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Times?--TahiriVeila 00:16, July 3, 2010 (UTC)

Deepphysway
Fairly easy setup to run, due to the problems of running ER bonders countered by the two monk with a copy of Seed of Life each and one UA with overkill Party Heals. Making it the most failsafe way to clear the Deep, without Speedclear Tactics. MinionMinion sig k bish 00:26, July 3, 2010 (UTC)
oh, by the way, six of those people were pugs.--Digit0lDigitalfear SigQu33r 00:45, July 3, 2010 (UTC)
So, why do you use E/Mo's when 90% of the deep doesn't hit over 25 anyways? Life Guardian 02:53, July 3, 2010 (UTC)
he does have a point. the only foes that do over that damage are outcast but they have mass chilblains anyway - in fact much of the deep has pretty crippling enchant removal (namely why perma never worked) and a room specifically for no enchants which can be skipped, but it's difficult and messy. AthrunAthrun dotFeya 09:56, July 3, 2010 (UTC)
Well, Rippers deal quite high damage to casters, and the Aspects themselves. Also sappings throw out alot of packets. Remember there is no designated tank in this team, no one absorbs the damage, so your view on the damage aspect might be slightly twisted. The Outcast mobs are the toughest part, but are a piece of cake when you have Orders and GDW to knocklock. The Anti-Enchant room is actually very easy, and my favourite room; you all ball up on the stairs, then 1...2..3... RUNTOASPECTANDGANK. It's hilarious how effective that method is, and fast. Generally no one dies unless they lag on the run.MinionMinion sig k bish 10:01, July 3, 2010 (UTC)
Why exactly do you want to take the tanks out? even with a single tank a balanced looking team can get under 20 easily. AthrunAthrun dotFeya 10:22, July 3, 2010 (UTC)
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