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
- 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.
- 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.
- In rooms with Mantas, do not hex targets other than the Aspect.
- Use Mirage Cloak as a feeder for Eremite's, but don't strip it while you're tanking - just auto-attack instead.
- 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.
- Together with the other mesmer, off damage is your job.
- Shut down your Wastrel's target with YMLaD and Cry of Pain.
- 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.
- 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.
- 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.
- Pull room 4 carps into Black Powder Mine to blind them.
- 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.
- 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
|
/ tank
|
/ Swap
|
/ SS
|
/ Empathy
|
/ poro
|
/ Viper's
|
/ VoS
|
Extinguish
|
/ TaO
|
/ VoS
|
/ DwG
|
/ 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
5man
4man
Videos
100b Tank
Swap Monk
Toolbox Minimap Helpful Lines
These three lines show good spots to use Viper's Defence in the Aspect of Fear.
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