Maelstrom Arena Eso

In this Elder Scrolls Online Build Guide I am going to cover a build for Veteran Maelstrom Arena. It is focused more on DPS, but has high enough surviveability to get you through all of the challenges, and I managed to clear it without using a single sigil. Considering that Maelstrom Arena is solo only, this build works for solo PvE play as well against World Bosses and the likes.Necromancer Maelstrom Arena Build ConceptMaelstrom Arena is a special challenge, because just being good at one role is not going to be enough to get you through, so being good at everything at least to some extent is the key, without losing too much in each aspect.

Maelstrom Arena is a solo progressive challenge in Elder Scrolls Online. Zos did make the veteran version. UESP:Elder Scrolls Online Map. Goto Wiki Page; Link; Reset; Map Key; Help; Discuss; UESP Home.

This build offers high survievability due to the ultimate, powerful heals from the Leeching Plate Set, or skills, and huge DPS from. The problem with VMA is that you are constantly on the move due to the mechanics, so classic dummy DPS results don’t mean much here. Maelstrom Arena has many unique mechanics so knowing what to expect means more than any buildKnowing boss and arena mechanics is far more important, and due to your near constant movement, it is nice to have as few spammable abilities as possible. The only ones that are spammed are healing abilities when it is necessary to do so, and, so it shouldn’t be too complicated to keep paying attention to arena mechanics and abilities simultaneously.

Remember that there are many ways to build Necromancer for Maelstrom Arena, so feel free to experiment to see what works best for you. Necromancer Maelstrom Arena Attributes and AbilitiesFor Maelstrom Arena I am favoring Magicka and Health, because damage received is a serious factor here. Some enemies like archers can do over 25k damage with Take Aim in one shot, so close to 30k should be minimum.

That is why 25 points into Health should be minimum, and with your food buff around 29k Health. 29 points into Magicka, because if we run out of Magicka we cannot heal and that leads to quick death. It is better to have little bit more then you think it would be necessary, because some fights can be longer than others, and that leads to more Magicka being spent. 10 Stamina is enough for all dodging and interrupting, but should not be lower than that.Necromancer has an amazing assortment of abilities that cover all 3 roles. DPS comes from Unnerving Boneyard, Ricochet Skull, Stalking Blastbones and Mystic Syphon. When moving is not required you can summon Boneyard beneath your feet and create a vicious circle of death that will annihilate anything in seconds. Beckoning Armor helps a lot here because it pulls ranged enemies towards you when struck.

In this Boneyard AoE zone using Stalking Blastbones creates an explosion that damages everything in a small area, in addition to creating a corpse. Mystic Syphon is used on that corpse close to you to do more AoE damage, and then Ricochet Skull is spammed, with Stalking Blastbones in between. This combo does insane damage, but it can only be done when moving is not required. Summoning Unnerving Boneyard beneath you followed by offensive abilities creates vicious AoE zone that kills enemies fastHealing comes from either Resistant Flesh or Hungry Scythe, and this is completely up to player. Resistant Flesh, with this setup, heals up to 16k if it crits, but puts Minor Defile for 4 secs. Thankfully we can clear that with if necessary.

It also grants a buff for 3 seconds that boosts Physical and Spell Resistance for half of healing done with Resistant Flesh, which can be around an 8k bonus with this build. Hungry Scythe restores about 9k Health if it crits, and additionally around 3k over 6 seconds. It can restore more than this, but it depends on how many enemies it hits, and how high your Health is.

The benefit and the problem when using Hungry Scythe, is that it needs to hit enemies in order to heal, which can be problematic at times. Hungry Scythe costs less than Resistant Flesh, so it can be spammed more often. You’ll have to decide which is the better fit for you.Our tankiness comes from Beckoning Armor, Resistant Flesh and the Bone Goliath Ultimate. All 3 ensure high surviveability, with the Ultimate making you nearly invincible for 20 seconds. Ultimate fills up quite fast with Necromancers, so you should be able to use this at least once every round.

Front Bar– A direct damage dealing ability that Deals around 7000 Flame Damage with this build and every 3rd use of the skill has 20% increased damage and jumps to 2 additional enemies. I have chosen this upgrade over because Venom Skull is Stamina based and we need Stamina for Dodging and Breaking Free. Stamina is already on the low side so we do not need any more Stamina abilities. Morphed from.– Summons a skeleton that rushes and explodes upon reaching the first enemy.

Deals around 12k damage with this build but it can go up even more because it depends on the distance that the skeleton travels. This is our primary corpse source and that is why we are going to use this ability every opportunity that we get. The Stalking Blastbones upgrade is better for this build because is a Stamina ability and for reasons mentioned above it is not preferred.

Morphed from.– Uses a corpse to create an AoE that does about 22k damage over 12 secs with this build. The tether effect isn’t there just for show either, and anyone caught in between you and a corpse that is tethered is going to receive damage as well.

Beholder miniature STL Files for 3D Printers STLBase is a Search Engine for 3D printable Models and STL Files. Click on images to download beholder miniature STL files for your 3D Printer. Beholder miniature. The Dungeons & Dragons Nolzur's Marvelous Miniatures range is ideal for any D&D roleplayers, or anyone looking to collect and paint a wide array of highly detailed sculpts. This set contains 1 unpainted Beholder. Please note: Miniatures are unpainted and some assembly may be required. Amazon's Choice for beholder miniature. Dungeons & Dragons Nolzur`s Marvelous Unpainted Miniatures: W9 Spectator & Gazers. 4.8 out of 5 stars 53. 99 $10.59 $10.59. Get it as soon as Wed, Apr 22. FREE Shipping on orders over $25 shipped by Amazon. More Buying Choices $5.41 (12 new offers). You searched for: beholder miniature! Etsy is the home to thousands of handmade, vintage, and one-of-a-kind products and gifts related to your search. No matter what you’re looking for or where you are in the world, our global marketplace of sellers can help you find unique and affordable options. Let’s get started! Shop D&D Nolzur's Marvelous Unpainted Miniatures: Beholder at Miniature Market. Check out our huge collection of hot Table Top Miniatures and receive Free Shipping at $99 to the continental U.S.

So basically anything in front of you is affected unless the enemy is too far away from the corpse. Over 12 seconds around 2800 Magicka gets restored as well. While slotted it increases damage done by 3%. Morphed from.or – This is your healing ability that is going to be used a lot. As I have explained above, both are great options.

The higher Health pool you have, the better Hungry Scythe becomes. Resistant Flesh’s upgrade increases Physical and Spell Resistance, which helps mitigate damage. Morphed from and.– While slotted Max Magicka is increased by 5% and you get permanent Major Prophecy, that increases Spell Critical by around 2k.

3. 1. 2. 4. Goblins and grottos 3 walkthrough. Rules.

With the passive we get 2% more to Max Magicka and also 2% more Magicka Recovery. Morphed from. Back Bar– Creates an AoE that does over 20k damage over 10 secs with this build, and this upgrade applies Major Breach and Fracture in the area affected. Very useful when fighting more enemies.

If there is a corpse available while activating this ability then the damage is increased by 20%. Morphed from.– Grants Major Ward and Resolve, increasing your Physical and Spell Resistance by 5280 for 17 seconds.

A must have for any Necromancer. This upgrade pulls ranged enemies while this skill is active. Very useful against large groups of enemies to gather everyone near you so that you can nuke them with AoE skills.

Morphed from.– Summons a Spirit that restores health every 2 seconds. This upgrade transfers 10% of damage you take to the Spirit, making it ideal for Maelstrom Arena. Upon death the Spirit leaves a corpse on the ground that can be consumed with Mystic Syphon. Morphed from.– Removes up to 2 negative effects and restores 500 Magicka and Stamina per each effect removed. A very useful resource management skill, however, be careful because this skill costs Health, so don’t go overboard with it.

While slotted reduces cost of Skills by 3%. Morphed from.– While slotted Max Magicka is increased by 5% and you get permanent Major Prophecy, that increases Spell Critical by around 2k. With the passive we get 2% more to Max Magicka and also 2% more Magicka Recovery. Morphed from. Ultimate Skills– As mentioned at the start of this section, this skill is fantastic in every possible way. 30k Heal, 30k Max Health increase, Light and Heavy attacks heal, AoE that hurts enemies and heals you And it scales with Max Health. Invulnerability mode activated.

The Goliath Ultimate can be used with this build almost every round and that is extremely helpful. Morphed from.– It does significant damage, stuns and knocks back enemies. Generates 12 Ultimate for each enemy hit so using it versus many enemies is preferable. It won’t be used nearly as much as Goliath but it is nice to have a pure DPS Ultimate if you are doing alright without Goliath form. Morphed from. Necromancer Champion SkillsThere are plenty useful Champion Skills you can have, but points are limited. Percentages behind the decimal point are not accounted for when adding points to Champion Skills.

For example, Elemental Defender at Rank 60 reduces damage taken from elemental attacks by 12.57%, but your gain is actually 12%. Now that you know this you can save points and put them elsewhere where gains would be more beneficial. Try to round up numbers to get the most out of these Champion Skills.Here is my recommended setup for the Necromancer Maelstrom Build: Warrior56 Thief6 Mage56 Necromancer Maelstrom GearWeapons that we are using are Staves. Fire or Lightning, it does not matter. Ranged weapons are good for Maelstrom arena because weaving light attacks helps in the killing of far away enemies faster. One example would be Rink of Frozen Blood that has trolls that smash platforms so attacking from distance is much safer than having to go through frozen water that does significant damage. Resource Management SetsThere are many Sets that work here, and I would advise wearing anything that reduces ability cost because running out of Magicka, means quick death.

And can help a lot in managing Magicka if you don’t have access to some of the better gear in the game. Either one of these works well.

The Trial Set that I would recommend for this purpose is definitely, if you can get it, is. The 8% cost reduction is just too good, you regain Magicka when you kill enemies, and increase your Movement Speed. All of these things are extremely helpful for VMA.Tank SetsMy choice for a Tank Set here is. It deals a small amount of damage but its heals are significant which will save lots of time, and more heals from this set means less Magicka used for healing skills as well.

It is possibly the best self sustaining set in the game, and that is exactly what we need for Maelstrom Arena.Alternatives to Leeching Plate are many, but it should remain Tank oriented if possible. Reduces Ultimate cost, which helps to get into Goliath Form faster, and the Set is rather easy to obtain. Health boosting sets like or are also good choices, if not quite as good. The Monster Helm that works best for this setup is, because the additional Ultimate generation helps tremendously, and it does give you more Physical and Spell Resistance. The more times you can enter Goliath Form the better.Other then Bloodspawn sets like, and are good for DPS, and something like is awesome for added surviveability. So if you don’t have Blood Spawn, consider using one of these. Final ThoughtsVeteran Maelstrom Arena is quite a challenge, but this build can take you through it without using any sigils.

It is a somewhat balanced build with perhaps some focus on DPS. Due to the versatility of Maelstrom Arena Builds, there are many that are good here, but, and are my top choices. Ravenous Goliath is fantastic ultimate for Maelstrom Arena and with this build you can have it every roundThere is no rotation section because Maelstrom works differently and usual rotations do not mean much. Try to have Spirit Guardian and Beckoning Armor active as much as possible, but even that can be challenging at times because healing is priority, and that can remove any semblance of rotation. Even with a good Build, understanding Arena mechanics takes priority because even Goliath Form won’t save you from certain death if you are going about it all wrong.Stay tuned for more ESO Build Guides and more ESO content through out June as we explore Elsweyr.

Index.IntroductionWelcome to the Veteran Maelstrom Arena Guide! We’ll be looking at all stages of Orsinium’s new solo survival weekly arena, touching on each wave in every round to hopefully help get your hands on some of those fancy pants Maelstrom Weapons.It’s argued the best strategy for VMA starts before you even enter the arena. Having the right gear and being prepared for the additional difficulty elements is key. If you have ran normal Maelstrom arena beforehand and have done some research on the extra mechanics in the veteran version, then your ready to prepare.You’ll want to have alot of supplies when entering the arena. For a first time run make sure you have at least 250 Grand Soul Gems, 3 stacks of your favourite potion(s), a good amount of food or drink (in the game and in real life) and at least 20,000 gold for repairs.Once you’re prepared you’ll need to practice the hell out of it. Discuss with other players which skills they are using for your Class/Build. In this guide we’re using both a text breakdown of VMA and the tutorial videos by.So why is VMA so tricky?

Well, some may say that some people aren’t good enough, their gear isn’t good enough or that their system isn’t able to handle the game well enough. The arena can get pretty system intensive sometimes yes and if your internet connection is unstable that can be fixed also. But anyone can do VMA with enough time and effort, it is not a case that some people are more skilled than others, just more experienced. There are alot of mechanics to learn sure, and it requires at times careful concentration for long waves, but if your V16 and have a decent character with decent gear you should be playing VMA not avoiding it. The only way to get better is to practice it.This is a guide that may hopefully make your experience of VMA a little easier. This is not a guide for Speedruns!Recommendation: Take your time on the first occasion, read through what’s written for the different Mechanics, Strategies & Bosses before every stage.Round 1 – The Vale of the SurrealOverviewMechanic: Necrotic Orb follows you and explodes if you spend too long in it’s aura.Tactics: After Wave #1 the Necrotic Orb will follow you around you can mostly ignore it but a speedboost can be good here.

Always try to take the melee mobs to the ranged mobs so you can use AOE.Dangerous Mobs: Bone Colossus, Darkbows, Necrotic Orb.Boss Strategies: As soon as the boss comes out hit him hard with everything you have, the faster he dies the better. His summoned ‘militants’ don’t heal him very much.

Round 2 – Seht’s BalconyOverviewMechanic: The spinning blades can be stopped by pressing 2 levers on either side of the arena. The blades don’t do much damage if you move through them quickly.Tactics: Staying close to the middle and using a speedboost to keep ahead/behind the middle blade. From here you can hit everything that spawns around and don’t have to worry about any other blades. Kite all mobs with speedboost, kill Clockwork Sentries as soon as they appear.Dangerous Mobs: Centurions, Clockwork Sentries, Spheres, Generator. Enemies, Health & Some AbilitiesClockwork Sentry(15k)Lightning WaveDwarven Spider(32k)Heavy attacks, Repair AuraDwarven Sphere(96k)Cleave, Charge, Heavy attacks, UppercutDwarven Centurion(228k)Cleave, Heavy attackCenturion Champion(395k)Spin attack, Cleave, Fire rain. Quick reference breakdown. Wave 1 – Sentry, 2x Spiders- Sentry, 2x Spiders- Centurion.

Wave 2 – 2x Spiders, Sphere- 2x Sentries, Sphere- 2x Spiders, Centurion. Wave 3 – Sentry, 2x Spheres- Sentry, Spider, Sphere- Sentry, Centurion. Boss – 3x Centurion Champion. Round 3 – Drome of Toxic ShockOverviewMechanic: Stranglers spawn every 30-45 seconds and will Ensnare you.

The Boss sits by the side of the arena until the final round throwing lightning floods, poison AOEs and healing circles for it’s allies.Tactics: Stranglers are quite annoying, make sure you watch for them spawning in one of 4 places. At the beginning of each wave camp one portal and quickly kill that mob (as you do more arena you will learn where the easy to kill mobs spawn). Of course we’re staying out of the water as much as possible, avoiding the random poison strikes and keeping the mobs out of the healing auras (green circles).For the first mini-boss, let him do his lightning AOE and move out of it, lots of time to DPS. Dodgeroll his heavy attacks. The second mini-boss is easier, he has a shadowy aura sometimes which reflects your damage back so watch out for this.Dangerous Mobs:Wamasu, Both Mini-bosses and the main boss, everything else dies pretty fast. Round 4 – Seht’s FlywheelOverviewMechanic: Clockwork sentries spawn every 30-45 seconds and setup.

Once setup they are indestructible for 60 seconds and do lightning AOE waves if they see you.Tactics: There are 4 different spots around the center generator that the Sentries can occupy, make sure you keep an eye out for these as they are quite annoying if you allow too many to setup. On Wave #3 make sure you kill the first Sphere quickly as 2 more come up fast afterwards.You can use the center to kite mobs, picking them off one-by-one as they struggle to hit you round the bend. Keep circling the middle so you can see where the Sentry spawns from.For Kothheld on Wave #4, make sure to finish at least 2 of the Spheres before he spawns.

Then focus one of his Mobs, then him, then clean up.Dangerous Mobs: Spheres, Sentries, Mini-bosses.Boss Strategies: Stay underneath the Boss in the green aura while he’s moving & doing his lightning attacks. Move as soon as the Boss stops as he will use a flamethrower underneath himself. Sentries will continue to spawn during the Boss fight so watch out for them.Tip: When the Boss stops there is a safe spot close to the Boss but not underneath him that you can stand without being hit by the meteors or the flamethrower. From here you can burst the mobs quickly so you can jump back underneath him for the next lightning phase as the Boss starts moving again. Round 5 – Rink of Frozen BloodOverviewMechanic: The Ice water does damage over time. The Trollbreakers will try to smash the platforms unless you interrupt/kill them.

When they smash the platform they release a Leimenid Oracle with 94k so this is bad.Tactics: Large mob packs on this stage, with high health enemies. Either use high burst damage to quickly kill 1 or 2 as they come toward you or alternatively long disables such as Agony, Rune prison or Petrify to buy yourself sometime. Kiting is also an option but the water will damage you if your in it too long so again a speed boost is good. Crushing shock or Venom arrow will interrupt the Trolls from range as they pound the platforms.Dangerous Mobs: Nerieds, Ogres, Aki, Frost AtronachsBoss Strategies: Pull him to the South platform for the first slam at 90% (this has the worst Sigils around it, if you need to use some). When he turns red he will destroy the platform and release a Neried. Be on the next platform when he destroys it so you can start killing the Neried from range.

Adds will spawn also at 60% & 25% of the Boss’ Health. After the 2nd platform is destroyed the Boss has an enrage point which is either health% based or time based so nuke him down quickly as possible on the last platform. Round 6 – Spiral ShadowsOverviewMechanic: The 5 small stone pillars around the center of the arena called Obelisks are covered in webs. When you kill a Hourvor next to one it will release the web.

This Obelisk can then be used as a refuge against the Swarm, turning the spiders a yellow neutral colour. You can also use the synergy on the green grenade the Hourvor drops, if it’s not killed ontop a webbed Obelisk, to throw on another Obelisk. Once all 5 Obelisks are released the Mobs/Boss will be stunned for 10 seconds.Tactics: Only kill the Hourvor’s when they are next to a webbed Obelisk.

This way you don’t have to throw any grenades and can catch Mobs/Boss in the de-buff aura of the grenade explosion weakening them. Webspinners are the primary target if you see one, these re-web the Obelisks after you free them. Swarms come every 30-45 seconds so make sure you watch for the indicator and run to the yellow glowing Obelisk. The swarm spiders only have to touch the yellow aura so you don’t have to stay on top of the Obelisk just make sure the Mobs move through it.Dangerous Mobs: Swarm, Lurkers, Boss lightning flood.Boss Strategies: Freeing the Obelisks is key on the boss stage to stop it from enraging. Save your Ultimate for quickly nuking the Spider Daedra and keep killing Hourvors only ontop of the Obelisks (and preferrably the boss too).

If you kill all Webspinners and Hourvors correctly you should be able to disable the boss twice and then nuke the Boss. When Mobs come up during the disable time, judge whether you can finish the boss in one, if not then kill the Mobs first and play it safe. Round 7 – Vault of UmbrageOverviewMechanic: The poison barbs around the arena will explode if you get too close to them. They put a 5k Poison DoT on you until you reach the sanctuary of one of the 2 green circles on either side of the arena.

Your screen will go a tint of green when the Venomcallers spawn and they will release all the poison bombs around the arena and then spawn more until they are killed.Tactics: Bring the melees Nix-hounds, Ferals and Berserkers to the Archers. Try to learn where the archers spawn so you can camp their portal and do damage while the melees are on the way over then AOE them all down.Barbs can be “baited” by going close and speedboosting away from them before they can touch you.

This is useful if there is a barb in an awkward place.Dangerous Mobs: Venomcallers, Venomshot, WamasuBoss Strategies: The Behemoth has the most health of any boss in the arena. At 75%, 50% and 25% the Boss will spawn 2 Minders. Quickly DPS down the furthest away Minder from the Boss and get ready to run back to the 2nd Minder. When the 1st Minder dies the Boss will start his Scream. Make sure you stay close to the 2nd Minder as it will create a protective shield. You can continue to DPS the Behemoth during the Scream but make sure you don’t interrupt him as he will enrage.Find an area your comfortable fighting in that is clear of barbs. The Boss does a Bite every 3-4 normal attacks that puts a Bleed DoT on you, this can be roll dodged.

Avoid running into any barbs by checking your path carefully, and don’t let the boss bite you. Round 8 – Igneous CisternOverviewMechanic: During the first 4 Waves, one of the 3 stones around the arena will be rebuilt during the Boss of the Wave. This must be destroyed first before you can damage the boss.Tactics: The Kyngald’s Flame wheel attack must be interrupted.

The Destroyer’s 3 Flame paths can be avoided by keeping a bit of distance and keeping speedboost up.On Wave #4 there is alot of ranged damage and the healers can make this shield/heal intensive. Use the defence Sigil if your having trouble here to reflect the Damage back at the Mobs.Dangerous Mobs: Kyngald, Destroyers, Flame KnightBoss Strategies: You have to kill all 3 stones this round before you can damage the Boss. Kyngalds will spawn after 20 or 30 seconds while killing the Stones. If you can kill them quickly the Flame Atronachs shouldn’t spawn and you can quickly drop everything on the boss for 8 seconds. Stand next to the Kyngald so you can bash it or get ready to range interrupt it.

2 or 3 rounds of destroying the stones should have the Boss down. Round 9 – Theater of DespairOverviewMechanic: White ghosts floating around the arena will hurt you. Golden ghosts you have to collect by running through them, if you don’t they will enter an enemy and increase it’s power (more abilities, faster firing). Once you have caught 3 Golden Ghosts you have 20 seconds to activate the Spectral Explosion synergy which stuns all enemies for 8 seconds.Tactics:Wave #1: There are a few strategies for dealing with the Ceremonial Guards, shield-up and self-heal, stay close to the Guard & run around it in a tight circle avoiding the flames or speedboost and keep your distance whilst damaging.

144k can take upto 10 seconds to burn through so save your ultimate for the Guard at the end of this wave.Wave #2: The Kynlurker can be quite annoying with it’s disables and evasion. Kill the healer, the lurker and leave the Kyngald/Beldakyn for last. Again save ultimate for the 3rd set of portals where there is another Guard. Try to save your Spectral Explosions for the Guard and Ogrim spawnings.Wave #3: The first few mobs you can build ultimate on and use it straight away when Xivilai appears, as well as the Spectral Explosion, as you should have time to build it again before the Ogrim comes out. You should have enough Ghosts collected again by the time the Guard comes out to stun him for an easy kill.Wave #4: The Narkynaz walk to the center and summon the Bone Colossus.

You never want to see one of these so make sure these Mobs never even start summoning. Once they reach the middle they seem to have increased resistances so kill them before they get there. Again, saving the Spectral Explosion for the 3rd portals if you can. On the 5th portals 2 Narkynaz spawn at either side, kill them before finishing the Ogrim.Wave #5: Try to kite the Guard while you quickly kill the Kynlurker. As the Ash Titan lands buff up fully, get all your DoT’s and AOEs on him, drop your Ultimate and try to get him down as far as you can before he does the first Flame Wall.

As the portals start appearing look out for the Golden ghosts again. Try to finish the Titan before changing to the Kynlurker, Kyngald & Beldakyn. If your able to grab all Ghost at this point then you can stun the final Ogrim which spawns again for an easy kill.Dangerous Mobs: Kynlurker, Guards, Ogrim, Solkyn.Boss Strategies: The Final Boss in the arena, Voriak Solkyn, is alot of fun. The key to the first stage of the fight is to get the Boss down to below 70% as fast as possible. Use the Power Sigil straight away if your worried you won’t have enough DPS.His first attack will be the Channeled skull which he throws at you after a short pause.

Either dodge it or block it, i prefer blocking it as I have CP points in that.After this Voriak teleports for the first time. He will do his Starburst attack so make sure you interrupt this (Bash, Venom arrow for stamina, Crushing shock for magicka). After interrupting him quickly kill the Gandrakyn healer so it can’t heal the Ceremonial Guard coming up. Again, shields-up, self-heals or just speedboost and keep your distance from the Guard.While your killing the Guard, Voriak will throw another Channeled skull at you.

Beware.Ignore the next Gandrakyn and try to get the Boss under 70%. If you can before he spawns the 2nd Ceremonial Guard then there will be a small delay, 20-30seconds before the Guard spawns which means you can get on with the portals. One of the hexagonal platforms around the arena will be glowing white. Take the Clanfear to it and kill it then use the portal to go up top.Once up top you have constant damage from a DoT, to avoid the random AOE strikes on the ground, and the Boss will throw the Channeled skull as soon as you get up there. After the skull he will rise in the air and a floating Earth Shield will appear moving around the center mist. Get behind this Shield before the Boss slams the ground.

If your not behind it you’ll be thrown off into the lava and will have to fight a Guard and a Clanfear to get back up top.While all this is going on, you need to be destroying the 3 Animus Crystals around the ring. The more slams the Boss does the faster the Shield is and the harder it is to keep up with so be quick about destroying the crystals.When all 3 are destroyed, Voriak will knock you back downstairs into the lava. Quickly get back into the arena and be ready to interrupt his Starburst attack.

After this the Golden Ghosts are back! Start collecting them again. Kill the Narkynaz quickly again and watch for Channeled skulls.If you collect all 3 Golden Ghosts in time for the Guard its another easy kill, then back on the Boss.

Keep watching for the Ghosts as you might need to grab one more explosion to finish him off. Who can Attend?Everyone can signup for Raids, no Time Trial experience required. How many can Attend?We try to run multiple groups per Event so 24 or 36 signups is not a problem. When should I arrive?Raids are GMT+1 during the Summer & GMT+0 during the Winter. Raids start grouping 10 minutes before starting time, be early!. Who do I whisper?Grouping will be announced in Guild chat; Each signup displays the Leaders @Userid.

Which characters should I have?A Tank, Healer, Melee and Ranged DPS characters fully PvE geared. How are groups decided?Groups are split evenly between experienced and inexperienced attendees. Do you need help?We're always looking for friendly, active, patient Leaders. Whisper or Mail @kilnerdyne on PC EU for more information.Time Trial Builds.