The Ebony Citadel of Mallyx
From Guild Wars Wiki
This is a mission entry. For information on the explorable area, see Domain of Anguish. For information on the outpost, see Gate of Anguish.
| The Ebony Citadel of Mallyx | |
|---|---|
| | |
| Campaign | Nightfall |
| Region | Realm of Torment |
| Type | Elite |
| Party size | 8 |
| Duration | 1-2 hours |
| Preceded by | Mallyx the Unyielding (quest) |
Contents |
[edit] Mission information
[edit] Requirements
Finishing steps 1-6 of the quest Mallyx the Unyielding is a requirement to start the mission. The finishing of this mission is also the last step of this quest. To start the mission, speak with High Priest Zhellix. If the party has someone who has not fulfilled the requirements of the mission, the priest will not start the mission, and will point out who of the group is not qualified for the mission.
[edit] Objectives
- Protect High Priest Zhellix while he performs the opening ritual on the Ebony Citadel.
- Defeat Mallyx the Unyielding.
[edit] Reward
- Chance of receiving Primeval Armor Remnants for party members
- Citadel Chest which gives one of Mallyx's unique items to each party member
- Completion of Mallyx the Unyielding quest and taking its reward.
[edit] Walkthrough
[edit] Defending Zhellix
The first step of the mission is to protect Zhellix while he performs the opening ritual. Nineteen (19) groups of monsters either spawn or arrive at the area of the priest:
- Margonites
- Titans
- Torment creatures
- Stygian Veil creatures.
The waves come in the following order (pay close attention to when each group spawns as some groups will spawn on the death of certain foes and not others):
- 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.
- and 19, final mobs after group 17 dies: From the east: Misery Titan, Greater Dream Rider, Tortureweb Dryder, Heart Tormentor, Water Tormentor and Spirit Tormentor. From the south: Margonite Anur Ki, Margonite anur Ruk, Margonite Anur Rund, Margonite Anur Su, Margonite Anur Tuk and Margonite Anur Vu.
After the original members of groups 18 and 19 are killed, the door to Mallyx's citadel opens and the priest will be removed from the party list, where he was listed as an ally. As soon as any party member steps past the door, a short cut-scene is played, the whole party is transferred inside the Citadel and the door is closed behind them.
Mallyx will be standing on a pedestal and will not be hostile, as will be four spirits. As soon as any party member comes close enough to Mallyx (about 1.5 times the aggro radius), Mallyx will give a short speech then turn hostile and attack.
Moving the Priest:
A technique that makes fending off the groups much easier is to pull the priest away from the spot where he is performing the ritual (which is the end point for all incoming waves). This can be achieved by having the priest chase a foe down to the gate of the citadel, and then killing that foe. The priest will remain in that spot and will not try to return to his original spot.
The best candidate for this action is one of the two Fury Titans that come as part of group 2. Since they are original members of the group, the following spawns will not trigger until they die. And because they are the smallest titans, they will not spawn any more after their death. Therefore, the party should leave one Fury Titan alive, bring him close to the priest so that the priest starts attacking him and then have his target slowly back up all the way to the Citadel door and wait for the priest to catch up. If done correctly, protecting the priest will not be a factor in defeating these monsters.
Fighting away from the priest: Another tactic to facilitate defending the priest is, once the priest is moved, to actually pull groups up the hill (towards the southwest) and use the big rock at that spot for tanking and nuking. The one draw back of this approach is that there are two groups (group 9 and 17) that spawn at that position. However, the benefit (which strongly outweighs the disadvantage) is that the party can retreat at any time and disengage whenever they feel overwhelmed.
[edit] Defeating Mallyx
Four "Soul" spirits reside behind Mallyx which are responsible for the 4 environmental effects in the room, known from the four sections of the Domain of Anguish explorable area:
- 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
Killing each spirit removes the respective environmental effect. When taking out the spirits the following tactics are useful:
- Skills that do bonus damage to spirits such as Unnatural Signet and Spiritual Pain.
- Ritualist skills that destory spirits such as Gaze of Fury, Signet of Creation and Consume Soul.
Mallyx himself uses a few particularly nasty monster skills, spoiling the "classic" party setup with tanks in the frontline and ranged attackers, spellcasters and healers in the backline:
- 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.
- Banish Enchantment strips all enchantments from a foe and on top of that disables one skill for every party member for every enchantment removed. Unless this skill itself is disabled, enchantment use against Mallyx is discouraged.
- Wild Smash ends stances and disables them.
Because of these skills, the party should try and use bonuses that cannot be removed or exploited, such as Spirit effects, Weapon Spells, Wards, Wells, Shouts, etc., or plain skills.
If Mallyx isn't hard enough to beat, groups of demons spawn as reinforcement when Mallyx's health drops below certain thresholds:
- at 80% 2 groups of random "Anur" Margonites (two per group) will spawn from portals on either side of the door.
- at 50% 2 groups comprised of 2 random Torment Demons creatures each.
Tips on fighting Mallyx:
- Mallyx has heavy armor (80 AL), and can shrug off ordinarily devastating blows with ease. Because of this, Air Magic spells and other armor-penetrating skills are particularly effective against him (Air spells do 100% damage against him). Even more effective are spells that ignore armor entirely as are some elementalist skills such as Obsidian Flame and necromancer skills like Shadow Strike. Weapons and skills that use damage types that ignore armor, such as Dark or Holy Damage, are also effective.
- Ritualists are perhaps the best class built to deal with Mallyx, as they do not rely on enchantments. He has no way to deal with Spirits or Weapon Spells, making these useful for defeating him. Displacement and Shelter are very potent in containing Mallyx on his own.
- Disabling Mallyx's skills with skills like Blackout.
Notes:
- Mallyx's aggro range is huge. He will start rushing creatures from far away.
- If Mallyx runs off, the party should examine his movement. If he is restlessly moving around, this means he will be back in a few minutes. If he is still, this means he has lost aggro. Again, re-aggroing him can be done from quite a distance.
- Sometimes it takes leaving 2 or 3 people inside the gate to get him to stay at the gate and not just run off after he kills the puller.
- This quest can be easily completed with five players with Ursan Blessing and three monks with Healer's Boon. When fighting Mallyx, stay in the right corner by the gate and pull him. Then spam Ursan Strike until he is dead. Every player should have a Norn rank 6+, and Lightbringer rank 6+. This requires the Eye of the North expansion pack.
[edit] After Mallyx
Once Mallyx is defeated, a Citadel Chest and Spirit of Truth will spawn, as will a large number of Margonites and torment creatures.
[edit] NPCs
[edit] Allies
20 (20) High Priest Zhellix (Ally, must be protected)
20 (20) Spirit of Truth (spawns after Mallyx has been killed)
[edit] Monsters
10 Listless Soul
10 Tormented Soul
10 Demonic Soul
10 Shrouded Soul
- Dryders
- Margonites
- Stygians
28 Stygian Brute
28 Stygian Horror
28 Stygian Fiend
28 Stygian Hunger
28 Stygian Golem
- Torment creatures
28 Flesh Tormentor
28 Spirit Tormentor
28 Heart Tormentor
28 Soul Tormentor
28 Mind Tormentor
28 Water Tormentor
28 Sanity Tormentor
28 Earth Tormentor
28 Misery Titan
28 Despair Titan
28 Anguish Titan
28 Rage Titan
28 Fury Titan
28 Dementia Titan
[edit] Boss-like foes
[edit] Follow-up
The mission is repeatable, but only in combination with the quest Mallyx the Unyielding. Having finished the mission switches the status of the quest to completed, and Zhellix will not perform the opening ritual any more, so the mission becomes inaccessible. In order to gain access to the Citadel again, players must claim the quest reward and do the quest again.
[edit] External links
- Related Guides
- [4] - Guild-Wars.info (German)
| Nightfall missions |
|---|
| Chahbek Village » Jokanur Diggings » Blacktide Den » Consulate Docks » Venta Cemetery » Kodonur Crossroads » Pogahn Passage or Rilohn Refuge » Moddok Crevice » Tihark Orchard » Dasha Vestibule or Dzagonur Bastion » Grand Court of Sebelkeh » Jennur's Horde or Nundu Bay » Gate of Desolation » Ruins of Morah » Gate of Pain » Gate of Madness » Abaddon's Gate |
| Challenge: Dajkah Inlet • Remains of Sahlahja • The Shadow Nexus Elite: The Ebony Citadel of Mallyx |
| Missions in Realm of Torment |
|---|
| Abaddon's Gate • Gate of Madness • Gate of Pain • The Ebony Citadel of Mallyx • The Shadow Nexus |
| Towns and outposts • Explorable areas • Landmarks |


