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''For information on the citadel itself, see [[The Ebony Citadel of Mallyx (Building)]].''
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''For information on the citadel itself, see [[The Ebony Citadel of Mallyx (building)]].''
 
[[Image:Ebony_Citadel.jpg|thumb|right|The Ebony Citadel of Mallyx from the outside]]
 
[[Image:Ebony_Citadel.jpg|thumb|right|The Ebony Citadel of Mallyx from the outside]]
 
[[Image:Ebony_Citadel_map.jpg|thumb|right|Mission map]]
 
[[Image:Ebony_Citadel_map.jpg|thumb|right|Mission map]]
   
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{{cleanup}}
[[The Ebony Citadel of Mallyx (Mission)|The Ebony Citadel of Mallyx]] is the final part of the [[Elite Mission]] of the [[Nightfall]] campaign.
 
   
 
[[The Ebony Citadel of Mallyx (mission)|The Ebony Citadel of Mallyx]] is the final part of the [[Elite Mission]] of the [[Nightfall]] campaign.
The mission forms the final fight in the quest "[[Mallyx the Unyielding (Quest)|Mallyx the Unyielding]]". Having finished steps 1-6 of that quest is a requirement to be able to ''start'' the mission. In turn, finishing the mission is, at the same time, the last objective required to complete the quest.
 
   
 
The mission forms the final fight in the quest "[[Mallyx the Unyielding (quest)|Mallyx the Unyielding]]." Having finished steps from 1 to 6 of that quest, you will be able to do this mission.
==Mission Objectives and Rewards==
 
  +
===Objectives===
 
 
==Mission Objectives==
 
*Protect [[High Priest Zhellix]] while he performs the opening ritual on the Ebony Citadel.
 
*Protect [[High Priest Zhellix]] while he performs the opening ritual on the Ebony Citadel.
 
*Defeat [[Mallyx the Unyielding]].
 
*Defeat [[Mallyx the Unyielding]].
   
===Rewards===
+
==Rewards==
After defeating Mallyx, [[Primeval Armor Remnants]] will appear in party members' inventories, in addition, an unlocked [[Citadel Chest]] spawns, holding one of [[Mallyx the Unyielding#Items dropped|Mallyx's unique items]] for each party member.
+
After finishing the mission, [[Primeval Armor Remnants]] will appear in party members' inventories. In addition, an unlocked [[Chest | Citadel Chest]] spawns, holding one of [[Mallyx the Unyielding#Items dropped|Mallyx's unique items]] for each party member.
   
Furthermore, finishing the mission allows players to complete the [[Mallyx the Unyielding (Quest)|Mallyx the Unyielding]] quest, and to claim the rewards for that as well.
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Furthermore, finishing the mission allows players to complete the [[Mallyx the Unyielding (quest)|Mallyx the Unyielding]] quest, and claim the reward for that as well.
  +
  +
==Follow-up==
 
The mission is repeatable, but only in combination with the quest "[[Mallyx the Unyielding (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 mission again, players must claim the quest reward and do the quest again.
   
 
==Walkthrough==
 
==Walkthrough==
 
===Defending Zhellix===
 
===Defending Zhellix===
The first step of the mission is to protect Zhellix while he performs the opening ritual. Seventeen (17) groups of monsters either spawn or arrive at the area of the priest:
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The first step of the mission is to protect the [[High Priest Zhellix]] while he performs the opening ritual. Eighteen (18) waves of the following monsters either spawn or arrive at the area where the priest is:
*[[Margonite]]s
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*[[Margonite | Margonites]]
 
*[[Stygian Veil]] creatures
*[[Titan]]s
 
*[[Torment creature]]s
+
*[[Titan | Titans]]
  +
*[[Torment creature | Torment Creatures]]
*[[Stygian Veil]] creatures.
 
   
  +
Pay close attention to when the waves spawn as some groups will spawn on the death of the Titans that came with the wave and not on the death of the Titans that spawn after these are slain. For example: if a wave is formed by 4 [[Rage Titan | Rage Titans]], as soon as the last Rage Titan of this wave is eliminated, the next wave will spawn no matter how many [[Dementia Titan | Dementia Titans]] are still alive.
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 Titan]]s, 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 Titan]]s 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 Titan]]s.
 
#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.
 
#Final mobs, from all three directions after group 17 dies: Misery Titan, Greater Dream Rider and Tortureweb Dryder from the east. 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, Margonite Anur Vu from the west.
 
   
  +
The waves come in the following order:
After the original members of group 17 are killed, the door to Mallyx's citadel opens and the priest will be removed as an ally from the party list. As soon as any party members steps past the door, a short cut-scene is played and then the party is transfered in whole inside the Citadel and the door is closed behind them.
 
  +
<!--Wave 1--->#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
  +
#*1 Margonite Anur Rund
  +
<!--Wave 2--->#From the east, soon after the first wave and regardless of, whether or not, any foe of the first wave were eliminated:
  +
#*1 Misery Titan
  +
#*2 Fury Titans
  +
#*1 Tortureweb Dryder
 
#*1 Greater Dream Rider
  +
<!--Wave 3--->#From the west, as soon as the second wave is eliminated (Titan spawns and first wave do not count):
  +
#*2 Anguish Titans
  +
#*1 Tortureweb Dryder
  +
<!--Wave 4--->#From the west, as soon as the third wave is eliminated:
  +
#*1 Heart Tormentor
  +
#*1 Mind Tormentor
  +
#*1 Water Tormentor
  +
#*1 Soul Tormentor
  +
#*1 Flesh Tormentor
  +
<!--Wave 5--->#From the south, as soon as the forth wave is eliminated (Call to the Torment spawns do not count):
  +
#*1 Mind Tormentor
  +
#*1 Earth Tormentor
  +
#*1 Flesh Tormentor
  +
#*1 Sanity Tormentor
  +
#*1 Spirit Tormentor
  +
<!--Wave 6--->#At the center, as soon as the fifth wave is eliminated:
  +
#*1 Stygian Fiend
  +
#*1 Stygian Brute
  +
#*1 Stygian Horror
  +
#*1 Stygian Hunger
  +
#*1 Stygian Golem
  +
<!--Wave 7--->#At the center, as soon as the sixth wave is eliminated:
  +
#*1 Stygian Fiend
  +
#*1 Stygian Brute
  +
#*1 Stygian Golem
  +
#*1 Stygian Hunger
  +
#*1 Stygian Golem
  +
<!--Wave 8--->#From the south, as soon as the seventh wave is eliminated:
  +
#*5 Greater Dream Riders
  +
<!--Wave 9--->#From the west, as soon as the seventh wave is eliminated (they spawn at the same time as the eighth wave):
  +
#*2 Tortureweb Dryders
  +
#*1 Rage Titan
  +
#*1 Despair Titan
  +
<!--Wave 10--->#From the south, as soon as the eighth wave is eliminated and regardless of, whether or not, any foe of the ninth wave was eliminated:
  +
#*1 Heart Tormentor
  +
#*1 Soul Tormentor
  +
#*1 Margonite Anur Vu
  +
#*1 Margonite Anur Tuk
  +
#*1 Flesh Tormentor
  +
<!--Wave 11--->#At the center, as soon as the 10th wave is eliminated:
  +
#*1 Heart Tormentor
  +
#*1 Water Tormentor
  +
#*1 Stygian Horror
  +
#*1 Stygian Brute
  +
#*1 Stygian Golem
  +
<!--Wave 12--->#At the center, as soon as the 11th wave is eliminated:
  +
#*6 Dementia Titans.
  +
<!--Wave 13--->#From the east, as soon as the 12th wave is eliminated:
  +
#*2 Misery Titans
  +
#*2 Anguish Titans
  +
<!--Wave 14--->#From the south, as soon as the 13th wave is eliminated:
  +
#*1 Margonite Anur Ki
  +
#*1 Margonite Anur Ruk
  +
#*1 Margonite Anur Su
  +
#*1 Margonite Anur Tuk
  +
#*1 Margonite Anur Vu
  +
<!--Wave 15--->#At the center, as soon as the 14th wave is eliminated (Dementia and Fury Titans will NOT spawn after these Titans are slain):
  +
#*2 Rage Titans
  +
#*2 Despair Titans
  +
#*2 Dementia Titans
  +
<!--Wave 16--->#At the center, as soon as the 15th wave is eliminated:
  +
#*5 Stygian Fiends.
  +
<!--Wave 17--->#From the west, as soon as the 16th wave is eliminated:
  +
#*1 Heart Tormentor
  +
#*1 Mind Tormentor
  +
#*1 Flesh Tormentor
  +
#*1 Water Tormentor
  +
#*1 Soul Tormentor
  +
<!--Wave 18--->#Final wave, from all the directions, soon after the 17th wave is eliminated:
  +
#*From the east:
  +
#**1 Misery Titan
  +
#**1 Greater Dream Rider
  +
#**1 Tortureweb Dryder
  +
#*From the south:
  +
#**Heart Tormentor
  +
#**Flesh Tormentor
  +
#**Water Tormentor
  +
#**Spirit Tormentor
  +
#*From the west:
  +
#**Margonite Anur Ki
  +
#**Margonite Anur Ruk
  +
#**Margonite Anur Rund
  +
#**Margonite Anur Su
  +
#**Margonite Anur Tuk
  +
#**Margonite Anur Vu
   
Mallyx will be standing on a pedestal and will be non 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.
 
   
 
After the all these waves are eliminated, the door to the [[The Ebony Citadel of Mallyx (building) | Citadel of Mallyx]] opens and the priest will be removed as an ally from the party list. As soon as any party members steps past the door, a short scene is played and then the party is transfered in whole inside the Citadel with the door closed behind them.
'''Moving the Priest:'''
 
   
 
[[Mallyx the Unyielding]] will be standing on a pedestal and will be non-hostile, as will be the four spirits behind him. As soon as any party member gets close enough to Mallyx (about 1.5 times the [[aggro]] radius), Mallyx will give a short speech and then, he will turn hostile and attack.
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 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 such 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.
 
   
 
===Defeating Mallyx===
 
===Defeating Mallyx===
Four "Soul" [[spirit]]s reside behind Mallyx which are responsible for the 4 [[environmental effect]]s in the room, known from the four sections of the [[Gate of Anguish (Explorable)|Gate of Anguish]] explorable area:
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Four "Soul" [[spirit]]s reside behind Mallyx which are responsible for the 4 [[environmental effect]]s in the room, known from the four sections of the [[Gate of Anguish (explorable)|Gate of Anguish]] explorable area:
 
#[[Repressive Energy]]: lose 2 energy for each [[attack]] or use of a [[skill]]
 
#[[Repressive Energy]]: lose 2 energy for each [[attack]] or use of a [[skill]]
 
#[[Enduring Torment]]: lose 10 health for every second of [[movement]]
 
#[[Enduring Torment]]: lose 10 health for every second of [[movement]]
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Killing each spirit removes the respective environmental effect. When taking out the spirits the following tactics are useful:
 
Killing each spirit removes the respective environmental effect. When taking out the spirits the following tactics are useful:
*[[Unnatural Signet]] and [[Spiritual Pain]] should activate their instant-recharge effects against the spirits, and can easily eliminate them quickly. [[Gaze of Fury]] works well against spirits but is only useful for this part of the mission.
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*[[Spiritual Pain]] should activate its instant-recharge effect against the spirits, and can easily eliminate them quickly. [[Gaze of Fury]] works well against spirits but is only useful for this part of the mission.
 
*[[Consume Soul]] is another viable option, but remember that this is elite and largely useless once the spirits are gone.
 
*[[Consume Soul]] is another viable option, but remember that this is elite and largely useless once the spirits are gone.
 
*[[Demonic Miasma]] is a blessing compared to Mallyx's ordinary attacks, and should be removed last.
 
*[[Demonic Miasma]] is a blessing compared to Mallyx's ordinary attacks, and should be removed last.
 
*If your party contains a Paragon, consider using [["Fall Back!"]] to counteract the effects of Enduring Torment until it goes down.
 
*If your party contains a Paragon, consider using [["Fall Back!"]] to counteract the effects of Enduring Torment until it goes down.
  +
*Do remember, however, that Mallyx easily recreates these spirits through the use of [[Unyielding Anguish]], so be prepared to deal with them throughout the entire fight.
   
 
[[Mallyx the Unyielding|Mallyx]] himself uses a few particularly nasty [[monster skill]]s, spoiling the "classic" party setup with tanks in the frontline and ranged attackers, spellcasters and healers in the backline:
 
[[Mallyx the Unyielding|Mallyx]] himself uses a few particularly nasty [[monster skill]]s, 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.
+
#[[Summoning Shadows]] is used to bring all foes to him. He will use this skill basically whenever he pleases: if you are under attack, don't bother running, he'll just activate it and bring everyone else 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.
 
#[[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 [[Diversion|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. Also, [[Wastrel's Worry]] deals armor-ignoring damage and triggers more quickly on Mallyx.
+
#[[Consume Torment]] purges all hexes and conditions and converts them into a strong source of healing. Don't bother to trying to disable it with [[Diversion]] or similar skills, as it will still only take 7 seconds to recharge.
#[[Banish Enchantment]] strips all [[enchantment]]s from a foe and on top of that disables one skill(unless it has already been disabled) for every party member for every enchantment removed. Especially the second effect is devastating for the party, so the use of any kind of enchantments against Mallyx should generally be avoided.
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#[[Banish Enchantment]] strips all [[enchantment]]s from a foe and on top of that disables one skill (unless it has already been disabled) for every party member for every enchantment removed. Especially the second effect is devastating for the party, so the use of any kind of enchantments against Mallyx should generally be avoided. [[Bonder|Bonding]] is suicide even more so than trying to fight Mallyx normally is.
#[[Wild Smash]] ends [[stance]]s and disables them.
+
#[[Wild Smash]] ends [[stance]]s and disables them. It also knocks the target down.
 
:Because of these two skills, the party should try and use bonuses that cannot be removed or exploited, such as [[Spirit]] effects, [[Weapon Spell]]s, [[Ward]]s, [[Well]]s, [[Shout]]s, etc., or plain [[skill]]s.
 
:Because of these two skills, the party should try and use bonuses that cannot be removed or exploited, such as [[Spirit]] effects, [[Weapon Spell]]s, [[Ward]]s, [[Well]]s, [[Shout]]s, etc., or plain [[skill]]s.
   
If Mallyx isn't hard enough to beat, groups of demons spawn as reinforcement when Mallyx's health drops below certain thresholds:
+
Also, groups of demons spawn as reinforcement when Mallyx's health drops below certain thresholds:
 
* at 80% a group of 4 random "Anur" [[Margonite]]s
 
* at 80% a group of 4 random "Anur" [[Margonite]]s
 
* at 50% a group of 4 random [[Torment Demon]]s creatures.
 
* at 50% a group of 4 random [[Torment Demon]]s creatures.
* as soon as he builds enough adrenaline he will invoke Summoning Shadows.
 
   
  +
<!--This section has been removed, as Summoning Shadows no longer requires adrenaline, teleports party members to him regardless of the gate position, and is used liberally.--->
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]].
 
*[[Ritualist]]s are perhaps the best class built to deal with Mallyx, as they do not rely on enchantments. He has no way to deal with [[Spirit]]s or [[Weapon Spell]]s, 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]].
 
 
===Alternate Method===
 
''Note: This method currently does not work very effectively as the behavior of the skill [[Summoning Shadows]] does not match its description anymore. Mallyx is able to use it immediately without building adrenaline, he is able to use it every 5 seconds and he is able to bring players through closed gates with it.''
 
 
The most common method to defeating Mallyx presently is to ''avoid'' fighting him altogether. This method relies on using party members who do straight damage (no conditions or hexes) and utilizes a corpse outside the gate to teleport one party member outside once Mallyx attacks. This party member then resurrects everyone except a [[pull]]er outside and then the party pulls Mallyx to the gate and fights him there. The following are the basics of the build (allowing for modifications to defeat the earlier mobs):
 
*A few Elementalists with Air Magic spells. These can be replace with [[Blood Magic]] spikers.
 
*One Necromancer with [[Necrotic Traversal]] or [[Consume Corpse]] along with [[Rebirth]]. This necromancer must also have a self-sacrifice skill such as [[Blood is Power]] or [[Blood Ritual]]. It is extremely useful if this necromancer can bring [[Signet of Sorrow]].
 
*One party member with [[Animate Flesh Golem]] (this is usually not the Necromancer as the Golem should be as low in level as possible, the Air elementalists make a good candidate as they can spike without an elite).
 
*One party member with [[Resurrect]] and another with [[Rebirth]].
 
*Preferably, one party member with [[Shelter]] and [[Displacement]].
 
 
After the party overcomes the mobs assaulting the priest, the necromancer kills himself and then the party member with Animate Flesh Golem makes a golem out of his corpse. As soon as the Golem dies, the party enters the gate to close it and then step forward to aggro Mallyx. As soon as Mallyx is aggroed, the Necromancer jumps out to the corpse of the Golem using a corpse travel skill and the rest of the party tries to die as close as possible to the gate.
 
 
The necromancer should then start [[Rebirth]]ing people through the gate to his/her side except the puller. The puller should be resurrected with Resurrection Chant (or if that puller's corspe was kicked by Mallyx's attacks) then Resurrect. It is wise to keep one party member dead at the door in case the puller gets killed too far away from the door for Resurrect to work. In which case, the dead member is resurrected, and he/she can rebirth the puller from where Mallyx kicked their corpse.
 
 
Once the party is set the puller should bring Mallyx to the gate. As soon as Mallyx approach the gate he will try to go for a target. Everyone should stand a few steps away from the door and stand perfectly still. Mallyx cannot hit anyone unless they are standing right in front of the gate. People have a tendency to start running around when they see him coming, but he will be literally quite harmless.
 
 
If done correctly, Mallyx should keep grinding at the gate trying to get to some party member. If no one runs around, he will stay there. The party should begin spiking him (Signet of Sorrow works wonders with a dead party member next to Mallyx, 79 damage per second). The spawns he calls forth at 80% and 50% health will be far from the gate and should pose no threat. Should they ever become an issue, they can be pulled and killed two at a time.
 
 
Once Mallyx's health drops below 50%, the player with Shelter and Displacement needs to keep them up constantly. At some point, Mallyx might invoke Summoning Shadows if his adrenaline builds up from all the damage, and if that happens, those two spirits will guarantee he cannot wipe out party members (also consider bringing [[Ancestor's Visage]] to prevent adrenaline buildup). Should he use that skill though, everyone will be pulled to the gate (those inside will remain inside and those outside will remain outside). Therefore, those outside, should just take one step away from the door so as not to be hit and at the same time not lose Mallyx's aggro and cause him to run back when he is so low in health.
 
 
'''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.
 
   
 
==Creatures==
 
==Creatures==
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===Monsters===
 
===Monsters===
[[Anguished Soul]]s ([[Spirit]]s)
+
*[[Anguished Soul | Anguished Souls]] ([[Spirit | Spirits]])
*{{x}}10 [[Listless Soul]]
+
**{{x}}10 [[Listless Soul]]
*{{x}}10 [[Tormented Soul (Ebony Citadel)|Tormented Soul]]
+
**{{x}}10 [[Tormented Soul (Ebony Citadel)|Tormented Soul]]
*{{x}}10 [[Demonic Soul]]
+
**{{x}}10 [[Demonic Soul]]
*{{x}}10 [[Shrouded Soul]]
+
**{{x}}10 [[Shrouded Soul]]
[[Demon]]s
+
*[[Demon | Demons]]
*{{x}}30 [[Mallyx the Unyielding]]
+
**{{x}}30 (33) [[Mallyx the Unyielding]]
*[[Dryder]]s
+
*[[Dryder | Dryders]]
**[[Tortureweb Dryder]]
+
**{{E}}[[Tortureweb Dryder]]
*[[Margonite]]s
+
*[[Margonite | Margonites]]
 
**{{w}}28 [[Margonite Anur Vu]]
 
**{{w}}28 [[Margonite Anur Vu]]
 
**{{r}}28 [[Margonite Anur Tuk]]
 
**{{r}}28 [[Margonite Anur Tuk]]
Line 135: Line 186:
 
**{{p}}28 [[Margonite Anur Rund]]
 
**{{p}}28 [[Margonite Anur Rund]]
 
**{{d}}28 [[Margonite Anur Ruk]]
 
**{{d}}28 [[Margonite Anur Ruk]]
*[[Stygian]]s
+
*[[Phantom | Phantoms]]
**{{w}}28 [[Stygian Brute]]
+
**{{me}}28 [[Greater Dream Rider]]
**{{w}}28 [[Stygian Horror]]
+
*[[Stygian | Stygians]]
**{{r}}28 [[Stygian Fiend]]
+
**{{w}}28 (30) [[Stygian Brute]]
**{{n}}28 [[Stygian Hunger]]
+
**{{w}}28 (30) [[Stygian Horror]]
**{{d}}28 [[Stygian Golem]]
+
**{{r}}28 (30) [[Stygian Fiend]]
  +
**{{n}}28 (30) [[Stygian Hunger]]
*[[Titan]]s
 
  +
**{{d}}28 (30) [[Stygian Golem]]
 
*[[Titan | Titans]]
 
**{{w}}28 [[Misery Titan]]
 
**{{w}}28 [[Misery Titan]]
 
**{{n}}28 [[Despair Titan]]
 
**{{n}}28 [[Despair Titan]]
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**{{a}}28 [[Fury Titan]]
 
**{{a}}28 [[Fury Titan]]
 
**{{d}}28 [[Dementia Titan]]
 
**{{d}}28 [[Dementia Titan]]
*[[Torment creature]]s
+
*[[Torment creature | Torment Creatures]]
 
**{{w}}28 [[Flesh Tormentor]]
 
**{{w}}28 [[Flesh Tormentor]]
 
**{{r}}28 [[Spirit Tormentor]]
 
**{{r}}28 [[Spirit Tormentor]]
Line 157: Line 210:
 
**{{p}}28 [[Sanity Tormentor]]
 
**{{p}}28 [[Sanity Tormentor]]
 
**{{d}}28 [[Earth Tormentor]]
 
**{{d}}28 [[Earth Tormentor]]
[[Phantom]]s
 
*{{me}}28 [[Greater Dream Rider]]
 
   
 
===Bosses and Skills===
 
===Bosses and Skills===
 
None
 
None
   
==Follow-up==
+
==Tips==
  +
===Defending Zhellix===
The mission is repeatable, but only in combination with the quest "[[Mallyx the Unyielding (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 entire quest again, including beating the four [[Lord of Anguish|Lords of Anguish]].
 
 
*A technique that makes fending off the waves much easier is to pull the priest away from the spot where he is performing the ritual, which is the end point for all the 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 technique is one of the two Fury Titans that come as part of the second wave. 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 such 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.
   
  +
===Defeating 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]].
 
*[[Ritualist]]s are perhaps the best class built to deal with Mallyx, as they do not rely on enchantments. He has no way to deal with [[Spirit]]s or [[Weapon Spell]]s, making these useful for defeating him. [[Displacement]] and [[Shelter]] are very potent in containing Mallyx on his own. Of course, he'll be more than happy to squish spirits in one hit, especially with Summoning Shadows, so don't rely too heavily on them.
  +
*Paragons, with their irremovable [[Chant]]s and [[Shout]]s, can be just as helpful. The most useful skills are probably [[Angelic Protection]], which reduces Mallyx's 500-damage hits to much more manageable levels; and [[Defensive Anthem]], which helps block his attacks.
  +
*Be aware that Mallyx's skills cannot be disabled for longer than their stated recharge, even through skills such as [[Diversion]].
  +
 
==Notes==
 
*Mallyx's aggro range is huge. He will start summoning 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.
  +
*Finishing the mission is the last objective required to complete the quest.
  +
 
==External Links==
 
==External Links==
 
*Related forum threads:
 
*Related forum threads:
 
**[http://www.guildwarsguru.com/forum/showthread.php?t=10090528] - GuildWarsGuru.com
 
**[http://www.guildwarsguru.com/forum/showthread.php?t=10090528] - GuildWarsGuru.com
 
**[http://guildwars.incgamers.com/forums/showthread.php?t=435231] - GWOnline.net
 
**[http://guildwars.incgamers.com/forums/showthread.php?t=435231] - GWOnline.net
**[http://gw.gamona.de/forum/showthread.php?t=170789] - Wartower.de (German)
+
**[http://gw.buffed.de/forum/showthread.php?t=170789] - Wartower.de (German)
   
 
*Related Guides
 
*Related Guides
**[http://gw.onlinewelten.com/articles,id232,1,domaene_pein.html] - Guild-Wars.info (German)
+
**[http://gw.onlinewelten.com/articles,id232,6,domaene_pein.html] - Guild-Wars.info (German)
   
[[Category:Elite Missions]]
+
[[Category:Elite Missions]] [[Category:Nightfall missions]]
[[Category:Nightfall missions]]
 

Latest revision as of 11:11, 2 September 2010

For information on the citadel itself, see The Ebony Citadel of Mallyx (building).

Ebony Citadel

The Ebony Citadel of Mallyx from the outside

Ebony Citadel map

Mission map

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The Ebony Citadel of Mallyx is the final part of the Elite Mission of the Nightfall campaign.

The mission forms the final fight in the quest "Mallyx the Unyielding." Having finished steps from 1 to 6 of that quest, you will be able to do this mission.

Mission Objectives

Rewards

After finishing the mission, Primeval Armor Remnants will appear in party members' inventories. In addition, an unlocked Citadel Chest spawns, holding one of Mallyx's unique items for each party member.

Furthermore, finishing the mission allows players to complete the Mallyx the Unyielding quest, and claim the reward for that as well.

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 mission again, players must claim the quest reward and do the quest again.

Walkthrough

Defending Zhellix

The first step of the mission is to protect the High Priest Zhellix while he performs the opening ritual. Eighteen (18) waves of the following monsters either spawn or arrive at the area where the priest is:

Pay close attention to when the waves spawn as some groups will spawn on the death of the Titans that came with the wave and not on the death of the Titans that spawn after these are slain. For example: if a wave is formed by 4 Rage Titans, as soon as the last Rage Titan of this wave is eliminated, the next wave will spawn no matter how many Dementia Titans are still alive.

The waves come in the following order:

  1. 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
    • 1 Margonite Anur Rund
  2. From the east, soon after the first wave and regardless of, whether or not, any foe of the first wave were eliminated:
    • 1 Misery Titan
    • 2 Fury Titans
    • 1 Tortureweb Dryder
    • 1 Greater Dream Rider
  3. From the west, as soon as the second wave is eliminated (Titan spawns and first wave do not count):
    • 2 Anguish Titans
    • 1 Tortureweb Dryder
  4. From the west, as soon as the third wave is eliminated:
    • 1 Heart Tormentor
    • 1 Mind Tormentor
    • 1 Water Tormentor
    • 1 Soul Tormentor
    • 1 Flesh Tormentor
  5. From the south, as soon as the forth wave is eliminated (Call to the Torment spawns do not count):
    • 1 Mind Tormentor
    • 1 Earth Tormentor
    • 1 Flesh Tormentor
    • 1 Sanity Tormentor
    • 1 Spirit Tormentor
  6. At the center, as soon as the fifth wave is eliminated:
    • 1 Stygian Fiend
    • 1 Stygian Brute
    • 1 Stygian Horror
    • 1 Stygian Hunger
    • 1 Stygian Golem
  7. At the center, as soon as the sixth wave is eliminated:
    • 1 Stygian Fiend
    • 1 Stygian Brute
    • 1 Stygian Golem
    • 1 Stygian Hunger
    • 1 Stygian Golem
  8. From the south, as soon as the seventh wave is eliminated:
    • 5 Greater Dream Riders
  9. From the west, as soon as the seventh wave is eliminated (they spawn at the same time as the eighth wave):
    • 2 Tortureweb Dryders
    • 1 Rage Titan
    • 1 Despair Titan
  10. From the south, as soon as the eighth wave is eliminated and regardless of, whether or not, any foe of the ninth wave was eliminated:
    • 1 Heart Tormentor
    • 1 Soul Tormentor
    • 1 Margonite Anur Vu
    • 1 Margonite Anur Tuk
    • 1 Flesh Tormentor
  11. At the center, as soon as the 10th wave is eliminated:
    • 1 Heart Tormentor
    • 1 Water Tormentor
    • 1 Stygian Horror
    • 1 Stygian Brute
    • 1 Stygian Golem
  12. At the center, as soon as the 11th wave is eliminated:
    • 6 Dementia Titans.
  13. From the east, as soon as the 12th wave is eliminated:
    • 2 Misery Titans
    • 2 Anguish Titans
  14. From the south, as soon as the 13th wave is eliminated:
    • 1 Margonite Anur Ki
    • 1 Margonite Anur Ruk
    • 1 Margonite Anur Su
    • 1 Margonite Anur Tuk
    • 1 Margonite Anur Vu
  15. At the center, as soon as the 14th wave is eliminated (Dementia and Fury Titans will NOT spawn after these Titans are slain):
    • 2 Rage Titans
    • 2 Despair Titans
    • 2 Dementia Titans
  16. At the center, as soon as the 15th wave is eliminated:
    • 5 Stygian Fiends.
  17. From the west, as soon as the 16th wave is eliminated:
    • 1 Heart Tormentor
    • 1 Mind Tormentor
    • 1 Flesh Tormentor
    • 1 Water Tormentor
    • 1 Soul Tormentor
  18. Final wave, from all the directions, soon after the 17th wave is eliminated:
    • From the east:
      • 1 Misery Titan
      • 1 Greater Dream Rider
      • 1 Tortureweb Dryder
    • From the south:
      • Heart Tormentor
      • Flesh Tormentor
      • Water Tormentor
      • Spirit Tormentor
    • From the west:
      • Margonite Anur Ki
      • Margonite Anur Ruk
      • Margonite Anur Rund
      • Margonite Anur Su
      • Margonite Anur Tuk
      • Margonite Anur Vu


After the all these waves are eliminated, the door to the Citadel of Mallyx opens and the priest will be removed as an ally from the party list. As soon as any party members steps past the door, a short scene is played and then the party is transfered in whole inside the Citadel with the door closed behind them.

Mallyx the Unyielding will be standing on a pedestal and will be non-hostile, as will be the four spirits behind him. As soon as any party member gets close enough to Mallyx (about 1.5 times the aggro radius), Mallyx will give a short speech and then, he will turn hostile and attack.

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 Gate of Anguish explorable area:

  1. Repressive Energy: lose 2 energy for each attack or use of a skill
  2. Enduring Torment: lose 10 health for every second of movement
  3. Shroud of Darkness: all attacks have a 50% chance to miss
  4. 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:

  • Spiritual Pain should activate its instant-recharge effect against the spirits, and can easily eliminate them quickly. Gaze of Fury works well against spirits but is only useful for this part of the mission.
  • Consume Soul is another viable option, but remember that this is elite and largely useless once the spirits are gone.
  • Demonic Miasma is a blessing compared to Mallyx's ordinary attacks, and should be removed last.
  • If your party contains a Paragon, consider using "Fall Back!" to counteract the effects of Enduring Torment until it goes down.
  • Do remember, however, that Mallyx easily recreates these spirits through the use of Unyielding Anguish, so be prepared to deal with them throughout the entire fight.

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:

  1. Summoning Shadows is used to bring all foes to him. He will use this skill basically whenever he pleases: if you are under attack, don't bother running, he'll just activate it and bring everyone else to him.
  2. 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.
  3. Consume Torment purges all hexes and conditions and converts them into a strong source of healing. Don't bother to trying to disable it with Diversion or similar skills, as it will still only take 7 seconds to recharge.
  4. Banish Enchantment strips all enchantments from a foe and on top of that disables one skill (unless it has already been disabled) for every party member for every enchantment removed. Especially the second effect is devastating for the party, so the use of any kind of enchantments against Mallyx should generally be avoided. Bonding is suicide even more so than trying to fight Mallyx normally is.
  5. Wild Smash ends stances and disables them. It also knocks the target down.
Because of these two 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.

Also, groups of demons spawn as reinforcement when Mallyx's health drops below certain thresholds:


Creatures

NPCs

Monsters

Bosses and Skills

None

Tips

Defending Zhellix

  • A technique that makes fending off the waves much easier is to pull the priest away from the spot where he is performing the ritual, which is the end point for all the 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 technique is one of the two Fury Titans that come as part of the second wave. 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 such 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.

Defeating 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.
  • 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. Of course, he'll be more than happy to squish spirits in one hit, especially with Summoning Shadows, so don't rely too heavily on them.
  • Paragons, with their irremovable Chants and Shouts, can be just as helpful. The most useful skills are probably Angelic Protection, which reduces Mallyx's 500-damage hits to much more manageable levels; and Defensive Anthem, which helps block his attacks.
  • Be aware that Mallyx's skills cannot be disabled for longer than their stated recharge, even through skills such as Diversion.

Notes

  • Mallyx's aggro range is huge. He will start summoning 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.
  • Finishing the mission is the last objective required to complete the quest.

External Links

  • Related forum threads:
    • [1] - GuildWarsGuru.com
    • [2] - GWOnline.net
    • [3] - Wartower.de (German)
  • Related Guides
    • [4] - Guild-Wars.info (German)