Mallyx
Karlos
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.
* 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.
acidic
all these ideas are nice, and you can theorycraft here all day
pics of dead mallyx corpse or it didn't happen.
pics of dead mallyx corpse or it didn't happen.
jhu
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. Doesn't he also have half activation time? If so you'll never be able to interrupt anything other than Unyielding Anguish.
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. Doesn't he also have half activation time? If so you'll never be able to interrupt anything other than Unyielding Anguish.
Shanaeri Rynale
Quote:
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.
Skuld
Shanaeri Rynale
Wurm Seige can, at least in tombs.
Lord Garofoli
Why not just a team of air elementalists spike the sh*t out of him?
Shanaeri Rynale
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
As far as I've been told Mallyx has around 3000Hp
Renegade26
Grenth's Balance?
dsnesnintendo
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
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
AlienFromBeyond
Quote:
Originally Posted by Renegade26
Grenth's Balance?
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.
Tarkin
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?
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?
Karlos
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.
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.
Snow Bunny
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.
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.
Tarkin
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. 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 ...
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. 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 ...
Koning
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...
Can Mallyx be KD'd?
Otherwise what about constant Knockdown together with the spirit earthbind? gale/shock/hammer bash/shove/backbreaker/earthquake etc...
Shanaeri Rynale
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?
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?
Karlos
Quote:
Originally Posted by Shanaeri Rynale
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.
6am3 Fana71c
No way he can be KD'd, he is huge and 4 legged, wouldn't make any sense...
Karlos
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 ... 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.
lol mallyx is a caster you can kil him only with pets, but Summoning Shadows is a pain in the ... 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.
phillydilly
I've never even been to DOA, so this idea may be pointless...
What about bringing a MM and a party member capable of saccing self to death? try and keep both out of aggro range ( i know aggro is huge, but I'm assuming there is somewhere that would work ).
Just keep sending in waves of minions. Mallyx will probalby kill them very fast, but if they can get in just a couple of hits, eventually they will wear him down, plus if he is dealing with them, he won't be dealing with you.
What about bringing a MM and a party member capable of saccing self to death? try and keep both out of aggro range ( i know aggro is huge, but I'm assuming there is somewhere that would work ).
Just keep sending in waves of minions. Mallyx will probalby kill them very fast, but if they can get in just a couple of hits, eventually they will wear him down, plus if he is dealing with them, he won't be dealing with you.
Abnaxus
Just throw this ...
what about a team with ranged attacks and spike capability (air eles, paragons, rangers), and all with /A as secondary, so that when Mallyx uses summoning shadows all (or most) party members can come back to their original positions?
what about a team with ranged attacks and spike capability (air eles, paragons, rangers), and all with /A as secondary, so that when Mallyx uses summoning shadows all (or most) party members can come back to their original positions?
hnkelau
Cant he just be killed by 2 dust echo trappers?
2 rangers can with echo trapping get out 15 dust traps with no problem and just that is 5*26*15 = ~2000 damage and then of course extra damage from other traps and ele(with gale) and necro spiking?
2 rangers can with echo trapping get out 15 dust traps with no problem and just that is 5*26*15 = ~2000 damage and then of course extra damage from other traps and ele(with gale) and necro spiking?
dsnesnintendo
plz read post #170 b4 suggesting any builds
you dont just fight mallyx u fight an army and protect a npc
you dont just fight mallyx u fight an army and protect a npc
zwei2stein
Quote:
Originally Posted by phillydilly
What about bringing a MM and a party member capable of saccing self to death? try and keep both out of aggro range ( i know aggro is huge, but I'm assuming there is somewhere that would work ).
Just keep sending in waves of minions. Mallyx will probalby kill them very fast, but if they can get in just a couple of hits, eventually they will wear him down, plus if he is dealing with them, he won't be dealing with you.
Quote:
what about a team with ranged attacks and spike capability (air eles, paragons, rangers), and all with /A as secondary, so that when Mallyx uses summoning shadows all (or most) party members can come back to their original positions? You are being summoned every ~ 8 seconds, you cant have enough shaddowstep on your bar to offset that.
Quote:
Originally Posted by hnkelau
Cant he just be killed by 2 dust echo trappers?
2 rangers can with echo trapping get out 15 dust traps with no problem and just that is 5*26*15 = ~2000 damage and then of course extra damage from other traps and ele(with gale) and necro spiking? He is reportedly imune to KD, Then, he would heal back a lot of trap damage thanks to blindness Anyway, people reported way more health than that, there is really no way to just spike him. Racthoh
Two P/E, chaining Defensive Anthems and Ward Against Melee and Stability (a 5 second KD sounds like it sucks), laying down Ward Against Foes, tossing Angelic Protection on your squishes if Mallyx gets in range, Make Haste! allowing your squishes to kite around the Ward (I'm assuming with him slowed and you under a speed buff you can break from his range quickly enough to get a heal), and of course a constant There's Nothing To Fear! chain.
A third paragon with Focussed Anger/For Great Justice and Save Yourselves! with a high kurzick/luxon rank for a constant +100 AL boost, with a warrior secondary for Protector's Defense if Mallyx decides to focus on him. Ritualist with Consume Soul for the spirits, Weapon of Warding for some more blocking, and Wailing Weapon to throw on a paragon to hopefuly interrupt a few of his attacks. And... fill in the other slots with whatever will get you there. Thoughts? Shanaeri Rynale
My thoughts on the above build are to do with possible lack of energy for the paragons(e.g 15 en for NTF and 10 for wards), and the issues mentioned by Karlos above. I.e it's more than likely a paragon will be kicked into touch, wards interupted or a squishy hit for 300+dmg.
Also how would the build fair with the mobs leading up to him, on first glance it would seem too defensive to deal with the mobs in a swift manner(which is needed as even if you move the priest he's stll at risk) It's worth a try for sure, so i'm not dissing it just I must be missing how this can counter the above factors long enough to succeed. Y.T.
Quote:
Originally Posted by Karlos
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?) we tryed diversion again last nite, it actually worked, so i'm not sure why it didnt work for u. have u tryed tease? Shanaeri Rynale
How long was it disabled for? At least one other person has seen that it's down for <10 seconds.
These contradictions IMHO continue to indicate that there is a bug in Mallyx. Snow Bunny
ooookkk....I did 2 runs with this party. It may sound pretty bad at first...but...we were testing survivability.
2 P/W 1 P/Me 2 Air Spikers 1 SS 2 Monks (Yes, I know, suicidal, eh?) 1 P/W was an Ang/Bonder, with Save Yourselves! and There's Nothing to Fear!, with FGJ! to maintain. 1 P/W was Maxed out Incoming! with Save Yourselves! and There's Nothing to Fear! P/Me was Arcane Mimicry Echo/Arcane Echo to Echo chain Incoming! Air Spikers standard 1 Monk was Blessed Light, the other simply ran LoD We got to Mallyx with a lot of patience. Bear in mind this took roughly 2 hours...maybe 10 minutes less, but definetely longer than it normally takes. Both P/W were at least R9 Kurzick, including myself. BL worked pretty well...E-management was a problem, but Energizing Finale worked wonders. We got off the Incoming chain before enchants were stripped. We all believe that Incoming was the key to our survival. We lasted long enough to get Mallyx to about 70%. I think we could've made it to maybe 60%. Granted, it was very difficult, and our damage output on Mallyx was nill except for the air spikers, who were both bonded. We're not doing a run tonight, but I think this build is a right step in the survivability aspect against Mallyx. Karlos
Quote:
Originally Posted by Y.T.
we tryed diversion again last nite, it actually worked, so i'm not sure why it didnt work for u.
have u tryed tease? I'd much rather we work together than against each other. i.e. If your diversion seemed to work can you please tell us which skill you diverted and how long it seemed to have diverted the skill? It maybe possible to reconcile these findings. I'd much rather not stay at "well, our diversion worked, yours did not, an anomaly." I believe there is a rationale explanation for these things. So, which skill did you divert and how long was it diverted? Give us your research, not just the conclusion. I already detailed ours, we diverted Consume torment and he was able to use it 5-7 seconds later to remove blind. Racthoh
Oops, complete forgot about the energy management. Would need to fiddle with that bar then. Last skill on the paragon bars would have to be GftE! so it would be something like:
Ward Against Melee Ward Against Foes Ward Of Stability Defensive Anthem {E} Angelic Protection Make Haste! Go For The Eyes! Aggressive Refrain 14 leadership for 7 energy return on GftE, 5 earth so the wards can be chained constantly, 9 command for Make Haste! and 16 AL from shield, and there should be enough left for 9 spear for some extra damage from auto-attacking. No res, no LB gaze, but it sounds like you really do need to overload on the defense against him. TNTF! would be better on the Save Yourselves! spammer since he would never have energy issues with at least 12 leadership for a constant uptime. Granted for all I know he is the size of a ward and they won't even make a difference. How does the AI work regarding Wild Smash? Does he use it for the KD aspect, or is it triggered by someone being in stance? Would the AI become aware of the effects of the ward and not use it? Do any of his skills require him to be in melee range to activate since wiki doesn't seem to specify and I can't find any videos of Mallyx that haven't abused the gate. Shadow Smash says that he is required to hit for it to trigger, stacking the anthem with ward would prevent a lot of forced shadow stepping yes? Is he similar to the rest of the AI when it comes to who he targets first (Health than AL) or is it just random? If everyone is already adjacent to Mallyx, would he use Summon Shadows? If one person isn't? Two? Basically what I think many need to know that have never tried Mallyx is which of his skills are used as a response and which are used normally. It seems to me based on the nature of the surrounding spirits (the environmental effects) that they are to be a guide as to what you will need to beat him: Repressive Energy: You need a physical with energy skills. (Paragons with wards) Enduring Torment: You need to kite (Ward + move buff to avoid attacks) Shroud of Darkness: You need your physicals to hit (Paragons need GftE! spam for energy management) Demonic Miasma: Mallyx hits for a lot, you need to block (50% ward, 50% anthem, 75% protector's) or greatly reduce the damage (TNTF and Angelic Protection preventing all but 110 damage) Crom The Pale
I've yet to reach Mallyx and Wiki is a little vague or inacurate on a few things so I would like to know how effective a war running Protector's Defense(used after he casts Summoning Shadows) Riposte(a counter for Shadow Smash?) and Nightmare weapon(armor ignoring vamp dmg) would be?
Combine this war build with a Paragon buffing him and the party and a standard party build that can reach Mallyx seams to make sense to me. I am aware that holding agro on Mallyx can't be done for the entire battle, but this should improve the length of time the war can while giving the others a some protection while kiting + add some good dmg.....unless I'm completly missing something? acidic
wouldnt work on him
lacasner
So has any1 tried like dual incendiary arrows+AIS? It might work, who knows
GloryFox
Its good to see paragons in DOA we are not accepted much anywhere else it seems no matter how good the player really is. If you need a paragon for any DOA mission please let me know.
SS 10 LB 8 all P/ skills unlocked @Snow Bunny, congrats on surviving as long as you did. You survived more than anyone else I'm aware of without using the "glitch". John Ebridge
On a German forum has a build and strategy been posted, by Oukachen that killed Mallyx head on (as he claims).
I don't know if that is true but maybe you can have a look. The first build he used is: Tank Support Mallyx: OQYTk4ILnZwmM0GfVV3rAWYxBA Dmg Dealer Ele / Ritu: OghjowMG4O+ZLeTDYgMsehzLGA Dmg Dealer Ele / Necro: OgRDUrysN+ZfBwAZwC/CpBMO FoC Necro OAVDQmtHPLhLBbwiDHchdCMO Healer: OwAT043AZaj43JHsu615lwiTmAA Support Bonder: OwAT0mHDZpeSJ5xhinX611JA Motivations Bip: OAlkQkGppei0dwcAOmKGLGQoAAGH The second one is: Tank <- (noch unausgereift, wird evtl verändert): OQcTEnK/5JrwXmL4OXWnDuYxBA Dmg Dealing Build 1 (ele): OgdTkYG+1B3ZM0GLxthF/r25AA Dmg Dealing Build 2 (necro): OAdDQmtHPXC2gFHO4CxddOMO Malle Bonder 1 OwAT003CVCMKH83RewhIeIkANCA Malle Bonder 2 OwAT0wHD1JlUP+dhk4hDRegGBA Alternativ: OwAT003CVCN63JHEMKlIkIewhAA Bip: OANEQZNG/pcHzR986vUYETyE (All credits to Oukachen from onlinewelten) Shanaeri Rynale
Interesting. With so many enchantments how did they stop the enchant and skill disable? or keep spellbreaker up all the time to prevent it. Or stop the tank from being kicked away and aggro going on the the squsihes. Did they provide undoctored screenshots of Mallyx laying dead in his room?
Sorry if I come across a little sceptical, but there have been so many claims by people I take each and every one with a pinch of salt. ReiNaruto
There is only a screen from Mallyx itself, alive. The thread is this one.
I suppose that the enchantments are only used to clear the mobs before opening the doors, but I cannot understand anything on German, so no idea. Shanaeri Rynale
I had the page roughly translated and it's hugely detailed on how to run the build. But the basis of it seems to rely on the happenstance that Mallyx did not use his enchant strip/skill disable skill. In the context of whats been talked about here I find that very odd. No one else, other than the OP of that thread has run the build and no one on that team thought to take a screenshot as proof.
This is whats annoying in a way. People issue claims, which are not backed up by evidence and use a build that although capable of getting to Mallyx is to my eyes incapable of killing him. This then leads Anet, who are reading this thread into thinking that there is actually no issue in killing him, he's not bugged and it's us the playerbase who need to try harder. So I would ask that if someone has beaten him fair and square inside the room, they post the build and screenshots(timestamped if possible). Please no friend of a friend on another BBS got him down to xy% or killed him after 3 hours. We need to refine what does and does not work in a progressive manner. Some comment from Anet would be nice also. |