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Brainstorming Challenges.

Builds are updated with more recent ideas.

Glad to have a D-slasher; I've moved the Battle Standard to him to give Sej a bit more room. Now sej can dump excess adrenaline into GftE.

Only catch with lightbringer is moving up close, but you can get away with that using SY. Where's your 40/40 channeling set? tongue You also have to mind keeping spirits in near reach when running around though. Consume soul indeed makes all other spirit removal unnecessary - not sure what I can do with Zed's extra room though, most of his energy is already tied up and he's lacking in uber pve skillz. Maybe purge signet.

I have similar worries about hexes, although they are only relevant vs certain mobs. (demon mesmers basically) One solution depending on Zed's leetness might be Nature's Renewal, and savage spamming the one or two problem mobs. NR should cancel the fast casting and render those skills 2 second casts. Another is to stick Expel Hexes on hawk like I did in the "alternate builds" section- there's even a crazy dedicated caster dervish who takes up the Dwarf Weapon spam role.
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Looking over the derv builds Fox posted, I can do the more melee-oriented ones without too much difficulty, although I still don't have Dodge This; I'll have to sub in something similar. I have to wonder why there are 2 elites on most of the bars, though...

The caster options are going to be difficult - my Derv hasn't even been to Cantha yet; yes, I could go cap Expel, but I won't have a chance before we're supposed to be meeting tonight. duh
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Lightbringer's signet is no longer an elite, but PvXwiki still shows it as such. I'm assuming you have rank 3 lightbringer at least from all the DoA, which is all you need for the skill.

Expel is a fast capture if you have vizunah foreign. (I think) We'll figure something out when you show up anyway.

Edit: another idea Consume Soul opens up.... Expel ranger! Check the alternates.

More Edit: Celerity + Enduring Harmony + FGJ actually makes Focused Anger unnecessary (30 uptime and 34 sec recharge), and another para elite (Incoming!) can be taken instead. Ideas in the alternates.
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FoxBat Wrote:Builds are updated with more recent ideas.

I'm pretty sure I won't have room for "Go For The Eyes!" Partly because the DPS-machine idea I was practising yesterday is going to work best with maxed out Strength and Spear Mastery, leaving only chicken feed points to get Command to level 3... I could still try jamming it in if we're tight there though.

Quote:Glad to have a D-slasher; I've moved the Battle Standard to him to give Sej a bit more room. Now sej can dump excess adrenaline into GftE.

*whew*

Hmm, Strength Dragon Slasher... Not to confuse people, but has anyone been thinking of Disarm at all?

Hawkmoon Wrote:Looking over the derv builds Fox posted, I can do the more melee-oriented ones without too much difficulty, although I still don't have Dodge This; I'll have to sub in something similar. I have to wonder why there are 2 elites on most of the bars, though...

The caster options are going to be difficult - my Derv hasn't even been to Cantha yet; yes, I could go cap Expel, but I won't have a chance before we're supposed to be meeting tonight. duh

My two cents: You'll probably be doing something similar to me. Close to Mallyx, but hanging back and applying melee range stuff when needed. The reason I finally went back to spear throwing builds was to limit the number of meleers on our team, thus limiting the number of places where Weapon of Warding or other targetted defences will split our healers' attentions.

What you do have that the rest of the front-liners lack is 4-pips of energy regeneration, so you have the potential to offer quite a wide range of utility options that would be trouble for the Warriors. Personally I'm surprised nobody has been talking D/E with Ward Against Foes and Ward Against Melee, but whatever.

We'll think of something. [Image: jive.gif]
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Okay, so we scraped through the waves of hordes to take another hit at Mallyx.

Then we got him to the 80% spawn and died horribly, with gurgling screams, splattered entrails and variously squished bits of brain pulp decorating his inner sanctum. [Image: shhh.gif]

So... post-battle analysis time? What worked? What failed? What the hell happened back there?


US

Ragnar: I'm satisfied that the build I'm running is operating the way I wanted it to. The weak point for me is keeping a good energy balance going between my skill recharges and Flourish, so that my spear throws were mostly damage enhanced skilled attacks. The Margonite Anur Kaya had other ideas (and assisted with Zed's undoing too by the sounds of things) and was 90% of my problem with most of the rest being made of mis-timed "Finish Him!" shouts. For the moment though I'd say I'm okay on the setup I have currently.

Wirr Ling: Kind of a high risk damage magnet and a bit telling that this toon was the only one with DP before the gate. Can we fix that?

Mucco: Sometimes picking some painful places to stop, the communication issue of no Vent is probably our biggest headache there. Mucco looks like Target #1 for the Fury during the Zhellix-hearding. That time he got nailed, I could see it coming from several seconds before contact and was practically hissing "Move Mucco, move!" uselessly at the monitor well before he went down. We can't fix the comm problem, but maybe there can be an adjustment the skill bar or rethink the role?

Zed: Energy problems? I confess I was completely taken off guard with that one. Quickening Zepher behind the Margonites was frequently highlighted as a primary target...

Everyone: We all made mistakes, but I think those were decreasing with practice. [/url][Image: smile.gif]


THEM


Margonites in general: Usually the easiest of the encounters, these mobs are configured for energy denial and proved to be more trouble than I thought.
- Anur Ki (Monk)
- Anur Dabi (Necromancer)
- Anur Kaya (Mesmer)
I would rate those three as our top priorities.

Anguish Titans: My bad. I forgot there were monks hidden in there. There's a tip in that though and that's the CTRL click will ping the skill use for everyone instead of the wordy explanation in team chat.
[Image: jive.gif]

Mallyx! What happened there???: We hit the spirits, discovered that they are incredibly tough and only the instakill option makes a viable kill. I was hitting spirits and turned around to find Mallyx already down around 90% or something. Then I hear someone mention energy loss. Then the Margonite spawn hits. Then Zed was dead and calling Quickening Zepher (or maybe in the reverse order, I forget). Then I rez Zed. Then I try to take a pot shot at Quickening Zepher with my fully charged Holy Spear. Then I turn around to rejoin the fight and find I'm one of two or three still up...

Err... huh?

Okay, so we knew we'd have energy and attack fail problems until those spirits were down and I presume we had more tricks than, "Oh Mucco'll handle it," up our sleeves, right? [url=http://realmsbeyond.net/forums/images/smilies/shhh.gif][Image: shhh.gif]

What puzzles me is Mallyx hit 80% and triggered the first spawn far earlier than I thought he would. Did we have people running dry right at that spawn? If we did then we have to fix that!


WTF MOMENT

Consumables: We talk for days about using Essence of Celerity and then we don't use Essence of Celerity? [Image: huh.gif]
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Energy was not really a problem for me... unless QZ was up. smile I suspect most of us had similar problems with it -- at least the non-adrenal-based characters, and especially our healers -- which is why I was highlighting it.

As far as what happened when the Margonite spawn hit... I really couldn't say. I was trucking along just fine and watching Mallyx's skill use to try and make sure Unyielding Anguish didn't go off, as per my assigned role, and assumed everyone else but me and Seijin would take care of it. Obviously not. We were already in trouble when I pinged the QZ and we started dropping shortly thereafter. wink

I think for the sake of our healers, if no-one else, QZ has to be a priority; I can interrupt Mallyx with minimal energy but our healers can't work without it.

As far as Essence of Celerity goes -- you can blame Wyrm and Mucco (IIRC?) for that one. They rebelled and didn't want to use it, despite plans to do so.
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I was too tired to be fully cognizant of what was going on, but Shadow Smash was a real problem from a healers perspective. That is usually what got people (including myself) killed. Part of the damage is armor-ignoring which sucks, but part of it was also that we were getting too spread out trying to avoid mallyx' teleporting antics, and thus getting outside para shout range. This was more pronounced when we scrambled to try and get QZ down. I'm not sure how much tryptophan was on mallyx but, it looked like our warriors had a hard time catching up to him without a speed boost.

With his spirits down, Mallyx himself is not all that hard to damage. We were taking and recovering from some deaths though, and that became too much when the margonites were added in. And yes, I HATE quickening zephyr.

The consumeable complainers can argue their own case, but I'm miffed they didn't say anything beforehand, when we were very up-front about it in this thread. It is doable without but the builds need to be different.

Anyway I found this build for Hero-waying Mallyx in NM without consumeables, while we can't actually use it, we can probably learn something from it.

-The build is extremely defense-heavy. Three restoration healers, SY gon and war, 2 Defensive Anthem Paras and 1 Expel para, all with motivation skills. Of course paras still do decent spear damage, but less than what we had.

-Flail and Asuran Scan on the warrior. Yes, both are useless against Mallyx himself, but they are still relevant against everyting else, including mallyx's minions. Mallyx by himsef is manageable, mallyx plus his spawns are problematic.

-Death Pact Signet. Yes, this skill has a significant drawback, I don't know if we want that. But on the other hand, it is a 3-second hard rez, and with the amount of dying we did, we need to keep to hard rezzes.

-2x Defensive Anthem + WoW: no we can't bring 2 DA, but non-stance blocking is a strong defense against shadow smash.

Some thoughts on us implementing:

- Stances, conditions, hexes ETC can be used against mallyx minions if they are effective enough. Asuran scan is completely insane since the cast time was removed. If the energy can be managed, it will buff your own attacks far beyond "I am the strongest!" or the like. Flail is also incredible for speeding up Dslash spam. Ranged characters like zed and WB can bring IAS stances at not much risk too. We had wyrm bring Pain Inverter at one point, which he claimed was fairly effective. With casters giving us so much trouble, daze could be useful, old standbys like Broadhead arrow (+epedemic?), maybe a Technobabble somewhere. The other condition maybe worth adding is spammable deep wound on one of the characters.

Although its none of the above, some AoE is also a viable idea for downing groups other than mallyx, albeit they werent' always so nicely cramped. A spinter weapon, cyclone axe, or whirlwind might be useful, though our warriors can comment better on enemy positioning.

- Its not in the above build, but if we want Tryptophan to actually do anything, our warriors need to move faster. Enraging charge is nice in that it gives adrenaline, and that it ends when you catch up to mallyx, reducing the chance of wild smash. "Charge" is an unstrippable run buff, which also has the side effect of helping other teleported targets get back together faster, but that eats an elite.

- At the risk of frustrating hawk even more, I think we should turn her 4 pips into a restoration healer. (You did play rit a fair bit right? tongue) While keeping the squish from the frontline, that provides important fallback slack when one healer dies, or QZ is harrasing us, and it also ups the critical spirit count. It also frees up Mucco to focus a little more on spirit eating. Lightbringer signet is great energy management all by itself, but Offering of Spirit can be added if even more is desired. The only other semi-but-not-really relevant elite I can see is Dwyna avatar, mostly that would just soak up migrane. Could also give Xinrae's a try, but it seems that we really want Weapon of Warding on potential smash targets.

Once this move is made though, we don't have our hex removal anymore. That means either I drop Word and go Divert Hexes + emergency heals, or we get someone else to bring expel. Zed could do it, but I'm sure we'll hear him (somewhat justifyably) complain about expelling hexes while simultaneously watching to interrupt hexes. Wyrm is kinda busy with the SY spam. A warrior could do it but they give up a lot, as it will consume strong elite choices and much of their energy.

I've insisted on Word of Healing because none of the other non-enchant, non-elite monk healing options are remotely efficient, and a restoration ritualist outdoes them all. With a dervish-turned-rit healer though, it might be possible for me to focus on "emergency heals" with infuse and heal other, leaving typical pressure for them to deal with. Then I could make Divert my elite, and focus remaining slots into some secondary with relevant defense. (Dwarf weapon on a healer type is, in retrospect, probably not worth it.) The other crazy option is to go /rt secondary and taking advantage of those efficient restoration heals, with LB sig to power it.

-If I push elementalist secondary, I could bring wards in. Ward vs Melee would grant us passive blocking analagous to Defensive Anthem. I tested tryptophan with ward vs foes and they don't stack, but our warriors should comment on how consistently they could get tryptophan off. Stability could be useful depending upon the knockdown order of shadow smash; does it KD first then teleport, or teleport than KD? Would the stability ward still prevent the knockdown?

Regardless of the above, the bigger issue with wards is that they are static, and we were all over the place in that battle. Summoning shadows aside, we'd need to maintain a formation for wards to do everything, instead of kiting in 8 different directions. I'm not sure how viable that would be.

-Beyond wards and extra heals I'm not sure what other defenses we can bring in. Shelter might be helpful against those smashes, but it's hard to find a good place for it and we don't have any spawning power. Our warriors could boost their HPs for a larger buffer with endure pain, or "feel no pain" if they can stay drunk. Warrior's Endurance type has the energy to cast Breath of the Great Dwarf (or even a ward?) as I suggested for optional, but party heals didn't appear the main issue there. Condition shutdown like weakness can be used vs non-mallyx, but casters and QZ were the main things harrasing our SY armor.
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Is it too late to bring up Blackout again? wink

Seriously, it could be a lot simpler just to put Mallyx on hold from doing anything, repeatedly. It will let us all concentrate in SY range if we don't have to worry about Summoning Shadows and Shadow Smash pulling and pushing us all over Mallyx's half-acre.
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Blackout needs to be dual-chained to do anything, and with non-mesmer primaries 5 seconds is the highest you can get. Even with zero error, that leaves 1-2 second opportunities to get shadow smashed, and error is much more likely with all the running around he does. Diverting him to death is the only mesmer shutdown that has a chance, and that doesn't even stop him from getting them off once, albeit greatly reducing the frequency of use. The poor skill is still 3s without a fast caster, and it's not even clear whether it works. I have a suspicion that even if his other things can be diverted, shadow smash is immune (zero recharge). Nonetheless we can't really know without trying.

Edit: build ideas here. Need more input from our warriors how tryptophan was (or wasn't) working, and these are preliminary at this point. It should give an idea of how the backline could look at least.
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I really never had energy issues because of Warrior's Endurance, but when QZ was up or I had spirit shackles on me, it even made energy a little scarce for me at times.

Well I couldn't always tell if tryptophan signet was working, especially against mallyx. I know it worked against the Fury that we were using to move the NPC. It slowed his movement and his attack, at least I noticed it. Against Mallyx I used it every time it recharged and I was in range. Problem is, right before we wiped, the guy kept smashing me away. But it was up most of the time. Duration is 20s (unless mallyx can cut that in half, although its not a hex or condition) and recharge is 15s.

I can definitely take asuran scan. I just wasn't sure if we wanted that since it really can't be used against mallyx.
If you believe everything you read, better not read.
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