- Draketrader Zlodgodd exclusively utilizes standard melee attacks and powerful Jumps. Does not use a 1-Hour ability.
- Players may avoid Jumps while kiting and being too far away.
- Attack pattern of short (instant) Jumps before a final long charge time Jump.
- Begins the fight using two short Jumps before a long one after every three melee swings.
- Will use fewer melee attacks between each new volley of Jumps as Draketrader Zlodgodd's HP decreases:
- From 70% to 100% it will melee thrice before each round.
- Under 70% it will melee twice before each Jump round.
- Under 35% it will melee once before each Jump round.
- The number of short jumps in a volley will increase as Draketrader Zlodgodd's HP decreases:
HP
|
Jumps
|
100~70%
|
2
|
≤69%
|
3
|
≤59%
|
4
|
≤49%
|
5
|
≤39%
|
6
|
≤29%
|
7
|
≤19%
|
8
|
≤9%
|
9
|
- The long charge Jump deals greater damage than the rapid Jumps.
- The power of Jump will increase as Draketrader Zlodgodd's HP decreases.
- For five seconds after each Jump, Draketrader Zlodgodd will be in the same state as a Wyrm in flight where melee attacks and melee weapon skills will miss. This will give the same "Too Far Away" message to players that a Wyrm would.
- Due to the volume of jumps, players are effectively floored melee accuracy in this fight. Making mages and range attacks a popular strategy.
- Players are able to sack pull off the nearby bridge and into the river to isolate Draketrader Zlodgodd from the surrounding monsters.
- Immune to Bind, Break, Gravity, Paralyze, Sleep, and Repose.
- Susceptible to Stun and Slow.
|