Talk:The Deep

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January 15, 2012 update[edit]

With the buff to Gust, Outcast Spellstorms just got a lot more annoying. Might need to review the guide with regards to this. Random Weird Guy 14:09, 9 January 2012 (UTC)

Rewards chest table[edit]

That table is ugly, would anyone care to offer a replacement with prettier formatting? :D File:User Chieftain Alex Chieftain Signature.jpg Chieftain Alex 13:39, 15 January 2012 (UTC)

Section Six[edit]

What causes the Nightmares to appear is one character crossing an invisible line which could be drawn near the stone stuck on the floor. I had to take a break from wiki and also attend my guild, I will finish this revisioning of the entire elite mission soon. User Yoshida Keiji Signature.jpg Yoshida Keiji talk 09:55, 16 January 2012 (UTC)

Exhaustion[edit]

First time in the deep. How long does the exhaustion last? According to the walkthrough we're at the gate between section 6 and 7. But 5 of my heroes still have 0 energy due to max exhaustion... This is making it extremely difficult, cause both my healer heroes have had zero energy the entire time so far. The aspect of exhaustion is not applied to anoyone, so I don't know where the exhaustion is coming from either...

uploaded a screenshot to a random image site - http://postimage.org/image/xk108a4up/full/ - Tahlkora, Dunkoro, Sousuke, Zhed and Gwen all have 0 energy... and the screenshot shows the U map having cleared everything and trying to get guys through the gate between zones 6 & 7
Thanks for the notice. I have edited the section cero walkthrough to add the information. The exhaustion cannot be removed even from death once it completely depleets the energy bar, suicide doesn't remove it and the party should re-start. The wooden gate that leads back to Cavalon (theoricaly only) can be crossed and once at the corridor, exhaustion doesn't affect characters. User Yoshida Keiji Signature.jpg Yoshida Keiji talk 05:59, 5 March 2012 (UTC)
The five that you left sitting at start while you three-manned the beginning rooms were stacking on the exhaustion the entire time. They can literally be hundreds below zero energy from exhaustion. 24.197.253.243 10:01, 5 March 2012 (UTC)
For users who revert the main page without knowing. Go spend some time in section cero until your characters get fully exhausted, wait to another exhaustion take effect to ensure the last one remains...and now play the entire The Deep area and see if you can remove it. Since Exhaustion is the environment effect of the initial room, its not hard to verify. User Yoshida Keiji Signature.jpg Yoshida Keiji talk 05:47, 6 March 2012 (UTC)
Going back past the gate, I was above zero within a few minutes. 24.197.253.243 09:21, 6 March 2012 (UTC)
If somebody is going to revert another's edition... at least bring something to the table. User Yoshida Keiji Signature.jpg Yoshida Keiji talk 09:59, 6 March 2012 (UTC)
The exhaustion decreases max energy by 10 every 30 seconds, and continues into negatives. Exhaustion is recovered at a rate of 1 every 3 seconds. Basically you're not going to recover from exhaustion until you've spent as long out of the aspect as you did in it. If you can post screenshots with /age saying how long you've been in the zone when you remove your heroes from the aspect, and another with /age being in the zone double that which still has exhaustion, that would be fairly conclusive proof of a bug. - Tanetris 19:48, 6 March 2012 (UTC)
It starts at once per 30 seconds, but speeds up over time. You'd never have more than ten exhaustion if it worked as described. 24.197.253.243 22:47, 6 March 2012 (UTC)
Fair point. Do we have any idea the actual rate? - Tanetris 00:07, 7 March 2012 (UTC)

(Reset indent) Fail testing. I will tell you how you have to study this. First, have in mind that players who enter a mission, will go foward and not backwards. The Exhaustion can be removed by returning to the -1 section but not after entering the portals. Second, there is a lock value. I never cared to double check it because its tedious...but after the exhaustion reaches a limit... even staying one full hour past section cero will not remove exhaustion. The mechanics down there work different. As I have already documented under Restoration spirit. Third factor, to wear off exhaustion can even take you up to 10 minutes. And its always better to resign and re-start which can be done in seconds. Remember that when people organise this scale of activities players can easily get pissed. Bad groups can take up to two hours, yes 2 hours just to set up. Which is exactly the time of 2 runs. And if people fail to start (I have seen many of these)...people will discourage and leave. The original question that started this talk is: "...How long does the exhaustion last? According to the walkthrough we're at the gate between section 6 and 7. But 5 of my heroes still have 0 energy due to max exhaustion...The aspect of exhaustion is not applied to anoyone, so I don't know where the exhaustion is coming from either..." To what my answer was: "The exhaustion cannot be removed even from death once it completely depleets the energy bar, suicide doesn't remove it and the party should re-start. The wooden gate that leads back to Cavalon (theoricaly only) can be crossed and once at the corridor, exhaustion doesn't affect characters." Once the Exhaustion hits that "lock value"... no matter how much time you spend after entering the portals...your character will never ever recover again... And I am telling you that you are studing the wrong point, because once you have gone foward and entered the portals...there is no way...you can return back to section -1. User Yoshida Keiji Signature.jpg Yoshida Keiji talk 04:18, 7 March 2012 (UTC)

Whether you go backwards or forwards makes no difference whatsoever. Regarding rate, an extra "cycle" of exhaustion is added every 100 seconds you stand there. By 500 seconds you will be losing 50 energy per 30 seconds and it keeps getting worse from there. For a test: after a bit more than 10 minutes standing at the beginning, it took 25 minutes in the next room for the exhaustion to wear off. There's no point at which energy is "locked" at 0. 24.197.253.243 07:00, 7 March 2012 (UTC)

User:Yoshida Keiji/The Deep/Heroway[edit]

"If you have four or more players, send heroes into the first room, and then players with heroes into the second and third rooms in order to get all the heroes to teleport."

I have removed this line because it is un-precise. If a party has 4 players, then it can have a max number of 8 heroes...and since you can only send 3 of them to room 1, what happens with the rest? Also remember that once unflagged, they will return to their owner, which needs to be specified if making such an edit. Plus heroes sent to room 1 whose owners went to room 3 will remain stuck, and doesn`t work. User Yoshida Keiji Signature.jpg Yoshida Keiji (talk) 15:11, 1 September 2012 (UTC)

Solo?[edit]

Is it possible to solo this with Heroes? I could see a Monk primary with Assassin secondary doing it as they could dash from the closest wood panel before the gate closes and then teleport rez the rest past the gate. But as a warrior I can't take a monk's teleport rez and Dash in order to get through the gate... Any ideas? 58.174.56.214 05:56, 13 October 2012 (UTC)

As a W/A, couldn't you use Sunspear Rebirth Signet to resurrect and teleport a monk hero that has Rebirth/Unyielding Aura? --Silver Edge 21:16, 13 October 2012 (UTC)
The topic is about The_Deep#Section_6_.28slowed_movement.29. Unfortunatly, you need 5 bodies but have 3 individual hero flags, yourself and All flag. Which means you can only occupy 4 pads while sending the rest to cross the gate. The answer is negative: No, you can't do The Deep alone. User Yoshida Keiji Signature.jpg Yoshida Keiji (talk) 10:54, 15 October 2012 (UTC)
For information, it is possible to solo The Deep - one way of doing the pads with just heroes is to place a spirit at the gate and have Swap on your skill bar. Open the gate and swap the spirit, voila entry (just) - a speed boost makes it easier. Assuming the guide is being followed, pull the middle group so that the heroes can be in range to kill the group. Place all heroes on avoid, disable any res skills then pop the Nightmares and res (as Silver Edge says above) your designated resser in the group (remembering to flag out of the way!). Bring up the rest of the group and enjoy.
TheDeep SoloWithHeroes.jpg
Ying Tze 17:22, 12 December 2012 (UTC)
I have read this at PvX too but only after I replied above (dough :P)... thanks for the input, this must go somewhere in the mainspace. User Yoshida Keiji Signature.jpg Yoshida Keiji (talk) 13:42, 14 December 2012 (UTC)

UA / CC / rebirth / NT nerfed[edit]

Hi - I realized that in 18th March, but I dont know exact date of release. Those skills or game mechanics in Deep was changed. It is no more possible to pass through gate from room 6 to 7 via those skills. 5 party members open gate from pedestals and rest of the party (7 players) are supposed to clear room 7 - then the gate opens by itself. --Calixos 07:30, 19 March 2013 (UTC)

I think you have to clear both 7 + 6 including the spawned nightmares for the gate to open permanently from 6 to 7. -Chieftain Alex 08:07, 19 March 2013 (UTC)
The Feedback talk:Game updates/20130221 was done by a "developer" who never lead a The Deep run. If the game were to provide me a Kanaxai kill count, I could screenshot it a score well above 500 times. If you have ever been in such lead position, you would know that it is not easy to make 5 persons to go and sacrifice themselves (I believe this is because in the West theres too many scammers, con-mans, etc). There had been many runs that took me more than 5~10 minutes to convince players to go on the 5 pads individually, make them find the center spot and not move until I say: "it's okay".
Now.... how much harder do you think it will be for a team leader to convince 5 people that the other 7 will be playing an entire area, looting drops (golds, jade shard, money) and... HAVING FUN...while 5 dumb dudes will be watching how the others play and they don't get any reward for their sacrifice? The removal of teleportation highly risks a 12-man team lose members as in Rage quit, specially Pick up groups. This is a clear example of monkeys pressing random keys...How do you wake up in the morning, look to the mirror...and call yourself a "Game Developer"? User Yoshida Keiji Signature.pngYoshida Keiji(talk) 11:17, 19 March 2013 (UTC)

2-person team with heroes[edit]

I would add a few more tips to avoid unnecessary fighting:

Section 9 - follow the right wall to the next section and bypass the aspect
Section 10 - keep towards the left wall; we actually passed through the room teleporting between enemy groups, so it wasn't really that difficult
Section 13 - hug the right wall, I did not see any flowers along this path (we ended up circling around from the left side of the room)

When we reached the boss room, the advice did not work for us because the Sapping Nightmares he spawned would quickly spread out everywhere. We eventually settled on a strategy of continuous pressure with judicious use of knockdowns--attack him until someone started seeing 0's and called it out, then one person would knock him down once, and part of the group would quickly clear the spawns with AoE damage (Barrage + Splinter Weapon did wonders) while the rest of the group focused on continuing to attack/interrupt/remove enchants on Kanaxai. Ursan Blessing was wonderful for helping wear him down. We also might have had overkill in the healing dept, lol. 67.80.218.108 10:33, 11 August 2013 (UTC)

Aspect trigger timing[edit]

There are 3 aspect with a 30 second delay in their description. All their descriptions are wrong.

  • When you enter the aspect, they trigger every 30 seconds, starting at 30 seconds.
  • After 100 seconds, they have an additional trigger every 30 seconds, starting at 130 seconds. Now triggering every 20 / 10 seconds.
  • After 200 seconds, they have an additional trigger every 30 seconds, starting at 230 seconds. Now triggering every 10 seconds.

There may be additional triggers in hard mode. --Haskha (talk) 04:16, 27 July 2018 (UTC)

Rename Section 7[edit]

To "Section 7 (energy burn)." It's a little confusing compared with the title for Section 12: energy depletion and damage. In Section 7, your energy gets depleted and you take damage every 30 seconds. In Section 12, you only take damage when your energy reaches 0. But Section 7's effect is more like the skill Energy Burn. It's less confusing to put it that way.--98.116.168.246 16:43, 21 February 2019 (UTC)

Skills Recommendations For Casuals[edit]

Kanaxai/The Deep do not actually require any mandatory bip/panic/nuker/bonder for sucessful easy runs with casuals despite the claims of current alleged experts.
Simple skills that bypass all Kanaxai & Kanaxai aspects's defenses can be spamed against them at no cost.
Snares will prevent Kanaxai & its aspects to continuously flee the bearer of this skill.
Exemples:
. Exemple1
Yseron - 90.65.49.195 03:44, 11 July 2021 (UTC)

Haven't done the Deep in a decade, but if I udnerstand things correctly, then all touch skills (but not touch spells) will bypass his defences, right? Steve1 (talk) 13:25, 11 July 2021 (UTC)
Skills that are not spells or attacks will bypass his defences, along with signets or things like Illusionary Weaponry. Yseron - 90.65.49.195 15:47, 11 July 2021 (UTC)