Blackrose Prison (BRP) is a 4-man arena located in the Murkmire/Black Marsh region. The arena can be set to Normal or Veteran difficulty. This guide will be going over the Veteran version of the arena, but will also work in normal mode as well. A few things to note before we start:
I. Group Composition and Preparation
Blackrose Prison is best traversed with 1 tank, 3 damage dealers as the goal is to burn priority/boss targets down as soon as possible which can be obtained by having a high amount of DPS in the group. The content can be done with the traditional 1 tank, 1 healer, 2 damage dealers, but you may see some difficulty in certain boss mechanics that may be avoided from having an additional damage dealer. Either way, the content can be progressed safely with a healer if your group chooses to have one by simply swapping a damage dealer for one in the lists below. Here are some ideal compositions:
Magicka Composition:
- 1 DK/Warden tank (Earthgore/Encratis/Engine Guardian, 5x Yolnahkriin/Battalion Defender/Drake's Rush, 5x Olorime (single-barred), Master's Sword and Shield
- 1 Magplar (minor sorcery, ritual for cleansing poisons/poisonbloom Stage 2 and 4)
- 1 Magsorc (for minor prophecy)
- 1 Magcro (for Colossus, unnerving boneyard, totem)
- If Healer: Warden/Templar healer (2x Symphony + 5x Mother's Sorrow, 5x Master Architect)
Stamina Composition:
- 1 DK/Warden tank (Earthgore/Tremorscale/Engine Guardian, 5x Yolnahkriin/Battalion Defender/Drake's Rush, 5x Olorime (single-barred), Master's Sword and Shield
- 1 Stamplar (ritual for cleansing poisons/poisonbloom Stage 2 and 4)
- 1 StamNB (minor savagery)
- 1 Stamcro (for Colossus, unnerving boneyard, totem)
- If Healer: Warden/Templar healer (2x Symphony, 5x Mother's Sorrow, 5x Master Architect)
Role-Specific PreparationTank:
- 40k health or higher
- Warfare CP slottables: Duelist's Rebuff, Unassailable, Enduring Resolve, Bulwark
- Fitness CP slottables: Boundless Vitality, Ironclad, Rejuvenation, Expert Evasion/Strategic Reserve
- Dragonknight: Dragon Fire Scales(reduces Tames and Ennodious light attacks), Green Dragon’s Blood, Unrelenting Grip, Magma Shell, and War Horn slotted
- Warden: Shimmering Shield (absorbs Tames and Ennodious light attacks), Bull Netch (for self-purge), Frozen Device/Silver Leash, War Horn slotted
- If you are having trouble surviving without a healer then Battalion Defender/Jailer’s Tenacity/Bani's Torment sets are HIGHLY recommended with Olorime if able
- Vampirism NOT recommended unless you have plenty of experience in BRP beforehand
- Ensure your group's Physical/Spell Penetration needs are met if necessary, such as using Infused Crusher, Tremorscale, Pierce Armor, etc.
Damage Dealer:
- 25k health minimum (health is your main mitigation since CP 2.0)
- Self-healing highly recommended; Resolving Vigor if running Stamina, Honor the Dead or other high burst/healing over time heals if running Magicka damage dealers
- Death Dealer's Fete mythic or 2x Iceheart HIGHLY recommended for survivability purposes. Ring of the Pale Order is okay with supplemental self-heals but is out of favor due to the nerf in groups.
- Crushing Shock/Venom Arrow on at least 1 damage dealer for certain adds that require an interrupt from range
- Communicate with your tank regarding provided Penetration sources; all damage dealers should have at least 15,000 to 18,200 Penetration (Spell or Physical based on comp)
Healer:
- Templar highly preferred due to class purge, Warden is very strong as well with HoTs but will require Efficient Purge
- 25k health minimum (health is your main mitigation since CP 2.0)
- At least 3 Healing over Time abilities slotted (Illustrious Healing, Energy Orb, Radiating Regeneration, Overflowing Altar, class HoTs for example)
- 2x Symphony of Blades or 2x Sentinel HIGHLY recommended, Encratis if attempting to go damage in a Magicka composition
- Other 5pc Sets for consideration: Roaring Opportunist + Jorvould's Guidance, Olorime (coordinate with your tank), Stone-Talker/Hollowfang
- Crushing Shock for interrupts if Tank/Damage Dealer unable to slot
- Damage skills never hurt to add to the pace of progression, such as running Mystic Orbs, blockade, class DoTs
Suggested Fitness Champion Point Slottables (for Damage Dealers and Healers)
- Boundless Vitality - More health means more upfront damage you can take
- Ironclad - Increased armor mitigation to reduce damage taken
- Rejuvenation - 150 additional recovery is always nice especially when using recovery food (clockwork citrus filet, artaeum takeaway broth, sugar skulls)
- Expert Evasion - Free roll dodge for risky situations is always a plus
- Siphoning Spells/Bloody Renewal - Helps resource sustain but only usable on killing blows
- Shield Master - If using Barriers or other shield-based skills in rotation
II. Arenas Breakdown
For the purpose of this guide, either the Sigil of Defense (Prisonyard only) or Sigil of Sustain will be considered North-facing or towards the exit in order to determine wave spawns.
There are 4 Sigils your group can use every round of each stage, and I highly recommend using them especially while progressing. Once your group is comfortable no longer relying on them, you can work on speed and no death to progress towards
God of the Gauntlet achievement (The Unchained title).
Sigil of Ressurection - Provides a revive prompt for any dead ally at the time it was activated.
Sigil of Sustain - Provides increased Magicka/Stamina/Health Recovery to the entire group for 20 seconds.
Sigil of Defense - Provides increased Spell/Physical Resistance and reflects incoming projectile attacks to the entire group for 20 seconds.
Sigil of Healing - Provides a strong Healing-over-Time to the entire group for 20 seconds.
Table of Stages
Here are some links directly to each stage's post for faster reference:
Stage 1 - The PrisonyardStage 2 - Hall of BeastsStage 3 - Vampire's DenStage 4 - Mess Hall of MiseryStage 5 - Drakeeh's CageThank you, Sheo, Drase, Knavish, and Destiny for your help in getting this guide together! Last Updated: For U30
Edited by YoshinJaa on 5 August 2021 20:24