How to Beat Mallyx Question
intimidator89
I have been in several Ursan groups lately that failed at Mallyx after breezing through the first two times. At each one there is a debate with Ursan skills and weapons. This is just for Mallyx since the mobs before are straightforward with the 5 Ursan and 3 monks. The typical request is weapons off and only skill 1. Again 1 for 3 in this method.
1) Weapons or no weapons? Seems like Ursan won't last if you have no weapon equipped and are not attacking. However, when I have won without weapons it was very quick. Someone said no physical damage, so a fiery or ebon mod would work if this is true.
2) Skills 1 or 1 and 2. Again, only skill 1 with no wepaons worked quick but has also failed miserably. Heard that skill 2 is ok if not targeted on Mallyx. Myth or not?
On the last 2 failures, Mallyx healed himself and I was teleported alot. Heard enchants heal him as well as shouts. Was someone using enchants likely?
Thanks. Trying to put the myths and such to rest.
1) Weapons or no weapons? Seems like Ursan won't last if you have no weapon equipped and are not attacking. However, when I have won without weapons it was very quick. Someone said no physical damage, so a fiery or ebon mod would work if this is true.
2) Skills 1 or 1 and 2. Again, only skill 1 with no wepaons worked quick but has also failed miserably. Heard that skill 2 is ok if not targeted on Mallyx. Myth or not?
On the last 2 failures, Mallyx healed himself and I was teleported alot. Heard enchants heal him as well as shouts. Was someone using enchants likely?
Thanks. Trying to put the myths and such to rest.
Sun Fired Blank
Your teams are doing it wrong. Here are the facts:
1) Mallyx uses Banish Enchantments. As a result, not a single person for your party should use any enchantments; if my group takes a monk for Mallyx, our choice is often Word of Healing.
2) Mallyx uses Consume Torment. Consequently, do not use skill 3: Ursan Roar. He removes Weakness and heals from it. This is why they should ask you to not use Ursan Roar.
3) While in the Citadel, you are under the environmental effect Repressive Energy. It should be a non-factor if you have a weapon or not, as most attacks do minimal damage to him. However, you are going to lose energy from any attack; with zealous, you break even if you hit. Without it, you lose one energy per successful attack. This is the only reason they should ask you to remove your weapons; but if you are careful, this is a nonfactor.
4) While in the Citadel, you are under the environmental effect Shroud of Darkness, which gives your attacks a 50% chance to miss. Considering this effect, on average, you will lose energy from normal attacks, even if you hit with a zealous weapon. This is the only reason they should ask you to remove your weapons; but if you are careful, this is, again, a nonfactor.
5) Ursan damage is non-typed and armor ignoring; this is the reason that Ursan skills are so potent versus Mallyx. Your weapon type does not influence the damage caused by Ursan; this is, once again, a nonfactor.
When my group takes Mallyx, we use:
5 x Ursan (Norn: 6+, LB: 5+) - primary damage output
OR
4 x Ursan, 1 x Spiteful Spirit (LB: 5+) - optional, but very helpful for the first mobs. The Spiteful Spirit must not use hexes on Mallyx.
1 x Rt/X (LB: irrelevant) - spirits (Displacement, Shelter) to stop Mallyx from destroying your group
1 x N/Rt or WoH (LB: irrelevant) - for healing
1 x N/Rt, WoH, or Motivation Paragon (LB: irrelevant) - for healing
The proper course of action: set up the ritualist spirits just outside the gate, then go straight for Mallyx. Ignore the environmental effect causing spirits. Try to get Mallyx to aggro on a leading Ursan; it probably won't hold, but do what you can to keep him from smashing your backline. At 80%, he'll spawn some Margonites; kill them quickly, then turn back to Mallyx. At 50%, he'll spawn some Torment Demons; ignore them and finish Mallyx. It's likely, if your Ursans aren't properly setup and have wasted energy attacking, that at least one of them will fall out of Ursan. This is okay, as you should have him around 10-20% by that point. Even if the whole frontline leaves Ursan, you can survive the half minute required for them to enter Ursan again.
Some other notes:
1) A group that doesn't have a ritualist is probably fighting uphill. Vital Weapon, Displacement and Shelter can create huge gaps for your healers to breathe. Mallyx does a stupendous amount of damage and you want any space you can get. You can easily setup a ritualist hero for the task:
[skill]Attuned Was Songkai[/skill][skill]Displacement[/skill][skill]Shelter[/skill][skill]Vital Weapon[/skill]
The rest of the slots are a relative non-factor. Just be sure to microsetup the spirits before your team enters the citadel itself; after that, your hero should cope okay.
2) You can take hero healers easily: 2 x N/Rts are perfectly suitable for the task. Just be careful about Weapon of Remedy, Vengeful Weapon, and spirits.
3) If you're afraid you won't be able to survive, take two healers, a motivation paragon, the ritualist above (or some variation), and four Ursan; that should be more than enough to cope.
1) Mallyx uses Banish Enchantments. As a result, not a single person for your party should use any enchantments; if my group takes a monk for Mallyx, our choice is often Word of Healing.
2) Mallyx uses Consume Torment. Consequently, do not use skill 3: Ursan Roar. He removes Weakness and heals from it. This is why they should ask you to not use Ursan Roar.
3) While in the Citadel, you are under the environmental effect Repressive Energy. It should be a non-factor if you have a weapon or not, as most attacks do minimal damage to him. However, you are going to lose energy from any attack; with zealous, you break even if you hit. Without it, you lose one energy per successful attack. This is the only reason they should ask you to remove your weapons; but if you are careful, this is a nonfactor.
4) While in the Citadel, you are under the environmental effect Shroud of Darkness, which gives your attacks a 50% chance to miss. Considering this effect, on average, you will lose energy from normal attacks, even if you hit with a zealous weapon. This is the only reason they should ask you to remove your weapons; but if you are careful, this is, again, a nonfactor.
5) Ursan damage is non-typed and armor ignoring; this is the reason that Ursan skills are so potent versus Mallyx. Your weapon type does not influence the damage caused by Ursan; this is, once again, a nonfactor.
When my group takes Mallyx, we use:
5 x Ursan (Norn: 6+, LB: 5+) - primary damage output
OR
4 x Ursan, 1 x Spiteful Spirit (LB: 5+) - optional, but very helpful for the first mobs. The Spiteful Spirit must not use hexes on Mallyx.
1 x Rt/X (LB: irrelevant) - spirits (Displacement, Shelter) to stop Mallyx from destroying your group
1 x N/Rt or WoH (LB: irrelevant) - for healing
1 x N/Rt, WoH, or Motivation Paragon (LB: irrelevant) - for healing
The proper course of action: set up the ritualist spirits just outside the gate, then go straight for Mallyx. Ignore the environmental effect causing spirits. Try to get Mallyx to aggro on a leading Ursan; it probably won't hold, but do what you can to keep him from smashing your backline. At 80%, he'll spawn some Margonites; kill them quickly, then turn back to Mallyx. At 50%, he'll spawn some Torment Demons; ignore them and finish Mallyx. It's likely, if your Ursans aren't properly setup and have wasted energy attacking, that at least one of them will fall out of Ursan. This is okay, as you should have him around 10-20% by that point. Even if the whole frontline leaves Ursan, you can survive the half minute required for them to enter Ursan again.
Some other notes:
1) A group that doesn't have a ritualist is probably fighting uphill. Vital Weapon, Displacement and Shelter can create huge gaps for your healers to breathe. Mallyx does a stupendous amount of damage and you want any space you can get. You can easily setup a ritualist hero for the task:
[skill]Attuned Was Songkai[/skill][skill]Displacement[/skill][skill]Shelter[/skill][skill]Vital Weapon[/skill]
The rest of the slots are a relative non-factor. Just be sure to microsetup the spirits before your team enters the citadel itself; after that, your hero should cope okay.
2) You can take hero healers easily: 2 x N/Rts are perfectly suitable for the task. Just be careful about Weapon of Remedy, Vengeful Weapon, and spirits.
3) If you're afraid you won't be able to survive, take two healers, a motivation paragon, the ritualist above (or some variation), and four Ursan; that should be more than enough to cope.
mrmango
Good guide, thanks.
Racthoh
Quote:
Originally Posted by Sun Fired Blank
3) While in the Citadel, you are under the environmental effect Repressive Energy. It should be a non-factor if you have a weapon or not, as most attacks do minimal damage to him. However, you are going to lose energy from any attack; with zealous, you break even if you hit. Without it, you lose one energy per successful attack. This is the only reason they should ask you to remove your weapons; but if you are careful, this is a nonfactor.
4) While in the Citadel, you are under the environmental effect Shroud of Darkness, which gives your attacks a 50% chance to miss. Considering this effect, on average, you will lose energy from normal attacks, even if you hit with a zealous weapon. This is the only reason they should ask you to remove your weapons; but if you are careful, this is, again, a nonfactor. Kill the freaking spirits. Your monks can afford to waste their secondary on Gaze of Fury, or even take Consume Soul as their elite.
4) While in the Citadel, you are under the environmental effect Shroud of Darkness, which gives your attacks a 50% chance to miss. Considering this effect, on average, you will lose energy from normal attacks, even if you hit with a zealous weapon. This is the only reason they should ask you to remove your weapons; but if you are careful, this is, again, a nonfactor. Kill the freaking spirits. Your monks can afford to waste their secondary on Gaze of Fury, or even take Consume Soul as their elite.
Sun Fired Blank
Mallyx always dies under the instructions that I gave; if done properly, there's never a break in your time beating his face in, and you simply never die. Quite frankly, it's more of a hassle to keep the spirits down than to simply kill him.
blue.rellik
You're using Ursan
Of course you were going to succeed, no need to push it
Of course you were going to succeed, no need to push it
Zonzai
Is ursan that good? I though it sucked. Maybe it's different in groups, but seems less effective than either of my typical warrior or elementalist set ups. I'll have to try this ursan group some time.
Sun Fired Blank
Ursan is mostly just easy, but a very strong group with high ranked Ursans and no mistakes can finish the DoA (NM) from City to Citadel in around two and a half hours, which isn't bad.
hurric
or you just bring earthbind on an ursan/etc and 1 person lures mallyx and everyone spikes and he goes down in a minute with HB/ursan roar not being used and everyone at the door. only reason ursan would fail mallyx is either ursan level is too low or an enchant or ursan shout is used.
Tha Dukk
Quote:
Originally Posted by Racthoh
Kill the freaking spirits. Your monks can afford to waste their secondary on Gaze of Fury, or even take Consume Soul as their elite.
Even with a competent PuG.. Mallyx will go down so quickly the spirits are hardly noticeable.
intimidator89
I've done Mallyx 3 more times Ursanway successfully with one failure. The one failure I noticed the 2nd monk used an enchantment after everyone said NO enchants. I only saw him use it one time, but it was enough for us to lose aggro, drop out of Ursan and begin the slow agony of defeat. Most people had no weapons equipped, but didn't seem to matter. I also went War/Rit and cast spirits (Union, Pain, Vampirism) by gate. It did seem to help keep Mallyx by the gate a little better. Maybe he has a preference for spirits, not sure though. I always bring Gaze of Fury but have yet to find a group willing to eat the spirits first. I usually use it after Mallyx is dead for fun.
So as for my original question, it seems like due to the environmental effects (50% miss & lose energy on attack), Ursan will stay up longer with no weapons, even when using a zealous weapon. Also, I see no reason why Ursan skills 1 and 2 cannot be used, although most groups prefer 1 only.
In good groups, I found Mallyx goes down very quickly before even fall out of Ursan with warrrior energy pool. In fact, last night did it with 6 ursan, 2 monks and we steamrolled everything.
Also seems better for monks to bring WoH vs HB and straight heals to avoid the enchantment temptation. Much easier that way at Mallyx!
So as for my original question, it seems like due to the environmental effects (50% miss & lose energy on attack), Ursan will stay up longer with no weapons, even when using a zealous weapon. Also, I see no reason why Ursan skills 1 and 2 cannot be used, although most groups prefer 1 only.
In good groups, I found Mallyx goes down very quickly before even fall out of Ursan with warrrior energy pool. In fact, last night did it with 6 ursan, 2 monks and we steamrolled everything.
Also seems better for monks to bring WoH vs HB and straight heals to avoid the enchantment temptation. Much easier that way at Mallyx!
idicious
When we do it with guild we just bring 3 monks and 5 ursan (we always do quad run + mallyx so just same people/setup as rest of DoA, monks just don't use their enchantments once we do Mallyx + one rerolls to WoH usually) Once at mallyx we lure him to the gate, once he's all the way back stand around to body block (this prevents him from running around, yes he'll zone you away but usually only uses that skill once before he's dead) Just use skill 1 ursan till he's dead ignoring the margo spawns. Once he's dead just run out breaking margo agro, res as necisary, kill off the margo's and collect reward Full run + Mallyx takes us around 2.5-3 hours this way.