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[Master] Darkening Deeps

By: Myx

Master Difficulty Dungeons

In this guide I will generally describe a Master Difficulty Dungeon, the basics, the means to complete even trash, and the boss mechanics for the currently released Dungeons, Darkening Deeps.

Master Difficulty

Dump all illusions you have that this is Tier Two facerolling material; even relic geared groups have trouble with it, so you should expect it. A Master Difficulty Dungeon is intended for, as one should think, bored Raiders and those looking to get geared for Raids.
Though Trion stated they'd be cutting down on trash mobs, that doesn't mean elimination and trivialization. There are fewer mobs, that honestly, my group with a decent geared tank and a relic geared healer had to resort to CD rotation just to clear average groups. Crowd Control IS A MUST
. No ifs, ands, or butts; these mobs will had you your ass if you aren't careful and keep your eyes open.

Setting up for a Master Dungeon is MUCH different from Tier 2, in fact I'd compare it to raiding; you need to have options for every roll. Any class with a single role and single set of gear will HURT your group.
You should aim to have one of every calling, as this gives you the most diversity with roles, and an additional Cleric for healing the tank. Most fights in Masters will not require more but there are some where a bard, a chloromancer, or a justicar are a must; especially if your gear is ON or below par.
As for each individual Master I'll release a MUST HAVE RESIST category with every guide, and a preferable tank.

As for general set up you'll definately want a dedicated healing cleric, the rest is coin tosses; though you should shoot to gather a diverse and functional group.

Darkening Deeps, Master Mode

Now I haven't actually finished this dungeon but I can tell you up front that the biggest boon you can have is high fire resist, let me say it again.

HIGH FIRE RESISTANCE

Even if you aren't that excited about RIFTing, having a full set of resist spefic sigils is a large help to you and your raid; staying up right and breathing is much more rewarding when the boss goes down than tasting the dirt on the cold cavern floor.

Back to the dungeon, a Rogue is the prefered tank in this dungeon as there is a lot of fire damage going around, and there's little burst damage. I know everyone's like OMGWTFBBQ over this but the sad truth is that a right geared rogue is the most resilient tank out (circa. 1.5)
As for healing, you'll want a Warden, being able to heal on the move is huge in here. AS for DPS, any build that maximizes your Single Target and gives you -decent- AoE.


This will update as I find time to type it.

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