The Deep

Quick Facts


HOT ZONE
Type:
Indoor

Expansion:
Luclin

Instanced:
No

Keyed:
No

Level Range:
50 - 60

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Among the deepest portions beneath the surface of the moon, The Deep is a volatile area not only due to the thought horrors, razorfiends, and underbulks, but for its namesake: The massive chasm in the middle of the network of caverns, along with a false bridge and a very abrupt drop almost guaranteed to be fatal.

On the other side of the chasm are the elder thought horrors, led by the Thought Horror Overfiend. Even further into the twisting caves and beyond the Overfiend is a secret entrance into the basement of Ssraeshza Temple.
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Approaching a Deep DropDeepshade CollectiveLooks can be DeceivingShriekersHorror FiendsIn the PitThe Burrower BeastThe Overfiend's Cavern
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The deep to Sshrezha temple
# Nov 01 2002 at 4:28 PM Rating: Decent
Any info on making it thru here to the one-way door to temple, would seem to save a lotta time. Just curious, is there any better source for detailed zone strategy for places like these. My guild isnt uber that for sure, but we might do well with better lay of the land.

One big question for the deep is do the mobs see thru all types of inviso?

thanks
Not small group friendly.
# Oct 17 2002 at 10:50 AM Rating: Good
From what I've found of this zone, small groups are just not welcome in this zone. I, a 52 druid, and a 59 shammy decided to try out this zone because we wanted to try a zone outside of The Grey (which is quite small group friendly, if you know how to do it). When we zoned in, we found that we were the only two in the zone (I guess this should have been kind of a hint). In any case, the shammy pulled two shriekers and we dealt with them as we normally would (root, snare, dot, etc..). It would have been doable if two things didn't continually happen:
1) This particular mob hits for 200dmg, without fail
2) The shammy's epic was dispelled more times than was pretty
I'm not really sure how a group could tank these mobs unless they had some hardcore healing power.
You've been warned. =P
Getting out alive
# Oct 14 2002 at 2:42 AM Rating: Good
Call of Heros does NOT work here , not even at the entrace.And summon corpse only works at teh zone line. Kinda wierd with CoH .. when casting it says " A voice whispers in your mind. There are no heros here..." thought that was alil funny. Killer zone good luck to all.

Fizzbanrikus Spellbound
55 Mage
TT server
tough one
# Jul 21 2002 at 11:12 PM Rating: Decent
I have a strong group that my husband and I play wiht on a daily basis. The group consists of lvl 60 War lvl 59 War lvl 60 Druid lvl 57 Mag lvl 58 Enc and lvl 54 Cleric. We have been tinkering away at the zone for 2 days and have yet to have anything "good" drop. Of course, we have only been able to make it up and to the right alittle because the agro occasionally makes it nearly impossible for us to progress very far. An interesting place, we hope to see more of !! Wouldn't suggest less of a group lvl wise that what we have. VERY tough zone.
Icemaidden lvl 54 cleric
TT server
very true
# Mar 28 2002 at 1:10 AM Rating: Good
As a 57 druid I too found it impossible to solo here. The mobs near the zone in are multiple pulls no matter what, go a little deeper and there are see invis mobs both directions. I tried pulling a mob to root dot while standing in what i thought might be a semi safe spot. Root did not stick and the mob hit hard abd fast for 220+. My rez took a little while since i forgot to bind in Shadowhaven and both this zone and Echo Caverns are unbindable zones.
raid
# Mar 15 2002 at 2:57 PM Rating: Default
I have a causual guild of about 10 people that come on all the time and most are 50+ and would like to collect tailoring components. I read that I can get the stuff here. There are other places but I was thinking this would be more fun. Does the stuff drop enough to do a raid here?
Been there....NOT done that!
# Dec 11 2001 at 4:20 PM Rating: Good
Tried to solo in here.....big MISTAKE!! (55 Druid), first the shrooms (Shriekers or soemthing like that) have a slightly higher Magic Resistance, as I tried several times to root and was resisted. These things cast a knockback, melee slow, and stun spell. I managed to get a root and Winged Death (1274 hp of damage) and it did about 1/4 of total Hitpoints. The problem was keeping it rooted. When root held, it wasnt for very long either. Soloing here is not a good idea for a druid, Im thinking a Necro could do pretty well using Bond of Death while casting Compact Healing Line on your pet. All mobs on track from the entrance were blue to 55, and cons of the Enthralled Outcast "Ready to Attack" and Shriekers (mushroom things) were also "Ready to Attack". Hope this information helps at least 1 person there.
#REDACTED, Posted: Dec 05 2001 at 8:24 AM, Rating: Sub-Default, (Expand Post) horse ****
#REDACTED, Posted: Dec 04 2001 at 8:19 AM, Rating: Sub-Default, (Expand Post) My guild of level 1 - 5's raided this zone the other day. What we saw was incredible. The mobs here are incredibly tough, it makes the planes look like sleepers tomb. You will need atleast 200 people to raid this place and all will need their epics. Watch out for the wanderers when camping the boss. The toughest of these is the 'A Enchanted Moss Snake'. This BEAST hits for a whopping 4!~ He slaughtered the 3 of us before we could get off a mez. The boss of this zone is 'A Enchanted Madman'.
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