Today, we are covering the "Udama Legacy of the Year Master Class Mythic" class guide for Dragonfly Season 2. The objective of this guide is to ensure that you're confident in tanking and timing, both for the fight and tyrannical keys. Right off the bat, you can see that I'm pulling everything from the start, including the patrol of the Berserker and the Basilisk. Let's talk through the mobs in chronological order in terms of the abilities they have. You'll notice that I've marked custom mobs in pink. First, we have the Joe Mensa, who casts Stone Spike. Stone Spike is one of the two abilities that a Joe Mensa casts, and it is the less dangerous one. It usually targets a tank, but you can see that I kicked it at the last second. The first circle here is doing Brutal Slam, and that's why you can see the faint gray swirly on the ground. If you're in the swirly when the Brutal Slam cast finishes, you will get stunned. So, make sure to move out of the circle. As you can see, I moved at the last second.
Next, you can see that this Basilisk is attempting to cast Spike Carapace. Spike Carapace is not a high priority kick, despite the name. When Spike Carapace is active, you gain a buff that causes you to take damage whenever you damage the Basilisk. However, the good news is that it can be purged offensively. So, if you run out of kicks, kicking the Basilisk's Spike Carapace is not a super high priority because you can purge it. Meanwhile, the leapers, which are the tiny mobs, just simply wail on people. That's it.
Moving on, in this frame here, the Berserker is doing a Disease Bite. You shouldn't worry too much about it. It's a targeted bite on the tank. At the same time, you will also be bitten by the Basilisk, which is casting Chomp. Chomp basically leaves a bleed on the tank. As you can see, the abilities go out here, Chomp leaves this bleed on the tank that causes me to take damage. The most dangerous ability of Joe Mensa is Chain Lightning. Earlier, I mentioned that Joe Mensa has two abilities, and Chain Lightning is the one that is very important to kick. Chain Lightning bounces within the targets, and this is a very enclosed area, making it hard to spread out. So, always make sure to interrupt Chain Lightning. This ability can be harmful in higher keys, so be very careful about that.
Other than that, the mobs repeat, and it should be easy. Let's move on. Here we have Joe Mensa again. I've already talked about them. Joe Mensa once again. No special or new mobs here, so we won't talk about them. Just take note that with multiple Basilisks and multiple Chomps, be careful. As you can see, I have three stacks of Chomp on me. My gut feeling is that this thing will absolutely wreck things on higher keys. This is very common for bleed abilities, the way they scale, especially if they stack and if they are bolstered. It can be insane, so be very careful when attacking the Basilisks. It's possible to stun or hard CC them to stagger the bleeds on you, but you probably want to kite and drop your bleeds.
This group of three dwarves is called "The Lost Dwarves" in the game.
The Lost Dwarves Boss Guide.
It's a Viking game reference, by the way. Let's talk about the three dwarves in order of their abilities. The first opener is from this guy called Eric the Swift. He does something called Dagger Throw. It's a targeted ranged tank ability, and he randomly picks a party member. The healer just needs to know who he's targeting and focus on healing that person. As you can see, Dagger Throw is not going on the tank, so the tank won't take much damage. However, on tyrannical keys, the healer needs to be very wary of who to heal and who not to heal.
Next, in this frame, you can see two abilities being channeled. The first is from Eric the Swift, who is attempting to do Skullcracker. He marks the ground slowly, and then charges out to do an AOE. The visual indicator shows where to dodge, so just move out of that area. Balak does something called Wild Cleave, which is a frontal cleave. Make sure you are standing at the back of the mob and not near the tank's position. Otherwise, you'll get cleaved. I believe it has a 10-yard range. Just note that Swift charges out here, so position yourself well as a melee. After that, Eric goes back to doing Dagger Throw, and Olaf will attempt to toss out his shield with a ability called Ricocheting Shield. For this ability, you want to make sure that you're well spread out. If you're too close together, the shield starts bouncing between players. You can see that it marks the target with a circle, and all you need to do is step out of the circle. The shield will bounce between players, but if no one is in the circle, it goes back to Olaf. So, it becomes easy.
After that, Olaf will attempt to cast something called Defensive Ball Work, and you must kick Olaf. Just take note that when you pull the boss, traditionally people might use Bloodlust. At this point, if your Bloodlust is up and Olaf continues to channel his Defensive Ball Work without getting interrupted, you're wasting at least 75% of your damage. Defensive Ball Work reduces damage for everyone within its shield. So, it's an instant kick for me. The rest of the abilities are mostly rinse and repeat.
There's something new from Balak. He does something called Heavy Arrow. All you need to do for Heavy Arrow is to not be in front of the boss. It always points in the direction the boss is facing. So, if you're a melee or ranged DPS, just stand at the back of the boss. The tank should position them in the corner, and you'll be safe. By tanking and positioning that way, it's a non-issue for everyone.
After a while, they will transition into Longboard Raid, where they hop onto their little boards and start dropping fiery circles on the ground. This leaves a fire patch on the ground. On high keys, you may want to stack up and put the fire patches together to conserve space in the arena. The fires despawn after 30 seconds, but one viable strategy is to prioritize killing the bosses. The more party members are around the dwarves, the longer the duration of the fight on the boat. Just something to take note of. As long as you keep track of all those abilities I talked about, you should be fine.
Throwing all these rocks here, yep, they basically land in an AOE. So, they're throwing it on the Monk, and now there's an area on the ground where they're throwing it at me. The way you can attempt to group these mobs up, as you can see what I did earlier, is to line of sight them. That's the only way to move the mobs. Some people choose to pull this room into the next room and line of sight. You can also crowd control them, so they don't cause much trouble. Some people like to play them together with the two boss circles and the geomancer.
Moving on to the boss fight, just note that the DZ Spike could be painful, and there are a couple of things like the Brutal Slam that you need to be careful about, but that's pretty much it. You can see the Disease Bite is dispellable, and it causes a movement speed debuff. Even with the 30% slow, you can still move out of the stun and be fine. The mobs here will cast an enraged effect when they are low, which can also be dispelled. They do more damage and take more damage when enraged, so if you want to top the meters, you can save cooldowns for this point.
Now, let's move on to the second boss, Bro Monk. Generally, a simple boss, but on higher keys, it could be overwhelming. Let's go through the abilities as I pull the boss. I aggro the boss here, and the boss instantly summons a group of random juventor mobs and bushes. Range DPS should interrupt the Cluster Shells to prevent them from coming into melee range. The boss will then perform Thundering Slam, which you should move out of to avoid unnecessary damage. Interrupting all the juventor mobs is recommended. The chain lightning ability is a must-kick. When the Stone Spike is cast on the tank, it can be allowed to go through. The boss will then summon a totem called Quaking Totem. You must quickly swap to the totem for a few reasons. Firstly, the totem pulses damage to the party, shocking everyone. Secondly, the boss will start casting Bloodlust, empowering itself and dealing more damage to itself and all enemy mobs. By killing the totem before the Bloodlust cast completes, you can prevent the boss from gaining the empowered state. Additionally, killing the totem releases a shockwave that stuns nearby mobs. It's crucial to group everything up when killing the totem to ensure all mobs are affected by the stun. If you can kill the totem while the boss is channeling Bloodlust, you'll cancel the cast and avoid the potential high damage from the Bloodlust buff, especially on tyrannical keys. Range kicks are required for this encounter.
It's probably very valuable to bring the mobs in together. It's worth discussing who has cooldowns for totems in this boss fight. As you can see, we're taking quite a bit of damage here. The boss manages to cast Bloodlust again, stunning everything in the area of the totem. When the mobs, including the boss, are stunned, they also take increased damage. It might be a good idea to coordinate cooldowns, as I mentioned earlier. Not everyone should use their cooldowns at once, maybe one person on the totem and 200 DPS on the boss when it takes amplified damage. Alternatively, you could save Bloodlust for when the totem expires, so the boss takes increased damage.
Moving on to the new mobs after the second boss, there are two types of custodian mobs: Thrash-Before-Sentinel Talon Drasher. The first is the Urban Custodian, and the other is the Rusty Custodian. I marked the Earthen Custodian in light blue because it does a frontal cleave attack, as all my players would suggest. Just a side note, the Plato guide will be released on this channel if you want to find it before Season 2 launches. The Rusty Custodian has an ability called Jagged Bite, which puts a bleed on the tank. It's worth mentioning that there is an offensive purge that can be used to remove a buff from this custodian. The buff is called Ancient Power, and it gives the custodian more haste and increases its damage while active. The Urban Custodian does a cleave ability, so it's important not to be in front of the tank to avoid taking cleave damage.
Be careful of the flashing debuff caused by the Jagged Bite from the Rusty Custodian. It's a bleed, as I mentioned earlier. In general, it should be okay, but it's recommended to use server mitigation when the cleaves occur on higher keys, as it can potentially be a tank buster. You can stagger the cleaves by using single stuns to desynchronize them. In the next room, we have custodians with the Weavers. Let's talk about the Weavers here. I'm pulling both the custodians and the Weavers on both sides, which can be a dangerous pull. The Weavers have an ability called Hail of Stone, which cannot be interrupted but can be hard CC'd to stop the cast. It's an AOE damage ability, as the name suggests.
As you can see in the footage, when they start channeling Hail of Stone, our party takes a massive amount of damage. Pulling this room without a plan might not be a good idea. Also, they have an ability called Stone Bolt, which targets the tank. As you can see, I lost a Druid because I pulled the entire room. So, be cautious about this pull as it can be dangerous. If you're attempting a bloodlust pull on these mobs, give a heads up to your healer as it can be challenging.
The custodians do a cleave, so make sure your party is aware of it. Avoid standing in front of the cleave to protect your party members. You can see the cleave happening here. There's also a stone ability being interrupted by Disorienting Roar. The stone bolts from the Weavers chunk the tank with magical damage, so be cautious of that. That's pretty much it. As you can see, I'm taking a lot of damage due to the bite from the custodian, and I have to use a self-heal. The Weavers are dangerous, and Hail of Stone is something you don't want to have too many of at the same time. After that, we have the next boss called The Laundress.
When you pull the boss, you'll notice that The Laundress has two stacks of a buff called Inexorable, indicated on the nameplate. This buff prevents the next two stun effects on the boss. Resonating orbs play a role here. When the boss finishes casting, it drops resonating orbs on people. Each set consists of three orbs. I didn't want to stack them near the tank because, firstly, the boss would do a Crushing Storm that knocks everyone back, including the tank. Right after the Crushing Storm, the boss starts moving around and chasing the tank.
As you can see, one of the orbs was soaked up, and one stack of Inexorable is gone. Without the Inexorable buff, the orbs are supposed to stun any target that comes into contact with them. I cleansed one of the buffs from the boss with one of the orbs. You can guess what's going to happen. It will cleanse the other one. Finally, once the Inexorable buff is removed, the next orb will be able to stun the boss. When the boss does the Crushing Storm again, it will hit the party, causing sizable damage.
But the moment it creeps into the orb, it gets stunned, canceling its Titanic Empowerment cast. It's crucial that the tank stuns the boss with all three orbs being soaked before it can cast Titanic Empowerment. Titanic Empowerment is bad news because it increases the boss's damage and makes it immune to CC. Make sure to drop the orbs close to each other to make it easier for the tank to bring them through the boss. The boss is stunned at this point, allowing for free DPS. After that, the boss gains the Inexorable buff again, indicated by two stacks.
This goes back to when you initially pulled the boss. Notice the additional new buff called Unrelenting. Over time, every time the boss comes out of being stunned, it gains Unrelenting, which is a stacking buff that increases the boss's damage. It's a soft enrage mechanic because if the buff stacks up, the Crushing Stomp will one-shot everyone in the party. You want to kill the boss ASAP to avoid this.
The strategy they're using, dropping the orbs close to each other, is perfect. You can see the boss doing the stomp instantly, removing two stacks of Inexorable. So, it no longer has the buff, and the moment it goes through the remaining orb, the boss gets stunned again. We interrupted Titanic Empowerment again, and then it attempts to cause Inexorable once more. Note the two stacks of Inexorable and the two stacks of Unrelenting. The damage from Crushing Stomp will be much more painful now. Essentially, that's the boss fight.
I'm very sure, but just take note that you can't take your own sweet time to kill the boss, alright? After the boss, there are some new abilities to talk about in terms of the mobs here. Before I go into that, let's clarify that we have already discussed the Weaver, so you guys know what it does, like the stone bolt. But the more important one is the Hill.
You can see it's channeling Hill of Stone here. This ability absolutely chunks and has a cleave. You can see the Shadow Priest was within 10 yards of the cleave, which is why they got hurt. And basically, another cleave happened, and I died. So having four custodians and the Hill here can be very painful.
As a tank, you just need to be careful about where you point the mobs. I probably moved too much in this frame, and it took me a while to gather all of them to face the wall. And here, there's still more. You definitely want to stop them with CC of some sort. As you can see, one of my party members actually stunned the Hill of Stone cast, so having CCs would be really helpful. That's pretty much it. I think I've already covered the rest of the mobs. Oh, wait, there's something new—the Water.
Okay, let's talk about its abilities. It's marked as a custom box because it causes something called Urban Board. Earthenberg is not as dangerous, and basically what it does is try to put a buff on one of the enemy mobs. Rewinding here, you can see when it casts Earthen Ward, it's targeting a friendly member, specifically the Urban Custodian. If the cast goes off, it will put an Earth Shield on them that you must dispel because it's actually an absorption. The next thing to take note of is Curse of Stone. I just noticed that Curse of Stone is wrongly colored, so I need to change it. You can see Curse of Stone going out on the Druid and the Monk.
This curse can be decursed naturally. What it does is stun the target for four seconds, and after the expiry of the four seconds, it deals a burst of damage, causing the target to pretty much die, especially on high keys. You can see the Curse of Stone killing the Druid here. He went from 100 to zero. That's the Stone Eruption symbol, and that's how he died. The Monk probably got saved by the Druid's Decurse, so that's what saved him.
Just know that the Curse of Stone is really important to kick. Make sure you dedicate a kick to it because I think it's one of those rare one-shot abilities in the dungeon that you need to pay attention to. Moving on to more trash, we have the Custodian, the Weaver, and the Water that we have already talked about, so I won't go into the details. I'll spare you the details. Make sure you kick the Hail of Stone.
You can see the Curse of Stone going out, and we managed to interrupt it. That's the one that basically kills people. But yeah, rinse and repeat. Watch out for Cleaves in those tight hallways. Be very careful, and you should be okay. It's very satisfying when Sanguine Puddles drop like that, by the way. It really speaks to my OCD. Anyway, we have a new mob here as we go into this hallway. We have this new Protector mob. Right, Custodian, Water, you already know what they do—kick the curses and decrease them. Watch out for the cleave on the Custodian.
And just take note, at the same time, thank you're juggling with all the clichés on the custodian. You probably want to thank them away from your party members. Really, really important. But that's pretty much it, right? That's what the protector does. And I'm just gonna fast forward here, so the next room is basically where the spiders and the bats are. You can see, like, I'm tagging all the Seekers and other crawlers, and I generally pull the entire room here. Let's talk about what they do here. So, when we pull all the mobs together, first note that the crawler has this poison-like buff beside the unit frame. What this signifies is that it releases a stack of poison on you. This thing can stack really, really high, and it would be really painful if you don't deal with it or you don't have a deep poison.
The other thing that you need to note is that the Seekers will do Sonic Burst. So, this Sonic Burst ability has gone back and forth from Blizzard's end. I think at the start of the dungeon when they first launched it, Sonic Burst was non-interruptible, meaning when it finishes its channel, you can't interrupt if you are in the middle of casting a spell, and you get locked from that spell class for a considerable amount of time. But they have now changed it to interruptible. So, make sure you kick it, I guess.
But if they revert the change, I'll also mention it in the pinned comments below. As of this moment, this is from PTR and it's very close to the launch of 10.1 already. Oh, the Crawlers do something called "pounds" as well. You can see the crawler jumping out here. Just take note of this crawler. It does pounce, right? It targets the Druid, jumps out at the Druid, and basically deals damage to whoever it jumps out at. Survival in these things are my belief. So, anyway, you can see the powers going out again. It does damage, right? So, just be careful.
We can see the Druid taking damage there, and it starts bouncing people, and basically, they're spread damage. So, just take note of it. Let's be ready to heal whoever is being jumped on, and you should be okay. Moving on here, you come to the next boss room. Right, so this boss, I suspect, will be the hardest boss. Actually, no, not really, probably the second hardest.
So, Amberon Boss Guide has two phases, and let's talk about it chronologically, as usual. I'm saying we lost the ads because I think it's the harder phase. The boss first does something called "steering clap" on the tank. It's a frontal. You can see it goes out as a front cone. So, as a tank, just point it away from your allies.
And you can see these floating orbs that travel around the arena. Try not to touch them. You actually take damage when you come into contact with them. And halfway through the fight, for phase one, the boss will do an ability called "unstable ambers," and it basically puts this AOE circle on everyone. And after a short two seconds, everyone drops the puddle and explodes.
So, you don't want anyone to be in your puddle when you time out the debuff, and make sure while you're placing your circles, you don't take damage by running into all these glowing orb things. So, just be very careful. At the same time, you have all these frontal attacks.
From the boss, so just take note of that. And once phase two is done after you kill all the Watchers, you're basically fine, right? I've tried leaping and double jumping across the beams before, it doesn't work, so I'm not sure if a Gateway or Warlock Gate actually works. I don't think so. You probably need to be immune to cross the beams in general.
But definitely agree with your group that you guys should travel together as a pack, so your healer can actually help you guys out. Over here, we have Thrash before Chrono-Lord Deios the Weaver and the Golem. The Weaver, you guys already know, so I won't talk about the Weavers. Make sure you stun the Hill or stop loss of damage going out. Let's see what the Golem actually does here, right? He does something called Thunderous Clap.
It goes out, boom, lots of area damage. So that's pretty much what your healer needs to take note of, coupled together with Hail of Storm. That can be quite a bit of AOE damage. This is like a raw throughput kind of check in terms of the mobs. But you can imagine a bolstered Thunderous Clap could be really painful as well, so just take note of that.
You want to kill the Golem first. After that, we are starting here into this area with the same mobs that you see, the Golem, the Weavers, and the Custodian that does the frontal cleave. So, I'll kind of speak through that. It's not important. You guys really know how to deal with the mobs here. And I believe in the next area, there's a new mob for me to talk about, the Guardian. Yep, the Guardian is one of the more dangerous mobs in this dungeon, and you will know him by carrying the shield and walking around for patrol.
So, let's talk about the abilities in chronological order. You guys already know the Custodian, you know the Water. This Guardian will first do something called Bulwark Slam. This targets the tank, it's kind of like a tank buster. So, you can see, it can chunk there a fair bit, just ignore that. And then it'll cast Blessing of Tear. Now, when it comes to Blessing of Tear, this AOE circle is basically a reminder to get the hell away from this AOE circle. I'll let him channel, and you can't stand in it, by the way. And after a while, Blessing of Tear forms a bubble, and any enemy mob, so this is the Eye of Tear, or rather, this Blessing of Tear bubble, will be buffed in terms of damage.
So, you want to drag all the mobs outside of the bubble and deal with them outside of the bubble. You can see the Monk interrupting the Curse of Stone. That is actually really, really important. I'll fix the color of the cast, by the way. And that's pretty much it. It does Bulwark Slam, targets the tank buster, and it basically does this Tear bubble that you just need to move everyone out of. And if you can do that, this mob should go down fairly easy. And then you have more Custodians here.
I won't really talk about them. You have Waters that we've already covered, and more Custodians. Watch for frontal cleaves here. It should be easy. I'm just going to skip these mobs because you've already seen them all. Alright, you have two Golems here, so just watch Thunderous Clap.
The Stor is going off, right? It went off, and I believe it's a Monk, actually. So you can see the Monk is sticking down now to this death symbol, and now the Death of Stone is also on the Druid. I don't know if they'll dispel themselves, but you can see the Monk probably will die here. Yeah, I can see them getting one-shotted here. And then the Druid here is next to die because the Curse of Stone went off, and you die too. It's kind of problematic if you pull the entire group. Make sure everyone kicks the Curse of Stone. The tank pops big mitigation because of the Bulwark Slams and whatnot. Just be careful to move out of the Blessing of Tear, not the Eye of the Year. I keep saying Eye of the Year, that's a popular ability.
Anyway, just take note of this pull. Don't be too trigger happy if you don't assign kicks. As you enter the final stretch of the dungeon towards the final boss, you have all these Agents, and these Agents, let me talk about them together this time. The Time Reaver here, okay, just know what the Time Reaver is doing here. The Time Reaver basically has this buff, it's kind of like an aura effect. And in the vicinity of fighting the Time Reaver, and by the way, it doesn't even have to attack us, so as you're in the vicinity of this Time Reaver, it's stealing haste from you.
So as you fight this mob, you will notice that your haste value keeps going down, but it also keeps stacking this debuff here that is stacking. And by stacking, I mean the damage tick actually increases. It deals increasing amounts of Arcane damage over time as long as the Time Reaver is active. Now, there is a trick to this Time Reaver, though. If you stun the Time Reaver, the stacks actually do not get applied as of this version.
So there is a counterplay where you single target stun the Time Reaver so you can reset your stacks. But the stacks here are also dispellable. I believe you can Master Spell them, but just note that if you have multiple Time Reaver mobs, and you guys will see later on, it can be very bad news because the stacks get stacked too high. And you can see everyone's on seven stacks now, and it's starting to really, really hurt.
So be careful of the Time Reavers. Don't pull too many of them at the same time. I'm gonna forward here, heading down the stairs, right? You have an Agent here. The Agent doesn't do anything. But the mistake here is I put the Time Reaver, and I remember on M0 we always swipe on this pack because we pull all the Time Reavers together. But you know, I was going for broke. I wanted to show you guys what exactly happens when the Time Reaver is all pulled. So we have three Time Reavers here. Look at how fast the aura stacks up. Okay, this is why we wiped here. It's not because of all the whelps and stuff. They don't really do much. It's the Time Reavers that are killing us here. Watch how fast this buff debuff ramps. It's six stacks now, and then it's gonna be nine stacks real soon because the Time Reavers keep applying the debuff aura. So as long as they're in battle, they will keep applying that, and your GCD will get really slow. You can see this nice text is absolutely crushing everybody, and that's how we started losing around.
Separate pools, but once you clear all of them, you're finally at the last boss, Chrono-Lord Deios Boss Guide. This boss is basically a dragon boss. It seems easy, the mechanics seem really easy, but I'm going to explain why it might be a tough fight. So let's talk about the boss chronologically. The first thing it does is cast Eternity Orbs.
These descending orbs basically put a puddle on the ground. And you can see that I tested soaking them to see if they drop the puddle, but they still drop it, so don't bother soaking them. The boss also does this thing called Wing Buffet, which does a big chunk of AoE damage. At the same time, it debuffs my allies with something called Time Sync. I think it does that ability right off the bat when it pulls them, so there's no cast. It just applies the debuff. This debuff slows their movement abilities and deals damage over time. When you dispel them, it actually does a burst of damage at the same time.
The boss also casts Wing Buffet, which is an unavoidable AoE that knocks everyone back. There can be some serious damage going out because it overlaps with the dot that is placed on people. So as a healer, when you have Wing Buffet and the Time Sync dot overlapping, it can really chunk. That's how we lost our priest. He died. And then at the same time, he's doing this tank frontal called Send Breath. He keeps summoning all these tiny orbs that drop the Eternity zones. Whenever he reaches a certain point in the fight, he will start doing something called Rewind Time Flow.
In this phase, after the channel finishes and you can tell you're in this phase because of the shadowy look, you want to be running into the puddles because, as the boss says, if you run into the puddles, you actually gain a haste buff. You can see this so-called debuff here is actually granting me 30 haste. So you want to be running into all of them.
It actually helps you kill the boss faster. And then after that, it's coming out of the first phase again. It does a frontal, just be careful about that. It does Wing Buffet, lots of heavy damage. This is only a 17 for the fight. They might need to tune this damage, by the way. But eventually, we rinse and repeat. Every event, you kill the boss. The boss is really simple. It just keeps spawning all these Eternity Orbs and then does Rewind Time Flow.
You run through all of them and soak them for the additional haste buff for your DPS. The boss in this phase might want to hold Bloodlust for this phase, to be honest. And just make sure you don't point frontals to people. Wing Buffet is unavoidable AoE damage. That's really it. It's a simple fight. You just want to keep rotating to different parts of the room so you don't run out of space. And DPS can stand still and hit the boss.
But you can see that we lost our two members really early into the fight because of the debuff dot dropping on people coupled together with the combo of Time Sync. You can see it's putting the debuff again. There's quite a bit of ticking damage. So that's the most dangerous thing about this fight. So I would say the key here is planning out your healers, when to use certain cooldowns, when to pop defenses, maybe on the first stack of dots, you guys want to pop defenses here and whatnot.
With that, that is actually the entire master class for Udama: Legacy of the Year. Compared to the other dungeons, I feel like this dungeon definitely has simpler mechanics and fewer abilities. But it doesn't mean that it's easy. It's easier to understand, but executing it also requires some form of coordination. I hope this master class guide was helpful and that it helps you ace all your time keys on Udama: Legacy of Tia. If you found this guide helpful, do subscribe to the channel. That would mean a lot to me, and you wouldn't miss the upcoming Dragonfly Season 2 tips and tricks. I also stream on Twitch, so feel free to swing by to hang out. Shout out to my Patreon subscribers for keeping the channel alive. Have a good one, see you soon.