The goal of this fight is to sink the enemy’s battleship. It’s the Wrath version of the Chess Event, so this is going to be a Strat Guide Lite because…there’s not a lot to it.
A tank, healer, and some DPS stay on your boat to defend it from attackers. Aside from making sure that everything is aggro’d on someone (because otherwise they’re damaging your ship), this is loleasy.
A tank, a healer, and some DPS get to be the Away Team and beam rocket over to the other ship. If we’re being lazy and three healing it we send two healers over, but one could easily go DPS and help pew pew the mage down. The mage is your only target-the tank just tanks the enemy commander whosit but isn’t DPS’d at all. The hardest part is jumping back all together-if the tank jumps back before you do, you go splat. I know this from experience. \o/ Make sure to call it out on Vent.
Typically two (usually melee) DPS that are on the away team are also manning the cannons. Your sign to board is the cannons being frozen, anyway. While the cannons are not ice cubed, pew pew the NPCs, because if they don’t die, they get stronger, and stronger NPCs are teh fail. Ranged DPS can help out with this as well between attacks.
Kills things, collect loot, done. Oh, and if someone gets stuck on the enemy ship as it leaves, lol at them, because they’re screwed.
ETA: Circles are bad, don’t stand in them. The other ship has cannons too, after all.
It is highly recommended that you run with a bear at least once. This has little to do with the fight itself and everything to do with seeing a bear with a rocket strapped to its ass.