Zraw Deep Tactics
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Zraw tactics continue a tradition of tanking the Deep with a warrior, with builds updated for the modern meta. These builds are designed for fun, efficiency, and ease of use. In particular, it is possible for the team to add or remove players without having to adjust the other bars. So long as the first 3 roles are filled by reliable players, PUGs can easily be added, filling the other spots.
Builds
/ Tank (room 2) | |||||||
Tactics:11+1+1, Strength:10+1, Sword:10+1, SA:1
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- Maintain stances while tanking. Use IAU for Soldier's Defense. Avoid getting stuck.
- While running, use Recall and DC to keep up. IAU if you get crippled.
/ Swap monk (room 2) | |||||||
Divine:12+1, Healing:12+1+1
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- Swap Spirits of Restoration away from enemy corpses, and move EoE if it's in the wrong place.
- Maintain UA so you can res people instantly.
- Remember to use EE as a heal, especially after Infuse.
/ SS (room 2) | |||||||
Curses:12:1:3, SR: 6:3, BM: 11
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- In rooms with Mantas, do not hex targets other than the Aspect.
/ Empathy (room 1) | |||||||
Domination:12+1+3, FC:12+3
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- Together with the other mesmer, off damage is your job.
- Shut down your Wastrel's target with YMLaD and Cry of Pain.
/ poro (room 1) | |||||||
Command:12+1+3, Leadership:12+3, Spear:3
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- Use Honor where the party will stand, to help with clean-up damage.
- Save "We Shall Return!" for when monks or a lot of the party are dead.
/ Viper's mes (room 1) | |||||||
Domination:12+1+3, FC:12+3, Shadow:3
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- Together with the other mesmer, off damage is your job.
- Shut down your Wastrel's target with YMLaD and Cry of Pain.
- Call out your Viper's target so they know to stand in the right spot. The necro is usually a good choice, as s/he should be experienced, and has nothing else to do while running.
/ VoS (room 3) | |||||||
Earth Prayers:12+1+3, Myst:10+1, Scythe:8+1
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- Use Mirage Cloak as a feeder for Eremite's, but don't strip it while you're tanking - just auto-attack instead.
Extinguish (room 3) | |||||||
Divine:12+1, Healing:12+1+1, Protection: 3
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- Maintain UA so you can res people instantly.
- Remember to use EE as a heal, especially after Infuse.
- The main purpose of Extinguish is to remove cripple while running.
/ DwG (room 3) | |||||||
Channeling:12+1+3, SP:6+1, BM:11, WS:2
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- Co-ordinate your GDW with the monk - if all the physical attackers have a weapon up, cast it on the monks.
- Use EoE to cover any area the necro doesn't reach.
/ dasher AKA Oscar Pistorius (room 4) | |||||||
Dagger:12+1+3, CS:10+1, Tactics:8, Shadow:2
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- Use "Charge!" against the slow effect at the pads, and to remove cripple while running.
- Save EE for if you fall behind the group.
- Do not run too far ahead into more aggro if someone is stuck at the back.
- Call out your Viper's target so they know to stand in the right spot. The necro is usually a good choice, as s/he should be experienced, and has nothing else to do while running.
WotA (room 4) | |||||||
Dagger: 12+1+3, CS:12+1
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- Almost all enemies in The Deep use spells, so Technobabble is actually effective against anything except single targets.
GDW monk (room 4) | |||||||
Divine:12+1, Smiting:12+3+1
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- Maintain UA so you can res people instantly.
- Co-ordinate your GDW with the DwG - if all the physical attackers have a weapon up, cast it on the other monks.
Optional Skills
- With less than 7 members in the party, the monk should drop YMLaD for Recall.
- When the WotA dagger spammer is added, the tank can drop Recall for Return.
- The VoS can be replaced with another 100B, which deals less AoE damage but can function as a backup tank.
- Tank can also be done by a ranger, so long as there is a VoS or 100B to spike Scorpions. OgcTc588ZSnBBC3xmU44AimszBA
- Since the last few players have little impact on the run, it is not uncommon for people to bring their own bars for fun or to get the ZB. Double Dragon ele is particularly popular.
General Tips
- While running, wield a shield set and don't wear low health armor. DON'T wield a staff or wand, or Sapping Nightmares will cast Chaos Storm on you.
- Stand on the same pad each run, to avoid confusion.
- Run in a tight ball with the team, and use EE to keep up. Running too far in front is as bad as dawdling behind.
- EE targets with low health to help the monks out. If they are stuck though, just let them die so they can be UA'd.