How long is arena




















Once on board the enemy Ship, a Boarder should focus on lowering their Anchor immediately and killing anyone who is trying to either catch or raise the Capstan. A lowered anchor makes a ship a sitting duck, allowing for the rest of your crew to catch up and apply more pressure by maneuvering around the sitting duck.

Boarders can also focus on guarding the cannonball holes on lower decks to prevent the other crew from repairing their ship. With the exception of Food , Boarders should also empty their Inventory to steal Supplies from enemy Ships. Boarders should also generally focus on stealing the Sea Dog Chests of other crews. If a boarder notices Chests on board of other ships, they can try and throw them overboard or hide them in different spots to slow the enemy Crew's progress.

Boarders can also stay low on Sea Dog Outposts in wait of any crews trying to turn in their Chest, attempt to kill them and cash their Chests in themselves. An expert Boarder has mastered Close Combat with all Weapon types, keeping enemy numbers low, while being prepared to run away or jump around to avoid damage from any active Combatants.

In a Sloop Crew, one player should deal with off-ship Roles like Boarding, while the other player maneuvers the Ship. It is generally not a good idea to leave the Sloop alone and both head off the ship. The fourth main role is generally more open. The Treasure Hunter should be a jack-of-all-trades that can generally help out with filling any other role, but their main focus should be to focus on retrieving Glorious Sea Dog Chests hidden on the Islands.

The Treasure Hunter should acquaint themselves with Map and Island awareness for finding the Chests quickly and Combat prowess for defending the said Chests or trying to prevent anyone else from scoring points. A good Treasure Hunter should also be capable of defending their Chests or keeping other Crews from digging up any more Chests on Islands. A good tactic for a Treasure Hunter who is contesting a Chest on an Island, is to lay low with a Hide Emote and wait for other Players to approach the Chest and kill them so that they can freely dig up the Chest without interruptions themselves.

When there is no treasure to dig up, the Treasure Hunter should focus on helping out their crew with either handling the Sails, Repairs, Boarding or Ship Combat. An expert Treasure Hunter knows Islands inside out and can manage digging chests and getting them aboard as quick as possible.

In a Sloop Crew, this role can be fulfilled by any player off the Ship. As time is limited in Arena, it is of utmost importance to get your Anchor up and your Sails down as soon as the match starts. The Ships that get moving the quickest also have the advantage towards the Chest Island or other Ships.

There is not much of a difference between three and four people on the Capstan on a Galleon one player can raise the Anchor very quickly on a Sloop , so one of the crew members can start preparing the Sails or check on the Map Table to prepare a strategy for the matchup.

Make sure that everyone has the correct Weapons and pockets full of Resources before heading out into any Combat scenarios. If another crew that spawns close takes their time to get moving, it is possible to have one of your Crewmates Cannon over to hinder the movements and progression of other Ships. It is advisable to this person to go without Supplies and steal from the other Ship instead. The second most important part of a successful Arena match is to determine a Strategy for the start of the match by checking out the Map Table.

In Sea of Thieves, Knowledge is Power. The more you know about the other teams the better. More experienced players can determine which Crews are competitive already in the Lobby and keep an eye out for their Ship on the Map and plan accordingly.

Mostly, this is done by judging the rarity or experience needed to acquire a team's Cosmetics or their Titles. One can also check the Xbox Profiles of Players to see how much experience they have on the seas by their distance sailed. If you did not get a chance to size up the enemy teams, then take note of which Ships started moving on the Map and whether they have better or worse wind than your ship. Make note of the exact location of the Glorious Sea Dog Chest and whether it is in an easily accessible place or not.

You can also check the Other Crews Tab in the Main Menu to see the names of your competitors and whether they have full Crews or not. If you are further away from the Treasure Islands than other ships and get there last, then you have a few options. You can either plan on taking down any Ships already busy on the Island and contest them, or plan to cut off their escape towards the turn-in Seaposts. The ships that get to an Island first are mostly busy with acquiring the Chest or contesting the island and are more than likely not set to sail quickly, so they make for easy targets.

Be careful with your approach however. If the other Crew hasn't lowered their anchor and has all Pirates on board, then they may very well sink you before you get in Cannon range yourself. If you are too far behind, you can sail to the middle of the map, wait for other crews to retrieve a Chest and hope for a better Chest spawn.

While useful for Arena, these tactics can be used to a great effect in Adventure Mode as well! As mentioned in the previous section, you want to raise your Capstan as quick as possible to get ahead on other players. Generally, you never want your Anchor to be dropped in Arena as it will make you an easy target for other Ships.

Conversely, this means that when engaging other ships you will want to target their Anchor first to stop their ship from maneuvering. This can be done by sending a Boarder over to their ship to drop it for them and keep their crew from raising it. If a Ship's anchor is already lowered, you can aim and shoot Cannonballs or Chainshot around the Capstan area to prevent the team from raising it and breaking its pegs off.

Alternatively a Boarder can use Blunderbombs to prevent more than one person raising an Anchor. Setting Fire to an Anchor with a Firebomb can also buy time to stop the Enemy from raising their Anchor. There are some situations where you can let your Anchor drop, but you must make sure there are no Ships even remotely close enough to take advantage of your inability to move. One of these situations would be when you need to turn your ship around quickly in open seas with an Anchor turn.

For this, you need the Helmsman to turn the Wheel completely to the desired direction and have the teammates drop the Anchor while the ship is moving. You must communicate this, as an Anchor turn is only as effective as the number of people willing to pull it up again.

Anchoring is also an option if you need to make a quick stop at a Sea Dog turn-in Seapost and cannot raise the Sails in time or if you have little time left in the match. Again, you need to be wary of other ships using your lack of mobility against you. If you are alone by an Island and need to stop your ship from moving, you can also lower the Anchor and manage the Sails before raising, but make sure you are in safe waters.

At all other times, it is not advisable to drop Anchor in an Arena match. You must also be attentive and ready to defend your Anchor from enemy Boarders.

Instead of anchoring, you should pull up your Sails to stop the ship from moving as you can set sail by simply lowering the Sails and not have to deal with raising the Capstan first. Try to have at least three repaired or healthy Anchor pins on a Galleon for quick Anchor raising.

Another tactic for Anchors is to prime them. Once you raise or let go of an Anchor, you can catch it and manually lower or raise it inch by inch. This is called Anchor priming or preparing the Anchor and can be useful when coming close to a destination where a quick and precise stop is required. In Duo Sloop Arena, if you kill both of the enemy Players of a Crew, you should have enough time to raise their Anchor and sail them into Rocks or Islands for holes or simply away from a strategic location before they come back to disrupt their progress.

After raising the Anchor, getting your Sails down and angled correctly is your second priority at the start of a match. You should ideally have at least two people on board to manage Sails in a Galleon Crew, as it is significantly slower to do alone. Two people raising or angling the same Sail will double the speed of any actions.

To get the most speed out of your ship, you will want to angle the Sails with the Wind at all times. If you are sailing into the direction of the Wind, it is advisable to go for "Dummy Sails", that is, having your sails straight into the wind, as it will cut directly through the waves and improve your speed by a little bit.

If you can spare some speed, the Middle Sail can be slightly raised, so that the Helmsman can see better. You will need to practice the timing of raising Sails before you get to a destination. When you close to your destination and want to slow down, you will want to raise the middle sail first advisably with two people as this counts for the most speed due to its size. Generally the front or back sail will be raised right after and one or the other will be left down for maneuvering until stopping and also raising the last sail.

In most cases, the Helmsman will order the raising of the Front Sail before the Back Sail, dealing with the latter themselves. However the Front Sail can be left last if you need to move the ship for Harpoon play, because the front sail is closer to the Harpoons.

Many players like to prepare "Combat Sails" for Ship to Ship combat between Galleons, which is either the Front or Back Sail fully lowered and the other half-raised.

This placement offers the best maneuvering conditions for a Galleon. Be mindful that the Masts can be broken down by 3 direct Cannonball hits or a single Chainshot. A broken Mast will hinder your mobility by one Sail on a Galleon or completely stop the Ship's movements of a Sloop. While on a Sloop, getting a sail up and running is very important, you can leave one or two Sails broken on a Galleon if you are in a difficult situation and only need to move out of a Cannon's range.

The Sails can be fixed on the seas or when you are in safety later. Therefore, if you see cracks in the Masts, you should repair them with Wooden Planks when in safe waters. Breaking all the Masts of a Ship essentially anchors them in place.

A broken Mast needs to be pulled up from the Sail Length Cleat, which can also be sped up with two people. This action will also pull up the sailcloth so you need to lower it again after fixing the mast.

If a Boarder has enough free time and an enemy Ship is unanchored, they can lower the Sails of the Ship to sail it away from strategic points or sail it into Rocks or Islands to get the Ship stuck and create holes.

The Helm or Wheel is both the most necessary and often the most difficult part of the ship to take control of, especially in Galleon matchups. The job of the Helmsman can be greatly improved by having a designated Deckhand on board of the ship to help the Helmsman with the Sails , Cannons , Repairs , Capstan and Harpoon while the Helmsman can focus on steering the Ship and giving out commands. Without a deckhand, the Ship's maneuverability will suffer greatly as the Helmsman will have to do the job of two people alone.

Ideally it is best to have the Helmsman on the Wheel at most times, so that they can position the ship while the rest of the crew is dealing with the Sails or Repairs. Also, be mindful that when going through Storms , having one player holding the Wheel steady is an absolute necessity unless you are willing to risk lowering your Anchor. Taking on any ships in a Storm that are not prepared to steady their Ship will give you an advantage. Helming on a Sloop isn't as difficult, as it is fairly easy to maneuver and sail Solo, but be careful as you can easily be shot off the side of the Ship if a Cannonball hits you at the Helm.

Be mindful that the Wheel can also sustain damage from Cannonballs and Chainshot , making it harder to turn the ship if left unrepaired. Aiming for the enemy ship's Wheel should not be the primary objective, but can help to hinder their ability to maneuver their Ship. This will often set them sailing in a undesirable trajectories until the Wheel is fixed.

Make sure to prioritise fixing your own Wheel with Wooden Planks if it is damaged. The Harpoon is something you want to master as soon as possible for Arena, as it is a very powerful tool for mobility, Combat and Chest or Crew-mate retrieval.

The Harpoon can be tricky to aim because it shoots high. You can predict the destination of the Harpoon by imagining a cross-hair at the exact middle of your screen. With enough practice, you will start to gauge the exact spot where the Harpoon will hit. It also has longer term control than other neonicotinoids due to a longer aerobic soil half-life.

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Do not apply more than a total of lbs of Arena 0. Insect biotypes with acquired resistance to Group 4A insecticides may eventually dominate the insect population if Group 4A insecticides are used repeatedly in the same field or in successive years as the primary method of control for targeted species.

This may result in partial or total loss of control of those species by Arena 0. To delay insecticide resistance consider:. In stock. SKU arena Add to Cart.

Add to Compare. Skip to the end of the images gallery. Skip to the beginning of the images gallery. The other thing I would say for all builds is to have a higher resource management than your dungeon DPS builds. But don't go overboard here.

In ZoS's mind, Magicka recovery is equivalent to Spell damage. They're not. The Spell Damage is more valuable. The trick is to just get enough recovery and devote the rest to damage. For me, I use Elemental Drain, heavy attack spam, and make an effort to get a kill with destruction staff and that's barely enough.

You are often not going to have the luxury of choosing how to kill a mob you're just going to hope it dies and you going to have to shield, heal, block, sprint more than me, so you're going to need more. Change a glyph I recommend recovery, there's downtime in vMA , go Atronach, do something.

Don't forget the Haste glyph. My favorite trick for magicka characters: you can go all out damage if you use the Lich set as a "back bar" with Lich weapons, ideally sword and shield though Destruction and Restoration Staffs work too. Sword and shield works like a charm for Templars and Wardens.

In short you want as much damage as possible while subsisting on the minimum "sweet spot" of resource recovery. He's a gatekeeper of sorts, meant to let you know "if you can't beat me, you have no shot at completing this.

Boss: This is a DPS race and if you fall behind you're in trouble. He will split off adds, one in first phase, one in second phase, two in third phase, if you get to a fourth phase, then you need to rethink you approach. The adds will combine with the boss and heal him so take the first two out passively, your ground AoEs and maybe a good single target DoT is enough. Boss's most dangerous mechanic is the blackened ground he conjures. Avoid or dodge out if it if he gets you in it.

Never let your ground DoTs fall off. One the third set of adds spawns, ignore them and burn down the boss. If things get hairy at the end, and they probably will until you get used to this, grab the Shield Sigil when he spawns near it.

Also, one reason I like resto staff back bar is you will have that ultimate up for the burn phase, which can provide the critical difference if your DPS isn't on point.. Stage Two: Dwemer Centurions The stage is nothing but a heal and resource check. It is rather resource intensive as healing is more expensive than damage. The unavoidable spinning blades are much more dangerous than dwemer mobs.

Regular rounds The best way to limit your damage from the blade is to always stay in one spot, and that spot is going to be where a switch is. If you stay in one spot, you'll never move in the same direction as the blades, they go in different directions, so this is hard not to do , which is what kills you.

Mutagen is a really convenient and efficient spell for this round, consider using it you are having resource issues. If you stay in place, the little ranged adds are easily killed via a heavy attack.

Everything else will walk towards you and into your ground DoTs. Boss: Three centurions that aren't particularly difficult, but the fight does take some getting used to.

Note: You can heavy attack the inactives and that still gives resources back. The more conservative approach is to stay out and rely on your Ground Dots, single targets dots, and ranged heavy attacks for resources.

Prioritize survival over DPS. It's not a hard fight, just a pain because it's resource intensive because of you must heal through unavoidable damage.

Don't forget the Sigils if you are running dry on resources. Stage Three: Lamia Islands The first stage where the early rounds will start killing you. This stage mostly tests target prioritization, the snakes and melee adds just get in the way. Note: Remember the defense sigil! You get it every round. Regular Rounds Mostly covered above. The ranged lamias will put out a shockwave that staggers, which is potentially lethal in combination with the many other threats.

It's hard to see or keep track of it so the best thing to do is kill them first. The mini bosses also start being a pain. Hag puts up a reflect shield and has a black drain attack which is bashable. I recommend heavy attacking the hag so you have full resources for boss. Boss: She is faster than you and has melee attack that hits for 9K. Kiting is hard. The adds are annoying rather than dangerous, except the mage in the first add wave it spawns on the "far" island from where you enter the arena.

Then, of course, are the stranglers. They also need to die although if you've got the boss to low health, consider just burning her even if you are super-snared.

She does a lot of melee damage - even to max CP players - so this fight is going to seem hard at first. Occasionally she'll stay at range and do this scream thing: get your resources back! Until you get the hang of this fight, the Shield, Haste, and Heal Sigils are all extremely useful and using them together you can have 90 seconds of a super survivable build.

I'm going to tell you that they should be destroyed before they reach the middle, however the reality is that if you are at all behind on DPS, you are not going to be able to do this.

The Dwemer Spheres, on the other hand, will. So I see the little sentries as targets of convenience rather than priority. Regular Rounds The majority of your opponents are ranged mages and little Dwemer spiders. Annoying, but manageable. Do not single target spam them. If there is only one, heavy attack it. If there are multiple, move next to ranged, put down your ground DoTs and be effecient with your resources.

The big threat in this stage are the Spheres. The have a deadly Lightning Wall and their "bounce" melee attack does a ton of damage. On the third round, you'll get a double sphere spawn. Ultimate or shield sigil! The mini-bosses do a lot of trash-talking, but aren't very dangerous. The first two are mages and the third one is a two-hander. As long as you block the Uppercut and don;t stand in red, they go down easily enough provided your ground DoTs make short work of the regular mobs.

Boss : Easy once recognize it is a DPS race and nail down the right strategy. The power Sigil is your friend if your CP isn't maxed. This is the only boss fight that sort of resembles a DPS rotation, just stay inside the green circle and do your thing and your thing better include having HoTs to mitigate the residual damage. If possible, I recommend using your Destro ultimate when the spider stops, to ensure you get every tick as a bonus, you'll also catch the sphere that spawn.

When the boss stops and goes to his fire phase, do not forget to reapply your ground DoTs and then you have a choice to make. What's going to happen is a bunch of fire is going to spew, ground DoTs will appear, and a spider and sphere add will spawn. The more experienced players stay right there and continue DPSing the boss, but that's hard. The further away you are from the boss, the more time you have to react to the fire spewing.

Sometimes you don't have a destro ultimate. Sometimes the sphere follows you. If that happens, you've got to destroy that sphere. It's more important than waiting for your ground DoT on the boss to expire. The Shield sigil is right there you ran past it if you moved ahead of the boss , if you feel like you need a little help. Once the adds are destroyed and the bug Spider gets moving, repeat the process of your DPS rotation.

Ideally, there's the word again, you destroy the spider before it stops and a mage add spawns. It does take good DPS to do, though not strictly necessary. Again just reapply the ground Dots and move ahead of the boss to deal with mage.

She's a glass cannon and easily taken down, although you should not ignore it because streak-stun in combination of a ground AOE can kill you. When she dies, you do nothing else but DPS the boss. No matter what spawns, burn the boss. If the spider stops a third time and more adds spawn, you either need to improve your DPS rotation or grab the Power Sigil.

Trolls will smash the ice flows and spawn mini-boss Nereids. And the biggest threats are the ranged sets of adds that stand in an environmental hazard tossing out 7K attacks that you cannot kite. These have to die. Also of note, the ogres enrage and do very high melee DPS. What is crazy is that there are sometime adds in the middle of your ice island pounding away at you. Learn where and when the adds spawn and make intelligent use of the defensive sigil!

Regular Rounds. The key to this fight is the boss destroys the ice and the adds spawn based on health. So YOU control the pace of the fight. Be intelligent and not in a rush.

If you are low on resources, just heavy attack and reset the fight so to speak. If you try to burn her too quickly, you will get overrun by adds. K, first priority in this fight are the trolls; if they succeed breaking an ice flow, you will lose because you cannot stop the boss from breaking two ice flows. You need to learn the tell for when the boss breaks an island because it is a one-shot if you are even near the island. The following strategy works every single time:.

Works every single time and turns the most difficult part into a breeze. You need that be on the island with two sigals for last phase. Stage Six: Spider Daedra. This round is also hard and not going to lie, the boss is pain because it does a lot of unavoidable damage and there is an automatic "you lose" mechanic.

The key to this whole area is to make sure you have at least 2 and ideally 3 of the obelisks free of webs. You deweb them by killing the horvors near them you can interact with the grenade and throw it at a webbed obelisk ala White Gold Tower, but a high damaging AOE will spawn under you making this something best avoided.

You keep them dewebbed by killing the webspinners that try to web your open ones up. If you deweb all of them, every monster is stunned. You want 3 of them clear because when the spider swarm appears, you need to go to the lit obelisks; if you only have one or two obelisks free, you might not get a safe zone. Regular Rounds: You first priority is not dying. Everything else takes a backseat to killing webspinners. Everything else. The enemies start CCing and snaring you which is a pain.

The lurcher adds hit hard and the range adds are dangerous. Through all this don't forget the webspinners!. It isn't easy but once you get the hang of it, you will succeed more often that you die. Not because it is hard. But because it was so unforgiving. The whole key to this fight is that the boss will enrage and just insta-kill you every seconds you do not stun her by clearing all the obelisks. Nothing is more important than killing webspinners.

Nothing else is more important than killing horvers next to the obelisks. Like the Stage 2 Centurions , this fight is resource intensive because you are going to get hit with unavoidable and unkiteable 7K spits the boss and the little spider add hits you with. Webspinners spawn about every 10 seconds after you kill them so you must remain vigilant.

The boss has a large ground AOE that does 25K damage. She will use it while you are standing in the only safe spot when the spider swarm appears, so you might want to ensure no children under 13 are bear you when trying to do this fight.

It will take you a while to get accustomed to the fight so that you can consistently clear all 5 obelisks and stun the boss. You just have to be efficient with your resources. I would not once use a spammable on the main boss. Save these expensive skills that don't do much Vs.

I try to kite the horvor near an obelisk and finish it off with a heavy attack. When you stun the boss, you are going to be tempted to blow all your resources DPSing the crap out of her. Inadvisable, unless you can outright kill her right there. After you stun the boss, you have to repeat this resource intensive process all over. Just be mindful a spider swarm will appear about 10 seconds after the stun: you will only have 1 clear obelisk and of course a webspinner will appear.

You must kill the spinner and kill a horvor near a webbed obelisk to ensure you have two clear spots for the safety zone to spawn. Shield because it reflects all the spits so you take zero damage! Haste because you want to avoid lumbering Lurcher and it can be hard to find the little snaring spider. It took me a long time to get accustomed to the fight and I found it very frustrating because it seemed like there was too high potential for death by random stuff you have zero control.

In retrospect, I think a lot of my failings were L2P issues. In my belief, the Spider Boss is something of a gatekeeper as I found everything in the arena is more manageable until the final boss. So take that as some encouragement, if you can beat the Spider Daedra, you have the build and the skill to get to the final boss.

Stage Seven: Argonians This round is noticeably easier than the previous two. But it's one that just about everyone hates because if a poison plant explodes under your feet, you are going to take very high poison damage every tick and you have to go to one of the green pools at the top or bottom of the map to cleanse it.

It's basically death unless you spam a shield the poison is also a huge heal debuff. There are three types of adds. The venomcallers that spawn in the corners will turn the arena into a poison mess, kill them quickly.

The archer adds are high damage, but since you have access to the defensive sigil, you can neutralize them every round. The melee adds like to stun you which in combination with the archers, would normally be deadly. It doesn't take long at all to get accustomed to the rhythm of these rounds and you will find most of the times you die is by carelessly going near a poison plant.

Move out of it! Regular Rounds: Not much to say here because these are pretty easy. Archer does high damage, prioritize them. Put down ground AoEs that also kill the melee adds with them. Make sure you have good incoming HoTs or shield occasionally because there is a fair amount of damage.

Wehn the screen turn greenish, that means a venomcaller has spawned; look for it and kill it now. Most difficult trash pull is the three archers wave that spawn in round 4. Grab the Defensive Sigil. Bonus: it will also reflect the two trolls rock attacks that spawn afterward. If you can do that, quite frankly you shouldn't die to the regular adds. Pretty much ever. The mini-bosses, however, are dangerous and have mechanics that you have to know.

The trolls are annoying because their rocks snare you and hit for high damage When the trolls do their ground pound, immediately move out of the area. Note: the rock tosses are reflectable. When the trolls transform into big trolls, they are invulnerable. The first two round just have one troll and it's pretty easy to deal with.

Focus one down, but be sure to DoTs so the trolls die to your passive damage the Heal Sigil can help a lot here. The Wamasu in round 3 has two attacks that can kill you pretty much instantly. The other attack is lethal; it will shake and fire 5 lightning spheres.

If you're hit, it's basically a one shot. If you're struggling and you might, I think it's the most dangerous mini-boss in the whole arena , you can do something to make it easy peasy, lemon squeezy: grab the speed sigil before it spwans I believe it spawns after killing one of the archers. The Wamasu kills players because they can't move away from poison plants or the lightning spheres. Boss: Not hard, just requires correct execution of mechanics and not running into a poison plant.

When the adds spawn, they have high damaging lighting attacks. The idea is to kill one and then move next to the other one as it will put up a shield to protect you from the Behemoth's scream.

Be careful not to interrupt either the add or the boss, else the boss enrages and his attacks become one-shots if crushing shock was your DPS spam, just heavy attack.

Believe it or not, that's the whole fight. So what kills you then? Not a big deal. Rez at waysrhine. Stage Eight: Daedra Island I also didn't think this stage was particularly that hard. The first time I got to it, I cleared the four rounds with only like three deaths without even knowing the mechanics. You need to interrupt this one way or another. The two-handers have high damaging gap closers, so it's best to melee them. If you stay in one spot near the edge, a lava AoE will spawn under you so keep mobile.

Regular Rounds: Again, not hard at all. Just keep an eye out for the spinny fire twirl. The 4th round can be a bit tricky as 4 fire mages spawn immediately and they will heal each other. They happen to spawn right next to the defensive sigil, which makes for an obvious strategy. For the mini-bosses, you need to destroy a totem first.

The 3rd and 4th round boss mechanics deserves mention as they are not easy. In the third round, a fire-spinner will spawn with the tree mini-boss. Melee players are especially vulnerable because the tree hits like a truck and the two fire atros lobbing in homing attacks complicate matters. The fire-spinner needs to die ASAP even before the totem.

The defensive sigil here is particularly strong. The breath attack needs to be cleansed, shielded, and healed through quickly. She will drop a standard and then try to chain you in. Be sure to hold block when you hear the standard drop. Even with the healing sigil, the cumulative effect of her fire attacks is quite high.

You have to make sure your health pool is topped off when fighting her. Either grab the Heal Sigil or pretend you are a PvP sorcerer and shield spam. Boss: Easy peasy if you have high DPS. Can be complicated if you do not. Basically you got to burn all three totems, which gives you about a 15 second window to DPS the boss. The monkey in the wrench is the fire spinny mage that spawns. I do know that if you try to straight out DPS the three totems and aren't super quick, then the mage spawns just as your 15 seconds of burn time starts and then you are in trouble.

So, be super quick about it! However, this isn't the only way. If you're just not fast enough or if it's too much trouble, the safest approach is to leisurely destroy two totems and put a DoT on the third such that you do NOT destroy it. Deal with the add first. While you are attacking the add, the boss will catch up to you and try to unleash hard-hitting and stunning melee attacks.

There is a rhythm to DPSing the add, dodging the boss, and going back to that third totem. That's the whole key to the fight. Afterward, you have a 15 second window to DPS the boss without having to worry about interrupting the spinny mage. Flame atros will spawn; ignore them. When the totems reappear, go toward the one with the defensive sigil and grab it; that will protect you from the flame atros and the bosses breath attack.

Repeat the process: destroy two totems, DoT up third, kill flame spinny add, finish off totem and boss. Note: If you do not finish off the boss after two burn phases, and you might not if you're not at max CP and have strong DPs, then things get dicey. At this point your resources are low, you no longer have the defensive sigil, and the bosses gains a chain-pull attack that will kill you if you do not CC break super fast.

Grab the haste sigil; you need speed and stamina. Your biggest threat is the fire spinny mage that spawns. If the boss is not at low health, you just messed up with your tactics. Just jump in the lava because failing to burn the boss after three phases is death due to her new attack: a fire wave that covers the whole arena and is a one shot. If your DPS is not high enough you must maximize the Power sigil so it is used in conjunction with your ultimate.



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