extrapayah
03-02-2015, 02:14 PM
again, just another guide for newbies :P
also without discrediting previous pro guides, this is made from the view point of me, as a legendary gears users
basically a challenge to fight boss, where more rogues is better T_T
let's review the requirement first :D
Gear Requirements
Legendariessss + sorry a mythic ring for rogue/mage
Skill Requirements
Warrior
Chest Splitter (+ 1st and 4th upgrade)
main taunting skills, and boss' debuff, probably your highest aoe damage if you can hit 4 everytime
Windmill (+ 1st, 2nd, and 4th upgrade, optionally with 2nd)
secondary taunting skill, and snare boss
Horn of Renew (+ all upgrade)
tertiary taunting skill and survival skill, as you may know already, allies that got healed by you, if seen by mobs, will go to you instead
Vengeful Blood (+ all upgrade)
offensive skill!
Rogue
Noxious Bolt (+ 1st, 2nd, and 3rd upgrade)
secondary offensive skill, main taunting skill, DoT attract enemies more or less equal to taunt, charge it when fighting bosses with mobs (duplicates, mushrooms, spiders), no charge for single target, mainly use to help keeping aggro on you, to save mage, or to equally control boss with other rogue
Aimed Shot (+ all upgrade)
main offensive skills
Razor Shield (+ 1st and 3rd upgrade)
main survival skill, additional dodge, use it in tandem with veil, when waiting for veil's cooldown
Shadow Veil (+ 1st, 3rd, and 4th upgrade)
secondary survival skill
Sorcerer
Frost Bolt (+ 1st and 2nd upgrade)
secondary offensive skill, works on spiders and rutger's doppleganger
Fireball (+ 1st, 3rd, and 4th upgrade)
tertiary disabling skill, main debuff skill, works on every bosses (judging by the symbol appearing near bosses), reduce hit% on bosses and disable spiders and rutger's dopple
Lightning Strike (+ 1st and 3rd upgrade)
main offensive skill
Gale Force (+ 3rd upgrade)
sub-offense, sub-disable and RRRUUUNNNing skill, the 4th quickest cooldown in mage's arsenal
Pet Requirements
Kelvin
4 kelvin, if timed properly can always easily kill bosses here, especially needed for ranged boss (stahl, ferrix, especially ferrix, because he hits just too hard)
Blinky
slowing boss, preferably to be lvl 35 at least to make its normal attack to not missing too much, make melee bosses ridiculous, at least one is recommended
Breeze (Optional)
additional crowd control for bosses
Little bear (Optional)
the tankiest legendary pet, desperately used if you feel you're not surviving enough, three little bears and you can get 10% armor all the time, with AA timed perfectly
The Environment
before getting to the environment details, i'd like to share about my not too sure observation result, as you know, in most of the environment, moving means you'll spawning more pools, spiders, and (most probably) mushrooms. as for me it's true but also wrong, i notice that 'sometimes' even if you stay silent, spiders keep spawning, pools keep spawning, mushrooms focused on you like you're their mate. but sometimes, you can't even make vortex crystal spawn, or in middle of the boss fight, curse just starting to get you. having playing with 3 characters, i notice that being in the middle spawns everything more (some might disagree), but moving and hugging walls spawn everything lesser, sooo, i'm guessing:
there is an circle area, whenever you stand on it, has a chance to spawn/activate environment
every time someone activate that 'chance circle area' (cca for short) the circle will move randomly somewhere else
number of circles increase according to how close boss is going to dead
the circle center point can't be located too near to the walls, probably the edge of the circle must always be inside the arena, with certain limit, and can't overlap with other's
https://fbcdn-sphotos-c-a.akamaihd.net/hphotos-ak-xfp1/v/t1.0-9/10998391_10152938837993241_7201018857191182271_n.j pg?oh=5d1f0a525f756162198c23d70ca29dee&oe=5548D911&__gda__=1435808372_551adaf549811fa3b4aadcf8c7a5718 e
with this, it will explain why sometime spiders don't spawn: all your party is not in the 'CCA', why standing on arena edge/walls won't attract mushrooms (case to get rutger's AP): luckily you're also outside of cca, and cca will less likely to touch you in arena's edge. and other phenomena i've been experiencing.
so let's move the environment list:
Vortex Crystal
if triggered, randomly spawning a crystal that follow one player, and periodically generate another crystal which vacuum players (and rutger's duplicate) and damage players at the center
Warrior
should not be afraid of triggering vortex, so ignore this cca thing, and keep aggro on boss, by CS-ing (1st priority), heal, windmill, and vb, but when the main crystal following you, i suggest you to keep away from your party, and keep healing your party as much as possible
Rogue
also no worry, keep taking range, potting, as, nox, veil + razor shield regularly, and move away when being followed, i think combo of charged AS, attack, nox, attack, attack, repeat works miraculously
Sorcerer
also no worry, keep taking range, potting, lightning, ice, charged fireball, gale, and move away when being followed
Proximity Curse
Warrior
no worry, and keep aggro on boss, by CS-ing (1st priority), heal, windmill, and vb, try to keep boss in the middle. could be a disaster if someone tried to pierce the boss, or mage or, another tank closing in with charged gale+speed or skyward...
Rogue
also no worry, keep taking range, potting, as, nox, veil + razor shield regularly, and keep separated between other ranged players, keep watching your party movement, especially when fighting ranged boss, where you need to move to dodge some sure kill attack, try giving ways to players that is got targeted and need to move.
Sorcerer
also no worry, keep taking range, potting, lightning, ice, charged fireball, gale, and do same movement strategy with rogue
Poison Clouds
Warrior
beware of spawning too many pools, try to lure boss near the gate, and keep aware of their 1-hit kill move, dodging left and right, hugging gate while keeping aggro on boss, by CS-ing (1st priority), heal, windmill, and vb and additionally use kelvin to cancel boss' 1-hit kill move that's hard to be dodge, and rotate it with charged heal, to cancel/avoid 1-hit kill moves-which is hard to be dodge, e.g. frostr's.... if the enemies are ranged, try getting close to it by hugging walls
Rogue
also beware of spawning too many pools, keep taking range, keep hugging walls, be free to dodge and move, kiting the boss.
Sorcerer
also beware of spawning too many pools, keep taking range, potting, lightning, ice, charged fireball, gale, and do same movement strategy with rogue
Mushrooms
Warrior
beware of spawning too many mushrooms, try to lure boss near the gate, and keep aware of their 1-hit kill move, dodging left and right, hugging gate while keeping aggro on boss, by CS-ing (1st priority), heal, windmill, and vb and additionally use kelvin to cancel boss' 1-hit kill move that's hard to be dodge, and rotate it with charged heal, to cancel/avoid 1-hit kill moves-which is hard to be dodge, e.g. frostr's.... also, if you're not looking for AP, don't care about the explosion damage, just keep poting, healing, and dodge 1 hit kills
Rogue
also beware of spawning too many pools, keep taking range, keep hugging walls, be free but keep wisely to dodge and move, kiting the boss. a notice here, mushrooms' explosion can be canceled, if you certain amount of damage in the short time when the red warning circle is on the mushroom (ready to explode), so, when you're in razor shield, you're almost certain can cancel the explosion. and try change combo with charged nox, attack, as, attack, attack, repeat, since probably you'll hit mushroom, better to make nox aoe, and chip boss' health, but if with certain luck you saw not many mushroom, don't charge nox.
Sorcerer
also beware of spawning too many pools, keep taking range, potting, lightning, ice, charged fireball, gale, and do same movement strategy with rogue, also if you're lucky, magmatic totem's proc and quick attack rate can help you cancel mushroom explosion
Spiders
Warrior
do the same movement strategy while facing mushrooms and pools
Rogue
also do the same movement strategy while facing mushrooms
Sorcerer
also do the same movement strategy while facing mushrooms, optionally, you can try changing lightning to clock here
Enraging Obelisk
Warrior
do the same movement strategy while facing mushrooms and pools with limiting your hugging the walls movement within a around-120-degrees conic edge, basically gate part plus little bit more to the left/right, and be aware of your pet movement, if your pet is level 30++ your pet can accidentally hit the obelisk, if that's going to happen, try walk as if you're going to outside of the arena, pet will someone think you're outside, and will try to follow you, closer to the wall, if you do that with discipline, you can fight the boss without making it enrage, but if it's rutger, blinky will save even when he's enraged, just take range, even warrior should take range here. also if you're sure you can reduce the rest of the boss' health within 60 seconds, be free to move freely
Rogue
also do the same movement strategy while facing mushrooms, with same limitation as warriors, and, also try to always face the walls, the targeting system prioritize attacking something in front of you, so you can accidentally attack obelisk (fortunately normal attack won't reach obelisk if you keep yourself hugging walls, but not with AS and nox), if you happen need to cross the wall (going from left to right side), and walls are full of ferrix's pools, stop attacking and cross carefully without hugging walls
Sorcerer
also do the same movement strategy with rogue
The Bosses
Frostir
hits harder whenever he is closer near death, has 2 kinds of charged attacks, a conic charge forward, and a more than 180 degrees conic stomp(?), both can 1 hit kill you when he's near death, also has a blue aura that continuously slowing you, and reducing your armor.
Warrior
your friend is kelvin here, your mission is keep aggro on this boss very closely, cancel/avoid his large conic stomp as your priority, since it is the hardest one to dodge. by stunning, or timely casting shield, if you're close enough, you can also try to dodge frostr's stomp by walking behind him, the blind angle of the AoE
Rogue
if no one use blinky, use one, help frostr keep close to your warrior, while taking range, to avoid every charged attack, if you're unlucky and can't get away, you can quickly cast razor shield to hope frostr miss his front charge attack, or veil to increase your armor, (strangely, i feel i survived more with this, lol, even though debuffs always override buffs), OR do normal pierce, and move behind him (haven't tried this one :P)
Sorcerer
also do the same movement strategy with rogue, take range, you might want shield here, or 50% armor from gale (but i assume i will be overridden by the aura)
Mother
the big spider, has normal attack, short conic charged attack (1 hit kill), a pull, shooting something, and a several hit combo whenever someone close to it while it's shooting/pulling
Warrior
one blinky is necessary here, helping you keep close with it, do usual CS-ing, dodge the 1 hit kill, potting and healing regularly, no need to do timed healing
Rogue
take range, do normal attack pattern, based on environment, don't be too close with it, if you're pulled, return to hug the walls/take range, because the hit combo done by it can kill you, especially if you're cornered to walls
Sorcerer
also do the same movement strategy with rogue
Stahl
hard, ranged boss always hard... the knives throwing boss, can hit you and your parties in a line, and can teleport, after teleporting, he usually do a spining blade moves
Warrior
disable him, with breeze, or kelvin, continuously aggro him
Rogue
separate each other within party member, try not standing behind a tank, because if the tank aggro him correctly, you'll get hit everytime, be careful when he teleports near you, his spinning blade attack can be deadly for most of rogues (legendaries, yes...), get away asap, cast razor and veil regularly, also stahl can somehow missed his hit a lot, if you shadow veiled him, also be tankier, i recommend little bear, but more disabling is never bad so breeze and kelvin can help, or probably grimm (for reducing hit, but it's mythic :P)
Sorcerer
also do the same movement strategy with rogue, charged fireball is your friend here, and be the tankier
Ferrix
ranged... hard... has normal attacks, charged forward, poison pools. his normal attacks usually done in successive and pretty fast. poison pools usually cast right below one player, and start moving to another one (idk the reason, probably aggro attracted by heal can attract it) also, it seems there are two types of poison pools, one damaging+slowing, and one only slowing (still a guess, or probably both are damaging, but one of them not damaging that hard, and presumably the darker pools hits you harder)
Warrior
kelvin, be brave and keep him close... until you feel week, lol, at certain unlucky times, pools will accumulated below you, meaning your party failed to share aggro with the boss, at that time, take a short break, don't be too close, but try to be in CS's range + do windmills (it's 6m, yay!!), arguably large swords, and hammers has a little bit more range than sword and shield, so consider use charged attack (+CS) while using bullwark
Rogue
also kelvin, if you're quick, cancel his charged attack, taking turns with your teammate (hard), or just stun after previous stun are finished (easier :P), also take range, and whenever he gets into you, prepare for a two-three quick successive normal attacks which will kill your + charge forward, my suggestion is run, keep him far from you when he start the first normal attack, or stun
Sorcerer
also do the same movement strategy with rogue, charged fireball, and gale is your friend here, be quick, and hope him misses his attacks on you, shield can also help, but you're still vulnerable in the cooldown time, be careful
Glob
can be easy, can be hard, has (arguably) normal attack, dash forward+hits, charged conic attack (1 hit kill), lately his charged conic attack become somehow wider and longer, so take precautions
Warrior
one blinky is necessary here, always aggro him, dodge his 1 hit kill, and take all the damage for the dash forward
Rogue
one blinky, and disabling or tanking pets, take range, regularly cast veil and razor, and of course dodge his 1 hit kill, the dangerous one for you is the dash forward combo, can hits you especially hard when you're cornered in the walls, prepare for quick veil or razor, and it seems he won't attack someone he's trying to come close too, (and) players who's near him when he walks slowly.
Sorcerer
also do the same movement strategy with rogue, charged fireball, is your friend here, be quick, and hope him misses his attacks on you, shield can also help, but you're still vulnerable in the cooldown time, also be careful, helping disabling the boss will also good (totem, breeze), or tanking, and try to guess whether you're his dash forward target, if you think you're the one, don't hug the walls too close
Rutger
can be easy, also can be hard, has (arguably) normal attack, doppelganger, poison attack (the most dangerous one), lately his charged conic attack become somehow wider and longer, so take precautions
Warrior
one blinky is necessary here, always aggro him, be tankier a little bit, tapping potions is a must here, because of his poison attack
Rogue
one blinky, and disabling or tanking pets, take range, regularly cast veil and razor, charge nox whenever he duplicate himself
Sorcerer
also do the same movement strategy with rogue, charged fireball, is your friend here, if you push the doppelganger with gale, you'll know who's the real rutger, will help tank to prioritize aggro
Bloodhammer
can be easy, also can be hard, has strong normal attack, very strong jumping attack, charged short cone short warning lifesteal -_-, stunning pistol shot, bomb
Warrior
a hell for a warrior... -_- it's still a mystery what is causing him to do painful jumping attacks, and the lifesteal which is hard to dodge is definitely a problem. i honestly have no idea in countering him... rather than overpowering our defense and survive from the jumping attacks (pls sts, nerf it), probably you can try kelvin to cancel the lifesteal, or ask for a 3 kelvin 1 blinky party, or you take range, and expect to die from jumping attacks, and expect anytime to dodge the lifesteal.
Rogue
relatively easier for ranged players, with one blinky, kiting the boss, and dodge all lifesteal, you can easily take damage from the bomb, don't fear it, just make sure the bomb won't push you closer to bloodhammer, or cornered with mushroom bombs
Sorcerer
also do the same movement strategy with rogue, charged fireball, is your friend here.
Challenger
will fill it in the future
Special Thanks
Blipz of Elite Runner
OP mage, also aggro magnet, still a mystery on why i can't keep and retain my aggro whenever this mage is in my party... ER's bff
Imhotepx of Elite Runner
an experienced runner, let me run together for a lot of times, even though i'm just a legendaries
Jirikjurasek and Onlyhe of Elite Runner
a never-ever-separated pair... someone even compare them to krunch and arachna partnership, fearful, and experienced arena runner
Ssnndn of Elite Runner
again, a retired-i-hope-to-come-back soon running friend, also lent me his gears :D
radagan, twoc, uzii
previous arena's guide writer
Just'who'hell
lmao, ma brah
also without discrediting previous pro guides, this is made from the view point of me, as a legendary gears users
basically a challenge to fight boss, where more rogues is better T_T
let's review the requirement first :D
Gear Requirements
Legendariessss + sorry a mythic ring for rogue/mage
Skill Requirements
Warrior
Chest Splitter (+ 1st and 4th upgrade)
main taunting skills, and boss' debuff, probably your highest aoe damage if you can hit 4 everytime
Windmill (+ 1st, 2nd, and 4th upgrade, optionally with 2nd)
secondary taunting skill, and snare boss
Horn of Renew (+ all upgrade)
tertiary taunting skill and survival skill, as you may know already, allies that got healed by you, if seen by mobs, will go to you instead
Vengeful Blood (+ all upgrade)
offensive skill!
Rogue
Noxious Bolt (+ 1st, 2nd, and 3rd upgrade)
secondary offensive skill, main taunting skill, DoT attract enemies more or less equal to taunt, charge it when fighting bosses with mobs (duplicates, mushrooms, spiders), no charge for single target, mainly use to help keeping aggro on you, to save mage, or to equally control boss with other rogue
Aimed Shot (+ all upgrade)
main offensive skills
Razor Shield (+ 1st and 3rd upgrade)
main survival skill, additional dodge, use it in tandem with veil, when waiting for veil's cooldown
Shadow Veil (+ 1st, 3rd, and 4th upgrade)
secondary survival skill
Sorcerer
Frost Bolt (+ 1st and 2nd upgrade)
secondary offensive skill, works on spiders and rutger's doppleganger
Fireball (+ 1st, 3rd, and 4th upgrade)
tertiary disabling skill, main debuff skill, works on every bosses (judging by the symbol appearing near bosses), reduce hit% on bosses and disable spiders and rutger's dopple
Lightning Strike (+ 1st and 3rd upgrade)
main offensive skill
Gale Force (+ 3rd upgrade)
sub-offense, sub-disable and RRRUUUNNNing skill, the 4th quickest cooldown in mage's arsenal
Pet Requirements
Kelvin
4 kelvin, if timed properly can always easily kill bosses here, especially needed for ranged boss (stahl, ferrix, especially ferrix, because he hits just too hard)
Blinky
slowing boss, preferably to be lvl 35 at least to make its normal attack to not missing too much, make melee bosses ridiculous, at least one is recommended
Breeze (Optional)
additional crowd control for bosses
Little bear (Optional)
the tankiest legendary pet, desperately used if you feel you're not surviving enough, three little bears and you can get 10% armor all the time, with AA timed perfectly
The Environment
before getting to the environment details, i'd like to share about my not too sure observation result, as you know, in most of the environment, moving means you'll spawning more pools, spiders, and (most probably) mushrooms. as for me it's true but also wrong, i notice that 'sometimes' even if you stay silent, spiders keep spawning, pools keep spawning, mushrooms focused on you like you're their mate. but sometimes, you can't even make vortex crystal spawn, or in middle of the boss fight, curse just starting to get you. having playing with 3 characters, i notice that being in the middle spawns everything more (some might disagree), but moving and hugging walls spawn everything lesser, sooo, i'm guessing:
there is an circle area, whenever you stand on it, has a chance to spawn/activate environment
every time someone activate that 'chance circle area' (cca for short) the circle will move randomly somewhere else
number of circles increase according to how close boss is going to dead
the circle center point can't be located too near to the walls, probably the edge of the circle must always be inside the arena, with certain limit, and can't overlap with other's
https://fbcdn-sphotos-c-a.akamaihd.net/hphotos-ak-xfp1/v/t1.0-9/10998391_10152938837993241_7201018857191182271_n.j pg?oh=5d1f0a525f756162198c23d70ca29dee&oe=5548D911&__gda__=1435808372_551adaf549811fa3b4aadcf8c7a5718 e
with this, it will explain why sometime spiders don't spawn: all your party is not in the 'CCA', why standing on arena edge/walls won't attract mushrooms (case to get rutger's AP): luckily you're also outside of cca, and cca will less likely to touch you in arena's edge. and other phenomena i've been experiencing.
so let's move the environment list:
Vortex Crystal
if triggered, randomly spawning a crystal that follow one player, and periodically generate another crystal which vacuum players (and rutger's duplicate) and damage players at the center
Warrior
should not be afraid of triggering vortex, so ignore this cca thing, and keep aggro on boss, by CS-ing (1st priority), heal, windmill, and vb, but when the main crystal following you, i suggest you to keep away from your party, and keep healing your party as much as possible
Rogue
also no worry, keep taking range, potting, as, nox, veil + razor shield regularly, and move away when being followed, i think combo of charged AS, attack, nox, attack, attack, repeat works miraculously
Sorcerer
also no worry, keep taking range, potting, lightning, ice, charged fireball, gale, and move away when being followed
Proximity Curse
Warrior
no worry, and keep aggro on boss, by CS-ing (1st priority), heal, windmill, and vb, try to keep boss in the middle. could be a disaster if someone tried to pierce the boss, or mage or, another tank closing in with charged gale+speed or skyward...
Rogue
also no worry, keep taking range, potting, as, nox, veil + razor shield regularly, and keep separated between other ranged players, keep watching your party movement, especially when fighting ranged boss, where you need to move to dodge some sure kill attack, try giving ways to players that is got targeted and need to move.
Sorcerer
also no worry, keep taking range, potting, lightning, ice, charged fireball, gale, and do same movement strategy with rogue
Poison Clouds
Warrior
beware of spawning too many pools, try to lure boss near the gate, and keep aware of their 1-hit kill move, dodging left and right, hugging gate while keeping aggro on boss, by CS-ing (1st priority), heal, windmill, and vb and additionally use kelvin to cancel boss' 1-hit kill move that's hard to be dodge, and rotate it with charged heal, to cancel/avoid 1-hit kill moves-which is hard to be dodge, e.g. frostr's.... if the enemies are ranged, try getting close to it by hugging walls
Rogue
also beware of spawning too many pools, keep taking range, keep hugging walls, be free to dodge and move, kiting the boss.
Sorcerer
also beware of spawning too many pools, keep taking range, potting, lightning, ice, charged fireball, gale, and do same movement strategy with rogue
Mushrooms
Warrior
beware of spawning too many mushrooms, try to lure boss near the gate, and keep aware of their 1-hit kill move, dodging left and right, hugging gate while keeping aggro on boss, by CS-ing (1st priority), heal, windmill, and vb and additionally use kelvin to cancel boss' 1-hit kill move that's hard to be dodge, and rotate it with charged heal, to cancel/avoid 1-hit kill moves-which is hard to be dodge, e.g. frostr's.... also, if you're not looking for AP, don't care about the explosion damage, just keep poting, healing, and dodge 1 hit kills
Rogue
also beware of spawning too many pools, keep taking range, keep hugging walls, be free but keep wisely to dodge and move, kiting the boss. a notice here, mushrooms' explosion can be canceled, if you certain amount of damage in the short time when the red warning circle is on the mushroom (ready to explode), so, when you're in razor shield, you're almost certain can cancel the explosion. and try change combo with charged nox, attack, as, attack, attack, repeat, since probably you'll hit mushroom, better to make nox aoe, and chip boss' health, but if with certain luck you saw not many mushroom, don't charge nox.
Sorcerer
also beware of spawning too many pools, keep taking range, potting, lightning, ice, charged fireball, gale, and do same movement strategy with rogue, also if you're lucky, magmatic totem's proc and quick attack rate can help you cancel mushroom explosion
Spiders
Warrior
do the same movement strategy while facing mushrooms and pools
Rogue
also do the same movement strategy while facing mushrooms
Sorcerer
also do the same movement strategy while facing mushrooms, optionally, you can try changing lightning to clock here
Enraging Obelisk
Warrior
do the same movement strategy while facing mushrooms and pools with limiting your hugging the walls movement within a around-120-degrees conic edge, basically gate part plus little bit more to the left/right, and be aware of your pet movement, if your pet is level 30++ your pet can accidentally hit the obelisk, if that's going to happen, try walk as if you're going to outside of the arena, pet will someone think you're outside, and will try to follow you, closer to the wall, if you do that with discipline, you can fight the boss without making it enrage, but if it's rutger, blinky will save even when he's enraged, just take range, even warrior should take range here. also if you're sure you can reduce the rest of the boss' health within 60 seconds, be free to move freely
Rogue
also do the same movement strategy while facing mushrooms, with same limitation as warriors, and, also try to always face the walls, the targeting system prioritize attacking something in front of you, so you can accidentally attack obelisk (fortunately normal attack won't reach obelisk if you keep yourself hugging walls, but not with AS and nox), if you happen need to cross the wall (going from left to right side), and walls are full of ferrix's pools, stop attacking and cross carefully without hugging walls
Sorcerer
also do the same movement strategy with rogue
The Bosses
Frostir
hits harder whenever he is closer near death, has 2 kinds of charged attacks, a conic charge forward, and a more than 180 degrees conic stomp(?), both can 1 hit kill you when he's near death, also has a blue aura that continuously slowing you, and reducing your armor.
Warrior
your friend is kelvin here, your mission is keep aggro on this boss very closely, cancel/avoid his large conic stomp as your priority, since it is the hardest one to dodge. by stunning, or timely casting shield, if you're close enough, you can also try to dodge frostr's stomp by walking behind him, the blind angle of the AoE
Rogue
if no one use blinky, use one, help frostr keep close to your warrior, while taking range, to avoid every charged attack, if you're unlucky and can't get away, you can quickly cast razor shield to hope frostr miss his front charge attack, or veil to increase your armor, (strangely, i feel i survived more with this, lol, even though debuffs always override buffs), OR do normal pierce, and move behind him (haven't tried this one :P)
Sorcerer
also do the same movement strategy with rogue, take range, you might want shield here, or 50% armor from gale (but i assume i will be overridden by the aura)
Mother
the big spider, has normal attack, short conic charged attack (1 hit kill), a pull, shooting something, and a several hit combo whenever someone close to it while it's shooting/pulling
Warrior
one blinky is necessary here, helping you keep close with it, do usual CS-ing, dodge the 1 hit kill, potting and healing regularly, no need to do timed healing
Rogue
take range, do normal attack pattern, based on environment, don't be too close with it, if you're pulled, return to hug the walls/take range, because the hit combo done by it can kill you, especially if you're cornered to walls
Sorcerer
also do the same movement strategy with rogue
Stahl
hard, ranged boss always hard... the knives throwing boss, can hit you and your parties in a line, and can teleport, after teleporting, he usually do a spining blade moves
Warrior
disable him, with breeze, or kelvin, continuously aggro him
Rogue
separate each other within party member, try not standing behind a tank, because if the tank aggro him correctly, you'll get hit everytime, be careful when he teleports near you, his spinning blade attack can be deadly for most of rogues (legendaries, yes...), get away asap, cast razor and veil regularly, also stahl can somehow missed his hit a lot, if you shadow veiled him, also be tankier, i recommend little bear, but more disabling is never bad so breeze and kelvin can help, or probably grimm (for reducing hit, but it's mythic :P)
Sorcerer
also do the same movement strategy with rogue, charged fireball is your friend here, and be the tankier
Ferrix
ranged... hard... has normal attacks, charged forward, poison pools. his normal attacks usually done in successive and pretty fast. poison pools usually cast right below one player, and start moving to another one (idk the reason, probably aggro attracted by heal can attract it) also, it seems there are two types of poison pools, one damaging+slowing, and one only slowing (still a guess, or probably both are damaging, but one of them not damaging that hard, and presumably the darker pools hits you harder)
Warrior
kelvin, be brave and keep him close... until you feel week, lol, at certain unlucky times, pools will accumulated below you, meaning your party failed to share aggro with the boss, at that time, take a short break, don't be too close, but try to be in CS's range + do windmills (it's 6m, yay!!), arguably large swords, and hammers has a little bit more range than sword and shield, so consider use charged attack (+CS) while using bullwark
Rogue
also kelvin, if you're quick, cancel his charged attack, taking turns with your teammate (hard), or just stun after previous stun are finished (easier :P), also take range, and whenever he gets into you, prepare for a two-three quick successive normal attacks which will kill your + charge forward, my suggestion is run, keep him far from you when he start the first normal attack, or stun
Sorcerer
also do the same movement strategy with rogue, charged fireball, and gale is your friend here, be quick, and hope him misses his attacks on you, shield can also help, but you're still vulnerable in the cooldown time, be careful
Glob
can be easy, can be hard, has (arguably) normal attack, dash forward+hits, charged conic attack (1 hit kill), lately his charged conic attack become somehow wider and longer, so take precautions
Warrior
one blinky is necessary here, always aggro him, dodge his 1 hit kill, and take all the damage for the dash forward
Rogue
one blinky, and disabling or tanking pets, take range, regularly cast veil and razor, and of course dodge his 1 hit kill, the dangerous one for you is the dash forward combo, can hits you especially hard when you're cornered in the walls, prepare for quick veil or razor, and it seems he won't attack someone he's trying to come close too, (and) players who's near him when he walks slowly.
Sorcerer
also do the same movement strategy with rogue, charged fireball, is your friend here, be quick, and hope him misses his attacks on you, shield can also help, but you're still vulnerable in the cooldown time, also be careful, helping disabling the boss will also good (totem, breeze), or tanking, and try to guess whether you're his dash forward target, if you think you're the one, don't hug the walls too close
Rutger
can be easy, also can be hard, has (arguably) normal attack, doppelganger, poison attack (the most dangerous one), lately his charged conic attack become somehow wider and longer, so take precautions
Warrior
one blinky is necessary here, always aggro him, be tankier a little bit, tapping potions is a must here, because of his poison attack
Rogue
one blinky, and disabling or tanking pets, take range, regularly cast veil and razor, charge nox whenever he duplicate himself
Sorcerer
also do the same movement strategy with rogue, charged fireball, is your friend here, if you push the doppelganger with gale, you'll know who's the real rutger, will help tank to prioritize aggro
Bloodhammer
can be easy, also can be hard, has strong normal attack, very strong jumping attack, charged short cone short warning lifesteal -_-, stunning pistol shot, bomb
Warrior
a hell for a warrior... -_- it's still a mystery what is causing him to do painful jumping attacks, and the lifesteal which is hard to dodge is definitely a problem. i honestly have no idea in countering him... rather than overpowering our defense and survive from the jumping attacks (pls sts, nerf it), probably you can try kelvin to cancel the lifesteal, or ask for a 3 kelvin 1 blinky party, or you take range, and expect to die from jumping attacks, and expect anytime to dodge the lifesteal.
Rogue
relatively easier for ranged players, with one blinky, kiting the boss, and dodge all lifesteal, you can easily take damage from the bomb, don't fear it, just make sure the bomb won't push you closer to bloodhammer, or cornered with mushroom bombs
Sorcerer
also do the same movement strategy with rogue, charged fireball, is your friend here.
Challenger
will fill it in the future
Special Thanks
Blipz of Elite Runner
OP mage, also aggro magnet, still a mystery on why i can't keep and retain my aggro whenever this mage is in my party... ER's bff
Imhotepx of Elite Runner
an experienced runner, let me run together for a lot of times, even though i'm just a legendaries
Jirikjurasek and Onlyhe of Elite Runner
a never-ever-separated pair... someone even compare them to krunch and arachna partnership, fearful, and experienced arena runner
Ssnndn of Elite Runner
again, a retired-i-hope-to-come-back soon running friend, also lent me his gears :D
radagan, twoc, uzii
previous arena's guide writer
Just'who'hell
lmao, ma brah