Depths is way over tuned and BNB is not rewarding

alright cool. the damage thing comes so fast it’s hard to see.

Also another problem is what mutation type in depth. Like in Maramma this week we have fire mutation with hell fire and frenzied.(attached below) And its very hard for team that dont have bis out gear and good com. You can have many fire circle stacked at your paly area and these fire circle deals precentage damage depending your HP. I think certain mutation type really shouldnt go together lmao. Like these 2 we have now. Worst mutation type ever.


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Your gear looks good, although you’re missing Sundering Shockwave, which is pretty helpful. I consider it necessary, but others can disagree. I just bought a Trenchant Rend/Sundering Shockwave hammer for tanking. Between that and armor breaker, I can apply 46$% rend on a target.

The toughest thing about Depths on my server right now (aside from it being a mass pull DPS check) is the mutation. Every time you dodge, it causes you to take damage. Since most people’s playstyle revolves around dodging for DPS and Healer, it makes it a lot harder to manage health. I ran Depths at M7 last night as a DPS, and the healer just could not keep himself alive. He flat refused to dodge, instead of using it strategically, and it threw his game off for healing the rest of us (I assume- he might just be a terrible healer).

The Priest fight can be made a lot easier if the tank controls aggro on the Priest AND the dogs simultaneously. I’ve seen a lot of tanks who just focus on the dogs, and keeping them away from the healer, but that leaves the DPS to eat the Priest’s summons right in the face, which causes you to have to pot early, which leaves you vulnerable when you go up to the platform if your potions are on cooldown. I think SnS/Hatchet is probably the best play for that fight, because you can have 3 taunts, two of which are AoE.

Frenzied and Hellfire are Brutal. I used to think Silence, Hellfire and Slicer was the worst, but not anymore. Taking damage when you dodge, while also having fire on the floor around the mini boss, and enemies that explode, but if you dodge to avoid the explosion (or literally anything else) you give yourself up to 45% DoT, is just brutal. Especially for a dungeon that is designed for Dex weapons.

Silent is just annoying but frenzied is on another level hahahaha. We did a 1hr depth with a pretty bised out grp. I can imagine how hard it is for none warded/baned team.

I think the percentage health part is pretty messed up. Also hellfire and frenzied just should be mutated together. I might try heavy spear hatchet for the priest boss with accrane gems on so I can minize my dodges lol.

Depths is very challenging, but its nice to have one mutator being so. Defs should try changing your gems. Also maybe trying using hatchet instead of hammer for tanking for extra rends and to be able to grab agro with berserk.

Depths is actually very easy!

I however would recommend using Hatchet as tank, as some pulls can be a bit wonkey and berserks taunt is amazing.

If your healer runs 350 focus, and everyones rocking some rubies you can stand in the fires and not be bothered in thr slightest as long as sacred is on the group.

A common trap people fall into is “its corrupted so its a dex dungeon” There are sooooo many mobs in some pulls that a great axe or two is extremely beneficial. Personally i like having 2 GA/Hatchets and a spear/hatchet. The hatchets let your dps go ham and as a tank if youre running hatchet as well at 300 str. Its like having 4 dps.

Dont be afraid to take advantage of line of sight or do pulls of 3. You dont have to yeet the entire room! Sometimes smaller steps is faster for different groups.

Perks on armor are not really needed. But can be beneficial. You really only need 5x corrupted ward and run light dps. Anything extra is a huge plus.

There is no one size fits all, and thanks to the way the game is set up you can have multiple builds for different situations, if your current build isnt working, take a look at what you could change.

It’s more fun when its hard, depths is the only pve challenge with randoms at least

Shield charge perk is missing, you are giving up 33% fortify for 6 sec. It s huge damage reduction.

Also try refreshing move on sword and you will never come back. When you are surrounded 1 swing will cut many seconds from all your abilities.

My choice for secondary weapon against Dephs is Rapier.
It has 5m aoe taunt and helps a lot to get your stamina back on riposte animation.
It also protects very well against heavy attacks from elites, Priest mines and Thorpe.
When many mobs are on you 1 riposte will stun and rend all the pack

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I believe the only problem is the second phase of the priest that has a very high AOE sequentially. Of course you can dodge the attack, but the problem is that there is no timer or anything like that. That would make the dungeon a lot more balanced.

This is a brutal combo. My friends and I just avoid this mutation combo as it creates more irritation than fun.

Felt just as easy. We only pew pew ignoring the fire

The only problem with second phase is if the mobs do t spawn up when they should. You can easily kill them both side same time and job done but sometimes they take forever to spawn and 4 mines start popping down

I’ve only tanked Thorpe once but he gives me the bad tickles

Having 2 GAs in the group is a must, unless you’re 1 GA is really on point with getting his CD back quick. I typically run Spear/GA as DPS, then swap GA for Bow or Hatchet at boss fights. That dungeon timer is a bitch if you aren’t grouping things up effectively, which is really only in the GA kit. Group composition is important, and so is coordination. Gotta keep people fighting together, not going off trying to solo one enemy. Those packs melt quick when everyone is in there with spears and hatchets, but take forever when you fight them individually.

Frenzied is the biggest drawback to this iteration of Depths. Was like that when I first encountered it, I think in Genesis. It’s just a big adjustment to playstyle for a lot of people, and they can’t always do it. People have gotten so used to using dodge to move around or position themselves that muscle memory takes over Also, the guarantee crit after a dodge with the 300 dex perk influences their gameplay. But if you can stop doing that, and only dodge to actually avoid an attack, you’re likely to be ok. As long as you have a good tank and healer (or are a good tank / healer).

I couldn’t agree more with Depths being very unbalanced. The timer NEEDS to be adjusted appropriately with other expeditions.

Depth is OK,
Just go with void resistance instead of the current mutation resistance (yes, you need to adjust the way you play for that). because the priest, which is usually the wall that destroy everybody, is very easy with void resistance.
you can also wait for a void mutation. Everything is very easy that way.

Depths would be fine if not for the really low timer. 35 mins would be good, 40 would be perfect

Another reason a COMBAT LOG is a MUST

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