Mallyx and Urgoz

mazey vorstagg

mazey vorstagg

Wilds Pathfinder

Join Date: Aug 2006

Nodnol

Meeting of Lost Minds

E/Mo

I didn't know where to put this as it falls in two games.

But, how much harder is Mallyx and his associated quest compared to Urgoz's Warren.

Me and my allience did Urgoz yesterday on NM and it was great. We're going to do the deep next week and we hope to do Mallyx after that. Is he much harder?

And if so, how so?

Thanks

Mazey

Hobbs

Hobbs

Desert Nomad

Join Date: May 2006

Organised Spam [OS]

W/

Not done Urgoz but i've done the deep and DoA and if your running Ursan they're pretty much the same, if you're running the other cookie cutter builds DoA is harder, if you're running Balanced DoA is probably much harder.

NoXiFy

NoXiFy

Wilds Pathfinder

Join Date: Aug 2007

★☆٭Ńēŵ~ŶờЯК٭☆★

The Benecia Renovatio [RenO]

Mo/Me

DoA is hard/annoying because it takes along time (about 4hours or so with ursan) to clear the 4 areas. Than you gotta clear Mallyx.

Nuclfus

Nuclfus

Frost Gate Guardian

Join Date: May 2007

Screw guilds.

Me/

DoA has comparable mobs to Urgoz, but the max party size is 8, not 12. As a result I think it's tougher.

6am3 Fana71c

6am3 Fana71c

Krytan Explorer

Join Date: Oct 2006

One word: consumables.

Zeek Aran

Zeek Aran

Forge Runner

Join Date: Aug 2006

Earth, sadly

BORK

A/

Urgoz is pretty easy with a good group. Even in HM.

HawkofStorms

HawkofStorms

Hall Hero

Join Date: Aug 2005

E/

Mallyx is much harder. With Ursan way you might not notice the difference though.

Racthoh

Racthoh

Did I hear 7 heroes?

Join Date: May 2005

Scars Meadows [SMS], Guild Leader (Not Recruiting)

Did Urgoz after DoA. Boring.

undeadgun

undeadgun

Forge Runner

Join Date: Nov 2006

US

Its Rainning Fame Hallelujah[伞回伞], also as guild leader

N/

Quote:
Originally Posted by HawkofStorms
Mallyx is much harder. With Ursan way you might not notice the difference though.

QFT, 12 chars

Zinger314

Zinger314

Debbie Downer

Join Date: May 2006

N/Me

Every PvE area in Guild Wars is pathetically easy if you have 8/12 players who know what they are doing.

The challenge is finding...8/12 players who know what they are doing.

Thom Bangalter

Thom Bangalter

Grindin'

Join Date: Dec 2005

MO

E/Mo

Quote:
Originally Posted by Zinger314
Every PvE area in Guild Wars is pathetically easy if you have 8/12 players who know what they are doing.

The challenge is finding...8/12 players who know what they are doing.
you only REALLY need 4; you can also 3 man urgoz, it just takes 4 hours.

angmar_nite

angmar_nite

Jungle Guide

Join Date: Feb 2007

[SNOW] of [YUM]

E/

What about the doors in the Deep...

mazey vorstagg

mazey vorstagg

Wilds Pathfinder

Join Date: Aug 2006

Nodnol

Meeting of Lost Minds

E/Mo

Yeah, we've got 8 people who know what they're doing. We were hoping not to run Ursan, simply because a guild it's better to play balanced and do it "the right way". But then what's the point in doing it with a balance group if only our paragons and rits are going to be any use against malyxx.

Urgoz only took us 1:45 to do, so it wasn't too bad. We can do Malyx in parts though can't we?

Arkantos

Arkantos

The Greatest

Join Date: Feb 2006

W/

Urgoz is easier. Takes less time, mobs are easier, boss is a pushover.

Quote:
Originally Posted by Zinger314
Every PvE area in Guild Wars is pathetically easy if you have 8/12 players who know what they are doing, or having 6/10 players with ursan and 2 monks who know what they're doing.
Fixed.

Lord Sojar

Lord Sojar

The Fallen One

Join Date: Dec 2005

Oblivion

Irrelevant

Mo/Me

Ursan way = lollerskates.... PvE is hard? Ascalon in HM is hard, noob island Cantha is hard in HM. Jade Brotherhood in HM are hard. And by hard, I mean more challenging then the rest of PvE, which is null, so they are mildly annoying at best.

Sha Noran

Sha Noran

Desert Nomad

Join Date: Nov 2005

http://tinyurl.com/2jlusq

Idiot Savants [iQ]

R/

Mazey, if you're doing it in Normal Mode and you've got a semi-competent guild, you're going to have to go way out of your way to fail. Most of the really difficult things about DoA were either nerfed or restricted to just Hard Mode, so don't worry too much.

Quote:
Originally Posted by NoXiFy
DoA is hard/annoying because it takes along time (about 4hours or so with ursan) to clear the 4 areas. Than you gotta clear Mallyx.
You're calling the amount of time it takes to clear with Ursan hard and annoying? I lol'd; that's cake compared to, for example, actually making a build and using some teamwork to do it.

Quote:
Originally Posted by Thom Bangalter
you only REALLY need 4; you can also 3 man urgoz, it just takes 4 hours.
Everything in Guild Wars is completable with just heroes and hench. Everything.

IslandHermet

Wilds Pathfinder

Join Date: Aug 2007

Quote:
Originally Posted by NoXiFy
DoA is hard/annoying because it takes along time (about 4hours or so with ursan) to clear the 4 areas. Than you gotta clear Mallyx.

AHHHHH 4 hours AHHHH. havent had a quad run take longer than 2 and a half hours since ursan came out. AHHHHHHHH 4 hours AHHHHH thats how long it takes with the trinity way. if it takes a ursan group 4 hours add them to the list of people who not to pug with.

RTSFirebat

RTSFirebat

The Humanoid Typhoon

Join Date: May 2005

UK

Servants of Fortuna [SoF]

R/

DoA can be done in sections, you don't HAVE to do the full thing in one go. But yeah Urgoz is a pushover and can be done very quickly.

IslandHermet

Wilds Pathfinder

Join Date: Aug 2007

Quote:
Originally Posted by mazey vorstagg
Yeah, we've got 8 people who know what they're doing. We were hoping not to run Ursan, simply because a guild it's better to play balanced and do it "the right way". But then what's the point in doing it with a balance group if only our paragons and rits are going to be any use against malyxx.

Urgoz only took us 1:45 to do, so it wasn't too bad. We can do Malyx in parts though can't we?

you will need at least 1 person who knows the DoA well and knows what to pull were to stand, who to attack
even if your 8 people who know what they are doing but have never done DoA befor you will fail not because of people but because of: lack of knowledge of the area, Foundry (No AOE SKILLS IN FOUNDRY rage titans and dementias can wipe you very fast) can be a pain if no one knows what to do. like pulling and group patrol paths and (dont talk to the snakes) that kind of thing.
which way to go for gloom to avoind useless fighting.
veil were to stand how to set off pop ups what to pull, when not to go into the overloards area due to pop ups.
the city is easy if you know were to stand for the last part like atop the city walls.


I suggest doing some research or find a pro who knows the DoA like the back of his hand.
if your going for a quad run (Vent is a Plus)


PS: I have not seen a balanced group make any success in DoA. as of now their are 2 ways
the trenity way
or Ursan way
the trenity way takes 4 hours+ and is lame due to let oby tank argo/nukers wait and than nuke and fall back/ rinse and repeat.
the Ursan way is way funner everyone just follow calls and kill.

pkodyssey

pkodyssey

Wilds Pathfinder

Join Date: Nov 2005

In a cardboard box with Internet

The Order of the Frozen Tundra (TofT)

N/

Quote:
Originally Posted by Sha Noran
Everything in Guild Wars is completable with just heroes and hench. Everything.
Can you take heros and henchies into the Deep? I don't remember that being possible.

Sha Noran

Sha Noran

Desert Nomad

Join Date: Nov 2005

http://tinyurl.com/2jlusq

Idiot Savants [iQ]

R/

Quote:
Originally Posted by pkodyssey
Can you take heros and henchies into the Deep? I don't remember that being possible.
Heroes were bugged upon first release and wouldn't use the teleporters at the beginning of The Deep, however that was fixed very close to immediately. I assure you, The Deep is quite doable with heroes.