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Old Feb 20, 2008, 02:42 AM // 02:42   #1
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Default Is This A Suitable Build For "Mallyx The Unyielding" Quest?

Elementalist/Mesmer:

[skill]elemental attunement[/skill][skill]fire attunement[/skill][skill]immolate[/skill][skill]meteor shower[/skill][skill]rodgort's invocation[/skill][skill]fireball[/skill][skill]arcane echo[/skill][skill]resurrection signet[/skill]

^^ This is the build I always use for FoW/UW & have cleared both around 50 times now with no problems. I was just wondering whether it was suitable for the quest MALLYX THE UNYIELDING though.

It seems that nearly everybody there wants Ursan & unfortunately I don't have GWEN yet, so I just want to get my build right for if somebody DOES make a non ursan group.

Thanks.
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Old Feb 20, 2008, 02:54 AM // 02:54   #2
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Immolate looks like the oddball skill of the bunch here. You might try Flame Djinn's Haste in case you need an emergency kite.

Anyway, as another fellow without EoTN, I would certainly take such a nuker into team for the 4 areas needed to clear for Mallyx. As for the Mallyx himself, there would need to be a few big changes (too many enchantments, knockdown isn't effective there).

Good luck! Don't let the Ursan flood discourage you ^_^
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Old Feb 20, 2008, 03:27 AM // 03:27   #3
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Quote:
Originally Posted by madriel222
Good luck! Don't let the Ursan flood discourage you ^_^
Unfortunately it has, I mean I was there for so long & it's even worse than trying to get into the UW. At least in UW there seems to be the occasional group that goes NON URSAN, but in DOA nobody seems to want a non ursan player
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Old Feb 20, 2008, 04:39 AM // 04:39   #4
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Yea, it's just that ursan = easy button, and nobody has any patience anymore to do it normal. Plus even an idiot can ursan button mash, so the likelihood of getting in a group and failing is much lower. (and that's speaking as someone who has ursan's doa, fow, and uw a LOT)
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Old Feb 20, 2008, 07:46 AM // 07:46   #5
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Elementalists in our groups tend to run something like...

Fire Attunement
Mind Blast
Rodgort's Invocation
Flame Djinn's Haste
-PvE Skill-
-PvE Skill-
-PvE Skill-
Death Pact Signet

PvE skills tend to be "You move like a Dwarf!", "Finish Him!", Great Dwarf Weapon (just make sure you're ready for 2 hours of maintaining it), Technobabble, Breath of the Great Dwarf. Those without good PvE skills would Glyph Sac -> Meteor Shower and then take Ressurection Chant, then something like Liquid Flame.

Res sigs aren't very good in DoA. No morale boosts, hard res are the best option.
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Old Feb 20, 2008, 09:49 AM // 09:49   #6
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You'd need to be careful in using Rodgorts, Finish him and technobabble at Mallyx. Both of which can inflict conditions(which mallyx will use to heal himself) if you are not too careful.

Personally, I would run an air ele as not only do you get a nice 25% AL penetration you also avoid enraging stuff.
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Old Feb 20, 2008, 05:37 PM // 17:37   #7
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theres just simply no point in NOT using ursan in doa, its faster and easier. and its only the old - school people who think their badass because they refuse to use and accept its power
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Old Feb 20, 2008, 09:05 PM // 21:05   #8
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Quote:
Originally Posted by Shanaeri Rynale
You'd need to be careful in using Rodgorts, Finish him and technobabble at Mallyx. Both of which can inflict conditions(which mallyx will use to heal himself) if you are not too careful.
That's what they run for the four areas, against Mallyx himself the appropriate changes are made. We would stick a Gaze of Fury on the ele since they always have the skill slots.

Mallyx himself is really not all that tough as long as you have a high health and some passive defense, along with the tools to remove the spirits.

Quote:
Originally Posted by Shanaeri Rynale
Personally, I would run an air ele as not only do you get a nice 25% AL penetration you also avoid enraging stuff.
Then we lose Mind Blast and with it the ability to pump out utility like Great Dwarf Weapon. The only time an elementalist's damage becomes useful in DoA is Ravenheart Gloom when our physicals are stacked with hexes. If the elementlist isn't dealing AoE damage that party slot would be put to better use with a warrior.

Quote:
Originally Posted by great sir s
theres just simply no point in NOT using ursan in doa, its faster and easier. and its only the old - school people who think their badass because they refuse to use and accept its power
Or it's mindnumbingly boring to play.

If you just want the monument in the fastest amount of time without learning the area, then Ursan. It's a solid idiot-proof skill.
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Old Feb 20, 2008, 11:06 PM // 23:06   #9
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Hey Racthoh, can you post your overall team build for DoA? Individual builds if you find the time, thanks.
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Old Feb 20, 2008, 11:17 PM // 23:17   #10
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The only set build we really have is the SY paragon that I play. Even the monk bars differ based on personal preference.
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Old Feb 21, 2008, 08:16 AM // 08:16   #11
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I would love to see a 4 area+mallyx run done with no PvE skills, no consumables and not needing a tank-nuke-heal/Gimic build I.e use a ye olde balanced build.

The area was designed before the onset of PvE skills, so it has to be do-able

Anyway, back to the build. The use of water snares should not be understimated also, being able to pin a mob in place while it's being attacked makes the whole process easier. I know the first time I did DoA with Shan(waay before Ursan took over) I used auspicious+deepfreeze to great effect, esp in veil, gloom and foundry. If you can keep aggro then fire AoE is great. If not then the effect of enraged can be significant which is where air ele's come into play.

Have you tried an SS necro with a high soul reaping and sig of lost souls to fuel GDW?
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Old Feb 22, 2008, 05:24 AM // 05:24   #12
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Quote:
Originally Posted by Shanaeri Rynale
I would love to see a 4 area+mallyx run done with no PvE skills, no consumables and not needing a tank-nuke-heal/Gimic build I.e use a ye olde balanced build.
I wouldn't have the patience nowadays. I'm too used to running around with perma-charge from Essence of Celerity in DoA. Everything becomes more fun when you're moving faster.

Quote:
The area was designed before the onset of PvE skills, so it has to be do-able
Also when Incoming had a 1...5...6 duration and Energizing Finale could return 3 energy per shout. There is no telling what kinds of builds the original designers used to clear the areas and what effects the skill changes that occurred post-released would've had. It's scary to look back at the tools available when Nightfall was released.

Quote:
Anyway, back to the build. The use of water snares should not be understimated also, being able to pin a mob in place while it's being attacked makes the whole process easier. I know the first time I did DoA with Shan(waay before Ursan took over) I used auspicious+deepfreeze to great effect, esp in veil, gloom and foundry. If you can keep aggro then fire AoE is great. If not then the effect of enraged can be significant which is where air ele's come into play.
Ehhh depends on what you're playing with. Enough passive defense allows you to make a lot of mistakes, break aggro, whatever, and get by just fine. In our groups the monks on occasion would be the ones to pull the next group because they simply weren't doing anything most of the time. When those 500+ damage Invoke Lightnings suddenly become "Haha 30 damage" on vent, there really isn't a need to worry about holding aggro.

I wouldn't run the air ele under any circumstance. EA Mel's or some kind of warrior is going to provide a higher damage output. We have the eles to AoE and provide utility. If the Flesh Tormentor didn't have Shield's Up! and Protector's Defense I probably wouldn't bother with an elementalist at all, if it wasn't packing Great Dwarf Weapon and the like.

Quote:
Have you tried an SS necro with a high soul reaping and sig of lost souls to fuel GDW?
No necro friends with max dwarf rank. I'm not a fan of necros personally, their primary is mostly useless as it only comes into effect when you're a) abusing it (Animate Bone Minions) or B) you're already winning the fight. And throwing damage onto warriors seems like a bad strategy to me, then continuing to throw weakness on them, and make them miss with Reckless Haste. The Mind Blast throws damage onto targets that matter while providing the same support Soul Reaping abuse does.
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Old Mar 05, 2008, 08:55 PM // 20:55   #13
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Soul reaping is the best primary attribute. Unless your in pvp or the elite mission/dungeons where u can go lengths of time without killing foes.

You said its useless unless your already winning...good news is even in HM your ALWAYS winning.
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Old Mar 05, 2008, 09:01 PM // 21:01   #14
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Quote:
Originally Posted by bono
You said its useless unless your already winning...good news is even in HM your ALWAYS winning.
You're only winning if stuff starts to die, when Soul Reaping starts to work. If nothing has died I don't see how anyone could say the fight is going in their favor.
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Old Mar 07, 2008, 03:14 AM // 03:14   #15
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The fight always goes in your favor because the game is too easier. Except elite dungeons your team will always be winning. (side note: elite dungeons are made hard by forcing you to use pugs when H/H is better.)

Soul reaping should kick in when you start to lose. Necros heros make better restoration rits, prot monks, SF nukers, interupts mesmers than there primary class counterparts.
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Old Mar 07, 2008, 05:02 AM // 05:02   #16
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No they dont.

*filler*
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