party using the skill Blood is Power. The core of the build involves using BiP on party members, getting healed (or self-healing) and doing the same over and over.

Equipment

 * Scar Pattern Armor is recommended for energy. Adding Superior Runes to reduce health is an option.
 * Any staff (or wand and focus item combination) that provides +5 Energy and fast recharge and cast time for Blood Magic is optimal. An item which reduces health or one that lengthens enchantments (for Blood Renewal and BiP) can help also.

Usage

 * Keep Blood Renewal on at all times.
 * Use Blood is Power on any party member you wish to give Energy to.
 * Use Blood Ritual as a cheaper and long-lasting alternative to Blood is Power (as your Energy permits).
 * A good Battery never waits for people to call their Energy. Instead, the bipper should have a plan:
 * Before a fight, the bipper should provide energy to "setup" party members (such as trappers, bonders or ritualists)
 * During a fight, the bipper should bip the healers, then other casters, then frontline attackers in that order of priority.
 * Use wells as Energy and circumstances permit.
 * Use Consume Corpse for energy, healing and/or corpse denial.
 * Having as little maximum health as possible allows the bipper to be extremely effective in doing his/her job, however, this should only be done if the bipper is very good at staying alive. Dying does not really harm the bipper, but having to do without the bipper in the middle of an intense fight is not a good thing for the other party members.

Variants
The only essential skills of the build are BiP and Blood Renewal. Therefore an endless number of variants (and combinations with other tasks) can be imagined usually at the expense of the attribute points in Death Magic. Some popular alternatives are:
 * Choose Order of Pain to increase the physical damage dealing.
 * Choosing a monk secondary and using Heal Area for self-healing or spamming Heal Party to help with the healing and self heal and also using Protective Spirit to account for the lack of health if you decide to go with lower HP.
 * Choosing an elementalist secondary and using wards to protect the backline of the party.
 * Replace Resurrection Signet with a hard rez when situations/secondary professions permit.

History

 * (cur) (last) 19:08, 17 January 2007 Barek (Talk | contribs) m
 * (cur) (last) 20:35, 2 January 2007 Barek (Talk | contribs) m (→Templates)
 * (cur) (last) 21:01, 30 December 2006 Rapta (Talk | contribs) m (→Attributes and Skills)
 * (cur) (last) 11:53, 18 November 2006 Odr (Talk | contribs)
 * (cur) (last) 10:48, 17 November 2006 Fyrenbot (Talk | contribs) m (bot: build move (adding sort key to cats))
 * (cur) (last) 10:48, 17 November 2006 Fyrenbot (Talk | contribs) m (N/any BiP Necro moved to Build:N/any BiP Necro: bot: build move (moving article to build namespace))
 * (cur) (last) 01:38, 2 November 2006 Rapta (Talk | contribs) m (cleaned up and +jaundiced gaze since no optionals mentioned)
 * (cur) (last) 01:02, 24 October 2006 MeromScha (Talk | contribs) (→Variants)
 * (cur) (last) 01:00, 24 October 2006 MeromScha (Talk | contribs) (→Usage)
 * (cur) (last) 00:55, 24 October 2006 MeromScha (Talk | contribs) (→The Build)
 * (cur) (last) 00:54, 24 October 2006 MeromScha (Talk | contribs) (→Usage)
 * (cur) (last) 16:42, 21 October 2006 Jyro X (Talk | contribs) m (rv'd to older version by Jyro X. Milthuran's Staff does not meet the qualifications set forth in that description.)
 * (cur) (last) 14:26, 21 October 2006 SirGoober (Talk | contribs) (→Usage)
 * (cur) (last) 18:27, 25 September 2006 Jyro X (Talk | contribs) m (→Variants)
 * (cur) (last) 13:35, 25 September 2006 Jyro X (Talk | contribs) (→Variants)
 * (cur) (last) 13:29, 25 September 2006 Jyro X (Talk | contribs)
 * (cur) (last) 15:39, 24 September 2006 Dirigible (Talk | contribs)
 * (cur) (last) 23:37, 17 September 2006 Karlos (Talk | contribs)

Famine/55 titan farmer
This build is designed to farm in The Foundry of Failed Creations with a 55 Monk and Famine Ranger in hopes of getting a Titan Gemstone as they go for a large sum of money.

Equipment

 * Any weapon with lengthening 20% enchantment time will work but I recommend Kepkhet's Refuge for the extra energy given.
 * All pieces of armor must have a superior rune on them bringing your health down to 105hp which is a variation of the 55 Monk build.

Usage
Cast the last 3 enchantments when loaded into the area and take the Anguish Hunt and Quest. Cast Protective Spirit, Spell Breaker, and then Shield Of Absorption once Quickening Zephyr is up. Gather all mobs into one central area and stand very close to all spell casters and start on a cycle of casting Ancestor’s Visage and Sympathetic Visage. Maintain Protective Spirit, Spell Breaker, and Shield of Absorption at all times. Stay close to the monks 1º, then spellcasters, necros and mesmers. After finishing them go for the melee enemies. If any melee targets manage to stay alive wait for their Healing skills (Healing Signet, Troll Unguent, Leader's Comfort) and interrupt them using Lightbringer's Gaze or/and ask for the ranger's help with Apply Poison.
 * Note that these 2 only work when being hit with melee attacks so do not continue to keep up if there are no melee attacks on you.*

Counters and Problems

 * Casting Spell Breaker when Quickening Zephyr is not up will result in it not recharging in time which then can lead to enchantment stripping and death.
 * Not having all the spell casters in adjacent range to be hit by Visages.
 * Healing spikes from Margonite Anur Ki

Equipment

 * Radiant Armor with Superior Wilderness Survival rune and runes of attunement for any other slots available is recommended.
 * A Staff with 15 or more energy.
 * Any type of Bow (Longbow or Flatbow is recomended).

Usage
Cast last 2 enchantments on Monk when done loading and take Anguish Hunt and Quest. Use Serpent’s Quickness followed by Quickening Zephyr when Monk is ready. Cast Famine and keep Quickening Zephyr and Famine up at all times. Cast Edge Of Extinction when Margonites are close to death.

Variants

 * Replace Apply Poison with Lightbringer's Gaze (depending on Lightbringer Rank) for different ways to deal with stragglers.
 * Some people like to carry Succor in place of Balthazar's Spirit.

History

 * (cur) (last) 19:25, 7 April 2007 85.242.224.197 (Talk) (→The Famine Ranger)
 * (cur) (last) 19:22, 7 April 2007 85.242.224.197 (Talk) (→Usage)
 * (cur) (last) 19:20, 7 April 2007 85.242.224.197 (Talk) (→Usage)
 * (cur) (last) 19:14, 7 April 2007 85.242.224.197 (Talk) (→Usage)
 * (cur) (last) 19:06, 7 April 2007 85.242.224.197 (Talk) (→Equipment)
 * (cur) (last) 19:05, 7 April 2007 85.242.224.197 (Talk) (→Equipment)
 * (cur) (last) 19:04, 7 April 2007 85.242.224.197 (Talk) (→Equipment)
 * (cur) (last) 22:44, 30 March 2007 Codyb9375 (Talk | contribs) m (someone changed one of this skills....)
 * (cur) (last) 04:35, 30 March 2007 72.131.113.81 (Talk)
 * (cur) (last) 04:56, 29 March 2007 Lord Carnage (Talk | contribs) m (→Counters and Problems)
 * (cur) (last) 04:56, 29 March 2007 Lord Carnage (Talk | contribs) m (→Counters and Problems)
 * (cur) (last) 04:14, 28 March 2007 Defiant Elements (Talk | contribs) (+del)
 * (cur) (last) 01:23, 28 March 2007 Codyb9375 (Talk | contribs) (changed one skill)
 * (cur) (last) 23:30, 27 March 2007 Codyb9375 (Talk | contribs) (New page: This build is designed to farm in The Foundry of Failed Creations with a 55 Monk and Famine Ranger in hopes of getting a [[Titan ...)

Team UW speed trap duo
This build is designed to farm the Underworld with a team made of two trapping rangers. Its originality comes from the use of Echo to duplicate Dust Trap, as well as the Nightfall skill Trapper's Speed. The idea is to lay down just as few traps as you need to kill the group you are going to pull, and for that, Dust Trap is the best as it deals the most damage.

Equipment

 * Full Druid's Armor or equivalent in function.
 * As many Runes of Attunement as you can (up to 3)
 * A Staff of the Forgotten or a similar staff (with at least 15 energy bonus)

Usage
This build requires good coordination between the two players.
 * First, choose the trapping spot.
 * Then, the Mime uses Arcane Mimicry on the Puller to copy his Echo. The Puller must be carefull not to begin the combo before the Mime has copied Echo, so the Mime should Ctrl-click on Arcane Mimicry so that the Puller knows he can begin. Now both trappers have Echo.
 * The main sequence is: Trapper's Speed > Echo > Dust Trap > copy of Dust Trap > Trapper's Speed > Dust Trap > copy of Dust Trap. Just lay down the other traps while both Dust Traps are recharging, and don't forget to always have Trapper's Speed on you before you drop a trap.
 * When each trapper has dropped two series of traps (which makes a total of 8 Dust Traps equaling 8*5*26=1040dmg), the Puller can aggro (don't forget to use Troll Unguent and Whirling Defense to stay alive). The Mime should have finished laying down his second Spike Trap by the time the mobs arrive. He should make a step backwards and hit Whirling Defense.

Tips

 * You don't have to put all the traps on the exact same location. You can spread out a bit to cover a wider area. You'll just have to make sure that when mobs trigger the first trapper's traps, they trigger the second trapper's traps too.
 * Good spots to put traps on are corners. When the puller comes back, chased by mobs, they tend to take the shortest way, thus grinding the wall inside the corner. The Puller should drop his traps right inside the corner, while the Mime should drop his traps a bit farther outwards. This way, you are sure that all of them will be hit by Spike Trap and stay in the Dust Traps for their whole duration.
 * When you trap in an open area, put all your traps on the same spot, except Spike trap. The Mime should place one a bit backwards on the left and another one a bit backwards on the right of the spot where the other traps are. This tactic is meant to counter the AI which makes mobs spread out before engaging you to try to circle you.
 * Sometimes Aatxes won't stay on the traps for the whole duration, so you have basically two solutions:
 * Put a couple more Dust Traps on the trapping spot before pulling them.
 * Active trap them if they survive the initial traps.
 * The first solution is as fast as the second and more reliable, so each trapper should put 5 Dust Traps before the Aatxes are to be pulled.


 * Against Coldfire Nights, you can lay a single series each (for a total of 4 Dust Traps, 2 Barbed Traps, 1 Flame Trap and 1 Spike Trap) on their path, then run backwards. It's generally enough to kill them.
 * Against mobs that chase you from afar, such as the ones you aggroed but didn't manage to kill, just run away until they break aggro, then try to find the exact point where they aggro again. Put a first series of traps just behind that spot, wait, and when the second series is ready, put it down two steps forward. Stay on this spot until the mobs come back at you, then walk two steps backwards to make them trigger the first series of traps.

Variants
The build for trapper 1 can also be used to farm vermins outside Senji's Corner, then replace Resurrection Signet with Ether Signet and put the extra attribute points in inspiration magic and use it the second time you lay the echoed dust trap.
 * Take Tripwire instead of Troll Unguent for the mime. Use it just after the enemies are knocked down for the first time so they will be knocked down again, thus taking even more damage from the Dust Traps.


 * An excellent alternative for Trapper 1 is to run a pure Dust Bomber build, the skills would include Arcane Echo, Echo, Dust Trap, Serpent's Quickness, Ether Signet, Troll Unguent, Whirling Defense, and Sunspear Rebirth Signet. In order for this build to work, you need to have 57 energy exactly, no more no less. Take a end game Nightfall staff with plus 20 energy and set you armor up with Radiant Insignias (don't put one in the head peice), Runes of Attunement, and of course a Vigor of your choice. Your attributes should be as follows:

Inspiration: 6

Expertise: 11+1

Wilderness: 12+3+1

You will run Serpents Quickness+Arcane Echo+Echo+Dust Trap+Echo (from Arcane Echo)+Dust Trap+Dust Trap+Ether Signet

Go through your Dust Traps again once they recharge and if you want you can lay another 4 Dust Traps with just Echo (making sure to use Ether Signet in between skills) to make a grand total of 10 Dust Traps from Trapper 1 alone! If you do 10 Dust Traps, you'll only have a few seconds to pull before they start going off, so I recommend doing 8 until you find your medium.

Counters
This team build will give you a hard time against Terrorweb Dryders, but with proper aggro, it is not impossible to destroy them.

history

 * (cur) (last) 01:11, 29 March 2007 Peej (Talk | contribs) m (→Variants)
 * (cur) (last) 03:58, 24 March 2007 69.237.69.28 (Talk) (cleanup)
 * (cur) (last) 03:55, 24 March 2007 69.237.69.28 (Talk) (it's = it is)
 * (cur) (last) 20:05, 13 March 2007 Jasminethetender (Talk | contribs) m (→Variants)
 * (cur) (last) 19:50, 13 March 2007 Jasminethetender (Talk | contribs) m (→Variants)
 * (cur) (last) 22:45, 12 March 2007 Jasminethetender (Talk | contribs) m (→Variants)
 * (cur) (last) 07:46, 8 March 2007 Guardians1 (Talk | contribs) (→Variants)
 * (cur) (last) 07:46, 8 March 2007 Guardians1 (Talk | contribs) (→Variants)
 * (cur) (last) 07:45, 8 March 2007 Guardians1 (Talk | contribs) (→Variants)
 * (cur) (last) 17:37, 12 February 2007 Gem (Talk | contribs) m (→See also)
 * (cur) (last) 22:36, 31 January 2007 Li mojan (Talk | contribs) (→Variants)
 * (cur) (last) 22:35, 31 January 2007 Li mojan (Talk | contribs) m (→Variants)
 * (cur) (last) 23:13, 17 January 2007 Barek (Talk | contribs) m
 * (cur) (last) 09:52, 7 January 2007 Gem (Talk | contribs) m (Reverted category vandalism)
 * (cur) (last) 09:51, 7 January 2007 Pqkgizmo (Talk | contribs) m (→See also)
 * (cur) (last) 09:50, 7 January 2007 Pqkgizmo (Talk | contribs) (→See also)
 * (cur) (last) 20:51, 2 January 2007 Barek (Talk | contribs) m (→Attributes and Skills)
 * (cur) (last) 10:22, 22 December 2006 Gem (Talk | contribs) m (Added Tripwire variant)
 * (cur) (last) 19:25, 20 December 2006 Oblio (Talk | contribs) m (→Counters)
 * (cur) (last) 19:24, 20 December 2006 Oblio (Talk | contribs) m (→Notes)
 * (cur) (last) 09:38, 19 December 2006 Funky Jah (Talk | contribs) m (added categories since this build has been vetted)
 * (cur) (last) 06:41, 19 December 2006 Silk Weaker (Talk | contribs)
 * (cur) (last) 00:22, 19 December 2006 65.10.86.184 (Talk)
 * (cur) (last) 23:21, 18 December 2006 Funky Jah (Talk | contribs) m (added build templates)
 * (cur) (last) 16:38, 18 December 2006 Vallen Frostweaver (Talk | contribs) (cleanup)
 * (cur) (last) 16:19, 18 December 2006 Vallen Frostweaver (Talk | contribs) m (unstubbed an untested build... :o)
 * (cur) (last) 15:16, 18 December 2006 Sir On The Edge (Talk | contribs) (→Equipment)
 * (cur) (last) 12:04, 18 December 2006 Funky Jah (Talk | contribs) m (updated introduction)
 * (cur) (last) 10:21, 18 December 2006 Funky Jah (Talk | contribs) m (removed the variant as deep testing proved that it is by far less effective than the original build)
 * (cur) (last) 03:20, 16 December 2006 Funky Jah (Talk | contribs) m (→Variants)
 * (cur) (last) 02:31, 16 December 2006 Funky Jah (Talk | contribs) m (→Variants)
 * (cur) (last) 02:25, 16 December 2006 Funky Jah (Talk | contribs) m (added the hardcore variant)
 * (cur) (last) 17:57, 15 December 2006 Funky Jah (Talk | contribs) m (→Tips)
 * (cur) (last) 17:31, 15 December 2006 Funky Jah (Talk | contribs) (creation of the article)

Overview
This build utilizes the synergy between Barrage, Favorable Winds, and Winnowing to inflict high damage on multiple foes, with a wall of pets and minions to defend the party. This build requires only loose coordination between players, and a large spectrum of variants are viable. Barrage/pet builds are resilient to dropped players, as only two roles, the monk and the minion master, can be said to be essential.

The most common barrage/pet team consists of:
 * 5 Barrage rangers
 * 1 Minion Master
 * 1 Orders Necromancer
 * 1 healing Monk

Membership
This is one of many possible variations. The builds noted below are suitable for pick up groups, but it is by no means definitive. A more complex alternative can be found.

Barrage Rangers
Variations: The purpose of the pets is to tank for the group (at least until the minion master raises a sizable army) and to provide an endless source of corpses for the minion factory. A dead pet with an exploited corpse serves no purpose, so it is important for the rangers to raise their pets at every opportunity.
 * At least one ranger must carry Favorable Winds (FW). A FW Barrager should replace Troll Unguent with Favorable Winds, and move all points from Wilderness Survival into Expertise.
 * At least one ranger must carry Winnowing (WW/Winn). A Winnowing Barrager should replace Troll Unguent with Winnowing and can lessen ranks in Beast Mastery for higher ranks in Wilderness Survival if they desire a longer lasting spirit with more health.
 * Winter can be used against Terrorweb Dryders and Mark of Rodgort, efficiently preventing it from triggering.
 * Consider using Paragon as a secondary profession. Paragons suffer no ill effects when struck by a foe using Fingers of Chaos, and can carry Signet of Return, a repeatable resurrection skill.
 * Consider using Ritualist as a secondary profession. Splinter Weapon can increase damage significantly without sacrificing orders damage, and Flesh of My Flesh is an effective combat resurrection.

Note: Skill bar blackout time from pet death is reduced by higher ranks in Beast Mastery.

For additional information, see .

Minion Master
The purpose of the minion master is to raise a large undead army and keep the attention of the foes. Unlike many other minion builds, the minions here are not intended for pure damage, but rather to body-block the Grasps of Insanity from reaching the ranger line.

Note that this build is not set in stone, and there are nearly as many variants as there are Minion Masters. Keeping this in mind, some minor variants include swapping the skills Rotting Flesh for Dark Bond for a more durable build, swapping Animate Flesh Golem for Jagged Bones for "free" minions, and changing any of the animate skills.

For additional information please see the general minion mastery guide.

Orders Necromancer
The Orders Necromancer doesn't deal direct damage, but drastically increases the effectiveness of the barrage team due to the guaranteed damage of the Order skills. This character should stay well clear of combat; their low health and reliance on enchantments makes them vulnerable targets.

''Note: Well of Blood should only be used in the rare cases where the minion master disconnects. This maybe so rare that you may want to switch out Well of Blood for another skill/spell.''

''Be careful of enchantments. Casting these to try to 'help' the monk out in a pinch can harm a recipent who is down in HP if he is close enough to a Banished Rider with Shatter Enchantment.''

''For additional information please see ."

Healing Monk
Any pure healing Monk. Use of enchantments is generally discouraged, due largely to the prevalence of Fingers of Chaos and Shatter Enchantment.

Critical Barrager
In this variant, any number of Rangers can be replaced by Assassin/Rangers, as they can deal greater damage using Sharpen Daggers to cause bleeding and the increased critical hits.

For additional information, See .

Six Barragers Variant
In this variant, the Orders Necromancer is replaced with a sixth Barrager. All Barragers either use elemental bowstrings, or one Ranger brings Greater Conflagration instead of Barrage. The foes in the Tomb Ruins, being mostly of the Warrior and Mesmer classes, have no additional defenses against elemental damage.

Analysis: An Orders Necromancer with maximum Blood Magic gives a guaranteed damage bonus of 17 (or 19 if aided by Awaken the Blood) per arrow that hits. In the worst case, with each of the five barragers hitting just one target each, this translates to an additional damage output of 85 (or 95) for the team. A sixth Barrager with maximum Marksmanship will do around 40 damage per arrow with an elemental string; he will thus have to hit at least three targets every time to outperform the Orders Necromancer's worst case damage output. In even a slightly better case, where each barrager hits three targets each, the damage output of the Orders Necromancer is 255 (or 285), which is more than the sixth barrager can achieve even if all his six arrows connect. Without an orders necromancer, the team is free to use elemental bowstrings, which increases the damage output of every arrow by around 5-10 points.

It should be noted that Order of the Vampire offsets some of the healing pressure from the Monk, and the Orders Necromancer doubles as a battery for the Monk.

Fevered Dreams Variant
In this variant, either a Ranger or the Monk brings Fevered Dreams and coordinates with the conditioners in the team to spread conditions around using very effective combinations. One possible combination is Fevered Dreams + Enfeeble + Virulence: all foes in the area become weakened, poisoned and diseased. Another possible combination is a ranger/mesmer using Fevered Dreams on a target, and then adding conditions with Pin Down, Apply Poison and Throw Dirt.

Analysis: While potent, this build takes some coordination between the players, and so is most likely not suitable for loosely organized PUGs.

Minionless Variant
In this variant, the minion master is replaced with a different Death Necromancer build. The plethora of corpses are used for Wells of Suffering and Putrid Explosions instead of the minion factory. This variant depends more heavily on the pets forming a sturdy front line, so it is common to have all Barragers have 8 or 9 in Beast Mastery and bring skills to aid the pets such as Otyugh's Cry, Call of Protection and Symbiosis. The Monk in this variant also tries to keep the pets alive for as long as possible.

Analysis: This variant requires very careful aggro management, and is therefore most likely unusable by PUGs.

Monkless Variant
This variant replaces the healing Monk with a sixth damage dealing character. All healing in the build is done by Predatory Season and the Orders Necromancer who brings Heal Other and Heal Party for emergency healing. Predatory Season makes minions more durable. This variant is essentially a 100% damage-dealing build.

Analysis: This variant is risky, but when correctly executed, can be among the speediest Barrage/Pet variants. Clearing times of 40 minutes or lower are not unheard of.

Paragon Variant
In this variant, a paragon replaces the orders necromancer. Anthem of Flame when combined "They're on Fire!" can both increase damage output and reduce incomming damage. "Incoming!" can further reduce spike damage common at the begining of an engagement, and Song of Restoration can provide some additional healing. "Go for the Eyes!" and "Find Their Weakness!" are especially effective with Critical Barragers.

Historical notes
Historically, the six barrager variant was one of the earliest barrage/pet team compositions. Before Order of the Vampire was modified to make it ineffective together with Order of Pain, the Orders Necromancer was always the clear winner in terms of raw damage output, so the six barrager variant fell into disuse. Its popularity has resurged after a March 2nd 2006 update changed Order of the Vampire, because a well managed six barrager team can match or outperform an Orders Necromancer.

History

 * (cur) (last) 01:03, 9 April 2007 Armond (Talk | contribs) m
 * (cur) (last) 03:27, 6 April 2007 Honorable Sarah (Talk | contribs) m
 * (cur) (last) 19:16, 5 April 2007 Armond (Talk | contribs) m (→Membership - sp)
 * (cur) (last) 07:05, 5 April 2007 Honorable Sarah (Talk | contribs) m (→Critical Barrager)
 * (cur) (last) 07:03, 5 April 2007 Honorable Sarah (Talk | contribs) m (→Variants and Discussion - whitespace)
 * (cur) (last) 07:03, 5 April 2007 Honorable Sarah (Talk | contribs) m (→Paragon Variant - fix redlinks)
 * (cur) (last) 07:02, 5 April 2007 Honorable Sarah (Talk | contribs) m (rm unneessiary, clairified.)
 * (cur) (last) 21:59, 4 April 2007 75.70.134.36 (Talk) (→Healing Monk)
 * (cur) (last) 05:09, 4 April 2007 Honorable Sarah (Talk | contribs) (clean up)
 * (cur) (last) 04:47, 4 April 2007 Honorable Sarah (Talk | contribs) m (no, that bites, let's not record blowful builds, m'kay?)
 * (cur) (last) 01:22, 4 April 2007 198.51.130.134 (Talk) (→Variants and Discussion)
 * (cur) (last) 01:21, 4 April 2007 198.51.130.134 (Talk) (→Variants and Discussion)
 * (cur) (last) 15:13, 31 March 2007 213.224.63.216 (Talk) (→Critical b/p Variant - - > BM on 3)
 * (cur) (last) 21:55, 23 March 2007 Fyren (Talk | contribs) m (→Critical b/p Variant)
 * (cur) (last) 05:02, 17 March 2007 Makenx (Talk | contribs) m
 * (cur) (last) 18:15, 16 March 2007 70.187.71.183 (Talk) (→Paragon Variant)
 * (cur) (last) 07:15, 15 March 2007 Honorable Sarah (Talk | contribs) m (headdings)
 * (cur) (last) 04:51, 15 March 2007 Eudas (Talk | contribs) m (→Barrage Rangers)
 * (cur) (last) 04:50, 15 March 2007 Eudas (Talk | contribs) m (→Barrage Rangers)
 * (cur) (last) 23:39, 14 March 2007 72.40.141.219 (Talk) (→Minion Master)
 * (cur) (last) 22:27, 14 March 2007 72.71.217.50 (Talk)
 * (cur) (last) 04:29, 12 March 2007 Pae (Talk | contribs) m (was grabbing a template - caught typo/rewording)
 * (cur) (last) 21:39, 11 March 2007 Nova (Talk | contribs) m (→Orders Necromancer)
 * (cur) (last) 21:38, 11 March 2007 Nova (Talk | contribs) m (→Orders Necromancer)
 * (cur) (last) 22:18, 7 March 2007 Seb2net (Talk | contribs) (→Orders Necromancer)
 * (cur) (last) 23:12, 22 February 2007 131.187.254.8 (Talk) (→Paragon Variant)
 * (cur) (last) 23:11, 22 February 2007 131.187.254.8 (Talk) (→Paragon Variant)
 * (cur) (last) 23:10, 22 February 2007 131.187.254.8 (Talk) (→Paragon Variant)
 * (cur) (last) 23:09, 22 February 2007 131.187.254.8 (Talk) (→Variants and Discussion)
 * (cur) (last) 03:25, 22 February 2007 Alexander The Best (Talk | contribs) m
 * (cur) (last) 19:19, 20 February 2007 212.182.130.200 (Talk) (→Critical b/p Variant)
 * (cur) (last) 19:18, 20 February 2007 212.182.130.200 (Talk) (→Critical b/p Variant)
 * (cur) (last) 19:18, 16 February 2007 77.96.192.63 (Talk)
 * (cur) (last) 04:36, 16 February 2007 75.18.195.104 (Talk) (→Orders Necromancer)
 * (cur) (last) 18:29, 12 February 2007 212.182.130.200 (Talk) (→Critical Barrager Variant)
 * (cur) (last) 16:22, 12 February 2007 212.182.130.200 (Talk) (→Critical Barrager Variant)
 * (cur) (last) 07:26, 12 February 2007 69.160.97.124 (Talk) (→Orders Necromancer)
 * (cur) (last) 07:23, 12 February 2007 69.160.97.124 (Talk) (→Orders Necromancer)
 * (cur) (last) 08:52, 8 February 2007 Armond (Talk | contribs) m (→Healing Monk - Grammar)
 * (cur) (last) 17:19, 7 February 2007 Tetracycloide (Talk | contribs) m (→Healing Monk - clarification)
 * (cur) (last) 09:00, 31 January 2007 Toxik (Talk | contribs) m
 * (cur) (last) 01:39, 26 January 2007 Armond (Talk | contribs) m (→R/Rt Variants - Removed red link)
 * (cur) (last) 01:38, 26 January 2007 Armond (Talk | contribs) m (→Membership - QCC)
 * (cur) (last) 16:46, 23 January 2007 82.45.52.31 (Talk)
 * (cur) (last) 00:30, 23 January 2007 DamadmOO (Talk | contribs) m (Fixed Misspelling)
 * (cur) (last) 18:11, 17 January 2007 Oblio (Talk | contribs) m (move categories to new template)
 * (cur) (last) 22:17, 16 January 2007 Armond (Talk | contribs) m (→Mark of Rodgort - Moved to talk, +shambling vs crit barrage)
 * (cur) (last) 01:23, 11 January 2007 204.210.199.26 (Talk) (→Variants and Discussion)
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Team - 6 Man Deep
A 6 Man Team Build for the Elite Mission The Deep

Overview
This team consists of:
 * 2 / Tanks
 * 1 / Spirit Ritualist
 * 1 / Spiteful Spirit Necromancer
 * 2 / Healer Monks

W/A Tank
Variations: Equipment:
 * Attribute points can be varied to preference.
 * Nightfall Variation: Substitute Power Attack with Counterattack.
 * Both attack skills can be exchanged for other attack skills.
 * Must have a weapon that does cold damage to activate Spinal Shivers.
 * Must have a longbow. Flatbows have the same range, but are less effective in certain areas due to low accuracy against moving targets.

Rt/X Spirit Ritualist
Variations: Equipment:
 * Attribute points can be varied to preference.
 * Nightfall Variation: Disenchantment could be replaced with Anguish if the team is not concerned about rare Nightmare Refuges that slip through without being interrupted. Anguish does more damage, has a longer duration, and has a shorter casting time.
 * HSR and HCT is not of great use for this build, as the Binding Rituals are not considered spells.

N/Me SS Necromancer
Variations: Equipment:
 * Soul Reaping can be increased at the expense of Blood Magic, as per preference, to yield more energy from the Spirit Battery in Kanaxai's Chamber.
 * Nightfall Variation: Substitute Defile Enchantments with Signet of Sorrow. If you go this route, you should adjust your attributes to increase Soul Reaping and decrease Blood Magic.
 * A Wand and Focus Item with dual 20% HSR and 20% HCT works well. Alternatively, a 20/20 Wand and Villnar's Glove.
 * It is useful to have a second weapon set consisting of a Wand and Focus with +15 energy / -1 Energy Regeneration attributes. During a battle, you can switch to this second weapon set to allow yourself to continue casting. Soul Reaping will then recharge your energy as creatures die.
 * It is useful to have one piece of Bloodstained armor

Mo/X Heal Party Monk
Variations: The monk skill bar is very flexible. The only mandatory skills are Heal Party, Healing Seed, and Rebirth. Equipment:
 * Possibilities for the optional slot include another healing skill (such as Healing Whisper or Healing Breeze), Protective Spirit, a condition remover, a hex remover, or Recall. You may need to adjust your attributes to accommodate your optional skill.
 * Nightfall Variation: Replace Word of Healing with Light of Deliverance. If you do this, you may consider exchanging Heal Party for a different skill.
 * Equipment can be varied as per preference.
 * Common Weapons: a 20/20 Wand or Caster Melee weapon with +5 energy and +20% Enchantment Duration modifications.
 * Common Focus Items: 20/20 Healing Focus or The Stonehart.
 * Nightfall Equipment: The release of Nightfall introduced the possibility of using Spears instead of Melee weapons by casters. An Icy Spear of Enchanting with +5 energy or 10% HSR inscriptions can be useful in rare instances to trigger Spinal Shivers.

General Concepts

 * This team build emphasizes coordination and purpose over specific builds. Many variations can be used as long as you can fulfill your specific purposes.
 * Warrior: Aggro management/Pulling, Damage mitigation, Knockdown, Secondary damage dealing, Interruption
 * Ritualist: Damage, Conditions, Knockdown, Resurrection
 * Necromancer: Primary damage dealer, Damage mitigation, Interruption, Corpse Disposal, Battery
 * Monk: Healing, Resurrection
 * Energy Management: There is no Blood is Power Necromancer in this team. Although the necromancer does carry Blood Ritual, it should not be necessary to use it through most of the run. Exceptions include the first Aspect of Depletion room and Kanaxai's Chamber.
 * Solo Tank Aggro: At many spots, a single warrior should achieve aggro. During these times, the second warrior should stay back to pick up any strays. Nobody should be within the primary tank's aggro bubble until full aggro is established.

Walkthrough
Multiple screenshots are provided to illustrate the various pull points and techniques described in this walkthrough.

Room 1a: Aspect of Soothing
This room should include a Warrior, Monk, and the Necromancer. The Monk should place a Healing Seed on the Tank as the Tank runs up to and stands adjacent to the Darkened Irukandji (Jellies). It is important to switch focus between the Jellies and try to interrupt Restoration as much as possible. Running to the Jellies will also aggro the Ripper Carps and the Kanaxai Aspect of Soothing. Laying Spiteful Spirit on the Aspect will help kill the entire mob quickly. The Aspect is usually destroyed after everything else has perished. Alternatively, you can often aggro the Aspect alone using a longbow, kill it, and then kill the rest of the mob. This method is generally easier but slower.

Room 1b: Aspect of Death
This room should include a Warrior, Monk, and the Ritualist. The Ritualist should summon his spirits near the back right corner. The Monk stays behind the spirits and the Tank is positioned in front of the spirits. When Pain, Bloodsong, and Shadowsong are placed, the Tank can pull the Kanaxai Aspect of Death by itself using a longbow. As the Aspect approaches, the Tank should use Shove to knock it down and halt its progress. By now, the Ritualist should have placed Wanderlust and cast Painful Bond on the Aspect. The Aspect will go down quickly. The rest of the mob is easy to kill after the Aspect is dead. Occasionally, the location of the spawned creatures will not allow you to pull the Aspect by itself. In this case, you should first pull the mob. This way is slower and mildly more dangerous, but it works.

Room 1c: Aspect of Surrender
This room is not cleared.

Room 1d: Aspect of Exposure
This room is not cleared.

Room 2: Aspect of Pain
The Warrior, Monk, and Ritualist from Room 1b should wait for a break in the patrols and then run to Room 1a, usually bringing a mob behind them. The Warrior, Monk, and Necromancer from Room 1a should wait at the exit gate of Room 1a. The two Tanks will block the gate, and allow the Necromancer and Ritualist to destroy the mob. Again, interrupting Restoration is important. Once the first mob is destroyed, the remaining patrols of Room 2 can be destroyed in similar fashion.

The Blessed Manta and Kanaxai Aspect of Pain are then destroyed in turn.

Room 3: Aspect of Lethargy
Both Tanks should proceed up the left wall of the entrance to Room 3 and position themselves along the small outcropping. One Warrior should aggro the Leviathan Arms and Leviathan Minds in the left side of the room using a longbow. The Leviathan should be destroyed by the Warriors, spirits, and Necromancer spike damage. Hexes are typically quickly removed so Spiteful Spirit is less useful. The team should then proceed to destroy the nearby Leviathan Heads. Casters should be aware that the Leviathan Heads use Choking Gas.

The Tanks proceed towards the center of the room and line up between the wall and small jade outcropping near the fire flower. One Tank should disable the fire flower and then aggro one or both remaining groups of Leviathan using a longbow. The casters should stay close to the wall to prevent the Leviathan from moving around the jade outcropping and into the back lines. Of note, the small niche in the left wall in this area would appear to be a safe refuge for the casters, however, the ranged attacks of the Leviathan Minds can pass through this wall (as can the attacks of the spirits).

The team then proceeds to destroy the remaining Leviathan Heads and then the Kanaxai Aspect of Lethargy.

The Gate
The team should approach the gate to Room 4 and aggro the nearby Outcasts on the other side using a longbow. They should die easily. The Warriors then both cast Recall on the same Monk. The entire team except that Monk takes positions on the pads in Room 3. When the gate opens, the Monk runs through and counts down from 3 to 1. On 1, Recall is canceled and the Tanks will Shadow Step to the Monk as the gate closes. The rest of the team then comes back to the gate and the Necromancer sacrifices himself to death using Blood Ritual; subsequently being brought into Room 4 using Rebirth. The other Monk and the Ritualist stay behind the gate for now (unless the other Monk brought Recall as an optional skill).

Room 4: Aspect of Depletion
After the Necromancer is through the gate, and both the Necromancer and Monk have regenerated a reasonable amount of energy, one Warrior should advance down the right side of the hill and body block the Flesh Golem that is always present. Once aggro is established, the second Warrior should run to the pack of Outcasts behind the Golem and attack them. As the mob dies, Well of Blood should be used to dispose of corpses, preventing the further use of Flesh Golem and Putrid Explosion. This is where Bloodstained armor becomes useful.

When this mob is dead, the casters should retreat to a spot at the top of the hill where there is usually a dead spot in the Aspect of Depletion in order to regenerate energy. Be sure to stay out of aggro range of the gate. One of the Warriors advances to a point just outside of aggro range of the next mobs, which triggers the spawning of multiple Sapping Nightmares and Freezing Nightmares in Room 3. These Nightmares will attack and kill the Monk and Ritualist behind the gate, who are then brought into Room 4 using Rebirth. It is unnecessary to kill the Nightmares.

Again, some time should be allowed to regenerate energy. This next section is the first dangerous part of this run. The priority in this room is to destroy the Kanaxai Aspect of Depletion as soon as possible. This is usually difficult, as he tends to remain deep within the room. However, on occasion he will advance into the center of the room, within range of a longbow. If this occurs, at any time, the tank that triggered the Nightmare spawn should ping his attack, and aggro the Aspect. If the Aspect comes within aggro range, this takes priority over rebirthing the second Monk and the Ritualist.

If the Aspect does not come into range, then a lone Tank should aggro the group on the left by walking up to the corner and then advancing into position between the wall on the left, and a small nearby rock outcropping. The second Tank can join the first near the outcropping, or stay back and defend against the possibility of Flesh Golems. It is imperative at this point that the mob on the right and the mob at the far end of the room do not catch aggro. This part is tricky as the Aspect of Depletion will drain significant amounts of energy. The Necromancer has a lot of work to do, casting Spiteful Spirit, exploiting corpses with Well of Blood, and using Blood Ritual on the Monks and Ritualist as needed.

After this first mob is defeated, the Aspect should now be within range of a longbow and it should be pulled back to a safe position and destroyed. The remaining two mobs are straightforward, as long as you do not aggro them both at the same time. Usually, the far mob is destroyed next, and the mob on the right side is destroyed last.

Room 5: Aspect of Failure
One Warrior should take up position at the left side of the gate. The casters take position behind the gate and to the left. The Ritualist should place spirits a short distance behind the Tank. The other Tank should then enter Room 5 and attempt to aggro all three groups of patrolling Outcasts. This is done by advancing to a square jade outcropping just before you reach the stairs going up. When you have aggro, run back to the gate between Room 4 and Room 5. Endure Pain and Defensive Stance will help keep you alive. Both Monks should be alternating casts of Heal Party. Once back at the gate, the mobs can be easily destroyed. You can tell how many mobs were successfully pulled by the number of Outcast Ritualists present. Often, the Warrior will need to repeat the pull to get the third group.


 * The pulling Warrior can cast Recall on the other Warrior as a safety measure, canceling it if they get in trouble on the way back to gate. If this is done, and the Tank gets back safely, Recall should be canceled near the top of the stairs as it will usually otherwise be stripped during the fight.

Once all three patrols are dead, one Warrior should advance back to the jade outcropping to distract the Outcast Raiders. Their arrows cannot hit you at this location. The rest of the team should run along the far edge of the room to the top of the stairs leading down. The Warrior then breaks off and joins the rest of the team. If there is no chest in this room, you may proceed without destroying the Kanaxai Aspect of Failure or the remaining Outcast Raiders.

If there is a chest in this room, it can be easily reached. As you approach the top of the stairs down, there is often a dead spot in the Aspect of Failure which allows casting for a brief time. The Necromancer can cast Spiteful Spirit and Reckless Haste to destroy the nearest Outcast Raiders. The Tank climbs the rough jade face to the right of the stairs up (using keyboard movments), aggros the Aspect, and runs down the stairs to rejoin the party, trailing the Aspect behind him. Defensive Stance can protect from archery spike damage. The second Warrior and the Ritualist's spirits should be waiting at the top of the stairs leading down and the Aspect can be destroyed. The remaining Outcasts can be systematically destroyed.


 * Any deaths that occur in this room can be raised by the Ritualist using Lively Was Naomei.

Room 6: Aspect of Shadows
One Tank should take position at the left side of the top of the stairs leading down into Room 6. If the Kanaxai Aspect of Failure is still alive, the casters need to stand in the far left corner in a place where there is a dead spot in the Aspect of Failure. The other Tank will run down the stairs and deactivate the fire flower, spawning two groups of Oni, and then run back up the stairs to take position beside the other Tank. The Oni are easily destroyed using Spiteful Spirit. Do not attack the Oni with melee weapons, bows, wands, staves, or spirits. This will cause them to teleport using Viper's Defense, often into the midst of the casters. It is sometimes advantageous to wand an Oni that breaks into the casters as it will sometimes teleport back in front of the Tank.

A Warrior should proceed along the left side of the room with the rest of the party trailing behind (outside of the warrior's aggro bubble). This is the first place where solo Tank aggro technique will be used. The Tank can use Reborn Irukandji and fire flowers to assist with body blocking. There will be two Oni spawns before you reach the Kanaxai Aspect of Shadows. Destroying the Aspect is routine. There will be another two spawns of Oni before you reach the stairs leading to Room 7.


 * Try not to get within range of The Leviathan.

Room 7: Scorpion Aspect
The Warriors should take position at the left side of the top of the stairs. The casters should be safely around the corner, behind the wall. The Ritualist can place spirits behind the wall to the left. These spirits should not be able to hit the Reborn Irukandji due to being obstructed. They will also not be able to hit any Oni held by the Tanks, but will quickly eliminate any Oni that get around the corner. A Warrior will need to watch the room below and advance down the stairs as patrols of Oni come near. Aggro as many patrols of Oni as possible using a longbow and walk back to position at the top of the stairs. The Oni will quickly fall to Spiteful Spirit. Repeat this action until you see the gate to Room 8 is open. If there is a long break between Oni patrols, you may advance down the stairs to destroy the Outcasts at the base of the stairs. If you do this, the Warriors should continue watching for Oni patrols, with the team returning to the top of the stairs if more patrols come near.

Once all the Oni patrols and the Outcasts at the bottom of the stairs are destroyed, the team may run to the right and then up the next set of stairs, avoiding catching aggro on the Outcast patrols. There is a small niche to the left of the stairs where the team can safely wait (without fear of aggro or teleportation) for the patrol at the base of the stairs to leave. One person should turn off the fire flower at the top of the stairs. When the patrol returns to the bottom of the stairs, it should be destroyed.

The next part can be tricky for 6 man teams due to the unpredictability of the Scorpion Aspect teleports. The team should advance along the right wall until it reaches a small wall of jade with a nearby Outcast patrol. The Warriors will attack the Outcasts while the casters run around the small jade wall. Usually, a second Outcast patrol will eventually join the fight. Destroy both patrols, and then proceed to destroy the nearby Kanaxai Aspect of Scorpion.

Room 8: Aspect of Fear
Proceed down the stairs and make a tight group in one of the corners at the base of the stairs. The Warriors should stand a very short distance away from the cluster of casters to maximize their ability to body block the Oni. Six groups of Oni and Nightmares will spawn in sequence and descend the stairs to attack. The Freezing Nightmares will Shadow Step into the caster group, but are fairly harmless and easily destroyed. It is important to body block the Oni to prevent the use of Temple Strike on the Necromancer. The Necromancer can quickly kill the groups using Spiteful Spirit and Well of Blood is useful to assist in healing. The Ritualist may or may not cast spirits during these battles as per preference of the party.

Solo Tank aggro technique should be used to aggro the next Oni spawn at the right corner of the end of the first bridge. Destroy the Oni. Dual Tank walls should be used at the ends of the next two bridges. The Ritualist should again cast spirits out of range of the main aggro, but within range to destroy any Oni that break through.

The Kanaxai Aspect of Fear can be pulled along with several groups of Oni at the end of the third bridge. The fast attack rate of the Aspect will help destroy the Oni using Spiteful Spirit.

Room 9: Aspect of Depletion
This is the next tricky part of the run. The entrance to Room 9, at its narrowest point, is still very wide. One Tank should set up slightly to the right of the middle of the narrowest point of the mouth to Room 9. The other Tank should position themselves halfway between the first tank and the right wall. The casters need to stay within the right half of the room, and should initially be very deep (well outside of the Warrior's aggro bubbles). The Ritualist should set up spirits (spaced wide enough so that only one can be affected by Chaos Storm), so that they are not within range of the main aggro, but within range of anything breaking behind the Tanks.

The left Tank will then advance slightly forward to spawn the Nightmares in Room 9, and then step back into place. The Nightmares will start patrolling in a counter-clockwise direction around the room. After they move to the right of the mouth of the cavern, the left Tank should aggro them using a longbow (the Tank should remain stationary as he does this). The Nightmares will advance towards the Warrior wall and, coming from the right side, should get stuck on the Tanks and ignore the large gap on the left. The left Tank can pull additional groups from his stationary position as necessary using the longbow. Any Nightmares that do go through the Warriors should be quickly destroyed by the spirits. The casters need to move in and out of casting range as necessary to try to avoid being targeted with Chaos Storm.


 * Updated aggro rules implemented after the release of Nightfall cause this technique to be mildly less effective than previously. Mobs approaching the Warrior wall will now spread out along the wall and usually one Nightmare will end up positioned on the left side of the left Tank (near the large gap). As the casters advance into aggro range, this Nightmare usually breaks off the Tank and heads into the back line. One or two at a time are usually no threat and are finished off quickly by the Ritualist's spirits.

After all the Nightmares are destroyed, the party can progress along the right side of the chamber to Room 10. The Kanaxai Aspect of Depletion does not need to be killed unless there is a nearby chest.

Room 10: Aspect of Decay
A single Tank should enter Room 10 and proceed to turn off the closest flowers directly in front of the entrance to the room. In doing so, the Tank will spawn two groups of Oni. These Oni should be gathered up and brought back to a point in the middle of the entrance of Room 10. The Oni can then be destroyed.

It is usually easier and faster to clear the right side of the room, unless a chest is seen on the left. Both Warriors should cast Recall on a caster and proceed up opposite walls, turning off flowers as they go. When they reach the end of the flowers, cancel Recall to lose aggro and return to the casters. The Monks should heal using Heal Party and not chase after the Tanks for direct healing. The Outcast and Oni groups can then be destroyed using single Tank aggro technique. Additional groups of Oni will spawn near both exits to Room 10, as well as near the Kanaxai Aspect of Decay. The Aspect does not need to be destroyed unless there is a nearby chest.

Room 11: Aspect of Torment
If you went to the right in Room 10, several small groups of Oni will spawn. If you went to the left, you will spawn several small groups of Sapping Nightmares and Freezing Nightmares. All groups can be easily destroyed using Single Tank aggro technique.

Destroy the Kanaxai Aspect of Torment and the adjacent Outcasts in routine fashion.

Room 12: Kanaxai's Chamber
Both Warriors should cast Recall on the Necromancer. The Necromancer, Monk, and Ritualist should all advance a small distance into the room. The Monk will be casting Heal Party as often as possible. The Necromancer should keep Blood Ritual on the Monk. The Ritualist should cast spirits to provide the Necromancer with an energy battery.

Both Warriors and the other Monk should proceed along the left wall of the Chamber. Kanaxai should be pulled up the left wall to a spot just in front of the midline of the Chamber. Using Defensive Stance and Dolyak Signet as necessary to prevent being knocked down, the Warriors will use Shove in sequence to knock Kanaxai down twice. The second knockdown must occur after Kanaxai has stood back up in order to take effect. Upon the first knockdown, the Monk should retreat to the entrance of the room. If something goes wrong, it is quite possible (using Dolyak Signet, Endure Pain, and Defensive Stance with Heal Party) for a Tank to survive until Shove recharges in order to achieve the second knockdown. With each knockdown, a group of Sapping Nightmares will spawn. Once both knockdowns have been achieved, the Warriors will cancel Recall. The Nightmares generally remain near the knockdown point, and Kanaxai will reset to his default location. The Nightmares should not be attacked or destroyed.

The party then proceeds to the right side of the Chamber and pulls Kanaxai up to the midpoint of the right wall. Both Warriors should block his retreat by establishing position below him. There is no need to block the side facing the casters, as long as they do not get too close.

The primary damage to Kanaxai will come via the Ritualist's spirits with the Warriors causing secondary damage. The Necromancer should concentrate on maintaining Spinal Shivers on Kanaxai and casting Blood Ritual on the Monks (and Ritualist, as needed). Spiteful Spirit and Reckless Haste generally should not be used as the Necromancer's energy is limited and should be dedicated for Shivers and Blood Ritual. The deaths of the Ritualist's spirits provides battery for the Necromancer via Soul Reaping. The Warriors can help interrupt Nightmare Refuge using Distracting Blow. Both Distracting Blow and Nightmare Refuge have a recharge time of 10 seconds, making it easy to establish the correct timing.


 * Two warriors attacking with Icy weapons should be sufficient to interrupt every casting of Nightmare Refuge. Monks and Ritualists with Icy Spears may assist with triggering Spinal Shivers when not casting (though this is infrequent). If a Nightmare Refuge slips through, it is often removed by Disenchantment.
 * If the knockdown point was not in an optimal position, one of the Warriors can do a sweep by casting Recall on one of the casters, running through the Sapping Nightmares, and leading them to the opposite corner of the room before canceling Recall.

History

 * (cur) (last) 18:47, 12 March 2007 Vyral (Talk | contribs) (illustrative screenshots added)
 * (cur) (last) 05:48, 10 March 2007 Defiant Elements (Talk | contribs)
 * (cur) (last) 04:29, 9 March 2007 Kyrasantae (Talk | contribs) m (→N/Me SS Necromancer)
 * (cur) (last) 04:27, 9 March 2007 Kyrasantae (Talk | contribs) m (→W/A Tank - semantics)
 * (cur) (last) 03:38, 9 March 2007 Armond (Talk | contribs) m (→Notes - Make it so others don't get confused like I did)
 * (cur) (last) 17:39, 8 March 2007 Jinkas (Talk | contribs) m (Undo revision 702069 by Special:Contributions/83.21.189.27 (User talk:83.21.189.27), rv - vandalism)
 * (cur) (last) 17:39, 8 March 2007 83.21.189.27 (Talk)
 * (cur) (last) 21:31, 6 March 2007 204.52.179.199 (Talk) (Fixed attributes)
 * (cur) (last) 21:30, 6 March 2007 204.52.179.199 (Talk) (Fixed attributes)
 * (cur) (last) 02:28, 5 March 2007 Azaya (Talk | contribs) m (→Room 4: Aspect of Depletion)
 * (cur) (last) 23:44, 4 March 2007 Vyral (Talk | contribs) (New page:  A 6 Man Team Build for the Elite Mission The Deep ==Overview== This team consists of: *2 / Tanks *1 / Spirit Ritualist ...)