
Neva’s Road to Arbiter – Free 2 Play 2025
Hey everyone, the time has come to sprint to the finish line to collect Arbiter, we’ve just passed 6 weeks in the challenge and I have finally cleared the last ‘roadblock mission’ which required 200 arena wins which opens up a free-clear through to Arbiter with nothing but Dungeons and Clan Boss in the way now!
In this article, I’m going to be documenting my progress as I push through those missions and showcase the teams I am using for each of the Dungeon missions.
Great Hall – Level 10
When It comes to the Great Hall Mission, it went against my instincts to ignore Accuracy, but with the amount of stats we get from other means now (blessings, perception gear, 9pc sets etc) compared to when I first started playing RAID, it made more sense for me to push C.DMG for my primary damage dealer(s).
So my first level 10 Great Hall Bonus is… Magic C.DMG!
Clan Boss Missions
There are 3 upcoming Clan Boss Missions, I’m going to be pacing these over 3 days so as not to completely drain any shards I have by refilling keys – my goal is actually to claim Arbiter during the Clan vs Clan coming on Tuesday, so I’m in no immediate rush.
It’s unlikely that I’ll do these missions on Ultra Nightmare due to the fact that the missions are:
- 39 mil
- 75 mil
- 100 mil
And I can comfortably do 25-30mil with each key on Nightmare whilst I haven’t yet tested my damage on Ultra Nightmare, doing it on Nightmare over 3 days won’t require me spending any gems.
Dungeon Missions (Stage 17+ and Stage 20)
Next, we have missions to clear Ice Golem, Dragon, Spider, and Fire Knight on Stage 17+ 10 times on auto. Thankfully, I am already at Stage 20 on all of the required Dungeons, so I will break down the teams I’m using—although they are all quite similar at this stage of the game.
After I complete the first round of stage 17+, there will be another Clan Boss mission followed by a repeat of the Dungeon mission; however, Stage 20+ will be required.
Ice Golem
For Ice Golem I’m running a fairly tanky team, with 2 supports (Sabitha and Uugo), Geomancer is there to provide the HP Burn on the boss which also reduces the damage dealt AND provides a huge amount of reflect damage when the boss smacks us!
The final two spots go to Alice for raw damage, and Harima as my ATK Down and secondary damage dealer, although build-wise I do not have the greatest gear on Harima right now so she is starting to fall behind on her damage.
Harima’s passive is particularly useful against Ice Golem due to the fact that the boss ignores 50% of DEF for each alive ally when you trigger Frigid Vengeance, but Harima’s passive reduces that by 50% making those dangerous hits less threatening.
Dragon’s Lair
For Dragon, I’m using the exact same team as the one above, and I am clearing Stage 2 Hard currently, the team works for all of the above reasons from Ice Golem, it brings a huge amount of support, both AOE and Single Target Damage, but also the amount of Crowd Control I get from combining Harima and Alice is insane if they aren’t provoked – their skills are on cooldown anyway!
In terms of boss damage, I could very easily bring in Kael for the poisons instead of Geomancer, however the extra damage from the weaken is hugely beneficial, as well as reducing the damage I am taking.
**Well, turns out I can’t read the missions properly and had to do it on NORMAL only, so the above is irrelevant and that’s 10 “wasted” runs, but the exact same team will happily pivot into normal with the same results!
Spider
Geomancer shines again on Spider as his HP Burn and Turn Meter control quite literally are the reason for the team working.
With how Geomancer’s HP Burn damage reflect works, every time the Spiderlings take a turn and hit either Geomancer or Harima (my two off-affinity tanks for this fight), the damage is reflected back to the Spider Queen, each time having a chance to trigger Warmaster.
Outside of this, all I need to do is stay alive, which is no problem with Sabitha and Uugo, Alice is only in for the sake of it, and because she just does a lot of damage to both the Spiderlings and the boss but she could easily be replaced in this team!
Fire Knight
Finally, a different team, Tagoar and Lightsworn have entered the playing field! Now, my run is by no means fast, but it is 100% safe and reliable, which honestly is all I care about with a limited energy pool.
So, to run through why I’m using these Champions:
- Tagoar, double hit A1, Increase SPD, Heals and Shields
- Lightsworn – Triple Hit A1, Dec ATK, Dec SPD, Inc DEF
- Alice – Damage, Triple hit A1
- Harima – Damage, Dec ATK
- Geomancer – Full Turn Meter Drop (A3)
The unsung hero of this team though is Lightsworn, or rather, his blessing – Faultless Defense. Faultless Defence reflects damage when under an Increase DEF buff which reduces the Fire Knights stacks for each ally!
After the shield is down, Geomancer and Lightsworn keep it down indefinitely between them and the boss never gets another turn, in the event of an unlucky resist it can sometimes get a turn, although with Faultless Defense the shield is quickly rebroken and the team continues to chip away at its health.
Arbiter is mine!
And there we have it! I believe I was the first of the “Creators” to reach Arbiter, on day 45 – I could have completed it on day 42 if I wanted to use gems for Clan Boss keys, but I’d rather save those gems for other adventures!
Now it’s time to switch my focus to developing my accounts gear and spend some time in Dungeons whilst also trying to chip away at some of the Marius and Ramantu missions where possible, although they are much harder!
Congrats, my man! make sure to claim arbiter before CVC ;)
Geomancer passive don`t triger warmaster. Only his own passive works which also hit max hp damage similar to warmaster
271 days still don’t have her