Difference between revisions of "Zraw Deep Tactics"

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* Together with the other mesmer, off damage is your job.
 
* Together with the other mesmer, off damage is your job.
 
* Shut down your Wastrel's target with YMLaD and Cry of Pain.
 
* Shut down your Wastrel's target with YMLaD and Cry of Pain.
 +
* It is optional to run dual Techno over CoP, but requires experienced Mesmers.
  
 
{{FullSkillbar|{{Me}}/{{A}} Viper's mes (room 1)|Wastrel's Demise|Wastrel's Worry|Technobabble|Energy Surge|Viper's Defense|Recall|You Move Like a Dwarf|Ebon Escape|Domination:12+1+3, FC:12+3, Shadow:3|OQdCAswkMwNVb5JQATnjNJdJ}}
 
{{FullSkillbar|{{Me}}/{{A}} Viper's mes (room 1)|Wastrel's Demise|Wastrel's Worry|Technobabble|Energy Surge|Viper's Defense|Recall|You Move Like a Dwarf|Ebon Escape|Domination:12+1+3, FC:12+3, Shadow:3|OQdCAswkMwNVb5JQATnjNJdJ}}

Revision as of 20:02, 22 April 2023

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

Warrior/Assassin Tank (room 2)
I Am Unstoppable Shield Stance Soldier's Defense Hundred Blades Whirlwind Attack Recall You Move Like a Dwarf Death's Charge
Tactics:11+1+1, Strength:10+1, Sword:10+1, SA:1
OQcUEVqW3fQ0k6Fja9F7gdO2k4OA
  • 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.
  • See Warrior_Equipment for equipment.
Monk/Assassin Swap monk (room 2)
Patient Spirit Seed of Life Heal Party Optional Unyielding Aura You Move Like a Dwarf Swap Ebon Escape
Divine:12+1, Healing:12+1+1
OwcS0YITNg5gfEAA1ZME2k0l
  • 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, and to make your heals stronger.
  • Remember to use EE as a heal.
Necromancer/Ranger SS (room 2)
Spiteful Spirit Mark of Pain Barbs Insidious Parasite Necrosis Edge of Extinction You Move Like a Dwarf Ebon Escape
Curses:12:1:3, SR: 6:3, BM: 11
OAJTYsDbXKPwSoMYP4GE6wmkuEA
  • In rooms with Mantas, do not hex targets other than the Aspect.
Dervish/Assassin VoS (room 3)
Sand Shards Vow of Strength Mirage Cloak Eremite's Attack I Am Unstoppable Death's Charge Ebon Escape Recall
Earth:12+1+3, Myst:10+1, Scythe:8+1, Shadow:2
Ogek8Jp4Kzqk513G3VzFNJuDdZnD
  • Use Mirage Cloak as a feeder for Eremite's, but don't strip it while you're tanking - just auto-attack instead.
Paragon/Assassin poro (room 1)
Incoming Fall Back Make Haste We Shall Return Ebon Battle Standard of Honor You Move Like a Dwarf Recall Ebon Escape
Command:12+1+3, Leadership:12+3, Spear:3
OQejYyoc5Q3Y8Y7Y4Y5idO2k0l
  • 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.
Mesmer/Assassin Empathy (room 1)
Wastrel's Demise Wastrel's Worry Cry of Pain Energy Surge Empathy Recall You Move Like a Dwarf Ebon Escape
Domination:12+1+3, FC:12+3
OQdCAsw0NlMgN4JgGQnjNJdJ
  • Together with the other mesmer, off damage is your job.
  • Shut down your Wastrel's target with YMLaD and Cry of Pain.
  • It is optional to run dual Techno over CoP, but requires experienced Mesmers.
Mesmer/Assassin Viper's mes (room 1)
Wastrel's Demise Wastrel's Worry Technobabble Energy Surge Viper's Defense Recall You Move Like a Dwarf Ebon Escape
Domination:12+1+3, FC:12+3, Shadow:3
OQdCAswkMwNVb5JQATnjNJdJ
  • 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.
  • When you get to kanaxai, cast techno first before kanaxai takes damage but not too early to daze the enchantment for easier rupting, use 2-3 seconds after recharge.
Monk Extinguish (room 3)
Ebon Escape Patient Spirit Seed of Life Optional You Move Like a Dwarf Heal Party Extinguish Unyielding Aura
Divine:12+1, Healing:12+1+1, Protection: 3
OwcT0YI/GiusBMHEAwm8j41hhA
  • 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.
Ranger/Assassin TaO (room 3)
Ebon Escape Jagged Strike Fox Fangs Death Blossom You Move Like a Dwarf Together as One Edge of Extinction Serpent's Quickness
Expertise:12+1+3, BM:9+1+3, WS:3
OgcUYzLjneS0lOMMMHM2kj1QHIHA
  • Use EoE to cover any area the necro doesn't reach. Switch to a Beast Mastery headpiece to increase the damage. Use Serpent's Quickness to make sure it recharges in time.
  • Try to buff as many as people as possible with TaO, all through the run.
Dervish/Assassin VoS (room 4)
Ebon Escape Eremite's Attack Staggering Force Death's Charge Vow of Strength Sand Shards Black Powder Mine You Move Like a Dwarf
Earth:12+1+3, Myst:10+1, Scythe:8+1, Shadow:2
Ogek8Jp4KzqEdZzl2Fuz3m51roNJ
  • Pull room 4 carps into Black Powder Mine to blind them.
Ritualist/Ranger DwG (room 3)
Ebon Escape Destructive Was Glaive Great Dwarf Weapon Serpent's Quickness Summon Spirits Optional Ancestors' Rage Edge of Extinction
Channeling:12+1+3, SP:6+1, BM:11, WS:2
OAKkQais1iJEdJx2qIyxAIAg3E0B
  • GDW all the physical attackers.
  • Use EoE to cover any area the necro doesn't reach. You can use Summon Spirits to place it somewhere safe before moving it into range of the spike.
Assassin/Warrior dasher AKA Oscar Pistorius (room 4)
Ebon Escape Jagged Strike Fox Fangs Death Blossom Dash Viper's Defense Charge Dwarven Stability
Dagger:12+1+3, CS:10+1, Tactics:8, Shadow:2
OwFkMqdcF+JEdpDDDzBzEUADbxdJ
  • 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.

Optional Skills

  • With less than 7 members in the party, the monk should bring Recall. Otherwise, bring a skill of your choice. Infuse Health and Signet of Rejuvenation are good choices.
  • In 6-man, the VoS tanks room 1, and the poro drops "We Shall Return!" for Viper's Defense. In 5-man, the poro also drops Honor for Shadow of Haste (to stand on 2 pads), and the VoS replaces IAU with Honor.
  • When the second VoS 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.
  • 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.
  • Summoning stones are useful everywhere the team stops to fight. Anyone but the tank can pop. If you don't want to pop an expensive stone, Legionnaire is great.

Overview

Warrior/Assassin tank Monk/Assassin Swap Necromancer/Ranger SS Mesmer/Assassin Empathy Paragon/Assassin poro Mesmer/Assassin Viper's Dervish/Assassin VoS Monk Extinguish Ranger/Assassin TaO Dervish/Assassin VoS Ritualist/Ranger DwG Assassin/Warrior dasher
start room 2 room 1 room 3 room 4
split rooms ball melee on casters heal tank SS Kanaxai wait for ball and spike pull irukandjis away from Aspect and ball on them wait for ball and spike tank and kill heal VoS buff VoS kill carps
Pain ball Heal Party and seed on spike, swap Restoration EoE and SS Kanaxai off damage any irukandjis off damage any irukandjis spike main ball Heal Party EoE on left clean up
Lethargy spike pull leviathans Heal Party and seed on spike EoE; MoP when off damage is done off damage left minds give tank shouts for pull off damage left minds off damage right minds Heal Party clean up spike main ball clean up
pads Recall necro and stand on middle pad run to gate Recall necro and stand on an empty pad run to gate
Depletion start tank until it's safe to start the pull heal and res kill outcasts tank bottom group heal and res kill outcasts
Depletion spike pull back 3 groups Heal Party and seed on spike EoE and MoP off damage clean up off damage spike main ball Heal Party EoE spike main ball clean up
Failure pull outcasts and die res tank run with team res tank run with team
Shadows run
Scorpions tank in corner Heal Party EoE and MoP off damage Honor for clean-up off damage tank in corner Heal Party tank in corner
Fear Recall and DC to keep up seed anyone "Make Haste!" on cripples Viper's over cliffs remove cripple remove cripple and Viper's over cliffs
Depletion 2 before triggering the room, make sure nobody is stuck
Decay / Torment rupt Binding Chains rupt Binding Chains
Kanaxai 2nd knock; tank (do not block) and attack heal and attack maintain hexes 1st knock; rupt Nightmare Refuge with CoP Honor and attack spam Wastrel's Worry attack heal and attack attack GDW attackers attack

Tactics Breakdown

4-room split

For the split, each room has a 'tank', rooms 1 and 4 should avoid the Kanaxai while rooms 2 and 3 should bring the Kanaxai to the caster enemies.

  • Room 1: Paragon pull Irukandjis away from Kanaxai then take the Carps back to the Irukandjis
  • Room 2: Warrior bring the kanaxai to the Irukandji (other enemies are lower priority)
  • Room 3: Dervish jump on the Manta
  • Room 4: Any grab the carps and faceroll them

Middle room

  • The spike in this room must adapt to the situation as it unfolds. General tasks are:
  • Tank balls approximately around the middle. The three Blessed Mantas will always be left as off-damage (to be done with YMLaD!):
    • Necro hits the right-side manta
    • Tank hits the middle manta (sometimes called the top manta, because it is on top of the hill)
    • Monk or any player from room 3 should hit the left-side manta (sometimes called the far manta)
  • The main ball will usually have a restoration spirit in it - for that reason, we do not spike it. If you spike it, the resto will die at the same time as the enemies, resulting in a res. Instead we use Spiteful Spirit on the Kanaxai which kills the restoration spirit a couple of seconds before the rest of the enemies.
  • Mesmers should hit any remaining off-damage (excluding the three blessed mantas already covered above)
  • Dervish can also help with the off-damage if the mesmers do not make it out of room 1 in time
  • If the ball is not very tight such that SS doesn't hit all enemies, the mesmers and dervish should hit the undamaged foes
  • The dervish should maintain enchantments and wait adjacant to the main ball. If all off-damage is done you can help with some autoattacks
  • If there is a restoration spirit left over when the enemies dies, wait by the corpses ready to spike if they res.
  • The monk will hopefully move the restoration spirit away from the corpses using Swap. (Everyone should help the monk out by pinging the restoration spirit)
  • If the Blessed Mantas do not die they should be killed right-to-left - it is important that the mesmers achieve good interrupts on these mantas.
  • If we have a player with EoE in room 3, the room 2 EoE should be placed further away to prevent the room 3 EoE killing it

Pads room

  • The tank requires all three paragon shouts to do this pull, and it must be timed correctly with the enemy patrol. It is critical they have the full 11 seconds of the two shorter shouts so do not give the shouts until the tank asks for them! Every tank does it slightly different, so don't try to guess it.
  • The tank will make two balls, one of Warriors and one of Mesmers.
  • The mesmers and dervish should hit the enemy Mesmers standing in the gate
    • One mesmer should hit the two individual enemies on the left of the gate
    • The dervish should hit the big ball on the right of the gate
  • The tank and the necro should wait for the mesmers to start casting then spike with MoP + 100b + WWA. The necro should not use MoP early because the enemy mesmers might remove it, and newer tanks will struggle to watch everything so it is easier if they can just wait for the MoP to be called.
    • The paragon should run to the enemy warriors and drop an Honor ward for the tank
  • As soon as all enemies are dead, all Recall the necro
  • The paragon should use all three shouts on the necro as soon as their Recall is up, then rush the pads.
    • Mesmers: Left side pads
    • Tank: middle pad
    • Paragon: front right (right side closest to kanaxai)
    • Dervish: back right (right side furthest from kanaxai)

Depletion room

  • As you enter the dervish and warrior should rush the first outcast group
  • If the Kanaxai gets through the gate, the tank, Empathy mesmer and the necromancer should focus on killing him.
  • To kill the outcast, mesmers should spam wastrels on the deathhands or golems, and interrupt their skill to get more wastrel triggers.
  • As soon as the first group is dead, the dervish should jump to the second group.
  • This group has one deathhand and it is important that somebody gets the interrupt when it casts Chillbains. This is primarily the mesmers responsibility, but the necro, monk and paragon should also be watching for it.
  • The monk should spam all enchantments on the dervish as it is the most effective way to heal and also covers the dervish enchantments in case Chillbains is sucessfully cast.
  • The tank shall ball the remaining three groups at the back of the room; the mesmers, as always, should do any off-damage. The dervish should help the main spike as the tank cannot consistently spike here.
  • Outcast casters have 880hp so one YMLAD is not enough for off-damage

Smaller Teams

6man

I Am Unstoppable Shield Stance Soldier's Defense Hundred Blades Whirlwind Attack Recall You Move Like a Dwarf Death's Charge
Spiteful Spirit Mark of Pain Barbs Insidious Parasite Necrosis Edge of Extinction You Move Like a Dwarf Ebon Escape
Patient Spirit Seed of Life Heal Party Swap You Move Like a Dwarf Unyielding Aura Recall Ebon Escape
Wastrel's Demise Wastrel's Worry Technobabble Energy Surge Empathy Recall You Move Like a Dwarf Ebon Escape
Incoming Fall Back Make Haste Viper's Defense Ebon Battle Standard of Honor Recall You Move Like a Dwarf Ebon Escape
Sand Shards Vow of Strength Staggering Force Eremite's Attack I Am Unstoppable Recall Mirage Cloak Death's Charge

5man

I Am Unstoppable Shield Stance Soldier's Defense Hundred Blades Whirlwind Attack Recall You Move Like a Dwarf Death's Charge
Spiteful Spirit Mark of Pain Barbs Insidious Parasite Necrosis Edge of Extinction You Move Like a Dwarf Ebon Escape
Patient Spirit Seed of Life Heal Party Recall Swap Unyielding Aura You Move Like a Dwarf Ebon Escape
Incoming Fall Back Make Haste Viper's Defense Recall Shadow of Haste You Move Like a Dwarf Ebon Escape
Sand Shards Vow of Strength Mirage Cloak Eremite's Attack Ebon Battle Standard of Honor Recall I Am Unstoppable Death's Charge

4man

I Am Unstoppable Shield Stance Soldier's Defense Hundred Blades Whirlwind Attack Viper's Defense Shadow of Haste Death's Charge
Spiteful Spirit Mark of Pain Barbs Shadow of Haste Recall Disrupting Dagger You Move Like a Dwarf Ebon Escape
Patient Spirit Seed of Life Heal Party Recall Swap Unyielding Aura You Move Like a Dwarf Ebon Escape
Sand Shards Vow of Strength Mirage Cloak Eremite's Attack Ebon Battle Standard of Honor Recall I Am Unstoppable Death's Charge

Videos

100b Tank


Swap Monk

Toolbox Minimap Helpful Lines

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