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Old May 01, 2008, 05:56 PM // 17:56   #1
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Default Beating Mallyx 2 Human 6 Heroes

In case you want to do Mallyx with just one partner, here is a build that works. It uses two teams that are nearly identical. Beating this mission is not terribly difficult, but it does require that you have a thorough understanding of how and when the spawns come. See this link for info:

http://guildwars.wikia.com/wiki/The_...feating_Mallyx

Team 1: W/Rt, E/Me, N/Rt, Mo/E
Team 2: W/Rt, E/Me, Rt/Me, Mo/E

Builds:

[build prof=W/Rt name="Team 1 Ursan Warrior" box str=12+1+1 axe=10 chan=8 rest=2 desc="Weapon #1: Zealous Axe +5 Energy +30 Health{br}Weapon #2: Staff +20 Energy + 30 Health"][Agony][Destruction][Bloodsong][Light of Deldrimor][Lightbringer's Gaze][Gaze of Fury][Flesh of My Flesh][Ursan Blessing][/build]

[build prof=W/Rt name="Team 2 Ursan Warrior" box str=12+1+1 axe=10 chan=8 com=2 desc="Weapon #1: Zealous Axe +5 Energy +30 Health{br}Weapon #2: Staff +20 Energy + 30 Health"][Pain][Bloodsong][Agony]["By Ural's Hammer"][Lightbringer's Gaze][Gaze of Fury][Flesh of My Flesh][Ursan Blessing][/build]

[build prof=E/Me name="Team 1 Air Elementalist" box air=12+1+2 energ=12+1 insp=3 desc="Weapon #1: Staff +15 Energy +60 Health"][Glyph of Lesser Energy][Mind Shock][Lightning Javelin][Shock Arrow][Lightning Bolt][Lightning Strike][Ether Signet][Leech Signet][/build]

[build prof=E/Me name="Team 2 Air Elementalist" box air=12+1+2 energ=12+1 insp=3 desc="Weapon #1: Staff +15 Energy +60 Health"][Glyph of Lesser Energy][Invoke Lightning][Lightning Javelin][Shock Arrow][Lightning Bolt][Lightning Strike][Ether Signet][Leech Signet][/build]

[build prof=N/Rt name="Team 1 Necro" box soul=12+1+2 rest=12 desc="Weapon #1: Staff +15 Energy +60 Health"][Spirit Light Weapon][Vengeful Weapon][Wielder's Boon][Ghostmirror Light][Protective Was Kaolai][Gaze of Fury][Mend Body and Soul][Flesh of My Flesh][/build]

[build prof=Rt/Me name="Team 2 Ritualist" box rest=12+1+2 spawningpower=12+1 insp=3 desc="Weapon #1: Staff +15 Energy +60 Health"][Consume Soul][Empowerment][Wielder's Boon][Ghostmirror Light][Protective Was Kaolai][Gaze of Fury][Mend Body and Soul][Ether Signet][/build]

[build prof=Mo/E name="Team 1 Monk" box heal=12+1+2 div=12+1 desc="Weapon #1: Staff +15 Energy +60 Health"][Glyph of Lesser Energy][Healing Ribbon][Heal Other][Word of Healing][Cure Hex][Dwayna's Kiss][Signet of Rejuvenation][Resurrection Chant][/build]

[build prof=Mo/E name="Team 2 Monk" box heal=12+1+2 div=12+1 desc="Weapon #1: Staff +15 Energy +60 Health"][Glyph of Lesser Energy][Healing Ribbon][Heal Other][Word of Healing][Purge Conditions][Words of Comfort][Signet of Rejuvenation][Resurrection Chant][/build]


What we did was just stay up top and kill the first wave (Margonites), and then the second wave (all but one Fury). Set all the Heroes to 'Avoid Combat' when only the two Furies are left so you don't accidentally kill them both. With one Fury alive, park Team 1 up the hill to the west along with the E/Me from Team 2, and then the W/Rt from Team 2 can flag his Rt/Me and Mo/E around the Priest Zhellix and make him attack the Fury while you drag Zhellix down the hill toward the gate. Relocate the rest of the party near Zhellix before the third group spawns, since they come from the West.




Then just park your whole party slightly up the hill and lead with the Ursan Warriors, carefully aggroing one group at a time and blocking the groups with the arena columns as much as possible. Slog through the 18 groups, taking care to only aggro one group at a time. Again, it's critical to know which kill will spawn the next group, and leave that foe alive until you're ready for the next group. You'll get two spawns on top of you on the hill, Group 9 and Group 17. Group 9 has two TortureWebs in it and can be quite damaging so dispense with them first, and quickly. If they kill a few heroes, you can always run further west to drop aggro. Group 17 is just Torments, and is not much of a problem. After the gate opens, head in to fight Mallyx.

In a dozen or so tries while we tweaked the build, our best time to gate open was 36 minutes. We didn't use any consumables before the cut scene. Once inside, we buffed up and each flagged our teams between two spirits. Using all four Gazes of Fury, take all the spirits down immediately. They come back up fast but GoF recharges in 20 secs. Keep casting GoF and Consume Soul with the Heroes while the Ursans fight Mallyx. When the Margonites spawn at 80% Mallyx health, leave Mallyx alone and kill the Margo's in the right order (Ki first, etc.). Keep the spirits down as required. Same process when the Torments spawn at 50% Mallyx health. Once Torments are down, kill Mallyx.



Notes about build:

-There is not a single enchant, hex, or condition causing skill on any bar (Except Ursan Roar - don't use on Mallyx).
-Warriors both have Sentinel insignias, with 14 Str and 10 Axe so mimimum requirements are still met while inflicted with weakness.
-Ele's do fine with regard to energy and exhaustion despite not having an Attunement (make sure they don't have Blessed insignias).
-Necro is used because of constant energy supply, and another rez.
-Consume Soul on the Rit is an awesome heal skill for the casters (212 Heal for all within the area). You can use Consume Soul on the Rit's Empowerment Spirit for healing the backfield.
-Empowerment and the Weapon Spells have great synergy with the Rit heals (Spirit Light Weapon, Wielder's Boon, Ghostmirror Light, Mend Body and Soul, etc.).
-Disable Gaze of Fury before the gate opens to keep the Ursan Warrior spirits up when they are out of Ursan and luring.
-We tweaked the build a little since the screenshot, if you're wondering about any differences (Signet Of Creation proved not necessary).

Mallyx WHO??!?
Have fun!
JD

Last edited by Jimmy Dean; May 02, 2008 at 12:30 PM // 12:30..
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Old May 01, 2008, 08:32 PM // 20:32   #2
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Well done! I can only hope that successes like this will lead people away from pure Ursan teams in the future (yes, I know they used two ursans, but that's a step in the right direction if you ask me).
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Old May 01, 2008, 09:03 PM // 21:03   #3
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does it rly have to be a warrior ursan for mallyx?
cuz i go mainly with my ele ursan
great work nonetheless
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Old May 01, 2008, 09:24 PM // 21:24   #4
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good job! i'm guessing it's more or less any/rt ursan?
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Old May 01, 2008, 11:19 PM // 23:19   #5
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I would have no hesitation in doing this mission now as Any/Rt Ursan. I've done all of DOA and Mallyx as well with both a Ranger/Paragon and a Necro/Rt Ursan. The obvious benefit to using a War/Rt is the high armor level and the full benefit from a shield. We both had Sentinel insignias, so with Ursan up the War's have 100 AL + 16 AL shield + 10 AL shield against Demons/Earth/Fire (3 different shields) + 20 AL Ursan Blessing = 146 AL.

Rangers get the +30 elemental AL boost from armor but lose half benefit from shield (unless it's a R/W or R/P but then you lose the Rt secondary and a real player Gaze of Fury). Casters are disadvantaged further in this regard, but the healing in this build is strong enough to make up for that IMO.

A more important consideration is what level your Lightbringer and Norn titles are. With respectable title levels, I would do this with confidence. You can always use consumables from the start, which gives +10 Armor to all.

Good Luck,
JD
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Old May 02, 2008, 12:23 PM // 12:23   #6
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Meh, you had to move the priest...
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Old May 02, 2008, 12:39 PM // 12:39   #7
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Lol, small steps first, eh?

I've seen the other thread about not using any consumables or LB title and already have a dual W/E build in mind to try next time I get DOA done.

Ultimate challenge indeed.

JD
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Old May 02, 2008, 09:49 PM // 21:49   #8
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good job for doing it. it can be do by an ele/rit?
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Old May 02, 2008, 11:53 PM // 23:53   #9
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Sure, no reason it can't if you have decent Lightbringer and Norn rank. You won't need a ton of energy for Ursan, so I would still use the standard Ursan Axe or sword (zealous +5 energy +30 HP) and equip a shield. Best mod for shield would be +10 armor vs Demons if you can get it, otherwise a -5/20 +30 HP is best. Also weapon switch to a staff after coming out of Ursan so you can cast some spells/spirits right away (LB Gaze, etc.)

Skill 4 in the Ursan Warrior's skillbars is totally optional - almost everytime we did it we tried something different there. There are plenty of good other choices -[Great Dwarf Weapon], [Pain Inverter] (not on Mallyx though), Asuran summons, even some Ele skills in your case. One Warrior skill I actually like a lot in that slot is [Keen Chop], which always does a critical hit for only 3 adrenaline. Critical hits do 1.41 X Max weapon damage, which for an axe equals ~40 damage. It's pretty spammable too, as easily as adrenaline builds when you're taking that much damage in the melee frontlines.

JD
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Old May 03, 2008, 04:07 AM // 04:07   #10
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Nicely done.
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Old May 03, 2008, 04:42 AM // 04:42   #11
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What he forgot to mention is the most important part....

He was controlling all 8 characters at once.....
(his buddy was himself along with himself)


Good Job buddy you finally did it...
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Old May 03, 2008, 05:13 AM // 05:13   #12
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Lol, that would be a feat! We keep telling our shrink we DON'T have a split personality - I'm just ambidexterous, dammit!

JD

Last edited by Jimmy Dean; May 03, 2008 at 06:20 PM // 18:20..
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Old May 03, 2008, 08:07 AM // 08:07   #13
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What's even more impressive...maybe...is that he did it while playing on a 4" screen...split screen, running two programs at once. At least so I'm told...
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Old May 03, 2008, 01:04 PM // 13:04   #14
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I have done it with 2 people 6 heroes as well, thou I ran 2 paragons 1 sab necro 1 or 2 rits and rest eles.
The players were either 1 ursan 1 monk or 2 ursans. I get best results with a monk thou, running word of healing dual seeds.
Priest dident needed to be moved either.
The only spirit that needs killing is the energy denial one, just leave the other one alone.
Remember that gaze of fury is only needed to use once, after that just interupt mallyxs 2 second cast that brings the spirit back. That makes it really easy to kill him.
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Old May 03, 2008, 01:06 PM // 13:06   #15
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Quote:
Originally Posted by Wildthing1375
What's even more impressive...maybe...is that he did it while playing on a 4" screen...split screen, running two programs at once. At least so I'm told...
Hah, you guys are hilarious! If I could play GW with my cell phone I would, but come on! More believable is that my little bro was using the small screen laptop with the second acct. He's (almost) as good as me, when I tell him EXACTLY what to do, cause you remember I KNOW WHAT TO DOOOO! HEAL ME, HEAALL MEEEEEE!

JD

Last edited by Jimmy Dean; May 03, 2008 at 07:15 PM // 19:15..
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Old May 03, 2008, 01:44 PM // 13:44   #16
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Quote:
Originally Posted by Aryn Rand
Priest dident needed to be moved either.
Yea we did a couple runs without moving the Priest, but he got killed once by Group 18 so we quit taking that chance. If you move him and go up the hill, you can pre-aggro the Margonites out of Group 18 before they get to the arena making the battle easier. We just found it easier overall to move him. And I really don't understand why some folks (not necessarily you) feel that moving him is "cheating". It's analagous to blocking the three serpent prisoners behind the wall in the "Foundry Breakout" mission. I highly doubt that anyone has EVER completed Foundry by keeping those NPC's with their party and then killing the Black Beast of Arrgh with their help. It's a matter of using "Brains over Brawn" to me - just a smarter choice.

http://www.guildwarsguru.com/forum/s...php?t=10279196

Quote:
The only spirit that needs killing is the energy denial one, just leave the other one alone.
Yes the Listless Soul spirit that produces Repressive Energy was the priority target. We considered the Shrouded Soul Spirit that causes 50% chance to miss as important also. But since the build allows for it, we just took them all out. The Rit's Consume Soul does 212 healing, which is another reason to take out every spirit. With no enchant/hexes/conditions/stances in the build, you take away much of Mallyx's capability. No Consume Torment, no Banish Enchantments, reduced Wild Smash. Without any spirits, all he really has is Shadow Smash and teleporting foes. Easily manageable.

Congrats on your success - it's definitely a satisfying victory!
JD
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Old May 03, 2008, 06:27 PM // 18:27   #17
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Quote:
Originally Posted by Jimmy Dean
... I highly doubt that anyone has EVER completed Foundry by keeping those NPC's with their party and then killing the Black Beast of Arrgh with their help. It's a matter of using "Brains over Brawn" to me - just a smarter choice.
Actually, keeping those NPCs is okay, i was in groups that kept them and it went all smoothly, and noticeably faster (less running around, more pew-pewing.)
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Old May 03, 2008, 06:38 PM // 18:38   #18
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Quote:
Originally Posted by zwei2stein
Actually, keeping those NPCs is okay, i was in groups that kept them and it went all smoothly, and noticeably faster (less running around, more pew-pewing.)
Interesting. Personally I wouldn't want to risk that, since the serpents AI causes them to move toward any party member who is moving. Keeping them imposes a great additional burden on the rest of the party to babysit them from getting into any foes aggro range, and to heal them at the expense of healing a real party member. As far as the run going faster, it takes very little time to park each one behind the wall and speed burst back to the party (Normal Mode), or rebirth across the wall (Hard Mode only now).

But whatever works, eh? Nice job getting it done and keeping them alive, anyway!

JD
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Old May 03, 2008, 10:32 PM // 22:32   #19
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I never thought Mallyx in NM was that hard in the first place - regardless of how many heroes you use, but congrats anyways
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Old May 03, 2008, 11:47 PM // 23:47   #20
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Well, when we would have the DoA tour bus a running, this is how we did..(Roab is a battle lion in monks clothing btw.)

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