Jul 24, 2007, 09:23 PM // 21:23
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#161
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Master of Mallyx
Join Date: Oct 2005
Guild: The Kaizen Order [Kaiz]
Profession: E/Me
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With regards to the Shadow Form idea... I'd like some form of a plan, not just a concept. I'll respond o some of the concepts you mentioned, and feel free to fill in the blanks:
* One SF tank: 30 second recharge on SF, 25 Seconds worth of SF.. SF runs out, he's dead. He can't block or evade Mallyx's swings. You can't stack QZ and Deadly Paradox, so you can't get the recharge of SF below 30 seconds.
* Two SF tanks: Tank 1 dies as described above. What guarantees to you that he'll just stay on Tank 2? How do you plan to react if he DOES use Summoning Shadows? Rememebr, his aggro bubble is HUGE and he is ware of everyone in his radar range, much like Urgoz and Kanaxai. So, why should he not go to the guys in the back?
* Either idea... How do you plan on killing he mobs leading up to Mallyx? How will you tank the first two groups (a fight that takes more than a minute, and has Shockwave and Mystic Sandstorm which can damage SF assassins).
Just thought I would address the idea so you do not feel we're overlooking anything. I am not saying SF can't work, we've thoguth about chaining it in many ways. The main problem is really getting that SF tank TO Mallyx.
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Jul 24, 2007, 09:31 PM // 21:31
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#162
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Frost Gate Guardian
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all these ideas are nice, and you can theorycraft here all day
pics of dead mallyx corpse or it didn't happen.
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Jul 25, 2007, 02:37 AM // 02:37
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#163
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Lion's Arch Merchant
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Quote:
Originally Posted by Shanaeri Rynale
IMHO re: using PD as a way to kill mallyx. it's is not possible to hit a 3/4 sec skill reliably for the amount of time it would take to kill him.
E.g 1/4 sec cast, 0.24(average reaction time)+200ms ping(average)+thinking time+after cast is >3/4 second. You might hit lucky, but you wont hit lucky all the time for 20+ minutes.
PD only disables the skill for an additonal 12 seconds(6 possibly as mallyx would seem to have 1/2 hex duration like bosses). The skills and recharge is outlined below
Banish enchantment is a 3/4 sec cast with a normal 4sec recharge. manage to PD it and it's out for 6-16 seconds.
Consume torment 3/4 sec cast, 7 sec recharge
Shadow smash, instant attack - no chance to PD.
Summoning shadows - instant attack, spams every 5-7 seconds atm. no chance to PD.
Wild smash 1/2 sec cast, 8sec recharge,
Remember if you interupt one, he will follow it up with others which you will also need to hit right on the money. You will need to hit every 3/4 sec cast and do this every 5-7 seconds without being teleported away, killed or running out of energy. You will need to do this in excess of 20 minutes. Miss one just one cast and the team is in big trouble.
There is no mesmer in the game that can PD to this degree. It's nothing to do with ability just human and technological factors.
Ignore the wiki, it's wrong atm. I've been playing with the guys who wrote most of it. Thats why there's a big 'this info may be wrong box' there.
Not saying PD is a bad idea, just that in a prolonged fight people are bound to miss an interupt with devestating results.
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Doesn't he also have half activation time? If so you'll never be able to interrupt anything other than Unyielding Anguish.
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Jul 25, 2007, 08:16 AM // 08:16
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#164
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Desert Nomad
Join Date: Aug 2005
Guild: DVDF(Forums)
Profession: Me/N
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Quote:
Doesn't he also have half activation time? If so you'll never be able to interrupt anything other than Unyielding Anguish.
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This is another example of Mallyx oddity. Wiki says UA is a 3 second cast, but because of the boss effects it's only 1.5s.
During one of our attempts the plan was for me to hit UA after a spirit was killed. UA was more like a 3s cast.
Observation is showing that Mallyx is seriously bugged atm and needs attention from the devs to make him a tough but fair fight.
Last edited by Shanaeri Rynale; Jul 25, 2007 at 08:57 AM // 08:57..
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Jul 25, 2007, 02:00 PM // 14:00
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#165
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Furnace Stoker
Join Date: Sep 2005
Guild: Thousend Tigers Apund Ur Head [Ttgr]
Profession: A/
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Quote:
Originally Posted by Snow Bunny
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I want it first-hand, out of the mouth of a DoA'er, that any of Mallyx's skills can be disabled - afaik, no other monster skill can be disabled.
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Jul 25, 2007, 02:06 PM // 14:06
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#166
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Desert Nomad
Join Date: Aug 2005
Guild: DVDF(Forums)
Profession: Me/N
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Wurm Seige can, at least in tombs.
Last edited by Shanaeri Rynale; Jul 25, 2007 at 02:32 PM // 14:32..
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Jul 25, 2007, 03:39 PM // 15:39
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#167
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Frost Gate Guardian
Join Date: Jul 2005
Guild: Souls of Heroes
Profession: Mo/
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Why not just a team of air elementalists spike the sh*t out of him?
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Jul 25, 2007, 04:56 PM // 16:56
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#168
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Desert Nomad
Join Date: Aug 2005
Guild: DVDF(Forums)
Profession: Me/N
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Because atm you have 5-7 seconds to kill him before he starts mashing you, with little chance of res'ing. Also to be really effective air ele's need enchants(attunes etc) up which will get your party de-skilled asap.
As far as I've been told Mallyx has around 3000Hp
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Jul 25, 2007, 05:53 PM // 17:53
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#169
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Krytan Explorer
Join Date: Jul 2006
Profession: R/
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Grenth's Balance?
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Jul 25, 2007, 06:12 PM // 18:12
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#170
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Lion's Arch Merchant
Join Date: Jun 2006
Guild: chinese food
Profession: N/Mo
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Let me explain something for all of you submitting buids
you dont just fight mallyx you fight many things here is a list
quoted from From guild wiki
keep in mind you have to keep an npc alive as well
From the south and west: 1 Margonite Anur Ki, 1 Margonite Anur Su, 1 Margonite Anur Kaya, 1 Margonite Anur Tuk, 1 Margonite Anur Vu and 1 Margonite Anur Rund.
From the east: Shortly after (and regardless of whether any were killed) 1 Misery Titan, 2 Fury Titans, 1 Tortureweb Dryder and 1 Greater Dream Rider.
From the west: As soon as all original members of group 2 die (Titan spawns do not count, group 1 does not matter). 2 Anguish Titans and 1 Tortureweb Dryder.
From the west: As soon as original members of group 3 die. 1 Heart Tormentor, 1 Mind Tormentor, 1 Water Tormentor, 1 Soul Tormentor and 1 Flesh Tormentor
From the south: As soon as original members of group 4 die (spawns from Call to the Torment do not count). 1 Mind Tormentor, 1 Earth Tormentor, 1 Flesh Tormentor, 1 Sanity Tormentor and 1 Spirit Tormentor
Center (just south of priest): As soon as original members of group 5 die. 1 Stygian Fiend, 1 Stygian Brute, 1 Stygian Horror, 1 Stygian Hunger, 1 Stygian Golem
Center (just south of priest): As soon as group 6 dies. 1 Stygian Fiend, 1 Stygian Brute, 1 Stygian Golem, 1 Stygian Hunger, 1 Stygian Golem
From the south: As soon as group 7 dies. 5 Greater Dream Riders.
From the west: As soon as group 7 dies (they spawn at the same time as group 8). 2 Tortureweb Dryders, 1 Rage Titan, 1 Despair Titan.
From the south: As soon as group 8 dies (even if group 9 did not). 1 Heart Tormentor, 1 Soul Tormentor, 1 Margonite Anur Vu, 1 Margonite Anur Tuk, 1 Flesh Tormentor
Center: As soon as group 10 dies. 1 Heart Tormentor, 1 Water Tormentor, 1 Stygian Horror, 1 Stygian Brute, 1 Stygian Golem
Center (just south of priest): As soon as group 11 dies. 6 Dementia Titans.
From the east: As soon as group 12 dies. 2 Misery Titans, 2 Anguish Titans.
From the South: As soon as original members of group 13 die. 1 Margonite Anur Ki, 1 Margonite Anur Ruk, 1 Margonite Anur Su, 1 Margonite Anur Tuk, 1 Margonite Anur Vu
Center (slightly west): As soon as group 14 dies. 2 Rage Titans, 2 Despair Titans, 2 Dementia Titans (these Titans do NOT spawn other Titans).
Center (slightly east): As soon as group 15 dies. 5 Stygian Fiends.
From the west: As soon as group 16 dies. 1 Heart Tormentor, 1 Mind Tormentor, 1 Flesh Tormentor, 1 Water Tormentor, 1 Soul Tormentor.
Final mobs, from all three directions after group 17 dies: Misery Titan, Greater Dream Rider and Tortureweb Dryder, Heart Tormentor, Flesh Tormentor, Water Tormentor and Spirit Tormentor from the south. Margonite Anur Ki, Margonite anur Ruk, Margonite Anur Rund, Margonite Anur Su, Margonite Anur Tuk, Margonite Anur Vu from the west.
then u get to mallyx where u find some bad spirits
Repressive Energy: lose 2 energy for each attack or use of a skill
Enduring Torment: lose 10 health for every second of movement
Shroud of Darkness: all attacks have a 50% chance to miss
Demonic Miasma: take 50 damage for every block, or dodge
THEN MALLYX HIMSELF
Summoning Shadows is used to bring all foes to him.
Shadow Smash is used to deal massive damage to any foes near to him, and (if they survived the smash) to move them away from him. If this happens, party members need to kite to re-establish aggro on the desired party tank.
Consume Torment purges all hexes and conditions and converts them into a strong source of healing. This skill can be Diverted however. In fact, as Diversion is, itself, a hex, it will cause him to try and use this skill and lose it for a significant amount of time. Also, Wastrel's Worry deals armor-ignoring damage and triggers more quickly on Mallyx.
Banish Enchantment strips all enchantments from a foe and on top of that disables one skill (unless it has already been disabled) for every party member for every enchantment removed. Especially the second effect is devastating for the party, so the use of any kind of enchantments against Mallyx should generally be avoided.
Wild Smash ends stances and disables them.
also at 80% a group of 4 random "Anur" Margonites spawn
at 50% a group of 4 random Torment Demons creatures.
as soon as he builds enough adrenaline he will invoke Summoning Shadows
so plz read this before you make any builds
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Jul 25, 2007, 06:14 PM // 18:14
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#171
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Jungle Guide
Join Date: Dec 2005
Guild: Heros of Titans Realm [HotR]
Profession: W/
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Quote:
Originally Posted by Renegade26
Grenth's Balance?
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What, load up on non-enchants that increase health, let yourself get hurt, and then spike him with Balance? No matter what happens, you won't be able to kill him with it.
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Jul 25, 2007, 06:18 PM // 18:18
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#172
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Jungle Guide
Join Date: Dec 2005
Profession: W/N
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I fight mallyx 5? times maybe 6... kill 3 times... but about this skill how it work?
Summoning Shadows "After three seconds, all of caster's foes unwillingly *shadow step to positions adjacent to the caster."
* from wiki: The skill description says foes shadow step but this is not correct. The skill teleports all foes of Mallyx to him even those outside the gate. Shadow stepping in any other skill does not work through closed doors.
How long is the range of this skill? if i at 1 radar radius from mallyx whem he use it i will be teleported? only closer foes from mallyx afther 3 seconds will be teleported? or all foes dont mather "how far away" (outside gate 3 radius far away) stay will be teleported?
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Jul 25, 2007, 08:18 PM // 20:18
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#173
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Master of Mallyx
Join Date: Oct 2005
Guild: The Kaizen Order [Kaiz]
Profession: E/Me
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Skuld:
With regards to disabling skills, here's what we KNOW:
1) Blackout did nothing to him.
2) Shan diverted his Consume Torment, but he was able to use it shortly after (like 5 seconds later?)
All the other methods (D-Shot, Disupting Chop, ...) have not been tried and I think they would be nigh impossible to land on him at the right time. Consume Torment was easy because you use Diversion itself to trigger it.
Tarkin:
Last time we tested its range, Summoning Shadows had infinite range. This however was like 7 months ago. Since the skill itself has been changed a few times since then, it is possible that it has been changed.
When we last tested it, Summoning Shadows DID bring forth a party member who was out of radar range (his name was grey on everyone's party list) and it did NOT bring in corpses of dead party members (I expect that has been changed now that all allied corpses are brought in).
However, even if you can get one person to somehow "evade" this skill, I think it is to no avail. This person will STILL have to approach Mallyx to res the others and Mallyx aggroes from quite a long distance (like Kanaxai if you ever did the Deep). So, instead of having an 8 vs Mallyx fight you will have 7 vs Mallyx then 1 vs Mallyx.
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Jul 25, 2007, 09:06 PM // 21:06
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#174
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Alcoholic From Yale
Join Date: Jul 2007
Guild: Strong Foreign Policy [sFp]
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3 Mallyx runs last night:
Run 1 - BHA Ranger taken..In the 3 seconds that we had to hit him with it, daze did nothing to him and he killed us as if nothing happened.
Run 2 - Mesmer taken...Diverted CT, Spinal Shivers placed on Mallyx, was CT'd in no more than 3 seconds (timed), Interrupts didn't actually affect his skills
Run 3 - Tried standard door trick for old times' sake. Went as expected, failure.
I give up, I retire.
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Jul 26, 2007, 03:16 AM // 03:16
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#175
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Jungle Guide
Join Date: Dec 2005
Profession: W/N
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Quote:
Originally Posted by Karlos
Tarkin:
Last time we tested its range, Summoning Shadows had infinite range. This however was like 7 months ago. Since the skill itself has been changed a few times since then, it is possible that it has been changed.
When we last tested it, Summoning Shadows DID bring forth a party member who was out of radar range (his name was grey on everyone's party list) and it did NOT bring in corpses of dead party members (I expect that has been changed now that all allied corpses are brought in).
However, even if you can get one person to somehow "evade" this skill, I think it is to no avail. This person will STILL have to approach Mallyx to res the others and Mallyx aggroes from quite a long distance (like Kanaxai if you ever did the Deep). So, instead of having an 8 vs Mallyx fight you will have 7 vs Mallyx then 1 vs Mallyx.
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TY karlos, my trick to kill mallyx is rangers... with pets, you can rez pets far away from radar, and can heal and protect them at edge of radar (no enchants no condictions no hexes)... but... i try it with shiro, but pets only attack if you call target, you need to stay at last 1 radius from mallyx to pets attack... i dont kwon if mallyx have to stay in radar radius to use Summoning Shadows or if him use in pets will teleport all party...
lol mallyx is a caster you can kil him only with pets, but Summoning Shadows is a pain in the ...
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Jul 26, 2007, 10:32 AM // 10:32
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#176
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Wilds Pathfinder
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Well, in the times I've fought Mallyx no1 in the team (ofcourse) had a knockdown, so couldn't try it out, but:
Can Mallyx be KD'd?
Otherwise what about constant Knockdown together with the spirit earthbind? gale/shock/hammer bash/shove/backbreaker/earthquake etc...
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Jul 26, 2007, 10:55 AM // 10:55
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#177
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Desert Nomad
Join Date: Aug 2005
Guild: DVDF(Forums)
Profession: Me/N
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Nope.
To summarise what people have found in this thread
- Any Build must be capable of killing the 17 mobs leading up to him
- Can't tank him - Summoning shadows every 5-7 seconds
- Can't kite - Summoning shadows every 5-7 seconds
- Can't Knock him down
- Can't use conditions - Removed and healed for 300
- Can't use hexes - removed and healed for 300
- Can't Use SB - Refocus's aggro and disables skills
- Can't Use Shadow Form - As for SB with more downtime
- Can't Use spirits - Destroyed fast and summoning shadows every 5-7s means they can't be re-applied
- Can't be diverted or blacked out
- Can't be dazed
- Can't de-Aggro
- Can't stance tank - Summoning shadows and shadow smash removed stances
- Mallyx has around 3000 HP
- Can't use any enchantments - attunes, prot etc etc
- Cannot be glitched at the door
- Does 300 damage per second
- Paragon shouts and wards provide some protection, but too little to be effective
- Most skills have low recharge and low cast times, making long term interupts humanly impossible.
- Rit spike ineffective
- Spinal Shivers etc Ineffective
Missed anything out?
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Jul 26, 2007, 11:19 AM // 11:19
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#178
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Master of Mallyx
Join Date: Oct 2005
Guild: The Kaizen Order [Kaiz]
Profession: E/Me
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Quote:
Originally Posted by Shanaeri Rynale
- Can't tank him - Summoning shadows every 5-7 seconds
- Can't stance tank - Summoning shadows and shadow smash removed stances
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I just want to explain the last bit in details. The reasons you cannot tank Mallyx are as follows:
1) Shadow Smash makes his next attack deal +200 dmg. This means that even if the tank has 1000 Armor Level, he'll still take 200 dmg. And if he puts up Stoneflesh Aura + Sheild of a Absorption + Shielding Hands + ..., he'll only take 140 dmg. Whoop dee doo. This will necessitate that the party monks keep healing the tank, which will mean that Mallyx will be well aware of them. This leads into...
2) Shadow Smash, more importantly will make his next attack kick the tank into some random location an aggro radius away. Since the tank is likely buffed, there's no reason for Mallyx to chase after him, he'll most likely go for the nearest squishy target.
3) If the tank is relying on Stances, Mallyx will use Wild Smash to cancel and disable the stance and knock him down on the ground for 4 seconds (combined with Shadow Smash, and yes he can combine them) that will leave the tank sitting on his butt watching as Mallyx devours his party members.
4) Once the tank is kicked away and Mallyx is about to go for someone else, people will try to kite away and he'll use Summoning Shadows to bring everyone to him. It'll be all down hill from there.
This is why when I read on that German forum that the group that claimed to have killed him (and did not take screen shots) use two warriors protted with some paragon buffs to tank him, I knew it was false, because warriors cannot STAY in front of him. This is the real problem.
I personally believe that Shadow Smash is too powerful. It makes his next attack deal +200 dmg, it makes his next attack kick people around and it's a skill used instantly and uninterruptable and recharges instantly and costs nothing. If my warrior had that skill he'd be trying to take over Kormir's spot as well.
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Jul 26, 2007, 11:19 AM // 11:19
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#179
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Krytan Explorer
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No way he can be KD'd, he is huge and 4 legged, wouldn't make any sense...
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Jul 26, 2007, 11:25 AM // 11:25
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#180
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Master of Mallyx
Join Date: Oct 2005
Guild: The Kaizen Order [Kaiz]
Profession: E/Me
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Quote:
Originally Posted by Tarkin
TY karlos, my trick to kill mallyx is rangers... with pets, you can rez pets far away from radar, and can heal and protect them at edge of radar (no enchants no condictions no hexes)... but... i try it with shiro, but pets only attack if you call target, you need to stay at last 1 radius from mallyx to pets attack... i dont kwon if mallyx have to stay in radar radius to use Summoning Shadows or if him use in pets will teleport all party...
lol mallyx is a caster you can kil him only with pets, but Summoning Shadows is a pain in the ...
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I think you misunderstood "radar range." Radar range means the entire compass, not the aggro bubble. If Mallys is in his room and you are at the door (2.5 agrro bubbles away), he'll start coming for you.
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