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Old Feb 11, 2007, 11:13 PM // 23:13   #41
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Quote:
Originally Posted by FatherofGod
Hmm really trying to figure out how they expect us to even have a chance against him he's so buffed up it seems they do not want us to beat him at all, and the only possible hope we have is that they eventually revert the skill changes back
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Originally Posted by FatherofGod
Well of course i wanna live up to the challenge I just have better things to do in life then making all these attempts to beat him...waste of life
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Originally Posted by FatherofGod
-your posts have nothing/Very little to do with helping this thread, your just complaining about doa and how it's too hard for you, doa is a place for something harder in PvE and it's a place to rly earn some $$. This thread is for comming up with a way to beat mallyx since the update that made him better.
Enough said.
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Old Feb 12, 2007, 09:13 PM // 21:13   #42
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Ok maybe my ignorance is going to show here but,I understand that he heals from hexes and curses but couldn't you apply Spinal shivers to him and just keep nailing him with cold to keep him from casting? An assassin would have a fast enough attack rate, conjure frost or an icey dagger would do I think. Granted the assassin would have to be heavily buffed against his normal attacks but still it could be viable in theory.
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Old Feb 12, 2007, 09:31 PM // 21:31   #43
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Quote:
Originally Posted by Dragou Du Porzan
As tknorris indicated, the real problem is going to be finding non-W, E, N, and Mo classed players who have finished the first 4 stages of the quest and are ready to take on Mallyx. In this sense we're victims of our own efficient party builds that focus on four classes to the exclusion of all others. While the theory of a Soul Twisting Rt is a solid one, the reality is it's highly unlikely you're going to be able to find one available for your PUG anytime soon.
Sad, and true...That seems to be the biggest problem with the way Guild Wars high level areas are set up: They ask for very specific builds.
In a sense, I'm kinda glad they updated the difficulty. But it's still a horrid, bleeding, gashing pain in the ass.

To Str0b0: While yes, that could work in theory, the assassin wouldn't have much else of a use in DoA. Aggro needs to be held by the tank as much as possible. That's just one of the many problems, not with your statement, but with the difficulty of the Domain.

Last edited by Bryant Again; Feb 12, 2007 at 09:33 PM // 21:33..
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Old Feb 13, 2007, 03:59 AM // 03:59   #44
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Hmm the only other work around I could see to keep with my original theory is to perhaps make the Obsidian Flesh Dervish build from wiki and in the optional slot listed put HoF for the IAS boost while using an icy scythe of enchanting. I'm still not sure if that would be fast enough though. I think Spinalk shivers would be a good way to go it's just a matter of putting enough cold damage in fast enough. It works like a champ on Kanaxi but Mallyx is a whole new monster here. I admit that I have yet to attempt this area myself but I'm just trying to help the brainstorming process along here.
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Old Feb 13, 2007, 04:12 AM // 04:12   #45
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I have not been able to get to Mallyx yet (necro needs Foundry only, Ele Needs Foundry and Gloom, Ranger needs all but Veil, Monk needs all 4) but I have this untested idea:

An Air Spike/Trapper Team

W/E-ob tank
E/Me-air and visage, fragility, Diversion
E/Mo-air
E/Mo-air and heal
R/Me-Mix of traps-Smoke Trap Elite or maybe Famine
R/Me Echo dust trapper, EW,QZ,
Mo/N -- Offering of Blood Healer
Mo/r--Serps and SB

I tried to keep encths to a min. Visage on the tank, OF/SB. The e/me uses diversion, the fragility. Perhaps 2 ele's need diversion, because we need to disable Consume Torment again when the first expires. Tank pulls mallyx to a pile of traps, and he gets air spiked at the same time.

Totally separate idea:
Can we bond up the tank with the traditional Spellbreaker/Symb trick, and then have the W/N tank use grenth's? Maybe at the start of the spike? if a E/Me carried accumlated pain, that would be grenths + deep wound = a huge HP hit
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Old Feb 13, 2007, 07:01 AM // 07:01   #46
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This is not going anywhere. A lot of people who have not even met him, nor faced his skills are completely guessing as to what happens.

With regards to a Dervish Ob Flesh tank, they are inferior to Warriors and Eles, so I would not bother use them at this point till we figure out how to beat him first.

With regards to the proposed 8 man build by Laxin, the presence of trappers indicates that you plan to fight him inside the chamber, how do you plan on surviving his hits? He has a skill that will kick the tank out of his way, so how does the rest of the team survive the onslought? One hit from him brings you down to about 25% health.

I have GB'ed him with my necro for 500+ health, does less than 10% damage overall.
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Old Feb 13, 2007, 03:57 PM // 15:57   #47
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Originally Posted by Karlos
This is not going anywhere. A lot of people who have not even met him, nor faced his skills are completely guessing as to what happens.
I don't think that's a fair statement. At this point even those of you who have gotten to him are still at a loss so what is the harm in those of us who haven't putting in input based on the posts in this thread? So far most of them have been constructive. I have yet to see anyone post something ridiculous like " Just use Meteor Shower on him"

That gripe aside while the Obsidian Flesh dervish may not be optimal it also allows for some skill juggling which the Ele and Warrior versions do not. Considering that in the capacity I'm talking about the Tank becomes a primary interrupter, with a fast enough attack rate most of Mallyx's attacks should be stopped, particularly if you have a necro with Vilnar's or another cold based curses staff, they can back up interrupt while allowing the rest of the party to apply damage. Again this is theory but let's face it The PvE mechanics of this game are pretty much the same regardless of where you are.
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Old Feb 13, 2007, 05:38 PM // 17:38   #48
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Quote:
Originally Posted by Str0b0
Ok maybe my ignorance is going to show here but,I understand that he heals from hexes and curses but couldn't you apply Spinal shivers to him and just keep nailing him with cold to keep him from casting? An assassin would have a fast enough attack rate, conjure frost or an icey dagger would do I think. Granted the assassin would have to be heavily buffed against his normal attacks but still it could be viable in theory.
Yup, in theory this could work. In my alliance forum, we have a discussion started about Mallyx after his skill changes. A few friends and i, have had this same idea as you, and in the following post from my alliance forum, i try to address some of the situations in which we could try this method...

Quote:
Originally Posted by Batou of Nine
I was talking about some theories with **Edit** about trying to simply "shutdown" Mallyx...

So we were thinking what could be done is to try and keep Spinal Shivers on Mallyx, and have winter up so that all dmg sources will interrupt him. Of course with constant nuking, hitting by the tank, and so on, the Necro would have to be well fueled for energy from another BiP or BR necro.

With that theory in mind, you would first have to figure out how to keep the hex ON Mallyx. Generally, it seems Mallyx uses the teleporting skill first, pulling everyone to himself. And afterwords he goes into the random skill usage and pummeling. With a hex like Diversion, wouldn't it disable skills even if it healed him?

The thinking would be that if 2 or more were able to use Diversion with a fairly high dominiation lvl, you could disable his first few skills right at the start. You would most want to disable his teleporting AND healing (removal of hexes and conditions) which shouldn't be an issue since he is at full health anyway, and upon removing Diversion he also disables the skill.

Have at least the hex removal skill disabled, the setup would be ready for the necro to put Spinal Shivers on Mallyx with Winter already up. Get him aggroed onto the tank, rebond the tank and pummel away on Mallyx. With the constant and steady attacks from everyone in the party, even wanding from the monks, would procur a steady stream of interrupts on Mallyx. So in theory just about every skill from this point on would get interrupted, provided the necro can keep Spinal Shivers on him, and Winter is always up and that Mallyx takes constant hits.

Additionally, we could make someone dedicated to downing the spirits. I believe a Rit/Mez or Mez/Rit could work with teh Unnatural Signet, and that other signet that kills spirits after 30 seconds. Of course, we could work on this build much further...

So watcha all think could that work? Of course, the interrupts of the first couple of skills is ESSENTIAL to be able to pull this off... but if we all timed everything correctly, couldn't it work?

**EDIT**
cheers!
So for Mallyx, maybe::
((EDIT:: Oh ya, and Winter somewhere in the mix here, as i said above, lol duh to me!))

Spinal Shivers (Necro)
BR or BiP (Necro) <-- for Spinal Shivers user.
Diversion/Interrups/Skills vs Spirits (Mes/Rit or Rit/Mes) 2x?
Nukers, traditional 2x Air 1x SF? (ele)
OF Tank (Ele or War)
Healers (2 monks, bonder + SB monk) <-- no Healers Boon/HP monk?

Not sure how well we could change around roles needed since we still have the many mobs to kill before Mallyx. All i know is to experiement this theory ON Mallyx, we would first have to figure how to GET to him with teh proper setup for Spinal Shivers...

Anywhoo. Just a few more cents.
Cheers!

EDIT:: laxin213, ya i actually agree with Karlos. However, i don't think your build will work because with traps your build is condition heavy. You only have one skill that can reliably delay/shutdown skills on Mallyx (Diversion) and that will NOT be enough to keep him from CONSTANTLY healing with his Hex/Condition removal skill. Your energy draining idea would probly not work either because he would most likely be able to remove your tanks AV/SV way before it drains him much at all. There is almost no way for you to reliable shutdown that skill, therefore your build is still not nearly safe enough to use all those conditions. In the end, you will only be healing him until you all are worn down and wipe out. Despite that opinion, i commend you with trying to create a viable build, so keep tryin! We are gonna get that sucker soon!

Last edited by Batou of Nine; Feb 16, 2007 at 09:38 AM // 09:38..
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Old Feb 13, 2007, 07:32 PM // 19:32   #49
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Batou that party build looks good. I think perhaps making the spinal shivers necro a spiteful spirit necro as well could help you mow through the mobs a little quicker and add some more damage to the party to help you actually get to him. It's not that much of a strain for a properly set up SS necro to run shivers as well. With BiP in there then you've got a battery for all your casters. Nukers + SS with the OF tank drawing primary aggro and focused aggro should be able to take out the mobs in a a very reasonable amount of time without a whole lot of fuss.

Granted you may get some scatter but I've found that even post AI update the AoE scatter as applied to Spiteful Spirit is really not that bad. Most of the time a large mob will body block itself and die before they can get out of range of one another. I guess I need to get my Necro out of the Deep and get him through Nightfall so I can try this out.
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Old Feb 13, 2007, 09:06 PM // 21:06   #50
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Could try these things:

- Angelic Bond + Angelic Protection(s)
- Ward Against Melee and Ward Against Elements/Harm plus Winter and Greater conflag
- Energy denial
- Weapon of Warding
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Old Feb 14, 2007, 04:28 PM // 16:28   #51
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yeh those wards are actually a really good idea keeping up a constant ward of melee...and can multiple wards of melee be stacked meaning if he's in two wards of melee dopes that mean his melee attacks are 75% less effective? I mean it would bve quite difficult to get it on him but since no mesmer skills seem to effective him maybe we should forget about the mesmer and come up with new strategies like this one....I just am not positive on which wards are stackable
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Old Feb 14, 2007, 10:19 PM // 22:19   #52
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Quote:
Originally Posted by Karlos
This is not going anywhere. A lot of people who have not even met him, nor faced his skills are completely guessing as to what happens.

With regards to a Dervish Ob Flesh tank, they are inferior to Warriors and Eles, so I would not bother use them at this point till we figure out how to beat him first.

With regards to the proposed 8 man build by Laxin, the presence of trappers indicates that you plan to fight him inside the chamber, how do you plan on surviving his hits? He has a skill that will kick the tank out of his way, so how does the rest of the team survive the onslought? One hit from him brings you down to about 25% health.

I have GB'ed him with my necro for 500+ health, does less than 10% damage overall.
Other than a monk, the fastest way to heal is with a Restoration P (Song/Ballad/Finale). Ballad+Finale is 126hp, plus another 78 from Song using a skill right afterwards. Total: 204hp and Mallyx can't strip them since they are echo/chants instead of enchant/shouts. Apply mending refrain before the fight to heal even faster.

The other area that has been ignored thus far is crit hits. Mallyx seems custom-made for Rits and Paras to go after.

Try this on:
Angelic Protection
Song of Restoration{e}
Finale of Restoration
Ballad of Restoration
Go For The Eyes!
Critical Chop

This is only a rough idea. Since Mallyx can't heal off of critical hits, that should be priority #1. Healing is #2. Get yourself healing under as many conditions as possible (In this case, you heal when hit, heal when the heal from the hit triggers, and heals a THIRD time when you attack with a skill)

Instead of Critical Chop, you could go the P/A route:

Shadow Step
Way of Perfection
Angelic Protection
Song of Restoration{e}
Finale of Restoration
Ballad of Restoration
Go For The Eyes!
Disrupting Stab/Unsuspecting Strike

Stack of the critical hits, heal most damage almost instantly, and use damage types that he can't throw back at you.
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Old Feb 14, 2007, 10:58 PM // 22:58   #53
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I am not a huge PvP player, but I know there are "hold Teams" that drop lots of wards, Rit Spirtis and stuff to make them really really resistant to moving, allowing them to stay together in an area (like AoE buffs to hold the altar). Maybe a exp PvP'er could chime in with a hold team build for some ideas as far as builds go
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Old Feb 14, 2007, 11:57 PM // 23:57   #54
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but really, how often do rits, paragons, and sins get into groups in doa? maybe this will change given all this, but right now they're left in the dust.
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Old Feb 15, 2007, 11:52 PM // 23:52   #55
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Originally Posted by Miss Puddles
but really, how often do rits, paragons, and sins get into groups in doa? maybe this will change given all this, but right now they're left in the dust.
By the same token, why do many people who are trying Mallyx using the same 4 classes, having long since cried from the mountaintops how all the others suck so badly that ANet should just wipe them off the servers?
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Old Feb 16, 2007, 08:32 AM // 08:32   #56
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uhhhhmmmm can I say shivers on him......maybe!

As most of the areas in one way or an other remind me of the effects in the deep why not put him under shivers and apply cold damage to him. Shivers can interrupt monster skills as seen with Kanaxai so it should also be able to interrupt Mallyx and let him not get his attacks etc off. Hard to setup yes maybe even hard to maintain. Ok so we run a 2 necro group so we would have 2 necro's able to cast it and maintain it. Maybe add a spirit of winter to the mix so the ele's deal cols damage with their attacks.....

Just an idea
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Old Feb 16, 2007, 09:36 AM // 09:36   #57
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Originally Posted by Abyss1
uhhhhmmmm can I say shivers on him......maybe!

As most of the areas in one way or an other remind me of the effects in the deep why not put him under shivers and apply cold damage to him. Shivers can interrupt monster skills as seen with Kanaxai so it should also be able to interrupt Mallyx and let him not get his attacks etc off. Hard to setup yes maybe even hard to maintain. Ok so we run a 2 necro group so we would have 2 necro's able to cast it and maintain it. Maybe add a spirit of winter to the mix so the ele's deal cols damage with their attacks.....

Just an idea
hehe. A bit slow thar bud. I have a large post on it in post #48. But you do make a good point of maybe having to have 2 necros both bring Shivers in case one runs out too fast/can't maintain...

Hmm, someone should try the whole idea soon!
Cheers
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Old Feb 16, 2007, 04:21 PM // 16:21   #58
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hmmm guess I read over it :S

But we do always run dual necro nowadays so that was indeed planned like that.
Just need to sort the skills taken by who

We are seeing about getting our regular party together tonight , if it happens I will post the results here

Oh just for reference , we exchange one of the ele's for the SS necro this one doesn't actually use echo but has dual res etc kinda a "jack of all skills" type solution for thosoe wondering about if it works or not ....an ele and 1 SS can take out the double Ki's in foundry faster then 3 ele's(or atleast just as fast )
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Old Feb 16, 2007, 06:01 PM // 18:01   #59
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Quote:
Originally Posted by laxin213
I am not a huge PvP player, but I know there are "hold Teams" that drop lots of wards, Rit Spirtis and stuff to make them really really resistant to moving, allowing them to stay together in an area (like AoE buffs to hold the altar). Maybe a exp PvP'er could chime in with a hold team build for some ideas as far as builds go
I'm not sure a hold team build will work because Mallyx and the baddies you face are like 8-10 levels higher than anything you will find in PvP. I mean it would help a little but I doubt they would hold up long enough to make a difference.
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Old Feb 17, 2007, 09:11 PM // 21:11   #60
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Even though I havent been to Malyx, or done any DoA, why not have a necro/ranger. He can use spinal shivers on Malyx so that all cold damage will interupt, use Winter so that you always do cold damage, use Broadhead Arrow, which is a condition that he cant get health off of, so that the eles can hit him with some damage in the extended cast times and interupt. Since he is a boss you can bring Serpants Quickness to have skills recharge faster to fire Broadhed Arrow more often. Other than that, if the warrior is substituted for the Paragon/Warrior that Polarhound suggested that can hold agro and heal, I know he would loose the OF skill that is popular.....just my two cents on the issue.

Last edited by wetsparks; Feb 17, 2007 at 09:13 PM // 21:13..
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