Talk:Mallyx the Unyielding/Archive 1

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How to defeat Mallyx

Before saying "use a spirit spammer", keep in mind that when mallyx uses summoning shadows, your action is cancelled. The chance up keeping up the spirits though the whole fight is very low. - Skakid9090 20:32, 24 July 2007 (UTC)

In theory, his energy is limited...right? so using ancestors visage and whatnot could, in theory work. yes, i do know that he can banish enchantment, so you could probably keep casting this until he has attacked enough to no longer have an energy pool...just a thoughtKiller Revan 17:06, 15 August 2007 (UTC)

umm... im all new to mallyx and i havent exactly been to him yet however... depending on what monsters surround him, would inf shadowform work?? such as having 5 inf shadowform sins, an orders necro(hiding off in the distance), a ritualist,and a paragon. i think this might work because the damage the entire party would be taking would be greatly reduced and based on the skills used, i have come to the conclusion that there isnt really anything there that could strip shadowform although there is a few things that can hit through it--Arrythmia 04:45, 30 March 2008 (UTC)

I have never tried fighting Mallyx, nor have I even had the opportunity. I do, however, have one single idea on how a team might be able to defeat him (most probable with heroes): Imagine having three Mesmers (there are only two Mesmer heroes, so the human player must be a PRIMARY Mesmer). Now, each Mesmer carries rank 16 in Domination magic (no, it cannot be anything less than rank 16). Each Mesmer also carries Blackout on their skill bar. Two of the Mesmers are heroes, and their Blackout skills are locked (ALWAYS LOCKED!). The human Mesmer uses Blackout on mallyx (at rank 16 Domination magic this should last 6 seconds, but a human may use items to get rank 17). After five seconds have passed (the human might need to have a timer on her/his desk to do this) then the human will command the first Mesmer hero to use Blackout on Mallyx. Five Seconds later, the THIRD Mesmer (the second hero) will hit Mallyx with Blackout, and by the time this third Blackout is finished the first Blackout should be fully rready for a second use. While this is all happening, the rest of the party (I'm guessing several slots for monks should be excluded) is fighting any other creatures present, and damaging Mallyx WITHOUT any conditions, hexes, or enchantments. The rest of the party would be dealing straight damage, while Mallyx would have all of his skills locked. As I said before, I have never fought Mallyx, so I have absolutely no idea whatsoever if this is a workable tactic or not. Responses? - Ara the ElegantAra 04:25, 17 January 2009 (UTC)

Mallyx Encouters of the Third Kind

This section is about Mallyx post the July 20th update/nerf/fix. The update fixed the exploit that people used to kill him, but it also left him indestructable.

Before replying in this section, please Read: This section is NOT about ideas on how to defeat Mallyx in his current state of affairs. If you wish to share your thoughts on this, please use the section above. This section is about proving that he is glitched and asking the developers to take corrective action.

To put things in perspective, I am one of the "pioneers" of defeating DoA. I was the one who discovered the first glitch (where we used to rebirth through the door and kill him without fighting the mobs that assault the Priest) and I was the one who discovered how to glitch him by the door. I don't say this to boast or brag, I say this to establish that there is no lack of experience with Mallyx here.

In all this time I have always wanted to fight him fair and square, but I have always felt him far too powerful and the yield on the investment far too little to warrant constant consistent effort. However, when this latest update came around, I thought now would be the time to try and take on the big monkey on his terms (read the developers' terms).

And so we set out to try and fight him with in a variety of ways, we have been to his cosy little room 2-3 times a day over the weekend (Friday, Saturday and Sunday). I have seen him no less than 8 times and have failed each time, miserably.

I have seen a few claims in town by people who say they took him down to almost 30% but lost and another on a German forum of a group who claim they killed him but have no screen shot of it. I investigated both claims and am quite certain both groups are fabricating their successes. They do not seem to have actually tried to fight him because the tactics they claim to have used would have been crushed by him fairly quickly.

The main issue:

The main problem with Mallyx right now is Summoning Shadows. He is able to spam this skill every 5-7 seconds, unlike what the skill description still says (20 second recharge). By doing this, no one in the party is able to do much. He interrupts binding rituals and interrupts resurrection attempts by bringing people over then kicking them away, over and over. Since you can't use Protective Spirit, and you can't get up Shetler (even with Soul Twisting), this becomes an exercise in frustration. With Consume Torment being nigh unstoppable (Diversion doesn't delay it by much, Blackout doesn't work) and Banish Enchantment heavily punishing any attempt at using Protection Prayers the party is basically defenseless. Shadow Smash allows him to do +200 dmg on his hits (so even a highly armored tank would take at least 200 dmg from his hits) therefore, without any defense, people will die, fast.

I have seen this bug before, the last time he was "fixed" 3 or 4 months ago. Summoning Shadows was broken in this same manner and was fixed 4 or 5 days later.

I would like to implore the developers to look into this and seriously balance him so that the fight is possible. We have been able to glitch him at the door like before, and we could keep investing time and effort in killing him at the door like ususal, but I honestly am tired of this game of cat and mouse with the developers. I wish to fight him on fair terms and show everyone it can be done so people can get to fighting him fair and square as they do Kanaxai or Urgoz. --Karlos 20:25, 24 July 2007 (UTC)

Added: this is a link to a thread on Guru where the most experienced players in DoA on Guru (I am sure there are others who are not on that forum) pretty much state the same thing. --Karlos 01:51, 26 July 2007 (UTC)

/signed - Skakid9090 20:29, 24 July 2007 (UTC)

It does appear there is a glitch in the AI for summoning shadows which causes mallyx to cast it too often. Likely part of modifications to fight the door glitching. (oh the irony) It is actually possible to not trigger the bug and have minimal to no casting of summoning shadows during an in-room fight, which is how it went when we tested him. I'll want to talk to a few people before telling how since it could be (a) a spoiler and (b) influenced by how we fix it (btw, not the same as fixed before). I will say the design was not to require a fully targeted team to be built from level 0 to 20 to beat him. But He should (does) shake up conventional strategies and be at least tough enough to earn his citadel.

I am curious what the teams trying would estimate his difficulty if he only cast summon on those outside the room. (that's not a hint ;) just a balance pondering.) (Curtis Johnson 04:37, 2 August 2007 (UTC))

Hmm, Did you browse through that thread and see the amount of builds and attempts actual people tried? It should give you a feel for the problem. The two methods I am familiar with are Ritualist based and paragon based (since he does little to disrupt either). You can read about the Paragon build in the thread, I have not tried it myself. Here is what we did with the Rit based build:
  • One Rit with Shelter and Soul Twisting
  • One secondary Rit with Consume Soul for his spirits
  • One full time and one part time healer using WoH and the like and not rely on enchats.
The main problem we faced is NOT the use of Summoning Shadows, it the use of Summoning Shadows every 5 seconds. We were all in the room, there were no corpses or any fishy business, we even ran up to him to dissuade him from spamming it. Still, he'd use it every 5-10 seconds and the worst thing is, he forces himself to use it. He hits someonw with Shadow Smash, forcing them to fly away, he feels they are fleeing, so he pulls them back with Summoning Shadows. Just an exercise in frustration. Like one time we had an edict, whomever he starts hittin should stand still and not move at all, and rely on the others for help. That still did not stop Mallyx from using it over and over because each time he'd kick his target away, take a few steps to "chase after him" decide that it's taking too long, and then uses Summoning Shadows.
I can't tell you that we'd kill him for sure if he didn't use it on us if we were all in the room, but I think we'd have a very good shot. --Karlos 04:59, 2 August 2007 (UTC)
Yes i read through most of the thread (including the latest posts as of aug 1) before I even went to check code so i knew what i was looking for. Constant interruption of the entire team at once is not an intended or fun behavior.(Curtis Johnson 06:20, 2 August 2007 (UTC))
Apparently i need to clarify my statements, as some have misinterpreted me.
  • the glitch is in how mallyx uses his shadows, not how we fought him.
  • we fought him in the room at his intended full power, it is possible to avoid the current bug that causes him to overcast summoning shadows. .
  • when i say i read most of the thread i start from the most recent posts and work backwards, (and also always read the first pages) so i have read everything since the update. This method lets me see what started discussion as well as get most recent feedback and summaries people have come up with. (Curtis Johnson 18:21, 2 August 2007 (UTC))
And what is the message here? That we should all keep trying to unglitch him from misusing Summoning Shadows? Or that someone will be doing something about his abuse of the skill?
I am tempted to go back and figure out how to "sidestep" his abuse of Summoning Shadows, but frankly, I am fed up. All my guildies and Mallyx friends are tired of spending 1 hours getting to him (and probably half an hour before that setting up and getting people together) only to have him obliterate us in 2 minutes, and 5 if we're good. I think it's disrespectful of their time, effort and desire to enjoy the game to keep asking them to come back for more of this abuse. So, I will not be expending more energy in defeating him as he is glitched, perhaps someone else will. We have a few ideas as to how that is done, but I am just tired... It's been 2 weeks of constant fruitless trial against impossible odds. People get paid for going through such trials, they don't pay others to put them through such ordeals.
So, I'd like to know what IS your message, so that no one rephrases your thoughts. Will there be an attempt to fix the skill?
And one last question... Did you actually fight the mobs leading up to him with that same build you took to him? --Karlos 22:24, 2 August 2007 (UTC)
As I sit here pounding the most tactful way to respond to such a post, I feel the need to post this article, it's a great read on how to give constructive feedback, while it is about City of Heroes, I feel it easily applies to all games, and I really think you should give it a read Karlos thanks. It can be found here. ~Izzy @-'---- 23:01, 2 August 2007 (UTC)
I don't appreciate the tone of your message, Izzy. I was neither insulting nor unreasonable. I asked Curits to specifically state what he intends to do, so that he is not misquoted again on other threadsa and I told him that I for one am tired of trying and told him why. Can you help me out here? Tell me which of those 7 rules did my post violate? Fell free to take it to my user page or yours. --Karlos 00:20, 3 August 2007 (UTC)
I did make mention of a fix in my first reply. It's up to you if you want to wait or seek the workaround. My message is simply there is one, it's achievable by any class, therefore your efforts, though not successful, were not without hope. I hope you'll consider my continued response here as some apology for the bug and the wait for the fix. (Curtis Johnson 23:52, 2 August 2007 (UTC))
Actually, Curtis, you did not (feel free to point me to where you said you would "fix" it), this is why I asked you to be specific (to avoid conjecture over what your response meant exactly). (I stand corrected, you did say you would fix it.) I am not asking for any apologies, bugs ARE a nature of software and the users need to know that, and you guys have shown a willingness to address and review and fix if needed, so you guys are doing your part. This is not about me personally... I mention my frustrations and experience as a player to give you a way of sensing the impact of the bug and how difficult it is for the player base in DoA to get around. --Karlos 00:20, 3 August 2007 (UTC)
Hi, this is my first use of talk, so please be nice and thanks for responding to this thread. Using the above post as a guide I hope I am totally polite and reasonable(tick box #1). The stated Guru thread is full of examples of the inventiveness of players, the issues and problems they have had with Mallyx since its inception some 8 months ago. (check boxes 2,3 and 4). Most people are extremely frustrated, hence objectivity tends to fade. Human nature, go figure. In addition many thousands of players have played for many thousands of hours trying to kill him normally over the past 8 months or so to no apparently no avail
This being the case, I have some questions.
  • Based on the feedback in the above Guru thread, do the developers feel that the Mallyx encounter has achieved their design objectives, and what is the reaction to the fact that apparently no one(lots of hearsay, but no proof) has killed him properly outside of the Development team?
  • Is the frustration voiced by many both in game, and on the forums by this level being taken into account for a review of Mallyx as a whole. The Guru thread is a testament to the inventiveness of the player base and willingness of a few to try and try again, but something clearly is very wrong with the way Mallyx is being played out. In its current state. Bug or no bug.
  • Based on feedback from the player base, do the development team feel as though the Mallyx encounter has been an enjoyable, rewarding and fun experience for the player base?
If the answers to the above show that Mallyx has not been the resounding success anticipated, then might I humbly request the whole encounter be revisited as a matter of urgency.
Even just going by the number of page views and replies to a single thread, in a single fan forum this issue is clearly high on the list of many experienced pve players, and if the Mallyx encounter is not meeting expectations both in terms of difficulty and of enjoyment then this adds to the erosion of trust in the development team which has to be a bad thing for both Arena Net and the playerbase as a whole. Thanks for reading.. --Shan 00:25, 2 August 2007 (UTC)
I don't know too much about it as they keep me chained to my desk working on Skills and Pvp, but I know they are looking at the encounter and the bugs, I know Curtis has been tracking down the issues, and figuring out what needs to be done. ~Izzy @-'---- 23:37, 2 August 2007 (UTC)
Thanks Izzy, Would it be worth opening a thread on the fan sites for (what will hopefully be) constructive input on how to improve Mallyx, but not take away from the achievements of killing him? I guess thats down to Curtis and the team to make that call, but you might get some good and fun ideas. Should we stop trying to kill Mallyx until after Gwen or can we expect some movement before hand. Thanks again --Shan 00:24, 2 August 2007 (UTC
Suggestions are always welcome, The main thing Curtis was trying to get across was after looking at it the issue that we are gonna fix, we can think of a workaround but without giving away the secret on how to beat him he wanted to show there was some hope. In general it sounds like the encounter is a little broken and unfun, and we will work on fixing it. Keep in mind we got a lot going on right now trying to get GW:EN out the door, but well tweak it up and see what we can do to improve this encounter. ~Izzy @-'---- 23:57, 2 August 2007 (UTC)
And the question remains... Did you guys get to him "through" the mobs, and then were able to do that workaround? Reading all you guys are saying, it seems to me like you did not. Is that an incorrect assumption? --Karlos 00:20, 3 August 2007 (UTC)
Yes. We do test the balance of the mission as a whole. And will continue to talk about it as one piece for any balance changes.{Curtis Johnson 00:45, 3 August 2007 (UTC)}
You know, in ten years from now, when we'll be busy playing GW3, you people should tell everyone what strategy was that you used to defeat Mallyx and how did you find a way around that bug. I'm more curious now to learn how you did it than to learn how to beat Mallyx himself. Erasculio 00:49, 3 August 2007 (UTC)
Ok, so now I am more curious about your testing, Curtis. Is it that you guys tested it once, then "lucked out" and got him in the position where he does not use Summoning Shadows at all, or that you deliberately went that route (i.e. looking to disable Summoning Shadows)? I am trying to find where the breakdown is, and you are absolutely free to tell me it's none of my business and you guys are 100% satisfied with your processes.
However, in the case that you do not feel this way, the prevalent sense among those who have been trying Mallyx for the last two weeks is that the Devs never tested him before their last tweak. There are two reasons for that:
  • A conversation with a former member of the test team in which he said that when they tried the citadel on the test servers they could not even get to him, let alone test him. When they sent this feedback to the Developers, they were told: "Perfect!" i.e. The encounter could not have been thoroughly tested if ANet's own test team did not even get to him.
  • The grim reality that everyone who seriously tried him and documented their tries on the net has encountered the same behavior fom Summoning Shadows.
Thus this leaves one of two possibilities that I can think of: a) You guys got "lucky" when you got in to test the encounter, and you later on analyzed how you got lucky. or b) You guys specifically went in with a plan in mind to by-pass his Summoning Shadows.
The problem with option (a) is that it suggests lack of testing (given how no one else got lucky to glitch him likewise), and the problem with option (b) is that it suggests unrealistic testing (like running Windows performance tests only on a machine with 5 GHz and 10 GB memory, Windows will always perform wonderfully).
Necessary Disclaimer: Before someone jumps in to the "defense" of the Devs against Karlos the Ungrateful (any chance we can add that as a last minute thing to the "name a boss" contest?), I want to make it very CLEAR what this is: An attempt to find the weakness in how the encounter is designed (if you read Shan's post carefully, he is ever so politely trying to say Mallyx as a challenge mission encounter is inferior to those of prior campaigns, and urging the Devs to rethink the whole thing). I am not looking to prove the Devs did a bad job (or the testers or the janitors), I am not looking for an apology... I love the game and I think ANet did (and still does) a great job with it. However, I am one of many people who have felt, from day one of DoA, that Mallyx's encounter was ridiculous, required huge amounts of time and offered very little reward. That is a topic for another day, but for now, the issue, for me, is to find the crack in the seams that allowed this unbalanced and not so fun encounter (in my opinion) to be the climax of what Nightfall has to offer. --Karlos 07:39, 3 August 2007 (UTC)
When you refer to "a former member of the test team" you are talking about one of our former Alpha testers not former in-house QA. When we refer to internal testing, we mean QA testers not Alpha testers. There is a big difference. I know it could not have been one of our internal testers you are talking about as they were the ones who were able to beat Mallyx along side the Devs working on the area. In reference to Alpha testing like you are mentioning, I can understand that the response would be "Perfect!" to a group who played the encounter as part of a couple All Calls. It is my understanding that the encounter was balanced with players needing a lot more time invested to achieve victory that was used by our Alpha testers in a 2 hour play session once a week for a couple weeks. The in-house testers spent a lot of time testing DoA. Much more than the Alpha testers. In fact, we would not have gone live with the DoA if the internal testers were not able to properly test Mallyx let alone get to him. They never would have signed off on that. - User Linsey Murdock sig.jpgLinsey talk 22:24, 6 August 2007 (UTC)
Thanks for the explanation. I believe he was an alpha tester. I hear the fix is coming out the door this week. I'll hold off on that thought till then. --Karlos 00:59, 7 August 2007 (UTC)
I think the goals of the Mallyx encounter are laudable, in that of trying to break the mould of the traditional buff everyone to the max and blow things to bits. Especially when the rest of the Domain of Anguish seemed to be geared around Tank-Nuke-Heal. I too am very curious as to how Mallyx can be killed by teams comprising of any profession. So far those comprising of multiple Paragons(with a very high Kurzick title) and mutliple rits seem to make any kind of leeway.
I feel three things would help greatly in improving the fun factor. A large reduction in the mobs needed to kill to get to him, an increase in the cast and recharge times of summoning shadows(3seconds cast, 45 recharge?) and the ability for shutdown skills such as diversion/blackout to actually work on him. Diversion seems to have an odd effect on him. It does seem to disable, but only for 10 seconds, not 59. I'm not sure if this inconsistancy is a bug or an intended effect. Blackout has no apparent effect also.
My ideal boss encounter would be one that is a great fight to remember, but one in which at no point do I feel the designers are cheating. In guild wars terms, i'm tallking about Urgoz, Kannaxi, and Rotscale. Those bosses are challenging, fun to beat and move away from the standard tank-nuke-heal doctrine. By no means am I saying Curtis and his team did a bad job, just that sometimes things work out differently than expected. The great thing about GW is the ability to change and adapt as events change, and I feel that this is one of those instances. Thanks for reading. --Shan 09:54, 3 August 2007 (UTC

Wow, getting this worked up over trying to kill Mallyx and get one of his greens, even making another account... pathetic. --The preceding unsigned comment was added by 94.169.181.150 (talk) at 18:54, 17 July 2012 (UTC).

Wow, sarcastic response to comments made 5 years ago when this shit was new - well played, sir. --snogratUser Snograt signature.png 19:39, 17 July 2012 (UTC)

If you think I was being sarcastic you need to go back to school. :/

Beaten Him

ZzZz - I know I've practically posted everywhere that myself, Racthoh and Trub have beaten (with 5 heroes) him but seriously, he isn't half as hard as what people are making out - it _probably_ requires a bit more of a specialized build than a lot of places, but really no more than say the Stygian Veil. And he's apparently bugged? I noticed Razah flying across half the map a lot of the time out of healing range but that's about it. And yeah he hits like a mother, but everyone knows this by now - Weapon of Warding, Defensive Anthem (See unofficial wiki discussion some time). Ward Against Melee - can be used to really lower the amount of times he can hit you with a normal attack.

Taking spirits out: Consume Soul would be ideal, but heroes can't use it - but two Gaze of Fury is it? They did the trick, took out the -2 energy one and the 50% miss one off the bat and had a ranger camp him the rest of the time. The mobs he spawns are really tiny - If you have equipped yourself with even half of the skills I mentioned above they should _not_ be an issue.

As far as the 10 while moving goes - Party based heals are plenty enough -10 is not a lot - Protective Was Kaolai, Life, "There's Nothing to Fear!" Mending Refrain are what we had, but I'm sure LoD, Heal Party, would be plenty adequate.

Clearly shouts, weapon spells, spirits are the way forward against him since his actually skills do not deal with them in any way. I think he is an adequate challenge, I am far from a godsend to Guild Wars, have only fought him twice, but with a little bit of _gasp_ thinking didn't struggle that much.

Some Screenshots:

Youtube video showing the killing blow (on myself the monk, but also on Mallyx):

I can see why it might be difficult/impossible for a pick up group - but if it is possible for a PUG can it really be that much of a challenge. This was a group that had never fought him before he was glitched, so on our first attempt everything was new to us - we just read up on him, that's all that is needed. And while we are generally solid players at the game we are not the best of the best, but Mallyx is something that should be a challenge to solid players in my opinion, he was a challenge, he was NOT even close to impossible however. Yesitsrob 03:01, 8 August 2007 (UTC)

Congratulations.
One question: Was he using Summoning Shadows all the time? Racthoh said he did not, which leads me to ask you the same question I asked Curtis above. Was it a lucky thing? Or do you know something we do not? It can't be that every time people go in he spams it like crazy, and then everytime you guys go in (and Curtis, apparently) he forgets to use it, right? He's not using it at all in the little clip you posted. That's not the Mallyx we fight. What's missing?
And don't say it's the build, please. --Karlos 08:40, 8 August 2007 (UTC)
Does anyone know how heroes manage Unnatural Signet? That skill is fun to use if you're killing spirits. --Santax (talk · contribs) 08:45, 8 August 2007 (UTC)
If Summoning Shadows is interruptable there's a good chance Jin might have got it, there's probably also maybe that it's certain class combinations or maybe an odd skill that causes the bug to appear - I'll be honest I don't really know. People were all over the place for the most of it and we had to res through a lot of deaths - Santax on the spirit, the Spirits have a _lot_ of health, so Unnatural Signet will not do the job half as well as Gaze of Fury or Consume Soul. If how we fought him was without the SS glitch then I think it's an appropriate challenge. Both the times against him I don't think it was glitched... But I couldn't really say for sure. If it's something we did - which for all I know it might have been, it certainly wasn't something intentional Yesitsrob 09:24, 8 August 2007 (UTC)
Where did you people stay? Inside his original area or outside of it? I have the feeling, by what you have said, that you stood close to where Mallyx appears the entire time (given how you killed the enemy waves that go help him). Given how Summoning Shadows summons all enemies to him, and given how there's a way to not make that bug to trigger, I would guess that staying close to Mallyx all the time would prevent having him trying to teleport everyone to his feet, so he would not use SS once (and by not using it once, he would not get the bug at all). Erasculio 12:52, 8 August 2007 (UTC)
Without us knowing how other groups would've been fighting him in the room, it's hard for us to say what we did that others did not that might've caused this glitch that stopped him from using Summoning Shadows faster than the recharge says. I was honestly expecting that to happen after reading the discussion on the guru thread. Jin might've been interrupting it; I know I wasn't paying attention to his skil usage that much and was focusing on the radar for my own positioning more than anything. I would hate to think that we got lucky and that whatever issues were apparent before were simply fixed before we tried him because the whole experience is pretty intense. :) --Racthoh 13:49, 8 August 2007 (UTC)
The fact that you don't know that Summoning Shadows is uninterruptable is... Very telling. :P
Racthoh, I have explained above what we do, we fight in the room, we ran to him we surrounded him, we stayed by the spirits, positioning is not the issue, I believe. --Karlos 21:42, 8 August 2007 (UTC)
I knew what the skill did for sure, activation time time is another thing. My mistake. --Racthoh 23:43, 8 August 2007 (UTC)
I hope the ZzZz wasnt for a boring fight ;). Congratulations guys! AFAIK the fix wasn't patched to live yet, so yeah, I appreciate the verification we aren't all hacking our tests up here..:) We're still probably going to make some additional changes as I do think once the SS problem is out of the way and people fight him more he's going to show a lot more of his intended weaknesses. It's been very helpful to read your recountings of how the fight progressed and what you did to deal with each part.
I also want to address folks concerns about the priest-fight being too hard / too long, and constraining on team build.. It is meant to require some build versatility between that and the Mallyx fight. However, myself I agree it could be more equalized in proportion of the mission, with Mallyx himself. So hopefully we can roll all these changes together. (Curtis Johnson 18:39, 8 August 2007 (UTC))
No one said you were hacking your tests, Curtis, you have already stated you know how to unglitch him and avoid Summoning Shadows. Are you saying that the test team ran into Mallyx glitching Summoning Shadows every 5 seconds and signed off on it? I am guessing they did not because they know how to avoid it altogether. You make the pick... They either side-stepped Summoning Shadows and thus did not see the glitch, or they faced Summoning Shadows and signe doff on it anyways. Which is it? :P --Karlos 21:42, 8 August 2007 (UTC)
Actually Curtis it was a very intense fight, and the waves before it were quite thrilling, I probably found the waves the most enjoyable part and would hate to see it changed... Unless of course you can glue the priest to one spot :p. People are really missing out on a great experience by exploiting the priest in this area and I personally don't believe it should be encouraged or possible - especially considering that the monesters don't cause party wipes quite as easily anymore. In the fight Mallyx did use Summoning Shadows but he didn't use it allll the time. I'm actually pretty interested to know just what it is that we did that allowed us to avoid his glitch, now that we've done it would you be so kind as to tell me in game ^^? Yesitsrob 02:03, 9 August 2007 (UTC)
I'll echo this, those 18 waves was easily one of the most enjoyable PvE aspects in this game (HM Eternal Grove is good fun as well). If anything, stick the priest in one spot so he can't move as Rob said. You guys went through the trouble of fixing the gate exploit previously used to kill Mallyx, and removing the environmental effects in all areas besides Mallyx along with re-working the mob's strength. It made the zones enjoyable and challenging which has been scarce from PvE for a long while. Force the pve players to stop exploiting every AI flaw and play the game as it was intended. And if possible to get in touch with us. I would like to know if we stumbled upon this glitch. :)--Racthoh 03:55, 9 August 2007 (UTC)
You stumbled out of the bug..Mostly. Sorry to be cryptic. But I really don't want to give hints that would affect or discredit player discovery of strategy and accomplishment after the patch too. Once again, good job breaking the mold. (Curtis Johnson 07:32, 9 August 2007 (UTC))
To be brutally honest there isn't much strategy to him except the build which has always been the nature of PvE. His skills were built specifically to counter the typical PvE setup thus making him tough to the norm. In which case I could sum up how to beat him like this: Kite, don't use enchantments, don't use hexes, don't use conditions. It's so obvious once you're in his citadel. I bet a group of 8 with wands could've auto-attacked him to death so long as they got rid of the spirits and kited when he got close enough. I'm fairly confident the only reason our group took deaths was because our heroes decided to drop a spirit when they should've been kiting. --Racthoh 23:54, 9 August 2007 (UTC)

Changes to Mallyx

Please take a look at Update Notes:

We'd like your input about those changes, so please post your thoughts. --Gaile User gaile 2.png 05:49, 15 August 2007 (UTC)

Well the bug fix is good, but I don't understand the need to lower Shadow Smash's damage. If anything, Mallyx needs to be made a little stronger; he is the finale to the Domain of Anguish afterall. --Racthoh 03:20, 16 August 2007 (UTC)
In the process of testing we took the opportunity to reduce him one-shotting low armor targets. There's more I'd like to tweak on the mission but if it happens it'll have to be after GW:EotN.(Curtis Johnson 22:01, 16 August 2007 (UTC))
We tried it today.... It's not fixed. He's still spamming it infinitely, at least against our build. We had: 1 Ele tank, 2 Necro spikers and 1 Mesmer spiker, 3 Monks (with different builds), and 1 soul twisting ele. He used it once, after 7 seconds, he used it again, and then progressively and consistently faster, he was basically spamming it all the time. --Karlos 06:28, 16 August 2007 (UTC)
did not work... still kept constantly pulling us in. spend all out time kiting away and rezing just to get pulled right back in. little to no damage delt.--216.63.70.222 16:31, 16 August 2007 (UTC)helping healer
Well, that's very disconcerting if hes still overcasting. I basically had them re-AI the whole skill. and it tested well with all situations i threw at it.... I'm slammed right now with GW:EN, but msg me in game when roughly you think you might attempt again I'll see if i can be around? (Curtis Johnson 22:01, 16 August 2007 (UTC))
As a small clarification... This other person (helping healer) is from another group, so that's two different groups who have encoutnered a repeat performance. We got him down to 65% health or so, but we could not keep up especially when the Margonites popped up and they could hit us and we could not fight back. I'll try and PM you in-game. --Karlos 22:55, 16 August 2007 (UTC)
Myself and Racthoh will be doing it again soon, we still have Foundry to do again yet but will provide feedback should issues arise, we will likely be entering with more actual humans this time. Yesitsrob 23:52, 16 August 2007 (UTC)
Did it again, we invited Helping Healer along and some of his friends, ran a rather different build this time, though we still had the Paragon Defense - again it probably wasn't ideal but we didn't have to fight against the glitch. Thanks for coming guys. Yesitsrob 22:45, 18 August 2007 (UTC)

we are about to try it now. Looking for Karlos in game but need IGN --98.195.157.6 23:55, 16 August 2007 (UTC)helping healer i am is mine

We did a run with Curtis observing us today. He ran out of popcorn I think, but in the end, we hope he had enough conclusive footage in observer mode to determine what's happening. He said he will reply here when he's done reviewing the material.
My IGN is Lamees Ghaznawi, healer, it's on the "offending version" of my user page. :P --Karlos 05:24, 17 August 2007 (UTC)

Mallyx has been defeated again!!!! --98.195.157.6 22:38, 18 August 2007 (UTC)helping healer

Any thoughts on what changed for you guys? Oh, and congrats! :) Sorry I had to leave with my daughter when you PMed me earlier today. --Karlos 00:59, 19 August 2007 (UTC)
Fun free-4-all had by all! It was a blast guys, thank you for joining us!Trub 18:27, 20 August 2007 (UTC)

Looks like a French group has defeated him, using a similar but what looks like in some ways a slightly stronger build than what we used first time - http://www.youtube.com/watch?v=LaQWrM2dkOs Yesitsrob 11:50, 22 August 2007 (UTC)

Wow. But, I noticed the camera was turned off when they knocked on Mallyx's door? I wonder if they were successful in the final kill?--Trub 15:17, 22 August 2007 (UTC)

Thanks for having us in your group. We learned alot of what we were missing from our previous attempts. Only need veil and we will be at him again, possibly tonight ;). As far as the other group, I believe if they were successful they would have posted that portion of the video.--216.63.70.222 17:48, 22 August 2007 (UTC)Helping Healer

Gosh, we could have thought that the paragon is the key to defeating mallyx when doa just came out, gz guys.Jelmewnema 17:58, 22 August 2007 (UTC)

Eternal DoA Monument

You know... a little heads up of "you should probably wait till GWEN before you defeat him again" would have been nice. Or simply keeping track of quests that have been done already would have been fantastic. I can't say I want to do every DoA area again for a third time QQ for a monument which really, I should have. Don't really care about Deep and Urgoz since they take very little time in comparison. Bleh. Yesitsrob 11:58, 9 September 2007 (UTC)

actually i find mallyx faster than the deep or urgoz. unless your counting all the other quests leading up to him... then yeah. Roflmaomgz 20:40, 25 December 2009 (UTC)

Mallyx Again

moved from User talk:Gaile Gray

Hi, just wondering if Mallyx was intended to be beaten by a balanced team? The only build I have seen beat him since the fix is some sort of zergway using high powered Kurzick skills or super powered consumables.

It seems to me, that Mallyx was made with weaknesses that only certain team builds can defeat. Doesn’t this go against good level design and the stated objectives of balance? For example, If only one or two team builds could win any GvG by design then it would be fixed ASAP and would rightly be called imbalanced. This is just the same, except it's PvE. Surely it would be better for the game if Mallyx could be defeated using a plethora of professions(including assasins, dervishes etc) rather than rely on the few in which he is designed to be weak against.

The goals of making people move away from the normal tank nuke heal are great, but when they also deny people fun and adaptability in the builds they run or at the expense of well loved characters is the cost of that too goal high?

Mallyx is designed to be weak against certain things and immune to others. That by nature excludes certain professions that rely on those same things to be really effective(mesmers, assassins and Dervishes for example) from making any real contribution. The point is only certain professions can be successful(other than including a single spot for a pity profession), and that is the sad fact of things.

This is especially true now that we find out there is a monument for killing him, and it seems as tho by design that monument is available only to a certain set of professions, regardless of the ability of those players. What team is going to compromise their chances by taking along one profession that can make no proper contribution where another player can play at full power and contribution?

I realize there are greater priorities right now, but if left too long then this mission will be forgotten and remembered as a game design that failed. Just fixing one skill and reducing slightly the damage on another will not assist in people being able to run a varied build and therefore will be a constant source of frustration and unfun for those unlucky enough not to have the right professions. Thanks for reading - 90.196.74.82 19:29, 9 September 2007 (UTC)Dave

It is just as simple to beat Mallyx with a balance team, than it is to beat it with a specialized team. It all lies with your teams coordination, and strategy. It was intended to be difficult. Not balanced. - UserDrago-sig.gif Drago 20:10, 9 September 2007 (UTC)
Im sure anything in this game can be done in more then two different ways, changing Mallyx would likely to just make it easier for established team setups to run him trough, convincing entire team of pugs to step away from current "meta" is useless, so thats where the sweet comfort of having a guild comes into play, people there are usually are more open to trying new ways. Biz 20:13, 9 September 2007 (UTC)
Sorry to be a doubter, but the only teams I have seen beat him is based on multiple warrior and paragons. Any profession that uses hexes,conditions or enchants is basically gimped by the very design of the encounter. How is that balanced? Even Guild teams will follow the cookie cutter, least resistance path and wont want to risk failure. Getting the design right ensures that every profession should have an equal chance. Let player skill and tactics determine the outcome, not the profession or the quality of guild they are in. 90.196.74.82 20:21, 9 September 2007 (UTC)Dave
I don't think that's a design flaw at all, though. As I see it, we could have balance in PvE through two ways: all professions are equally useful to a party everywhere (something I don't think is possible, unless everywhere is the same), or all professions are equally useful to a party as a whole, with one profession being more useful here and less useful there, while a different profession is less useful here and more useful there. DoA as it is now makes the usual cookie cutter build less useful than it is everywhere else, while making professions that aren't considered as useful anywhere else (such as Paragons) to shine. It does not bother me that enchantments, hexes and conditions don't work at Mallyx because there are no professions in the game that only have those. Everyone - from Necromancers with life stealing damage and wells, to monks with direct healing skills, Ritualists with ashes and spirits, Elementalists with direct damage and wards and so on - has anything to add on the fight against Mallyx. In the end, it's a matter of player skill - and player skill includes being able to make a skill bar capable of winning, even despite the lack of human players. Not that DoA didn't have its problems - it had a lot, but I think most of them were fixed when they "nerfed" the area (for the records, the screenshot is not mine, it has been posted on some GW fansites. I'm nowhere that good : D). Erasculio 20:39, 9 September 2007 (UTC)
Dervishes use enchants for most of their skills, Assasins use conditions/ enchants and mesmers hexes. All these(esp the first two) are dramtically affected by this. Count the number of skills left in those professions excluding those skill types. How can people claim it's open to all when this is the case. Here's a challenge, kill Mallyx without using the same basic build as now, I,e not using multiple Warriors and Paragons, do not use any PvE skills/consumables and include at least 1 dervish or assasin playing as a primary dervish or assasin. 90.196.74.82 20:50, 9 September 2007 (UTC)Dave
Dervishes have forms that cannot be removed by Mallyx, Assassins have huge sources of direct, armor ignoring damage without relying on conditions, and mesmers have other kinds of shut down (does Blackout work on Mallyx?). The screenshot taken above was taken before GW:EN was released, when consumables weren't as common as they are now; and given how 5 out of 8 party members were heroes, there wasn't room for so many PvE only skills (and do notice they had only one warrior). Erasculio 21:06, 9 September 2007 (UTC)
Just wondering if you have ever tried Mallyx since the July update. An elite form that only slightly enhances damage or protection that is disabled for 2 minutes will be of little use. Add to this dervishes have 70AL and have to be in melee range, makes them only slightly better than a caster. Assassins are in the same boat. I think I counted only 22 Assassin skills that do not use enchants or work without conditions, and most of the others are of questionable use(Mallyx cannot be knocked down for example). Add to the need to chain a combo and the viable builds shrink even more. Why would any team take an assassin, or Dervish when you can add another ele/warder and increase your chances of success even more? I think Blackout, diversion etc have been tried and do not work.
Point is. Mallyx is designed to combat the usual tactics, but in doing so excludes from decisive usefulness other professions. Had he been able to be killed by other team mixes he would have been done so months ago, and people would not have had to resort to tricking it. Skill is not the issue, the design is. Surely it’s obvious that having a design that gimps certain professions or having to rely on PvE only skills(regardless of how many) should be changed.
Those players who have piled many hours into their favorite characters, done all the other elite areas; only to find those character stymied because of a deliberate design decision surely deserve this to be re-looked at with this in mind? 90.196.74.82Dave
See, exactly. There are roles any professions may do against Mallyx, but they are not always the best profession. However, it is not possible to make all professions the "best" ones at something - and this is easily seen in all the other elite areas, in which Elementalists reign supreme and paragons are very, very less useful. Now we have a different situation - finally there is one place in which paragons are better. Sure, the other professions are useful, but they are not "the best" there. And that is balance.
In other words, to those players who have used their favorite characters to do ALL the other elite areas - there is a single one in which other professions are better, only one, and even still you complain? Paragon players should be the ones to complain that they are the best profession at only one elite area. And just like said Paragons have to adapt when doing any other elite area, so do the other professions need to adapt when doing Mallyx. Erasculio 22:23, 9 September 2007 (UTC)

(Reset indent) It's always been the case that some areas require more or less help from specific professions or certain skill sets. The valley in post-searing Ascalon is better for ranged attackers (and was even better in the old days before release, darn the luck! ;) ). This place is better for those using fire. Swap out water or poison for those who are immune or less than impressed by your skill bar. In fact, frequently examine your skill bar and the attributes of your party members to take advantage of the strengths of your characters and the weaknesses of the enemies. I think that Mallyx is the same, and that as stated above, an essential part of beating those difficult challenges is determining what combo works well, and where. I don't think that I agree that the narrow list that you suggested is truly the only way to win, although it is assuredly one way to claim victory, if played well. I'm interested in reading what others feel about this, and I'm happy to ask the designers if they feel there is room for concern about the party set-up for DoA. --Gaile User gaile 2.png 05:10, 10 September 2007 (UTC)

My input on this: The Mallyx encounter is pretty poor and regardless of what has been said is not suited for a significant number of classes. It is definitely more suited for characters with strong DPS and solid defense - which pretty much limits you to Dragonslash/SY Warriors and Motivation Paragons with a couple of attack skills under Aggresive Refrain, no not fricking blood necros, why anyone would use a blood necro except for orders or SV farming in PVE is truely beyond me. Paragons and Warriors really are quite obviously the strongest characters in this encounter, without question, excellent damage, excellent support, excellent armor, and also a very suitable Hard Res on the Paragons.

Monks are terrible for the encounter. His enchantment removal skill is simply so good that it makes using even one enchantment a pretty bad idea against him. Since you can get very unlucky and it could disable a key skill - or worse of all a built adrenal skill, if you are using Save Yourself (which frankly, you should be because it's ridiculous) and this gets disabled, well that's just horrible. So then we are left with Healing Monks, and anyone who has been playing Guild Wars for 2 years can tell you that pure Healing Monks, for the most of it, are horrible. Unless of course you are using Healer's Boon, which is an attractive skill in HM PVE, but sadly also happens to be an Enchantment. The times we did Mallyx I basically used my monk to assist in clearing the waves (and due to such brought Seed of Life, and Prot Spirit), but under ideal circumstances I wouldn't be there - against Mallyx himself I had an Infuse and a Heal Other - I couldn't pre prot which would have been the preferred solution, and when he spiked the crap out of Razah, I infused, but I could do nothing to stop him from just smashing him in the face again - Weapon of Warding on the other hand could. I'll likely use WoW on my monk next time I do this and use Lightbringer Signet as energy management over Glyph - Word of Healing was pretty useless anyway, and Mending Refrain, Kaolai's, Life, and Restoration motivation chants did more than enough to do clean up damage so LoD is unnecesarry.

Dervishes are also terrible for this encounter, their good IAS skills happen to be Enchantments, AoE is Scythe damage is bad for enraging mobs (a real balanced team and not a tankandspank scrub team doesn't want AoE here). But regardless of that they can't match the DPS of a Dslash warrior in PVE anyway, they would _maybe_ work, but they'd be less than ideal. Necromancers, can be useful as Soul Reaping Ritualists, Curse Necros will only heal Mallyx, Death Necros / MMs are for Pugs which don't use proper passive defense, and Blood Necros are for orders - again, please don't tell me they are good for damage, they aren't. But yeah, weapon spells are one of the more effective methods of Prot against Mallyx, and SR is a very reliable source of energy management. Overall though, primary necromancers aren't attractive here.

Elementalists, Mind Blast I guess... but you can't really use it to power skills like Rodgorts because we don't want to cause conditions to Mallyx, and we want to be careful with enraging mobs, so really, they don't have much going for them. I originally considerered the idea of Ward Melee, but though... would I rather stand in the ward and hope his attack doesn't get through, or would I rather kite so he can't hit me anyway, I haven't checked stability... with his knockdown attack I'm not sure if it shadow steps you to a random location before KD'ing you, in which case stability would be pretty useless. There's also no using attunements here, enchantments are just that bad of an idea due to his removal skill. From what I heard the bad cookie cutter build involved Air Elementalists as the main source of damage, truly about as ridiculous as using Blood Spikers.

Ritualists, while I'm not sure they'd be better than Soul Reaping Rits they do have skills like Shelter, Weapon of Warding, Protective was Kaolai, Consume Soul, Gaze of Fury, Flesh of my Flesh, Life - skills which are generally very good for this encounter - a couple of these could easily, and probably would be better off being ran on secondaries however. The better PVE ritualist skill, splinter weapon, is pretty risky again to a proper balanced team just due to the risk of enraging mobs, but when used well and at safe enough times it will make some groups die fast... just make sure they actually do in fact die.

Mesmers, Fast cast weapon of warding, flesh of my flesh, interrupts for his spirit summoning skill. Maybe, and that's about all they are going to offer to this fight, whether that's enough to consider bringing one over another solid source of DPS (which can also interrupt) is debatable. Expel Hexes is also a very nice skill to have for the 18 waves, but again, you can stick that on a Paragon. The same generally applies to rangers here, Barrage/Splinter is a risky combo, but interrupts can be useful - the rangers general strength of survivability is pretty useless against the mallyx encounter because a signficiant number of his attacks are unblockable AND he removes stances + disables them anyway.

Assassins, wouldn't like to use Death Blossom vs the waves, can't use critical agility vs the Mallyx encounter, can't use IAS, can't use conditions or hexes. You could maybe get away with using an assassin but again it's less than ideal.

Quote - "Paragon players should be the ones to complain that they are the best profession at only one elite area. And just like said Paragons have to adapt when doing any other elite area" - This is absolutely only true for bad Pugs, to good players and solid guild groups Paragons are a recognized powerhouse of a class in PVE, arguably one of the stronger PVE classes along with Necros, Monks and Warriors. The people that think they are bad tend to be in the same group that think Elementalists are good for damage. Paragons not being a good PVE class is so horribly incorrect and one would do well to research them by themselves instead of going with the popular opinion which also thinks Radiant Insignias are better for PVE. >_>

In general you only really need 5 or 6 ideal or close to ideal classes for the profession and you can probably get away with anything for the other spots. But it's noticable. The first time we beat him we had 5 heroes who could pretty much bring exactly what we wanted, and Para Heroes generally run things quite acceptably. As a result the entire Citadel only took us about 35 minutes to do, 18 waves and Mallyx. Second time we were asked by some people on here if they could join - as a result we didn't really have the most ideal of teams but we had enough. It was however a lot slower, and generally not quite as smooth, at no fault of theirs. Having 2 monks was probably the most noticable difference and it was just more of what we didn't need in the first place.

My issue with the Mallyx encounter is that, with a solid team composition specced against the encounter it's not really a challenge at all and in fairness quite easy, but sadly, the means of speccing against the encounter are limited to Weapon Spells, Spirits, Shouts, Chants. - whereas if you try and use an alternative method of defense and offense, such as Conditions, Hexes and Enchanments you get punished for it to the extent you get your skill bar disabled, heal Mallyx and generally meet an impossible foe. It doesn't make the challenge any more difficult in doing this, it just makes the means of approaching it more limited and thus it's just a game of Build Wars.

The additional Para hero for me has generally made all PVE signficantly easier, but in this case I think that has more to do with the Paragon class being so strong than PVE.

Challenge is generally removed from the game when skills like Save Yourselves and TNTF are around, it's possible and very much worth building around this skill and why we for now at least will be running a fair amount of FGJ Dragonslash warriors - just immense party support and incomparable DPS, stick a TNTF on there too, using Zealous weapons and sun and moon to keep it up, it's just a build capable of single handedly domininating anything in PVE that isn't an elite mission or an encounter that doesn't use normal skills.

I'd like to see the Mallyx encounter be changed into something that will challenge a good team by means of him not having to cheat so immensely agianst certain game mechanics, I wouldn't like to see it be very achievable by an average pug because if it is do-able by a PUG the reason is because it simply actually isn't that challenging. As I've said before a reasonable challenge is the 18 waves before it... although even that is made easy because most people move the priest, pull, tank zzzz, boring typical pug tactics. Although such tricks are possible practically through the entire game and a lot of the community will generally find it a lot easier to use necrotic traversal than to learn how to get skilled. I'm also a fan of the approach taken with Slaver's Exile as a challenge, I don't think it's particullary hard in NM but dual class mobs with reasonable skill bars is what I like to see. Just make the AI go all out on killing Frozen Soil :p

Just my thoughts anyway, when we do him again I'm pretty positive we'll bring Norgu along for the trip, for the laughs more than anything. Oh and I want my DoA Monument kthx. Yesitsrob 11:52, 10 September 2007 (UTC)

In other (and less) words, all professions have something they may do, with some being better than others. That's the same for everywhere else, with the added bonus that Paragons (which are weaker than most professions everywhere else, for many different reasons which I would suggest you to research somewhere else) are more useful there than anything else, and the "cookie cutter" builds used elsewhere are less useful. It becomes a challenge not only as a matter of player skill, but also as a matter of finding a combination of professions and skills that work there, and then playing with what is an unusal party composition. Sounds good to me, especially given how the areas before (the rest of DoA) promote said "cookie cutter" build. : ) Erasculio 13:30, 10 September 2007 (UTC)
I actually think you should explain to me what makes Paragons weaker elsewhere, or at the very least give me a couple of reasons considering that there are "many" because I sure as hell could do research for months and not find any, and that's with or without their Sunspear skill. - When I was listing what classes may do here I was probably being generous. Truth is given the choice I wouldn't touch Elementalists, Mesmers, Monks, Assassins, or Dervishes in the Ebon Citadel even if I could. About DoA areas promoting cookie cutter builds, can't say I agree. Foundry in particular is much easier and much smoother with a strong balanced team with heavy single target DPS, which is not the cookie cutter people run at all. I do find Stygian Veil and Gloom in certain parts benefit from tank-n-spank but most of Veil does not, and most of Gloom does not. Yesitsrob 13:51, 10 September 2007 (UTC)
If you don't mind, I would rather mention it on your talk page, since saying why Paragons are useful or not in general areas is a bit outside this discussion. Erasculio 13:54, 10 September 2007 (UTC)
Of course, I've created a section for you to do that, I am rather interested Yesitsrob 14:19, 10 September 2007 (UTC)

I have to agree with yesitsrob's assement of the various professions capability at Mallyx(Norgu - pfft). There is a difference between slightly easier(e.g mobs in Ascalon) and purposefully being made usless(see Robs Assesment). When players fight an elite boss/mission, they want to feel as tho they really helped make a difference, that their actions somehow swung the balance;thats where the fun lies and thats where the achievement is. No one really minds having to take a extra few seconds to kill a mob with a non optimal profession, but an elite mission, complete with trophy, gems and the self satisfaction of acheievement is in a totally different league. .

As for Paragons, that is a image issue, not a capability issue. With Mallyx and as outlined above the professions listed have real capability issues. Image issues are down to the players, Capability ones are clearly down to the designers. In discussing this area, it's important not to get mixed up between the image players think and the facts. Yesitsrobs assement, states the facts of professions at Mallyx.

thanks to pve skills i'd say this is do able with any profession as long as you bring at least 1 rit and and a para and the para can be a hero so can the rit for that matter. I've done this across three characters, an ele, a monk, and a mesmer. with my monk I used draw condies to remove condies (only 3 points into prot) then i had WOH, glyph of lesser, heal party, words of comfort, cure hex, and mending touch. draw and mending touch btw, are there for the fight before mallyx they could be replaced easily with other useful things like tryptophan signet, lightbringers signet.. w/e on my ele, I used glyph of lesser, sandstorm, churning earth, glyph of swiftness, ward against melee, lightbringers signet, tryptophan signet, and lightbringers gaze. i'm thinking this might be a little bit improved if i were to drop lightbringers gaze with stone daggers (course losing the rupt... ) atm this build is spent waiting a lot on recharges. possibly ebon battle standard of wisdom to help with that... hmmm

I dont remember what i ran on my mesmer, but as you can see lightbringers signet and glyph of lesser help any class with e-management... off the top of my head i'm sure a e-surge mesmer would work fine, not for the denial but for the damage obv. you just need rit spirits and para skills. ward's also help a lot. Roflmaomgz 21:05, 25 December 2009 (UTC)


I also agree that slavers is a far better elite dungeon. Pretty much any profession can do well there, the mobs don't cheat in anyway but just carry nice skill bars that are fun to combat. In HM slavers will be a superb mission and i'm looking forward to it. Had DoA and Mallyx been based on the slavers approach I feel that more people would have regarded it as a fun set of quests to do, rather than just a place to farm; which cannot have been the intent starting out. Shan 16:50, 10 September 2007 (UTC)Shan

Mallyx does not like noodles with cheese. And thus, I do not like Mallyx. Nerf pl0x. Counciler 06:32, 11 September 2007 (UTC)

Monument looks......odd?

Mallyx dropped like a sack of potatoes last night!! Tho, he seemed to zero in on my bow-rit like no tommorow..>< I have one small pet peeve: The Statue that is placed in our Hall of Monuments. It looks like something from the zoo?

Maybe my resolution isn't set high enough...maybe it's just the lighting there. But isn't Mallyx a Margonite? Where's the 6 glowing eyes? No big deal really...just an observation. My reward is a fun and challenging mission with my closest friends! Thank you.

PvE Helpful Hint #7288: Mallyx has a thing for Canthan chicks.Trub 15:49, 15 September 2007 (UTC)

I saw the video you posted up. Interesting. Not only does every caster carry a melee weapon, but summoning shadows is non existant. It also uses the same build as above(warriors, paragons using pve skills) so this just underlines yesitsrobs breakdown of how useful (or as likely not) the various professions are. As yesitsrob said, step outside of Mallyx's weaknesses and you may as well not bother trying. Aka Buildwars I still find it hard to believe such a retarded idea (lets exclude whole professions from an elite mission) could ever get its way past the design stage. Anet must know people will take only the professions guaranteed to win, and leave the non optimal ones LFG'ing in vain. Grats on finding the right build to kill him repeatedly, but I do feel as tho it should be changed to a more tactical challenge rather than utterly screwing over over half the professions in the game - Dave 22:49, 15 September 2007 (UTC
I think I understand what your point is Dave...but why aren't you attempting Mallyx in a different direction?
(GW has wonderful secondaries for everyone)
Gaile and Drago sum the experience up very well...Adapt, adjust, and attack.
I run the Bow Rit for our team.
My primary is Rit..because they look kewl.
I love rangers for the ranged attacks, I do NOT like to be to close to the damage.
(Angers the human monks if I stray to far...but they manage..:))
My bar is part damage, but mostly rez with spirit killer, and my running shoes.
I only participate in the carnnage dealing with the 18 waves BEFORE Mallyx.
When we enter Mallyx's chamber, the responsibilities I have to my team go from damage dealer, into spirit killing and rez mode.
(And dodge the Margonites, and Mallyx)
(It is NOT uncommon for my DP to be 60....it's quite 'normal' for my Rit to be a target of damage, I have the lowest armor.I'm very squishy.)
I think the ideal is TEAMWORK, not: "zomg 'I' can't solo Mallyx!"
So if many believe it's just 'Buildwars'..I pity them for not experimenting with the many skill possibilities that ARE available to any profession with a secondary.
I've also noticed some players stating that PvE only skills are an issue for them...why?
NF has the lightbringer, and sunspear title track for a reason...to be used?
Sorry..another edit here: Mallyx is an ELITE mission.
To me, that means you have defeated all missions in NF, and hopefully capped skills, and have alot of NF title points earned? Why is the issue of using or not using title track PvE skills a problem for a few players?
There lies my confusion...
It would be impossible to go back in time, and use the skills that were available at the time of creation for the DoA mission(s), so please...try doing it with what is available now?
(Racthoh, Rob..please edit this rambling of mine as you see fit..:)
It is a highly intense, and challenging mission....being able to switch from "I'm pure <insert class name here> to: I can utilize <my secondary here>, where as my primary may cause problems for the teams final assault on Mallyx".
I apologize if this looks like babble..english is my second language..
For the most part, enjoy the mission, everyone can have a crack at the big monkey..:)Trub 19:43, 16 September 2007 (UTC)

Concept Art

There was a big picture of Mallyx from a concept art album I found some time ago. But I've lost it, does anyone have a link to it? --Jette 02:29, 22 July 2008 (UTC)

[1] :D - Byakko User Page 08:58, 16 August 2008 (UTC)
Hey, thanks. --Jette 07:23, 16 August 2008 (UTC)

This foe kind of looks like a margonite Heket Warrior to me. Anyone else see the resemblance? --File:User Chieftain Alex Chieftain Signature.pngChieftain Alex 19:30, 3 November 2008 (UTC)

He's not a Heket, he's a monkey... Ook-ook! (Mallyx's Savagery) Paddymew 22:06, 12 February 2009 (UTC)

Health?

Hi, just a random question. How much health does Mallyx have?Haseo 00:17, 20 January 2009 (UTC)

a lot 72.195.159.161 03:47, 9 July 2009 (UTC)
if i were to GUESS i would estimate anywhere between 3000-5000. Roflmaomgz 20:34, 25 December 2009 (UTC)

After all that

Anyone tried a 6 touch team supported by a healer and a interuption mesmer to stop his condition healing or smash? I am sure that 360 dps could tip the balance even against a ungodly 5000 health monster if they could but take enough punishment.

The Mallyx 117?

Should there not be a section in Notes about the Mallyx 117?

For those who don't know what I mean, it was an exploit which allowed people too get too a city where its exit lead too Mallyx, this was used as a means of balancing for the dev team, several people found out how too get too it and used it too farm 4 gems ever 20-30 minutes. All 117 people who did this were found and banned. --The preceding unsigned comment was added by User:Reaper94 (talk).

Never heard of this, and honestly it sounds kind of out there. If some others can confirm then it would be appropriate for Trivia, not Notes. --Kyoshi (Talk) User Kyoshi sig.png 21:24, 25 December 2009 (UTC)
I've never seen a specific number attached, but there was indeed a mapping exploit found that could take you right to the area with the last quest. Manifold User Manifold Jupiter.jpg 21:39, 25 December 2009 (UTC)
Well, then a note would be fine, but without the number, which sounds kind of ridiculously specific and probably inaccurate. Someone can feel free to add it. --Kyoshi (Talk) User Kyoshi sig.png 17:56, 26 December 2009 (UTC)
I had no idea about this, but Google had: "Dev Update Exploits and Bans – 10 January 2008" on guildwarsguru.com . Also +1 for Trivia and not Notes. Markus Clouser User Markus Clouser signature img.jpg 17:52, 24 January 2010 (UTC)
Hidden outpost#Inacessible hidden outpostsUser Balistic Pve B d-dark.jpgalistic 18:13, 24 January 2010 (UTC)

Yes, this exploit did exist and 117 people did get banned, don't you love it when wikifags get angry that they didn't know this stuff before you tell them?

tips on killing the ape

just killed him, so i might as well share a few hints and observations here. we've managed to kill him in 2 players (primairy mesmer and primairy rit) and 6 heroes. the whole run took us 36 min, normal mode. used armor of salvation and a grail, but i don't think they're that needed.

http://img24.imageshack.us/img24/7245/gww070.jpg

  • pulling the priest away is VERY helpful. pull him as closest the gate (NE) as possible. the part at the walkthrough covers it really well and it's nothing hard, even if you can't do it at the first try. however, remember to deal some shitty damage to the titan, so it won't reaggro on the priest after taking some hits from him.
  • then, from the gate, move left up the slope. there's enough space to scatter the heroes, set up spirits and have a smooth fight in general.
  • pulling the mobs is essential, especially at the double wave consisting riders and dryders. try to pull the dryder/titan group first.
  • first, kill the dryders, then rage titans and riders, then the small titans, then the biggest ones. always, though, kill the healer at the very beginning if any is present. at stygian creatures, kill hungers. at torment creatures, water tormentor is pain in the...
  • 2x para hero (one on motivation support, one on command+spear mastery), ranger hero (interrupts, two spirits), nrt healer hero (xinrae ftw), rt spirit spammer hero (sos) and monk hero (spammable heals, woh ftw) were used alongside mee (fast cast meteor/maelstrom alongside with wards and pve crap) and rtr (splinter barrager). i think that mesmer's part can be played by anything, be it another form of utility nuker, tank or imbagon - just remember to balance out the party afterwards. we haven't used any pvx builds, came up with them on our own, although the nrt healer and rtr barrager known from pvx should work fine. i'm not giving out the exact builds as your primairy classes may be different and i believe that setting up a team build is half the fun you can get there.
  • no conditions, no hexes, no enchantments. at all. remember about that rule and all should be fine at the ape.
  • we didn't disable his skills in any way, be it diversion or blackout. wasn't needed at all.
  • don't forget a couple of hard resses, four should be enough.
  • call targets. every player controlling heroes should do it, too.
  • gaze of fury is essential on a human controlled character.
  • at mallyx, watch his hp and remember about the mobs he summons. kill them asap.
  • the ape itself poses no real threat in normal mode as long as one player takes off the enviromental spirits. read about them to get the idea which ones are crucial to destroy first.
  • don't bother about his health. defeating the waves took us about 30 min, believeing we made it was 2 min, a cutscene and running up was a minute, while the whole fight with mallyx took us about 3 minutes. despite his high max hp, he dies pretty fast in nm.

all in all, i think that foundry is much much harder than the ebony citadel itself. the citadel is a bit harder than other doa parts, but foundry beats them all ;p (unless you're running 600/smite/famine of course ;p).

good luck killing him. Drk 22:25, 24 January 2010 (UTC)

Props to Drk for not only trying stuff out on his own and not blindly following gwpvx templates like so many other brain-dead players, but even doing non-standard combinations. I solo DoA with a different combination but I want to try the dual paragons, and see how they work. MeiOfTheNorth 17:05, 9 December 2011 (UTC)

Appearance

Is there any reference why he looks the way he looks? The margonites were human, yes? Does that mean that Mallyx was somehow changed, or is he perhaps a non-human converted margonite?--Cyberman 10:11, 8 June 2010 (UTC)