Mallyx Citadel 7 Heroes help please?
Fionn Falaich
I'm looking for some suggestions for defeating Mallyx in the Citadel with 7 heroes. I am a necro primary and can run pretty much any build. I am looking for suggestions for NM without cons preferred (or NM or HM with cons, as a last resort). I can beat City and Veil pretty easily with 7 heroes NM without cons, and Gloom and Foundry with cons.
But when I get to Mallyx, I am having problems: I can fairly easily get to the wave where 4-5 Greater Dream Riders come from the left, and 3-4 Torturewebs and a Rage Titan come from the right. At that point, I get wiped pretty quickly. When I flag my team apart, I get wiped less quickly, but still wiped.
I have been running a team build suggested by another thread here, which says that it beats Mallyx at NM without cons. Specifically I run (i) (myself) a SS with Pain Inverter, YMLaD, and LB Gaze (I will not use the hexes on Mallyx); (ii) an ST communing Rit; (iii) an SoS channeling Rit; (iv) a Wanderlust communing/channeling Rit: (v) a Panic/interrupt mesmer (planning to disable Panic against Mallyx) (I substituted this for an "interrupt warrior" suggested on one thread); (vi) a Clamour of Souls channeling Rit; (vii) an Empathetic Removal/motivation paragon; and (viii) a Soldier's Fury command/leadership paragon.
This team build, though, just doesn't work. Too much defense and not enough offense, it seems to me - although the defense doesn't withstand the wave of Greater Dream Riders/Torturewebs that I mentioned. Once the fight really gets going, the many spirits from the rits just get wiped too quickly to be of any use, leaving me with little to no offense.
Does anyone have any suggestions for a 7 hero team build NM without cons (or with, as a last resort) that can be used with a primary necro to defeat the Mallyx quest?? Thanks for any thoughts.
But when I get to Mallyx, I am having problems: I can fairly easily get to the wave where 4-5 Greater Dream Riders come from the left, and 3-4 Torturewebs and a Rage Titan come from the right. At that point, I get wiped pretty quickly. When I flag my team apart, I get wiped less quickly, but still wiped.
I have been running a team build suggested by another thread here, which says that it beats Mallyx at NM without cons. Specifically I run (i) (myself) a SS with Pain Inverter, YMLaD, and LB Gaze (I will not use the hexes on Mallyx); (ii) an ST communing Rit; (iii) an SoS channeling Rit; (iv) a Wanderlust communing/channeling Rit: (v) a Panic/interrupt mesmer (planning to disable Panic against Mallyx) (I substituted this for an "interrupt warrior" suggested on one thread); (vi) a Clamour of Souls channeling Rit; (vii) an Empathetic Removal/motivation paragon; and (viii) a Soldier's Fury command/leadership paragon.
This team build, though, just doesn't work. Too much defense and not enough offense, it seems to me - although the defense doesn't withstand the wave of Greater Dream Riders/Torturewebs that I mentioned. Once the fight really gets going, the many spirits from the rits just get wiped too quickly to be of any use, leaving me with little to no offense.
Does anyone have any suggestions for a 7 hero team build NM without cons (or with, as a last resort) that can be used with a primary necro to defeat the Mallyx quest?? Thanks for any thoughts.
tiggnkhloe
If u want I can help u beat Mallyx. Pm me ingame.
Ign: khloentiggs Mesmer
Ign: khloentiggs Mesmer
EFGJack
I suggest you exchange the Motivation Paragon for a real healer - Dwayna Derv - WoH/HB monk - Resto Rit (or necro) and ditch the Clamor & Soldier's Fury heroes for any of these heroes: domination mesmers with Energy Surge as their elite spells or Air elementalists (16 air ofc) with Invoke & Chain Lightning (Air elementalists were used against Mallyx when DoA initially came out fyi). Just remember to disable Lightning Orb or any spell that causes a condition when you get to Mallyx. Also SoGM communing rit is a great choice too (instead of the clamor rit).
What you should do is in the Torture/Dreamrider wave is to have one hero closer to the dreamriders so that there's less chance everyone's getting targeted by PBlocks and CoFs and focus the Rage Titan down -> then quickly go for the Torturewebs.
^ If you go with Air eles just disable their enchantments before engaging Mallyx. And wait for them to expire.
What you should do is in the Torture/Dreamrider wave is to have one hero closer to the dreamriders so that there's less chance everyone's getting targeted by PBlocks and CoFs and focus the Rage Titan down -> then quickly go for the Torturewebs.
^ If you go with Air eles just disable their enchantments before engaging Mallyx. And wait for them to expire.
Chthon
When I get around to posting my heroes-for-MoP team, I'll include a Mallyx variant.
Anywho, changes to tactics might help you more than changes to builds. The part that gets you killed against that mob is getting multi-CoF-ed right off the bat, specifically your backline getting multi-CoF-ed just as the ST is starting to poop spirits. Try approaching the titans from ~160 degrees away from the riders. That should put your backline far enough away from the riders that they can continue to function during the fight.
Anywho, changes to tactics might help you more than changes to builds. The part that gets you killed against that mob is getting multi-CoF-ed right off the bat, specifically your backline getting multi-CoF-ed just as the ST is starting to poop spirits. Try approaching the titans from ~160 degrees away from the riders. That should put your backline far enough away from the riders that they can continue to function during the fight.
EFGJack
Yeah totally, Elementalists and the Dwayna Dervish were piss recommendations. I totally forgot about his Banish Enchantment skill. Air was only used at Mallyx iirc due to gate exploits and SF being a stupid alternative to use. The old enrage used to scale directly with %age of health lost if I'm not mistaken and the old way people cleared DoA was very slow indeed. I used to tank it as OF for the first few months. Anyway, Getting through the waves takes much longer than actually killing Mallyx so having damage classes who get you through the waves faster may not be a bad idea even if you disable their enchantments at the boss encounter itself. Elementalists aren't that bad on Normal Mode. And Spirit rits are quite powerful as long as he remembers to disable Brainful Bond and Shadowsong.
Mig Coconut
Try
MM (you)
W/ earthshaker or enduring axe
Mo/ RoJ
Me/ Panic
Me/ Esurge
Rt/ SoS
N/Rt resto
Rt/ ST
Somewhere put: blood ritual, blood bond, 2-3x copy of protective was kaolai, stand your groud, never surrender
Disable all echants/hexes for mallyx, and use the door trick. If you don't know, the door trick consists of walking through the gate just when the quest updates and quickly skipping cutscene. Since you're with heroes, flag them at the center during the last spawn (double spawn of enemies a few spawns past the all fiend group) and when they are almost defeated run to the gate. This allows you to fight mallyx outside, avoiding the spawns and effects of the spirits within. If you want to fight mallyx without the door trick, you will have to bring spirit removal skills (2-3x gaze of fury), but be aware it's much harder.
Here's a screeny with full builds if you are interested. Didn't notice my roj was set to avoid combat til the end :/
MM (you)
W/ earthshaker or enduring axe
Mo/ RoJ
Me/ Panic
Me/ Esurge
Rt/ SoS
N/Rt resto
Rt/ ST
Somewhere put: blood ritual, blood bond, 2-3x copy of protective was kaolai, stand your groud, never surrender
Disable all echants/hexes for mallyx, and use the door trick. If you don't know, the door trick consists of walking through the gate just when the quest updates and quickly skipping cutscene. Since you're with heroes, flag them at the center during the last spawn (double spawn of enemies a few spawns past the all fiend group) and when they are almost defeated run to the gate. This allows you to fight mallyx outside, avoiding the spawns and effects of the spirits within. If you want to fight mallyx without the door trick, you will have to bring spirit removal skills (2-3x gaze of fury), but be aware it's much harder.
Here's a screeny with full builds if you are interested. Didn't notice my roj was set to avoid combat til the end :/
mugen
http://www.guildwarsguru.com/forum/n...t10481290.html
Chthon
Quote:
Originally Posted by Fionn Falaich
Thanks, but that is the thread I referred to in my post that didn't provide the information I was looking for.
Thanks to all the others for their helpful suggestions, especially to the user who pm'ed me with very helpful information. I can now get to Mallyx's room regularly, I'll just have to keep working on beating the spwans as his health lowers. (fwiw, I use Gaze of Fury on two of his spirits at the start, and I get Mallyx down fairly low on health (nearly dead), but then his spawns start to cause problems). I'll keep working at it. If anyone has any suggestions for Mallyx's room in particular, build or tactics, I am all ears. Thanks again folks. 1. Ignore people telling you to use the door glitch. If you need to cheat to beat him, you haven't really beaten him.
2. Make sure to disable all hexes, enchantments, and conditions on the heroes.
3. Need 2 copies of Gaze of Fury to take out the nasty spirits. Listless should be top priority b/c it kills you energy. Shrouded needs to go too unless you're using a pure casterway. The other two are annoying but not hugely so, so kill them only if Gaze is recharged and the bad ones are down. (He does recast them sometimes.)
4. Shelter is more or less mandatory because he hits very hard and Shelter is the only non-enchant big prot available. This usually means bringing a ST rit. With Shelter in place, Mallyx himself does no more DPS than a regular warrior, so it should be trivially easy to out-heal him.
5. Casting GDW on a hero or two and bringing Earthbind is a good way to make sure he never gets anything done in the first place.
6. Prioritize the spawns or they will pile up on you. You can micro heroes to use hexes and conditions, or even lock target and then enable those skills so long as you remember to disable them again later.
[edit: hexes, enchantments, and conditions]
Thanks to all the others for their helpful suggestions, especially to the user who pm'ed me with very helpful information. I can now get to Mallyx's room regularly, I'll just have to keep working on beating the spwans as his health lowers. (fwiw, I use Gaze of Fury on two of his spirits at the start, and I get Mallyx down fairly low on health (nearly dead), but then his spawns start to cause problems). I'll keep working at it. If anyone has any suggestions for Mallyx's room in particular, build or tactics, I am all ears. Thanks again folks. 1. Ignore people telling you to use the door glitch. If you need to cheat to beat him, you haven't really beaten him.
2. Make sure to disable all hexes, enchantments, and conditions on the heroes.
3. Need 2 copies of Gaze of Fury to take out the nasty spirits. Listless should be top priority b/c it kills you energy. Shrouded needs to go too unless you're using a pure casterway. The other two are annoying but not hugely so, so kill them only if Gaze is recharged and the bad ones are down. (He does recast them sometimes.)
4. Shelter is more or less mandatory because he hits very hard and Shelter is the only non-enchant big prot available. This usually means bringing a ST rit. With Shelter in place, Mallyx himself does no more DPS than a regular warrior, so it should be trivially easy to out-heal him.
5. Casting GDW on a hero or two and bringing Earthbind is a good way to make sure he never gets anything done in the first place.
6. Prioritize the spawns or they will pile up on you. You can micro heroes to use hexes and conditions, or even lock target and then enable those skills so long as you remember to disable them again later.
[edit: hexes, enchantments, and conditions]
Mig Coconut
If you don't want to do the door glitch, Chthon's advice is very good. I'll add that since Shelter and Displacement are priority at Mallyx, you may want to disable most of the ST's other skills to help with energy there. Lock your warrior/frontline on Mallyx with GDW (need earthbind for this) while you kill the spawns.
Personally, if I'm doing Mallyx with heroes it's because I'm bored so I'll want to do things easily and with minimal micro, so I have no qualms about using the glitch. If it's your first time, though, I can see why you'd want to do things "properly."
Personally, if I'm doing Mallyx with heroes it's because I'm bored so I'll want to do things easily and with minimal micro, so I have no qualms about using the glitch. If it's your first time, though, I can see why you'd want to do things "properly."
North Devon Dog
I play ranger so bare that in mind but a couple of things that work for me that haven't been mentioned.
For the bit where you get the army of dream riders I flag my heroes away from the priest so they catch the the aggro of the ele mob. With Gwen doing her thing I run to catch the aggro of the dream riders myself. Although these things shut down your team they won't kill you and your heroes should have enough time to kill some of the main mob until you remove the flag and get back together before you die and you should still have the aggro of the dream riders with your heroes in a good position.
My other tip, which I think works a treat here. If you are running a Necro-Rit healer then you will know the Elite is often a bit redundant. I find Well of Power works great . Loads of bodies means +2 energy +regen for all your heroes.
Erm I don't use a MM here as you probably figured
Works for me, hope it helps.
For the bit where you get the army of dream riders I flag my heroes away from the priest so they catch the the aggro of the ele mob. With Gwen doing her thing I run to catch the aggro of the dream riders myself. Although these things shut down your team they won't kill you and your heroes should have enough time to kill some of the main mob until you remove the flag and get back together before you die and you should still have the aggro of the dream riders with your heroes in a good position.
My other tip, which I think works a treat here. If you are running a Necro-Rit healer then you will know the Elite is often a bit redundant. I find Well of Power works great . Loads of bodies means +2 energy +regen for all your heroes.
Erm I don't use a MM here as you probably figured
Works for me, hope it helps.
Ewa Kirch
I have found it much easier to do with heros if I flag the heros up the stairs right by mallyx and his spirits, this way his spirits are quickly targetted and destroyed. I have also found Tryptophan signet to be very usefull against him. I Stop fighting mallyx and take out spawns as they pop, but try and keep tryptophan signet on him at all times.
mauirixxx
Something I noticed while fighting with a group of humans while I played a mesmer: Wastrel's Worry <3's Mallyx.
Now before everyone get's all pissy about this advice, hear me out. I'm well aware of Mallyx's hate towards hexes (consume torment) - however because Mallyx is a boss, the 3 second duration of Wastrel's Worry gets cut down to 1.5 seconds duration. Rounding I guess puts the hex at either a 1 second or 2 second duration. I'm guessing it should be 2 seconds, but WW triggers nearly right away (it feels sooner then 2 seconds).
Either way, because of the high amount of damage it does, the spammability of WW, and the fact that Mallyx is usually doing other stuff when you nail him with it, you can actually whittle his health down VERY quickly. You can literally keep spamming it on him for 105 dmg every couple of seconds. I've only seen him get Consume Torment off 3-4 times now, and with the high damage WW does, it basically rendered the health gain moot.
I've never tried it fighting in his room though, I've only done it via the door glitch, so energy wasn't a problem (and LB signet works on Mallyx if you do get low on energy).
You may be able to micro a Mesmer hero to spam it, but that may .. suck.
Now before everyone get's all pissy about this advice, hear me out. I'm well aware of Mallyx's hate towards hexes (consume torment) - however because Mallyx is a boss, the 3 second duration of Wastrel's Worry gets cut down to 1.5 seconds duration. Rounding I guess puts the hex at either a 1 second or 2 second duration. I'm guessing it should be 2 seconds, but WW triggers nearly right away (it feels sooner then 2 seconds).
Either way, because of the high amount of damage it does, the spammability of WW, and the fact that Mallyx is usually doing other stuff when you nail him with it, you can actually whittle his health down VERY quickly. You can literally keep spamming it on him for 105 dmg every couple of seconds. I've only seen him get Consume Torment off 3-4 times now, and with the high damage WW does, it basically rendered the health gain moot.
I've never tried it fighting in his room though, I've only done it via the door glitch, so energy wasn't a problem (and LB signet works on Mallyx if you do get low on energy).
You may be able to micro a Mesmer hero to spam it, but that may .. suck.
Ewa Kirch
This was my last run, missing hero build was a barrage ranger which i brought along to keep splinter weapon on. Flagged heros up stairs with mallyx, and took out spirits first. Mallyx was killed without even aggro'ing second spawn.
agrios
I'm having a hard time trying to beat Mallyx.
Sometimes the pop ups become more than an annoyance, sometimes mallyx itself kills me when I'm dealing with the pop-ups, and more often I keep loosing energy due to that blasted spirits.
I usually have no problems with the waves during the ritual, but when I get to face the boss..
This door glitch still works?
Sometimes the pop ups become more than an annoyance, sometimes mallyx itself kills me when I'm dealing with the pop-ups, and more often I keep loosing energy due to that blasted spirits.
I usually have no problems with the waves during the ritual, but when I get to face the boss..
This door glitch still works?
Marty Silverblade
Have three copies of Gaze of Fury in your team (channeling spec doesn't matter). That makes the entire fight pretty much trivial (assuming you're also disabling skills appropriately* and taking out the mobs that arrive fairly promptly). The waves at the start were significantly more difficult than Mallyx himself.
*iirc I had a few conditions/hexes/enchants still active. It didn't seem to make any difference. The fight was simple. Perhaps HM is different.
*iirc I had a few conditions/hexes/enchants still active. It didn't seem to make any difference. The fight was simple. Perhaps HM is different.
mauirixxx
Quote:
Originally Posted by agrios
(except Walstrel's Worry, that works like a charm on him)
glad to see someone confirmed my experience WW owns Mallyx :P