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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! |