This build allows three players to complete The Deep quickly and easily with little to no need for prior knowledge of The Deep. Although not required, using consumables is recommended.
Overview
3 / Human Players
1 / Ineptitude
1 / Panic Mesmer
1 / SS Heal
1 / SoS Rit
1 / MM Prot
1 / SS Heal
1 / Blood Bond Shouter
1 / SS Splinter
1 / UA Heal
Players
The players can use any build they want, but physical players are recommended. It is important that all three players bring some form of knockdown, e.g. You Move Like a Dwarf! and have at least 2 copies of recall for pads and to knock kanaxai down. Some recommended builds are shown below.
You activate Spells and Signets 34% faster. (No effect for non-Mesmer skills with a cast time less than 2 seconds.) In PvE, the recharge time of your Mesmer Spells is reduced by 27%.
EotNMesmer. Illusion Magic 14Calculated RiskHex SpellFor 23 seconds, target foe's attacks do +10 damage, but there is a 50% chance that the damage from each attack will be done to that foe instead. (Maximum 94 damage.)50.77
PropheciesMesmer. Illusion Magic 14IneptitudeElite Hex SpellFor 4 seconds, the next time target foe or any adjacent foes attacks, that foe takes 128 damage and becomes Blinded for 10 seconds.100.715
EotNMesmer. Illusion Magic 14Wandering EyeHex SpellFor 4 seconds, the next time target foe attacks, that attack is interrupted and all nearby foes take 105 damage.51.312
CoreMesmer. Illusion Magic 14ClumsinessHex SpellFor 4 seconds, the next time target and any adjacent foes attack, the attack is interrupted and target foe suffers 87 damage.101.38
NightfallMesmer. Illusion Magic 14Signet of ClumsinessSignetIf target foe is attacking, that foe and all adjacent foes are interrupted and take 57 damage. Any foes using attack skills are knocked down.0.28
You activate Spells and Signets 37% faster. (No effect for non-Mesmer skills with a cast time less than 2 seconds.) In PvE, the recharge time of your Mesmer Spells is reduced by 30%.
PropheciesMesmer. Domination Magic 14PanicElite Hex SpellFor 9 seconds, target foe and all nearby foes are hexed with Panic. When a foe hexed with Panic successfully uses a skill, all other nearby foes are interrupted.100.615
PropheciesMesmer. Domination Magic 14Wastrel's WorryHex SpellAfter 3 seconds, target foe and all adjacent foes take 95 damage. Wastrel's Worry ends prematurely if that foe uses a skill.50.21
FactionsMesmer. Domination Magic 14Unnatural SignetSignetTarget foe takes 71 damage. If that foe is under the effects of a hex or enchantment, foes adjacent to your target take 47 damage.0.710
FactionsMesmer. Inspiration Magic 10Revealed EnchantmentSpellRemove an Enchantment from target foe and gain 11 Energy. For 20 seconds, Revealed Enchantment is replaced with the Enchantment removed from target foe.100.6
CoreMesmer. Inspiration Magic 10Drain EnchantmentSpellRemove an Enchantment from target foe. If an Enchantment is removed, you gain 14 Energy and 93 Health.51.320
FactionsRitualist. Restoration Magic 3Flesh of My FleshSpellLose half your Health. Resurrect target party member with your current Health and 8% Energy.52.5
PropheciesNecromancer. Curses 14Spiteful SpiritElite Hex SpellFor 19 seconds, whenever target foe attacks or uses a skill, Spiteful Spirit deals 33 shadow damage to that foe and all adjacent allies of that foe.15210
FactionsRitualist. Restoration Magic 11Mend Body and SoulSpellTarget ally is healed for 90 Health. That ally loses one Condition for each spirit within earshot.5¾3
FactionsRitualist. Restoration Magic 11Spirit LightSpellTarget ally is healed for 148. If any Spirits are within earshot, you don't sacrifice Health.17%514
FactionsRitualist. Restoration Magic 11Protective Was KaolaiItem SpellHold Kaolai's ashes for up to 48 seconds. While you hold his ashes, you gain 10 armor. When you drop his ashes, all party members are healed for 65 Health10125
FactionsRitualist. Restoration Magic 11LifeBinding RitualCreate a level 11 Spirit with 220 Health and 68 armor. When this Spirit dies, all non-Spirit allies within its range are healed for 5 Health for each second this Spirit was alive. This Spirit dies after 20 seconds.10¾20
FactionsRitualist. Channeling Magic 14Signet of SpiritsElite SignetCreate three level 11 spirits. These spirits deal 19 damage with attacks. These spirits die after 60 seconds.130
FactionsRitualist. Channeling Magic 14BloodsongBinding RitualCreate a level 11 Spirit with 220 (+114) Health and 68 armor who dies after 142 seconds. Attacks by that Spirit steal up to 24 Health.5¾30
FactionsRitualist. Channeling Magic 14Ancestors' RageSkillFor 1 second, nothing happens. When this skill ends, all foes adjacent to target ally are struck for 103 lightning damage.5¼10
FactionsRitualist. Channeling Magic 14Splinter WeaponWeapon SpellFor 20 (+10.4) seconds, target ally has a Splinter Weapon. Target ally's next 5 attacks deal 47 damage to up to 3 adjacent foes.515
FactionsRitualist. Channeling Magic 14Painful BondHex SpellFor 19 seconds, target foe and all nearby foes are Hexed with Painful Bond and take 19 damage whenever hit by a Spirit's attack.15112
FactionsRitualist. Channeling Magic 14Spirit RiftSpellOpen a Spirit Rift at target foe's location. After 3 seconds, all adjacent foes are struck for 118 lightning damage and suffer from Cracked Armor for 15 seconds. 1025
FactionsRitualist. Restoration Magic 3Flesh of My FleshSpellLose half your Health. Resurrect target party member with your current Health and 8% Energy.54
NightfallNecromancer. Death Magic 18Jagged BonesElite Enchantment SpellFor 30 seconds, whenever target undead servant dies, it is replaced by a level 18 jagged horror with 440 Health and 109 armor that causes Bleeding with each of its attacks.5115
CoreNecromancer. Death Magic 18Death NovaEnchantment SpellFor 30 seconds, if target ally dies, all adjacent foes take 115 damage and are Poisoned for 15 seconds.52
EotNNecromancer. Soul Reaping 12MasochismEnchantment SpellFor 34 seconds, you have +2 to your Death Magic and Soul Reaping attributes and sacrifice 3% of your maximum Health when you cast a spell.5120
PropheciesNecromancer. Death Magic 16Verata's GazeSpellIf target hostile animated undead has a master, its bond to its master is broken, making it hostile to all other creatures. If it had no master, you become its master. (50% failure chance with Death Magic 4 or less.)515
EotNNecromancer. Soul Reaping 12Foul FeastSpellAll conditions are transferred from target other ally to yourself. For each condition acquired in this way, you gain 36 Health and 2 Energy. This skill recharges twice as fast if you remove Disease from your target.5¼4
CoreMonk. Protection Prayers 9Protective SpiritEnchantment SpellFor 16 seconds, target ally cannot lose more than 10% max Health due to damage from a single attack or Spell.10¼5
PropheciesNecromancer. Curses 14Spiteful SpiritElite Hex SpellFor 19 seconds, whenever target foe attacks or uses a skill, Spiteful Spirit deals 33 shadow damage to that foe and all adjacent allies of that foe.15210
FactionsRitualist. Restoration Magic 11Mend Body and SoulSpellTarget ally is healed for 90 Health. That ally loses one Condition for each spirit within earshot.5¾3
FactionsRitualist. Restoration Magic 11Spirit LightSpellTarget ally is healed for 148. If any Spirits are within earshot, you don't sacrifice Health.17%514
FactionsRitualist. Restoration Magic 11Protective Was KaolaiItem SpellHold Kaolai's ashes for up to 48 seconds. While you hold his ashes, you gain 10 armor. When you drop his ashes, all party members are healed for 65 Health10125
FactionsRitualist. Restoration Magic 11Flesh of My FleshSpellLose half your Health. Resurrect target party member with your current Health and 16% Energy.54
FactionsNecromancer. Soul Reaping 13Icy VeinsElite Hex SpellTarget foe is struck for 79 cold damage. For 32 seconds, if target foe dies all nearby foes are struck for 98 cold damage.1015
FactionsNecromancer. Blood Magic 11Blood BondHex SpellFor 10 seconds, target foe and all adjacent foes are hexed with Blood Bond. Whenever an ally hits one of them with an attack, that ally gains 16 Health. If one of these foes dies while hexed, all allies adjacent to that foe are healed for 79 Health.518
PropheciesNecromancer. Blood Magic 11Blood RitualEnchantment SpellFor 12 seconds, target touched ally gains +3 Energy regeneration. Blood Ritual cannot be used on the caster.17%522
NightfallParagon. Command 10"Fall Back!"ShoutFor 8 seconds, all allies within earshot gain 12 Health per second while moving and move 33% faster. "Fall Back!" ends on an ally affected by this Shout when that ally successfully hits with an attack.1020
NightfallParagon. Command 10"Never Surrender!"ShoutFor 15 seconds, all party members within earshot and below 75% Health gain +4 Health regeneration.515
EotNNecromancer. Soul Reaping 13Foul FeastSpellAll conditions are transferred from target other ally to yourself. For each condition acquired in this way, you gain 39 Health and 2 Energy. This skill recharges twice as fast if you remove Disease from your target.5¼4
PropheciesNecromancer. Curses 14Spiteful SpiritElite Hex SpellFor 19 seconds, whenever target foe attacks or uses a skill, Spiteful Spirit deals 33 shadow damage to that foe and all adjacent allies of that foe.15210
PropheciesNecromancer. Curses 14Insidious ParasiteHex SpellFor 14 seconds, whenever target foe hits with an attack, you steal up to 43 Health from that foe.15112
FactionsRitualist. Channeling Magic 10Ancestors' RageSkillFor 1 second, nothing happens. When this skill ends, all foes adjacent to target ally are struck for 75 lightning damage.5¼10
FactionsRitualist. Channeling Magic 10Splinter WeaponWeapon SpellFor 20 seconds, target ally has a Splinter Weapon. Target ally's next 4 attacks deal 35 damage to up to 3 adjacent foes.515
PropheciesNecromancer. Curses 14Spinal ShiversHex SpellFor 38 seconds, whenever target foe is struck for cold damage while using a skill, that foe is interrupted, and you lose 5 Energy or Spinal Shivers ends.10215
FactionsRitualist. Restoration Magic 2Flesh of My FleshSpellLose half your Health. Resurrect target party member with your current Health and 7% Energy.54
EotNMonk. Healing Prayers 14Patient SpiritEnchantment SpellFor 2 seconds, target ally is Enchanted with Patient Spirit. Unless this enchantment ends prematurely, that ally is healed for 114 Health when the enchantment ends. Target ally gets healed for 35 Health.5¼4
PropheciesMonk. Healing Prayers 14Dwayna's KissSpellHeal target other ally for 57(+35) Health and an additional 33 Health for each Enchantment or Hex on that ally.513
FactionsMonk. Healing Prayers 14Dwayna's SorrowEnchantment SpellFor 30 seconds, target ally and all nearby allies are Enchanted with Dwayna's Sorrow. If an ally dies while under the effects of Dwayna's Sorrow, your party is healed for 47. Target ally gets healed for 35 Health.515
PropheciesMonk. Protection Prayers Mend ConditionSpellRemove one Condition from target other ally. If a Condition is removed, that ally is healed for 5..57..74 Health. Target ally gets healed for 35 Health.5¾2
CoreMonk. Healing Prayers 14Healing SeedEnchantment SpellFor 10 seconds, whenever target other ally takes damage, that ally and all adjacent allies gain 28 Health. Target ally gets healed for 35 Health.10225
PropheciesMonk. Divine Favor 11Unyielding AuraElite Enchantment SpellWhile you maintain this enchantment, your Monk spells heal for +48% more Health. When this enchantment ends one random other party member is resurrected with full Health and Energy and teleported to your location. You get healed for 35 Health.-15¼10
Template code
General Usage
Generally, you can c-space through eveything providing you used a full conset.
All Aspects of Kanaxai need knocking down at 75%, 50% and 25%, or they will no longer take damage.
Kanaxai requires a knockdown at 80%, 60%, 40% and 20% for the same reason.
Insidious Parasite, Empathy, Spinal Shivers, and Revealed Enchantment are used primarily for Kanaxai, disable them if they take too much energy.
General Equipment
Ideally all characters should have a cold weapon available to trigger Spinal Shivers on Kanaxai.
Room Specific Tactics
Start
Player 1 should flag their heroes into room 1 (see here for room numbers).
Player 2 and 3 should flag their heroes where the team spawns.
All players should enter room 2 and unflag their heroes. They should then jump to you.
Clear the room and continue.
Aspect of Lethargy
When you reach the gate, do the following. It might look complicated, but it gets easy once you know what to do. See the following video on how it works:
Kill the group of Outcast that spawn in casting range on the far side of the gate before you open it.
Hold down your Shift key on your computer keyboard and click the Recall skill, and Shadow of Haste, on your 3 heroes' bars. You will see a red "cancel" sign over the 4 skills. The heroes will not use these skills unless you click them. Have all 3 heroes cast Recall on you.
Cast recall on any of your Spiteful Spirit heroes or your Ritualist heroes.
Flag your whole party to a point beyond the closed gate.
There are 2 pads to the left of the Fire Flower when you are standing on the middle pad, facing the gate. Flag hero 2 and 3 (which both have Recall only on their bars) on the left 2 pads.
Flag hero 1 to the far right pad. This is the pad that is in the far right corner of the Leviathan/Slowed movement room.
While you are standing on the pad, and have heroes 2 and 3 flagged on the left 2 pads and hero 1 flagged on the far right pad, do the following:
Manually have Hero 1 use Shadow of Haste. Shadow Arts should have any available attribute points, usually reaching level 2 or 3 Shadow Arts.
Flag Hero 1 onto the right pad closest to you. Hero 1 will have cast Shadow of Haste on the far right pad, then you flag him or her to the near right pad.
When Shadow of Haste ends, the Guild Wars game engine will think Hero 1 is on both near and far right pads. This means that all pads will be accounted for, with you on the middle pad, Hero 2 and 3 on both left pads, and Hero 1 on both right pads. You will see the gate open. When it does, you have to do things quickly, and it might take some practice to get the keystroke muscle memory down.
Cancel all party flags. It is recommended that you bind flag party to a key and cancel party flags to a key. f5 to flag party and f6 to cancel party flags works. Navigate to the Control panel in Settings (default: f11 key).
Cancel your Recall. This will warp you to your heroes who are standing at the gate.
Cancel your 3 heroes' Recalls. This will bring them to the whole party.
Re-flag the whole party forward. This will ensure they don't waste time casting skills or run around instead of running through the gate.
Aspect of Depletion
Kill the next outcast group and pull the Aspect with a longbow and kill it to stop the Energy Depletion effect. This will make it easier to kill the Outcast groups. As you run into the room, Nightmares will spawn in the Pad room and run to the closed gate. Do not aggro them, you do not need to kill them unless a party member got stuck behind the gate. In that case, kill all the Outcast, the gate will open again, and then you can go back and kill the Nightmares and res your party member.
Pull the remaining outcast groups around the cliffs one by one instead of killing them where they stand. Depending on how many casters are in your team, it might be easier to stand in aggro range of both outcast groups on the left and right, behind the cliffs, and let your casters kill the outcast groups. Sometimes, it can be hard to pull the outcast groups down around the cliffs without aggroing the other two groups (Outcast Deathhands might cast Death Nova on a minion of another group).
Aspect of Failure
In this room, spells cannot be cast.
Flag all heroes just outside the room.
One Player should run in and stand just underneath the rangers by the wall so they can't hit you. Wait until some of the outcast patrol's have agro then run back to the heroes.
Aspect of Fear
Players new to The Deep should run into the room and wait just before the first bridge. Groups will come from behind. Once they are all dead, continue through the room.
Players experienced in The Deep can ignore the groups that spawn from behind and just rush through the room.
Kanaxai's Chamber
Flag all heroes at the entrance of the room.
The two players with recall should use it on the third player, run to the left side of the room so Kanaxai runs to you. One should knock him down and end recall. The remaining player should wait, then knock him down as soon as he starts casting Nightmare Refuge. You should decide the order beforehand.
This should spawn a large group of sappings. Ignore them, head to the right side of the room and kill Kanaxai. Kill any sappings that are too close to the chest and collect your reward!