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Veteran Blackrose Prison Guide

YoshinJaa
YoshinJaa
✭✭✭
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 Preparation
Tank:
  • 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 Prisonyard
Stage 2 - Hall of Beasts
Stage 3 - Vampire's Den
Stage 4 - Mess Hall of Misery
Stage 5 - Drakeeh's Cage


Thank you, Sheo, Drase, Knavish, and Destiny for your help in getting this guide together!
Last Updated: For U30
Edited by YoshinJaa on August 5, 2021 8:24PM
  • YoshinJaa
    YoshinJaa
    ✭✭✭
    Stage 1 - The Prisonyard
    This arena is pretty straightforward and can be progressed fairly easy as long as the group focuses down adds quickly in cleave/AoE.
    Flame Atronachs will spawn throughout the rounds, you can ignore them (highly recommended) or DPS them as they spawn, but keep in mind they will respawn throughout.

    Priority Adds: Incinerator > Dread Knight > Cleaver

    Round 1 (direction assumes that the exit is “Sigil of Defense,” North/front of you)
    Wave 1 - (West) 2 Archer, 1 Footsoldier/ (East) 1 Archer, 2 Footsoldier [go Mid and pull]
    Wave 2 - (South) 1 Cleaver / (West) 1 Archer / (East) 2 Archer [stay Mid]
    Wave 3 - (South) 1 Dread Knight / (West) 2 Archer / (East) 1 Archer [stay Mid]

    Round 2
    Wave 1 - (South) 1 Archer / (East) 1 Archer / (West) 1 Incinerator, 1 Archer, 1 Footsoldier [go West]
    Wave 2 - (West) 1 Archer, 2 Footsoldier / (East) 1 Archer, 2 Footsoldier / (South) 2 Footsoldier [go Mid and pull]
    Wave 3 - (South) 1 Dread Knight / (West) 2 Archer / (East) 2 Archer [stay Mid]

    Round 3
    Wave 1 - (South) 1 Cleaver / (West) 2 Archer / (East) 2 Archer [go South and pull]
    Wave 2 - (East) 1 Incinerator, 1 Archer / (West) 1 Archer, 1 Cleaver [go East and pull]
    Wave 3 - (East) 1 Incinerator, 1 Archer / (South) 1 Archer, 1 Dread Knight / (West) 1 Archer, 1 Cleaver [stack on East Incinerator and pull]

    Round 4
    Wave 1 - (South) 1 Archer / (East) 1 Cleaver / (West) 1 Cleaver [stay East and pull]
    Wave 2 - (South) 1 Cleaver / (East) 1 Incinerator, 1 Archer / (West) 1 Incinerator, 1 Archer [stay East and pull, Tank goes to mid and range taunt West Incinerator and Archer forcing them towards mid (focus interrupts here). You can also have a damage dealer/healer go West to focus interrupts until adds are taunted by the tank]
    Wave 3 - (South) 1 Archer / (East) 1 Dread Knight / (West) 1 Dread Knight, 1 Archer [stay Mid and pull]

    Wave 4 (Boss) Battlemage Ennodius (5.8m Health)
    • This boss follows a static rotation:
      Lava Whip (dodge roll) > Meteor (loose stack and block, make sure to not have more than 1 AoE under DDs/Healer) (x2) > Fire Cage (Fire spin circle in middle)
    • Ignore Flame Atronach adds during this fight; they can be stunned temporarily if you stack a Meteor attack from the boss on them during that phase

    Edited by YoshinJaa on August 5, 2021 7:45PM
  • YoshinJaa
    YoshinJaa
    ✭✭✭
    Stage 2 - Hall of Beasts
    This arena is likely to be the most difficult one throughout BRP. Tons of Damage of Time (DoTs) and hard-hitting attacks demand awareness and priority focusing. Bull Netches will spawn throughout the rounds and are vital to avoid at all costs, especially if you are under them when their Poisonbloom AoE is active, almost certainly leading to the end of others (this DoT can be purged though). Stay mid as much as possible to avoid netch's poisonbloom.

    Priority adds: River Troll/Haj Mota/Wamasu/Handler > Spiders > Crocodiles > Hoarvor > Hackwing

    Round 1 (direction assumes that the exit is “Sigil of Sustain,” North/front of you)
    Wave 1 - (East) Spider, Hackwing / (North) Spider / (West) Spider, Hackwing [go Mid]
    Wave 2 - (North) Hoarvor / (East) Crocodile, Spider / (West) Crocodile, Spider, Hoarvor [stay Mid and pull]
    Wave 3 - (North) Handler / (East) 2 Hackwing / (West) Hackwing [stay Mid, Tank range taunt and go South forcing Handler mid]

    Round 2
    Wave 1 - (North) Hoarvor, Spider / (East) Hoarvor, Spider / (West) Hoarvor, Spider [go Mid and pull]
    Wave 2 - (West) 2 Spider / (East) Spider, Crocodile, (North) Haj Mota [go North and pull]
    Wave 3 - (North) Handler / (West) 2 Spider / (East) Spider [go Mid, Tank range taunt and go South forcing Handler mid]

    Round 3
    Wave 1 - (North) River Troll / (West) Hackwing, Spider / (East) Hackwing, Spider [stay Mid]
    Wave 2 - (North) River Troll / (West) Crocodile / (East) Crocodile [stay Mid]
    Wave 3 - (East) Handler / (West) River Troll [stay Mid, Tank range taunt Handler and go West forcing Handler mid]

    Round 4
    Wave 1 - (West) Spider, Crocodile / (North) 2 Spider / (East) Spider, Crocodile [stay Mid and pull]
    Wave 2 - (West) Handler / (East) Handler [Tank range taunts both Handlers and then runs to opposite directions to force Handlers mid, group goes North]
    Wave 3 - (West) Spider / (East) Spider / (North) Spider, Wamasu [Damage Dealers/healer stay North and focus Wamasu, Tank mid stacking adds together]

    Wave 4 (Boss) Tames-the-Beast (4.8m Health)
    • Tank: Keeping up projectile absorptions/mitigation (DK's wings, Warden's Shimmering Shield, frost stave's Frost Safeguard) highly recommended to reduce light attacks and boss Severe Bleeding DoT
    • Bug Swarm mechanic: Make sure to stack up to 3 players on any friendly that has this mechanic on them. If that player dies, avoid being near their death marker as there is a harmful AoE
    • Adds spawn at boss health intervals:
      76% River Troll - focus down
      66% Haj Mota - focus down, tank faces it away from the group
      46% Wamasu - group can ignore and focus boss down if enough DPS
      Any Spiders or Hackwings should be pulled in for cleave
    • River Troll, Haj Mota, Wamasu, and Tames can enrage if not killed in a certain amount of time or if Tames's health is pushed past one of the above intervals.
    Edited by YoshinJaa on August 5, 2021 7:33PM
  • YoshinJaa
    YoshinJaa
    ✭✭✭
    Stage 3 - Vampire's Den
    Getting to this arena means you are halfway there to completion and just finished what is considered the hardest part in the Blackrose Prison! This next stage isn’t too bad, especially if you have Fighter’s Guild passives and Dawnbreaker as your main ultimate since almost all adds here are undead. Be careful of the portals that spawn, stepping in those can spawn additional adds, and if too many of those adds are out, they can form a hard-hitting Bone Colossus.

    Note:
    Infusers can be chained/pulled so it is easier now to do most pulls in mid to avoid the portals.
    Have Crushing Shock/Venom Arrow slotted or be mindful of bashes for this stage as Infusers must be interrupted to avoid enraging all adds.

    Priority adds: Infuser/Bone Collosus > Gargoyle > Cold Mage

    Round 1 (direction assumes that the exit is “Sigil of Sustain,” North/front of you)
    Wave 1 - (North) Cold Mage / (West) 2 Bloodfiend / (East) 2 Bloodfiend [pull mid]
    Wave 2 - (North) Infuser / (West) Infuser / (East) Infuser [stay Mid and pull, watch interrupts]
    Wave 3 - (North) Gargoyle / (West) Infuser / (East) Infuser [stay Mid and pull, watch interrupts]

    Round 2
    Wave 1 - (North) 2 Bloodfiend / (East) 2 Bloodfiend, Infuser / (West) 2 Bloodfiend, Infuser [stay Mid and pull, watch interrupts]
    Wave 2 - (East) Cold Mage / (West) Cold Mage [stay Mid]
    Wave 3 - (West) Gargoyle / (East) 2 Screeching Bat [go West and focus Gargoyle]

    Round 3
    Wave 1 - (North) Infuser / (West) Cold Mage, Infuser / (East) Cold Mage [stay Mid and pull, watch interrupts]
    Wave 2 - (North) Gargoyle [triggers after both Cold Mage kills in Wave 1 clear, stay Mid for next wave]
    Wave 2 - (North) Bloodfiend / (West) 2 Bloodfiend, Infuser, (East) Cold Mage, Bloodfiend [stay Mid and pull, watch interrupts and Gargoyle AoEs]

    Round 4
    Wave 1 - (North) Bloodfiend, Infuser / (West) 2 Screeching Bat, Infuser / (East) 2 Infuser, Bloodfiend [stay Mid and pull, watch interrupts]
    Wave 2 - (North) Cold Mage / (West) Cold Mage / (East) Cold Mage [stay Mid and pull]
    Wave 3 - (West) Gargoyle / (East) Gargoyle [go West or East, focus the side's Gargoyle first and then the second Gargoyle as it comes into stack]

    Wave 4 (Boss) Lady Minara (4.8m Health)
    • The tank should face the boss away from the group at all times due to her Shield Bash, which hits any ally in her proximity
    • Avoid tripping portals unless you are tethered at all costs because portals respawn slowly throughout the fight
    • If an ally has a blue tether connecting them to the boss, they must run through an available portal so that the boss is no longer immune to damage
    • Bat Swarm (large AoE) leaves a strong DoT if you are near it so make sure you have heals active
    • Drain (boss interrupt-able mechanic) must be interrupted as soon as possible, especially because it is a fast Healing over Time and if the tank is stunned, they may be in danger of a Colossus heavy attack or tripping a portal
    • Minor adds (non-Infuser) that spawn from portals should be cleaved as too many of them out at once can create a Bone Colossus
    • For this fight, the priority is Bone Colossus > Infuser > Lady Minara. Bone Colossus tethers to the boss causing the boss to be immune while active.
    • Adds spawn at boss health intervals:
      80% - Infuser
      60% - Bone Colossus
      40% - Bone Colossus, Infuser
      20% - Bone Colossus, 2 Infuser
      , once the Colossus is dead and you have enough DPS, you can ignore the Infusers (minus interrupts) and execute boss down.
    Edited by YoshinJaa on August 5, 2021 6:43PM
  • YoshinJaa
    YoshinJaa
    ✭✭✭
    Stage 4 - Mess Hall of Misery
    This stage is unique in that all previous adds and bosses will be returning throughout. Priority adds don’t necessarily change, but the order in which the group should stack/attack may depending on spawn. Bosses will spawn in initially at the end of each Round, 3rd wave, but will flee at 66% health to be fought again on Round 4, wave 4. Make sure to have interrupts, and the tank has a reflect skill slotted.

    Between Rounds 2 through the second to the last wave of Round 4, previous bosses will spawn but will flee once you have gotten them to 66% Health, because of this, try to primarily focus them down as soon as possible to advance.

    Round 1 (direction assumes that the exit is “Sigil of Sustain,” North/front of you)
    Wave 1 - (North) Cleaver, (East) Spider, Footsoldier / (West) Spider, Footsoldier [stay Mid and pull]
    Wave 2 - (North) Crocodile / (West) Incinerator / (East) Incinerator, Infuser [go West and focus Incinerator, tank range taunts East Incinerator and Infuser and go West to pull them mid, watching interrupts, then everyone Mid]
    Wave 3 - (North) Handler / (West) Hoarvor, Bloodfiend / (East) Hoarvor, Bloodfiend [stay Mid, tank range taunt Handler and go South to force it Mid]

    Round 2
    Wave 1 - (North) Cleaver / (West) Incinerator, Archer / (East) Archer [go West and pull]
    Wave 2 - (North) Footsoldier, Archer / (West) Footsoldier/ (East) Dread Knight, Archer [go Mid and pull]
    Wave 3 - (Mid) Boss: Ennodious (66%) / (West) Incinerator / (East) Incinerator [stay Mid and focus Dread Knight if still active, watch interrupts from East/West Incinerator. Tank can taunt them to force them inward]

    Round 3
    Wave 1 - (North) Handler / (West) 2 Hackwing / (East) 2 Hackwing [stay Mid, tank range taunt Handler and go South forcing them Mid]
    Wave 2 - (North) 2 Spider / (West) Haj Mota / (East) 2 Spider [go West focusing Haj Mota, tank pulls in 4 spiders near Haj to cleave, be mindful of Haj AoEs]
    Wave 3 - (Mid) Boss: Tames-the-Beast (66%) / (North) Crocodile / (East) Crocodile [stay Mid and focus Tames, round will end once both crocodiles are dead and Tames pushed to 66%]

    Round 4
    Wave 1 - (North) Cold Mage / (West) Screeching Bat, Bloodfiend / (East) Screeching bat, Bloodfiend [stay Mid and pull]
    Wave 2 - (North) Infuser / (West) Infuser / (East) Gargoyle [stay Mid and pull watching interrupts and Gargoyle AoE, pull additional minor adds into stack when able]
    Wave 3 - (Mid) Boss: Lady Minara (66%) / (West) Infuser / (East) Cold Mage [stay Mid and pull Cold Mage and Infuser to boss watching interrupts and Bat Swarm placement]

    Wave 4 (Boss) - "Gauntlet" Ennodious, Tames-the-Beast, Lady Minara (each boss 3.2m Health)
    • Spawn their subsequent boss at 35% health remaining; additional boss may spawn if not enough damage done based on a timer
    • Minor adds will spawn throughout the fight, make sure to pull and cleave them down to avoid spawning a Bone Colossus
    • Suggested Fight Sequence:
      1. Focus and kill Battlemage Ennodius as quickly as possible. Tank aggro Tames when he spawns in
      2. Push Tames-the-Beast's health to 60%, stop DPS and then focus the summoned Wamasu (avoid pushing Tames to 40% at this time)
      3. Focus Tames to 40%. Tank aggro summoned Haj Mota and Minara (North-mid) and group DPS race Tames to 0 as fast as possible, with the tank keeping the Haj Mota facing away from the group as much as possible (time ultimates and be mindful of Tames's next teleport). Also, be mindful of the portal location in case someone is tethered and avoid its use otherwise at all costs.
      4. Return and focus DPS on Minara. The tether mechanic will likely happen at least once or twice during this fight, continue to track the location, and call it out so everyone knows where to go in case they are tethered. Continue being aware of bat swarm and AoE bash attack.
    Edited by YoshinJaa on August 5, 2021 6:56PM
  • YoshinJaa
    YoshinJaa
    ✭✭✭
    Stage 5 - Drakeeh's Cage
    The last stage in BRP can be cumbersome due to many interrupt mechanics, so make sure that you are prepared to bash/crushing shock and get ready for the final boss! If a Totem of Stone is active, make sure to have 1-2 DPS focus it down as soon as possible, because it can cause stuns to the group that can lead up to other mechanics causing wipes.

    Note:
    Be mindful of Convict AoEs as more than one can easily kill a Damage Dealer or Healer.
    Soul of Void's non-interruptable attack must be either blocked or dodge rolled as it goes out, multiple hits can kill a Damage Dealer or Healer.

    Priority adds: Totem of Stone > Prisoner > Soul of Void/Revenant > Convict

    Round 1
    Wave 1 - (West) Prisoner, Convict / (East) Prisoner, Convict [stay Mid and pull]
    Wave 2 - (Mid) Soul of Void / (West) Convict / (East) Convict [stay Mid and pull]
    Wave 3 - (Mid) Revenant [stay Mid]

    Round 2
    Wave 1 - (Mid) Soul of Void / (West) Prisoner / (East) Prisoner [stay Mid, focus both Prisoners first]
    Wave 2 - (Mid) Revenant / (West) Prisoner [stay Mid, focus Prisoner on tank]
    Wave 3 - (Mid) Soul of Void / (West) Convict / (East) Convict [stay Mid and pull]

    Round 3
    Wave 1 - (Mid) Soul of Void / (East) Convict, Prisoner / (West) Convict [stay Mid and pull]
    Wave 2 - (Mid) Convict] / (West) Soul of Void / (East) Soul of Void [stay Mid and pull in Convict]
    Wave 3 - (Mid) Revenant / (West) Prisoner / (East) Convict [stay Mid and pull, focus Prisoner on tank]

    Round 4
    Wave 1 - (Mid) Soul of Void / (West) Convict, Prisoner / (East) Convict, Prisoner [stay Mid and pull]
    Wave 2 - (West) Soul of Void, Prisoner/(East) Soul of Void, Prisoner [stay Mid, focus both Prisoners first]
    Wave 3 - (Mid) Revenant / (West) Convict / (East) Convict, Prisoner [stay Mid, focus Prisoner on tank]

    Final Boss: Drakeeh (12.1m Health)
    • Designate each damage dealer/healer a route to go to during Ghost Phase; 1 person from North to SE pad, 1 person from SE to SW pad, 1 person from SW to North pad and only cleanse at your pad once your route is done.
    • Ghost Phase - Drakeeh marks 3 white ghosts in the arena that must be collected by players in order to reduce the damage done by Spirit Scream ability. If you have 3 stacks of the debuff, make sure to cleanse at a portal, but ONLY during that time. During this phase is when each player (other than the tank) runs their route accordingly picking up marked ghosts. The tank can position itself with Drakeeh either on the west or east end of the map to place negates outside of the playspace.
    • Spirit Scream - Deals damage based on the number of marked ghosts remaining in the room, can cause a wipe. Once this mechanic ends, Drakeeh will drop a Negate AoE on his position, so make sure to not have melee DPS in there
    • Totems will still spawn throughout the fight so make sure to have someone designated to focus them when they are available.
    • Drakeeh will summon 2 Proxy adds of himself throughout, starting at 60% health, copying the same abilities (other than Ghost Phase/Spirit Scream)
    • Void - An interruptable 3-hit AoE attack that does high damage

    Congratulations! You have successfully completed Blackrose Prison! If you have completed on Veteran, the chest will contain 1 Perfected Blackrose weapon, while on Normal, a non-perfected weapon. The difference is Perfected will contain a 1-piece bonus in addition to the weapon's ability.

    If you have found this guide useful or notice any discrepancies, please let me know below.
    Edited by YoshinJaa on August 5, 2021 7:27PM
  • SkoobySnaxx
    SkoobySnaxx
    ✭✭✭
    1 tank, magwarden healer, and 2 stamblades is really good too! I got the unchained with a warden healer
  • YoshinJaa
    YoshinJaa
    ✭✭✭
    Any forum mods: Request to have this guide moved to Player Guides
  • YoshinJaa
    YoshinJaa
    ✭✭✭
    Updated for Blackwood/U30
    • Added base mag/stam group compositions
    • Added additional information for the preparation section
    • Revised most pulls to be mostly mid-focused (to avoid outer edge mechanics for safety purposes)
    • Revised most boss sequences with more clarity
    • Updated main priorities in Stage 5 to Prisoner > Soul of Void instead of Convicts since their main threat is interruptable
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