Hello everyone. I made a guide for Dragonstar Arena HM for each stage. If you don't like to read, there is a link to the videos for each stage at the bottom.
If you already know the tactic, there is also a short guide for the "must kill first" location at the bottom.
Recommended group set up:
-Templar healer
-dragonknight or a tempar tank (because of shield damage for the last boss)
-a dragonknight (tank or dps) to use chains and petrify (stage 8)
-2 dps magicka staff based (not sure about templar dps), haven't tried new 1.5 stamina dw/bow build
Everyone needs to have food buff all the time, and use mana potions (tank use 3-stat potions).
PvP buffs are recommended, but it is also doable with out them.
Stage 1:
Stay in group in the middle (blue circle), dk chains the healers and sorcerers.
From 2nd wave on, some adds will spawn healing circle, tank just move them out or sorcerer use negate or dk chains them out.
Boss fight: boss (red dot) spawn with adds (green dot), dps take down adds fast then focus on the boss. More adds will come at 80% and 40%. Boss and some adds spawn healing circle, just move him away.
Stage 2:
Group stays near the fire (blue circle), dk chains archers and casters to the group.
At wave 3, fire extinguishes. One dps needs to take the torch (2 or 3, 1 is only for emergencies - dps with the torch dies or fire is out for too long) when they see that the flame is lower and light it.
With good dps the flame should go out after each wave, so at every end of the wave, go for the torch.
Boss fight: There are 2 bosses, a melee guy and a caster. Kill the caster first. At 50% adds will spawn, both dps ignores them and focus on the caster. When the caster is dead, focus the adds. Also at this point, fire is burning low, so 1 dps goes for the torch, other kills the adds. When the adds are dead, focus on melee boss. Again at 50% more adds will come (there is an archer so dk needs to chain him). Just use aoe and both the boss and the adds should die fast. With good dps / healer, you do not need to worry about relighting the fire when killing the melee boss.
Stage 3:
Group stays at top of the map. Dk chains the casters.
At 2nd wave, poison clouds will start spawning (red circle). They deal a lot of damage, so go out as fast as possible (roll out is recommended).
Nereids and Wamasu (big lizards) need to die first. After that, AOE on the adds. Dk needs to chain the casters.
At the corners (blue dots) stranglers spawn. They will pull you unless you block, so everyone blocks until tank taunts them. If there is no wamasu or nereid or if they are dead, 1 dps kills the stranger, while other focus on the adds.
The blue line splits the 2 top stranglers and top wall. Never go below the line, otherwise you will be pulled from the stranglers below if not blocking.
Boss fight: there is again a melee and a caster. Focus the caster, tank the melee boss away from the group (because of his aoe attack) at 50% more adds come with a strangler (top right dot). Dps stays on the caster until he is dead, after that 1 dps on the stranger, other on the adds (wamasu needs to die first). After that focus on the melee boss. At 50% more adds will come with a strangler (top left dot). Dk chains the nereid to the group, dps focus the nereid, then 1 dps goes to for the strangler, other use aoe on the boss and adds.
Stage 4:
Wave 1: focus the templar (spawns between 1 and 2), aoe the rest
Wave 2: kill enslaver or "beamer" (at 1) first. aoe the rest
Wave 3: first kill the beamer at 2, after few adds, 2 beamers on each side (2 and 4) will spawn, focus them first.
Wave 4 : 2 beamers will spawn at 1 and 2 and then later at 3 and 4. Both dps focus on 1 at a time.
Boss fight: Both dps stay on the boss all the time, ignore beamers. At 80% and 40% adds will spawn, aoe them down. Tank needs to be careful on bosses cider storm.
Note: Beamers have 3 attacks: 1; his beam that deals damage to a random player, 2; spins his weapon and deals aoe damage and 3; his normal light attack (after a beam and aoe). After beamers beam attack, or if they die during the beam attack, it will spawn a shadow beamers at the player and it will do his aoe atack until they despawn (after some time). Ignore those shadow beamers.
Stage 5:
Group is in the middle and aoe the adds. dk needs to chain the archers and pyromancers (be careful when they spawn fire, it deals a lot of damage). Shadow casters needs to die first (use ultis). If he doesn't die in time, he will cast a curse on a player (later on 2, then 3 and on last wave on all 4 players) and he (or they) will need to go the glowing platform, otherwise they will be killed instantly. Only 1 player can be on a platform.
A must kill:
Wave 2: shadow caster will spawn at 1
Wave 3: shadow caster will spawn at 2
Wave 4: first focus (single target) on the gargoyle (at 3). When he is dead, slowly go to position 2 (while attacking the adds). At 2, there will spawn another shadow caster and near his death (or when he is dead if the dps is high enough) there will spawn another gargoyle.
Boss fight: There will spawn a boss (left red dot), a gargoyle (middle red dot) and a shadow caster (right red dot). Kill the shadow caster first. Next is gargoyle and after him the boss. Be careful of the boss's standard, because it doesn't show the red circle, which indicates that is it enemy's. At 80% add will spawn. Aoe them down. At 40% another shadow caster will spawn (at 2) and a pyromancer on the other side.
Stage 6:
When you kill a lurcher, werewolf or spriggan, a green circle will appear. If you stay there, you will gain stamina and magicka, but you will loose your health (health loss is increased, if you stay longer). Archers need to die first and fast because they will shoot green arrow which will deal damage and drain your stamina and magicka. You need to dodge them when you see them casting it (they will turn to a random player and you will see a green aurora from their bow).
Wave 2: archer spawn at 1
Wave 3: archer spawn at 3 and later at 2
Wave 4: archer will spawn at 4 after you kill few adds.
Boss fight: There will be an archer boss (left red dot), lurcher (middle red dot) and a tempest (right red dot). Kill the tempest first, next is lurcher and then focus the boss. The boss will also shoot the arrow that drains stamina and magicka, so you will need to dodge that. You also need to interrupt the boss when he is taking aim (pointing in the sky) otherwise he will 1 shot a player. At 80% adds will come. Dps needs to kill them fast. At 40% another adds will come. Dps ignore those adds and focus on the boss. When the boss is dead, kill the adds.
Stage 7:
The tank is always somewhere in the middle and a dk needs to chain the adds to the tank and both dps use aoe. Sacrifices are spawning at 1, 2 and 3. They need to die first. 1 dps is on 1, other is on 2 and a healer is on 3. If the healer needs help with his sacrifice, dps on 2 helps him.
Boss fight: There are 2 bosses, a melee and a caster with sacrifices spawning at all 3 positions. Sacrifices will keep spawning every few seconds.This time focus the melee boss first. At 50% adds will come. dk chains them together and everyone uses aoe to kill them (keep an eye for the sacrifices spawning). When you kill the melee boss, focus on the caster. The tank needs to be close to him and interrupt the caster when he heals (dark exchange animation from sorcerers). At 50%, a daedroth will spawn at 3. Dps ignores him and focus the boss (again, keep an eye for the sacrifices spawning) and when he is dead kill daedroth. If the caster is dead and sacrifices spawn, you can ignore them and kill daedroth, because the sacrifices will disappear after daedroth is dead.
Stage 8:
A dk need to put petrify on his bar and always petrify a mage or a sphere. There are also 3 different types of dwarven centurions (big constructions). A red that shoots fire (deals damage over time), a blue that shoots ice (slows you down) and a yellow which moves slowly and deal aoe damage. When red and blue centurion shoots fire and ice on 2 players, they need to stack together to negate the damage (sometimes 1 players gets both). For the tank, to taunt the yellow centurion, you need to chain them (if you are a dk), because taunting skill sometimes wont taunt him.
Wave 1&2: kill the battlemage at 1
Wave 3: kill the healers at 2 and 3. dk can chain healer at 3 to 2 for aoe damage.
Wave 4: kill battlemage at 3, after him, aoe all 3 centurions
Boss fight: There will spawn a boss mage with adds (they spawn similar like at 1st stage - boss on the left side). Dps kills the adds first then go for the boss. At 80%, kill the battlemage at 4 first, then blue centurion, then red. At 40%, red, blue and 2 yellow centurions will spawn. Dps ignores them and focus on the boss. When the boss is dead, dps kill the blue, then red and lastly, the 2 yellow centurions.
Stage 9:
There are 6 places (red circles, 5 craters and 1 in the middle) where a hole will spawn and it will pull you down. Avoid that. Dk needs to chain the casters, archers and wraiths.
Wave 1: group up in the top of the map (at 1 and 2) and use aoe
Wave 2: Go to left side of the map, on the stairs (at 3) and use aoe
Wave 3: 1 dps goes down the hole (there will spawn 1 random add) and stays there until the last boss wave. The rest of the group stays at 1, chains everything and use aoe. At first there will be 3 portals at 1. then only 1. After that postal, another portal will appear with the mage mini boss, that will spawn a ghost (and it will go down the hole) and become immune while the ghost is alive. Dps downstairs kills the ghost, but doesn't come up yet. When the ghost is dead, dps upstairs quickly kill the mage mini boss.
Wave 4: This time the melee mini boss appears at 4. First portal will be an add, second will be the mini boss. Same tactic as 3rd wave. Dps kills the ghost downstairs (still stays downstairs) and after that, dps that is up, kills the mini boss.
Note: mini bosses at wave 3 and 4 have powerful aoe attacks, interrupt them or they can 1 shot the dps or the healer if they aren't blocking.
Boss fight: There is a boss (middle red dot), wraith (left red dot) and an archer (right red dot). Kill the adds, while the tank kites him around the map. At 80% there will spawn a caster and melee mini bosses. They will spawn 1 ghost each. Dps downstairs kills them and then goes up. When the ghost down stairs is dead, focus the caster mini boss and then melee mini boss. At 40% 3 more adds will spawn. Can kill them first or use aoe (be careful on bosses bat swarm or he can also use standard) or kill the boss first and the adds after.
Stage 10:
Both dps and the healer goes upstairs (where the crown is, but to the wall). The tank takes the boss to the middle of the map and take the fire. After fire, both dps goes on the boss. After some time (the timer is below), the healers taunts the atronach and goes with the dps upstairs where they kill him. The tank takes the boss down to the gate and take the fire. After that, the tank takes the boss up to the dps where 1 dps kills the atronach and other damage the boss. At 75%, the boss will spawn 2 mini bosses. Both dps and the healer deal damage to the caster mini boss. When caster is dead, healer taunts the melee mini boss and goes up the stairs and the tank goes down. Melee mini boss is casting healing circle (it is the same boss as in stage 1), so you must take him out of that. After when the tank takes fire, he goes up again and the melee mini boss should be dead or close to dying. After that, the dps goes for the 2 fire summoners that will spawn and then the atronach. When the atronachis dead, if you have time (check the time), deal damage to the boss, otherwise the tank again goes down to the gate with him. When he comes back up, 2 fire summoners will spawn again. Dps focus on them and then the atronach. Then go for the boss.
With good dps, the boss should now be dropped below 50%. He then casts his aoe. He will first pull everyone to him and leave everyone at about 1% health. One needs to help the healer with healing springs. After his pull, he deals aoe damage and spawns 2 mini bosses. Dps focus on the caster again and when the caster is dead, healer taunts the melee mini boss and goes with the dps down to the gate. The tank takes the main boss up the stairs. After the fire, the tank goes down taunt the melee mini boss. The dps needs to focus on the melee mini boss and then on the atronach. While they are killing the melee mini boss, the main boss will come down and cast his aoe again. After his aoe, the dps need to take him below 25% fast and be careful for the boss's nova. When he is below he will use his aoe again and soon spawn fire. The group needs to make square so they don't stack on each other with the fire and are in healing springs circle. They take the fire damage and after the fire, atronachs will spawn and everyone moves out of it, dps ignore the atronachs and focus on the boss. The boss should die now.
If the dps isn't high enough (if the boss has more than 50% health when the tank needs to go down with him): after the tank goes up again, wait for the fire summoners to spawn again and then kill them and then go for the boss. Dps on the mage also wont be high enough, so the healer needs to taunt the melee and caster mini bosses downstairs. The dps needs to kill the caster while moving (crushing shock him so he gets interrupted with the healing). After the caster, they go for the melee boss. After thetank takes fire, he goes down to the gate. The main boss will go to the gate and cast his aoe. After his aoe, the dps needs to go up to the stairs (with the melee mini boss if not dead) and wait for the tank to take fire. After the fire, the melee mini boss must be dead and the dps with the healer needs to go down and focus on the main boss. He should be now dropped below 25%, cast his aoe damage and spawn fire. The group makes a square (don't stack and be in healing springs circle), take the fire and move out of it when atronach spawn, dps ignore the atronachs and focus on the boss. The boss should die now.
Timer for fire casting:
100% - 75%: 50s
75% - 50%: 85s
50% - 25%: 55s
25% - 0%: 50s
The first fire casting is really fast, so the tank needs to go away from the group fast.
The times are the casting time from one fire to next, so tank needs to go away sooner (about 10s sooner).
Here is also the video of the last boss fight:
link
Here are the videos from every stage:
link