Post by Lady Severn on Jun 27, 2009 10:19:34 GMT -6
From DragonsareCute on the -Y- boards:
Lady M, as she is often called, is usually the first taste of champion level combat most players sample, and is fairly easy to master with as little as 4 people if handled correctly. Unlike most of her counter parts in other lands, Lady M's keys are obtained with a quest that can be completed, and then turned in for the key at any time later, meaning that Lady M's dungeon can be completed in advance, and hunted at a later time.
Simple by champion standards, the Lady M is what as know as a "tank and spank". This means simply that the most resilient member, the "tank", distracts the beast whilst the other members are free to concentrate on damage or healing. A tamer's Greater Dragon, or a powerful warrior are both viable tanks. Cross healing is not overly important in this fight, but it is a good idea in small groups. The Lady's weakest resistances are fire and physical, is weak to fey slayer, and she deals mostly in physical and poison damage herself, so the be sure to pack anti toxins or other measures accordingly.
Now for the "interesting" parts. The Lady is accompanied by a vanguard of three Enslaved Satyrs at all times. I have witnessed these aberrant fey using discord, and even peacemaking on attackers. Since either of these abilities can cripple a party, they must be removed first. Taking on these creatures besides their master is almost certainly suicide, they must be engaged separately. This requires some skill, and is usually done with Energy Vortexes, but a warrior skilled at maneuvering can do it personally.
Once her minions are dispatched, Lady M has a few more tricks up her sleeves. The first is the battle field itself, a long bough that dangles high above the tainted mire below. Because there is little room to move about, if the Lady loses her cool and moves away from the tank, people can start dying pretty fast. To avoid this, the party must separate and spread out along either side of her, so should something go wrong, not everyone dies. Second, her two AoE (area of effect) abilities. The first is confirmed as poison damage and penalty to casting and attack time, the second, an area life drain the heals the lady. This means none of the participants are to be within the area of effect, or else damage will be slowed, or worse, the lady will heal herself. between this and the other factors, spacing is vital. This leaves two 'safe zones' on either side side of her that are both in casting range, and out of her attack range. Finally, the lady has a new found talent for the necrotic arts, and summons creatures most gruesome of both flesh and spirit. There are fairly simple remedies for both these little problems. Simply dispel any unwanted vengeful ghosts she calls upon, and, more importantly, keep all the pets alive to ensure she does not raise anything like a skeletal dragon from your deceased companions. In closing, I would like to say this is nowhere near as fantastic and difficult as I make it sound, and with a little practice, 5 or 6 token characters with decent gear can finish her quickly enough. Remember, you must destroy the creatures released from bondage and corruption after she dies, or they may cause some...difficulties while looting. Annoying as it is, be sure to check under all trash loot for any rare loot. To do any less would not do this exotic creature justice.
In fact, the Lady M, was once a kindly beast, with power as great as her once mighty oak tree. But alas, when the meer cast their failed decay spell long ago, the entire swamp was corrupted. As a dryad, the Lady shared a spirit with her tree, the same as ettins share a body. As the tree was turned putrid and sick, so to was the lady's spirit. This fascinating meta-natural scenario resulted in a new sort of dark creature. The natural life power was turned in on itself, creating a form of "natural" necromancy a word apart from, but just the same as, the necromancy that wizards across the world are familiar with. It represents Forms of "living" decay, such as rot and fungus that represent death as part death, rather then its opposite, magic wise. Think of her in relation to nature as one would think of a demon in relation to virtue. But enough of my mad theory, you have a dryad twice as mad to slay.
Lady M, as she is often called, is usually the first taste of champion level combat most players sample, and is fairly easy to master with as little as 4 people if handled correctly. Unlike most of her counter parts in other lands, Lady M's keys are obtained with a quest that can be completed, and then turned in for the key at any time later, meaning that Lady M's dungeon can be completed in advance, and hunted at a later time.
Simple by champion standards, the Lady M is what as know as a "tank and spank". This means simply that the most resilient member, the "tank", distracts the beast whilst the other members are free to concentrate on damage or healing. A tamer's Greater Dragon, or a powerful warrior are both viable tanks. Cross healing is not overly important in this fight, but it is a good idea in small groups. The Lady's weakest resistances are fire and physical, is weak to fey slayer, and she deals mostly in physical and poison damage herself, so the be sure to pack anti toxins or other measures accordingly.
Now for the "interesting" parts. The Lady is accompanied by a vanguard of three Enslaved Satyrs at all times. I have witnessed these aberrant fey using discord, and even peacemaking on attackers. Since either of these abilities can cripple a party, they must be removed first. Taking on these creatures besides their master is almost certainly suicide, they must be engaged separately. This requires some skill, and is usually done with Energy Vortexes, but a warrior skilled at maneuvering can do it personally.
Once her minions are dispatched, Lady M has a few more tricks up her sleeves. The first is the battle field itself, a long bough that dangles high above the tainted mire below. Because there is little room to move about, if the Lady loses her cool and moves away from the tank, people can start dying pretty fast. To avoid this, the party must separate and spread out along either side of her, so should something go wrong, not everyone dies. Second, her two AoE (area of effect) abilities. The first is confirmed as poison damage and penalty to casting and attack time, the second, an area life drain the heals the lady. This means none of the participants are to be within the area of effect, or else damage will be slowed, or worse, the lady will heal herself. between this and the other factors, spacing is vital. This leaves two 'safe zones' on either side side of her that are both in casting range, and out of her attack range. Finally, the lady has a new found talent for the necrotic arts, and summons creatures most gruesome of both flesh and spirit. There are fairly simple remedies for both these little problems. Simply dispel any unwanted vengeful ghosts she calls upon, and, more importantly, keep all the pets alive to ensure she does not raise anything like a skeletal dragon from your deceased companions. In closing, I would like to say this is nowhere near as fantastic and difficult as I make it sound, and with a little practice, 5 or 6 token characters with decent gear can finish her quickly enough. Remember, you must destroy the creatures released from bondage and corruption after she dies, or they may cause some...difficulties while looting. Annoying as it is, be sure to check under all trash loot for any rare loot. To do any less would not do this exotic creature justice.
In fact, the Lady M, was once a kindly beast, with power as great as her once mighty oak tree. But alas, when the meer cast their failed decay spell long ago, the entire swamp was corrupted. As a dryad, the Lady shared a spirit with her tree, the same as ettins share a body. As the tree was turned putrid and sick, so to was the lady's spirit. This fascinating meta-natural scenario resulted in a new sort of dark creature. The natural life power was turned in on itself, creating a form of "natural" necromancy a word apart from, but just the same as, the necromancy that wizards across the world are familiar with. It represents Forms of "living" decay, such as rot and fungus that represent death as part death, rather then its opposite, magic wise. Think of her in relation to nature as one would think of a demon in relation to virtue. But enough of my mad theory, you have a dryad twice as mad to slay.