All Group Members

CP rank 660 for Veteran and Hard Mode

40-45k+ Health for tanks, 16+k for DPS and healers, with appropriate shielding

Appropriate gear for group buffs (Ebon, Worm) and damage buffs (Aether, Alkosh, Twilight, etc.)

CP 150+ food

Potions geared to magicka or stamina based character (weapon damage, spell critical, and/or spell power)

Soul gems

Class Ultimates

Nightblade Ultimates:  Veil of Blades, Shooting Star, Fiery Rage (destruction staff)

Sorcerer Ultimates:  Shooting Star, Energy Overload, Suppression Field, Fiery Rage (destruction staff)

Dragonknight Ultimates:

Tank:  Aggressive Warhorn, Magma Shell, Barrier

DPS:  Shooting Star, Standard, Dawnbreaker, Fiery Rage (destruction staff)

Templar Ultimates: solar prison, crescent sweep

Healer:  Aggressive Warhorn, Solar Prison

DPS:  Shooting Star, Solar Prison

Group Composition

1 tank with chains, purge and good interrupts

1 healer with healing springs and either breath of life or cone heal, energy orbs for resources

2 dps with shields and an interrupt skill (venom arrow stam or crushing shock destro staff)

Blackrose Prison High Level Walkthrough

Please add information here!

Prisonyard

The first arena of Blackrose prison is a fairly easy one. The tank has to make sure to stack as many monsters as possible, so the damage dealers can focus on AoEing the enemies down and the healer can focus on healing the whole group. The Incinerators have some nasty AoE skills so put them down fast if possible.

Battlemage Ennodius

Just make sure to focus on the boss, this is not a very hard fight.

The Fire Meteors: which the boss will start charging and you see a circle below each party member. You need to make sure to spread out to spread the damage.

Fire Cage: the boss will teleport to the middle, 3 fire beams will come out and you have to make sure to avoid the fire beams.

Monsters & Mechanics

Imperial Cleaver (Two Handed)
Frontal cleave attack.
Immune to crowd control effects.

Imperial Archer (Bow)
Channels Snipe, can be interrupted, deals a lot of damage if you get hit by it.
Casts Endless Hail on the group.

Imperial Footsoldier
Daggerthrow, Throw Flying Dagger towards a player, applies snare.

Imperial Incinerator
Strong Fire Light Attack damage.
Channels a Fire AoE Spell that needs to be interrupted, if not it will deal a lot of damage.
Immune to crowd control effects.

Imperial Dread Knight (Sword and Shield)
Casts a conal Fire Breath attack.
Uses Talons to root the group.
Uses Shied Bash attack on a player.
Immune to crowd control effects.

Flame Atronach
Keep respawning.
They always stay on the fire circles on the ground.
Fire AoE bomb when they move position.
Casts Fire circle that rolls over the whole arena in one direction.

Battlemage Ennodius (Boss)
Uses Lava Whip on 1 player, usually the tank.
Light Attacks deal a lot of damage.
Fire Meteor, the boss will start charging and you see a circle below each party member. You need to make sure to spread out to spread the damage. if too stacked, you will die.
Fire Cage, the boss will teleport to the middle, 3 fire beams will come out and you have to make sure to avoid red beams.

Hall of Beasts

The Netches in this arena cannot be killed, and will shoot shock damage at you when get hit. Try to stay close to the middle, the Netches will walk through there less frequently as compared to the outer edge of the Arena. Tank needs to pull all monsters that can be pulled towards the middle. DPS should focus on ranged monsters.

Tames-The-Beast

The boss itself is not very hard, the monsters are.  At certain percentages you will see the boss doing a gesture to call more monsters; this spawns larger monsters:

80% – Troll

60% – Haj Mota

40% – Wamasu

Focus on the big monsters, they have abilities that deal a lot of damage. When boss cast a swarm of biting insects on someone, the rest of group need to stack with that player to share the damage; if not, the player will die.

Monsters & Mechanics

Bull Netch (unkillable)
Poison Bloom, big poison AoE on the ground moving with the Bull Netch.
Shock Ball attack, when the Netch gets hit they shoot Shock balls at players.

Betty Netch (unkillable)
Shock AoE, big shock AoE on the ground that the Netch will cast when people are close by.
Shock Ball attack, when the Netch gets hit they shoot Shock balls at players.

Hackwing
Dive, the Hackwings fly through the arena, dealing AoE damage to everything in their way.
Rake, conal attack that deals a lot of damage, must be avoided.
Furious Talons, the Hackwing jumps and flies a bit in a straight area, dealing AoE damage to everyone in the AoE range.

Spider
Venomous Spit, this is a single target attack, the spiders spit often, and if there are several spiders spitting it can stack up a lot of damage on one player, so make sure to kill spiders as fast as possible.

Hoarvor
Cone Attack, the Hoarvors have a very small conal attack, deals heavy damage, make sure to avoid it.

Crocodile
Slash, conal AoE infront of the Crocodile, deals a lot of damage, must be avoided.

Beastmaster Handler (Bow)
Immune to crowd control effects.
Venom Spray, conal poison attack that will apply a huge poison DoT if you get it by it, can be dodge rolled.

River Troll
Healing, when the Troll drops low on health he starts smashing his chest, he tries to heal himself, you can interrupt this.
Stomp, the Troll smashes his fists into the ground, dealing AoE damage around him. Very high damage, must be avoided.

Wamasu
Storm Bound, Shock ball that the Wamasu shoots at a player, deals little damage but snares.
Impending Storm, Wamasu charges up and shoots Shock AoE circles over the place, must be avoided because it deals a lot of damage.

Haj Mota
Charge Attack, Haj Mota goes into the ground, charging over a straight area dealing a lot of damage, must be avoided.
Shockwave, the Haj Mota slams his head into the ground, releasing 5 small AoE circles that deal a huge amount of damage, must be avoided at all times.

Tames-The-Beast (Boss)
Crushing Roots, the boss charges up roots and then shoots them at you, rooting and damaging you, you have to roll dodge to break free of the roots.
Swarm, the boss will cast a swarm of biting insects on someone. The group has to stack on that person to share the damage, if not shared the player will die.
Snipe, the boss will cast a snipe on the player that taunted him, can be interrupted.

Vampire’s Pen

Try avoid floating blueish portals in the arena, when you step inside them more monsters will spawn. DPS should focus the Infusers, if not interrupted they will buff other enemies and everything will deal more damage.

Lady Minara

The tank needs to face the boss away from the group, Lady Minara does a Shield Bash attack on the tank that also has a small AoE radius and if someone else stands too close you will get one shot. When boss drop enough HP monsters will spawn:

80% – Infuser

60% – Bone Colossus

40% – Bone Colossus & Infuser

20% – Bone Colossus & Infuser

Monsters & Mechanics

Bloodfiend
Rending Slash, Light Attack of Bloodfiend.

Cold Mage
Light Attacks, Cold Mages Light Attacks deal a lot of damage.

Infuser
Immune to crowd control effects.
Infuse, the Infuser starts channeling a spell, buffing his undead friends which will increase their damage by a lot. This can and must be interrupted.
Light Attack, the Light Attacks also deals a lot of damage.

Skeletal Soldier
Only spawns if you walk into a portal.

Skeletal Mage
Only spawns if you walk into a portal.
Light Attacks, the Light Attacks deal a lot of damage.

Gargoyle
Double Swipe, Light Attack of Gargoyles, deals a lot of damage and also applies the bleed.
Bleed, when they do Light Attacks, they also apply a nasty bleed on the tank.
Focal Quake, the Gargoyles smashes his fists into the ground several times, dealing a lot of damage, must be avoided.
Afterquake, after he has done the Smash, two AoE fields will grow on two players. You must avoid those fields that grow bigger over time, they deal a lot of damage but do not last long.

Screeching Bat
Scream, conal attack that stuns you for a brief moment and deals low damage.
Bone Colossus
Heavy Attack, the Colossus charges up his heavy attack. Must be dodge rolled, if you are a tank even if you block it will still knock you back and deal a lot of damage.

Lady Minara
Explosive Bash, small AoE Shield Bash on the tank, if other people than the tank get it by this you will die.
Drain, the boss will suck blood out of a player, this has to be breaked free immediately, otherwise the boss will heal up.
Curse, the boss will cast a blue beam towards a player. Once you are cursed you have to go to one of the blue portals to get rid of the curse. If you take too long you will get one shot.
Batswarm, she will cast a Batswarm from time to time on the furthest player outside, which drains health and gives it to her, make sure to avoid the AoE with the Batswarm.

Mess Hall of Misery

In this arena you need to face the same monsters and bosses of previous arenas. Each round several strong monsters will spawn. Like in the previous arenas, make sure to focus the important big monsters first.

Drakeeh’s Cage

Make sure to try avoid the white Ghosts that float around, they apply Maim debuff to you, decreasing your DPS.  If you absorb 3 white Ghosts, you have to go cleanse on one of the three praying portal stones, if you fail to do so you will die from the curse. Stamina management is also tough in this stage, because you constantly get stunned from the Stone Totems.

Drakeeh

Drakeeh marks Ghosts from time to time and the player has to make sure to absorb the marked Ghosts. When you absorb 3 Ghosts, you get a curse and you have to go cleanse at one of the blue portals. Make sure to only go cleanse once you have 3 Ghosts, because the portals do not always respawn immediately and if you cleanse too much you might die to the curse because there are no portals left. After every Ghost phase, Drakeeh is going to place a Negate around him, so make sure not to stand close to him in order to avoid the explosion.

Monsters & Mechanics

Resurrected Prisoner
Quick Strike, this is the Light Attack of the Prisoners.
Conal Heavy Attack, must be avoided by players other than the tank, will one shot if not avoided.
Uppercut, the monster will charge up and attack the targeted player, will one shot.
Shock Aura, medium sized AoE damage, must be avoided or interrupted.

Resurrected Convict
Entropic Flare, Light Attack of the Convict.
Void, the Mage starts channelling a spell, if not interrupted it will explode on the ground and shoot 3 small AoEs out that deal a lot of damage.

Soul of Void
Chill Spear, Soul of the Void will channel a spell and shoot four ice bolts towards the group, dealing a lot of damage. Cannot be interrupted – has to be blocked or dodge rolled.
Chill Touch, the Soul of the Void will start channelling an attack close to you, dealing moderate damage, this can be interrupted or dodge-rolled
Double Strike, Light Attack of the Voids that deal a lot of damage.

Vengeful Revenant (Lich)
Defiling Eruption, Light Attack of the Lich, deals heavy damage.
Soul Rupture, he places 3 AoE fields on the ground that explode after one or two seconds, must be avoided because it deals heavy damage.

Daedric Portal
These spawn from time to time and shoot out skeleton heads. The tank needs to step on top of them to mitigate the damage. Otherwise the group will get a lot of incoming damage.

Totem of Stone
Barrage of Stone, The Totems shoot stones at you that deal a bit of damage and stun you for a brief second, make sure to kill them as fast as possible. You can block or dodge roll the stones.

White Ghosts
Those Ghosts are floating around and if you walk into them, you get a Maim debuff, reducing your overall damage, you have to go cleanse the debuff at one of the blue portals.

Blue Portals
The Portals are for when you get 3 of the Ghosts absorbed, then you will get a curse that you need to go cleanse at the portal, otherwise you will die. Once cleansed, the portal will go away for a short time.

Drakeeh the Unchauned
Mark, Drakeeh will mark a few ghosts, the players have to absorb those ghosts, if you get 3 ghosts make sure to go cleanse it at the ritual stone.
Spirit Scream, a while after he marked some of the ghosts, he will try to drain them and create an explosion, if all ghosts are absorb by the players, this deals low damage. If you fail to absorb all the marked ghosts, it will be a one shot.
Negate, after the Spirit Scream, Drakeeh will drop a Negate around himself, this can be easily avoided. It also deals a lot of damage so do not stand in it.
Cleave, Drakeeh uses a frontal cleave which deals a lot of damage, make sure to avoid it as a non tank player.
Jump, Drakeeh targets a player, jumps into the air and slams his sword into the ground, make sure to avoid or block this mechanic, it deals a lot of damage. After impact he also shoots stone waves out of the ground that do moderate damage.
Shadow Proxy, those are mimics of Drakeeh that can do the same abilities as the main boss.
Void, Drakeeh starts channeling a spell, if not interrupted it will explode on the ground and shoot 3 small AoEs out that deal a lot of damage.