Topic: Wartune /
The Spire - A quick look
Hey everyone,
Me and my group have been running the Spire, and have quite frankly been owning it considering our br. We know of groups with stronger players that get less far, or get to the same point with trouble. The key to getting far is described in this topic, as well as some helpfull stuff to get you started in the Spire. Since your player strength will determine a big part of how far you can get in the Spire, it’s only fair that I post the setup and br’s of my party in advance.
Mage 1: 41997 br – has RoF at l4 and Thunderer at l3, Suntoria can be helpfull
Mage 2: 41326 br – dedicated healer, so Restoration, Suntoria, Blessed Light
Archer: 43338 br
Knight: 48626 br
We try to use at least lv5 int/power pots, and on our last attempt we cleared the 8th boss with warrior’s call on Mage 1 and on the Knight.
Introduction
The Spire is a 4 player, boss only dungeon. When you enter you have the option to buy special skills using balens, or to talk to the NPC and start the battle, once the battle has started bosses keep spawning untill your group gets wiped out, there are no breaks in between. Afterwards you get rewards based on your performance. Each boss killed will give 300k experience and 1 spire chest.
Spire Chest
The Spire Chest is a reward gained for killing bosses in The Spire. Upon opening you gain a random reward. I myself have seen the following rewards drop:
10.000 kyanite
2 Shadow Crystal
lv9 Luck Stone
20 vouchers
Fashion Shard
Fashion Core
If any other rewards can drop from the chest, feel free to post this and I’ll update the list.
Spire Skills
There are 4 special skills that can be used only in The Spire. Every day you get a few of these for free, but extra’s can be bought using Balen’s. The skills are as follows: (I do not know the exact names at the moment, will update with names when I find them)
Shield: reduces damage taken by 90% for 3 turns, 120 seconds cooldown. (3 free uses a day)
Heal: Heals the player for 50% of max health, 60 seconds cooldown. (3 free uses a day)
Vulcan Wrath: Increases damage done by 200% for 3 turns, 60 seconds cooldown. (3 free uses a day)
Resurrect: Resurrect yourself or a random dead player in your party and brings them to full health, cannot be used when everyone is alive. (1 free use a day)
At random times a treasure thief may spawn along with a boss. This is a golden goblin hiding behind the boss on the backrow. Killing this enemy will give you one extra skill. All skills can be obtained this way.
The bosses:
I only have knowledge of the skills of bosses up to lv8, any bosses after that will be updated when I reach them. Please note that none of the bosses can be slowed or stunned. Some of them do a very small bleed, but it’s not worth it wasting a skill slot for purification in my opinion.
Boss 1: Very weak starter boss, does single target damage on tank. Also does an AoE attack every now and then. Mostly a rage builder.
Boss 2: Again very weak. Spawns adds halfway through, but these do no noteworthy damage.
Boss 3: Spawns with 4 adds. These adds do a lot of damage, so it would be wise to AoE these asap. Once the boss reaches about half a bar, he will cast a damage debuff on all players. More on this debuff will be in the next section.
Boss 4: Nothing noteworthy, casts the damage debuff upon reaching his final health bar.
Boss 5: Same as boss 4.
Boss 6: Same as second boss in TL. Does extremely strong attack on the tank. He starts with a regular attack on the tank. On his second turn he does a huge attack on the tank. Then he does another normal attack, a very strong 2 player attack, 2 normal attacks, before doing the strong anti tank attack again.
Boss 7: Just a regular boss. Does a few random attacks and AoE’s. From here on you’ll start sweating.
Boss 8: Does an extremely strong AoE on his second turn, and every 4th turn after this. From here on you’ll need to start using shields/heals to survive if you are around our br.
Boss 9: Does weaker attacks as boss 8, but does AoE more often. Also applies a 50% damage reflect. Can be removed, but will most commonly be recast after 2 or 3 turns. Haven’t survived more than a few turns on this.
The damage debuff:
Bosses 3, 4 and 5 all cast a damage debuff on the party when they reach a certain point in their health. This debuff increases all damage taken by 40% per stack, lasts 999 turns, and cannot be removed. Upon dieing the token on the buff/debuff bar did disappear, but damage taken did not decrease after resurrecting, causing me to believe that dieing does in fact NOT remove the debuff.
There is a way to avoid this debuff however, which my party has been using to get further into the Spire. we assume avoiding the debuff is going to be the strategy to actually getting further into it, since the debuff really starts adding up the damage later on.
This is how my party deals with preventing the damage debuff:
Boss 3: The boss casts his debuff once he reaches half a bar. After AoEing the adds bring him down to about 1.5 bars. Stop using any skills, except for healing skills. Your auto attacks should still bring him down quite quickly. When the boss reaches his final bar, let him do one more attack. After this everyone does one more auto attack. After this auto attack the knight uses the damage buff and does his ulti, while the rest does a strong ability. This easily knocks over the boss before he gets a chance to cast the debuff.
Boss 4: The same as boss 3, however this boss casts his debuff once he reaches his last bar. We stop skill at 1.5 bars again, let the boss attack and do one more round of auto-attacks. Me and the archer then used the damage buff and our ulti’s to knock over the boss.
Boss 5: Doable at our br using the following tactic:
Don’t use ANY skills except for healing skills, this is to extend the fight as much as possible to wait for cooldowns. Once again when he comes near 1 bar, you will need to do the damage buff and ulti’s, but this time let all 3 damagers do this.
As you become stronger you might find you won’t need the Vulcan Wrath buff anymore to do this strategy, if you are at that point, I do suggest saving the buff for later bosses.
If you’ve done everything properly you should be able to pass those bosses without getting any debuff. So far we’ve only tested it on boss 3 and 4. Please bare in mind that this strategy worked for our group and might not work for yours. The key word for this strategy is communication. Make sure everyone knows when to do their damage buffs and abilities so the boss doesnt accidentally get knocked past the critical point. Keep talking in party chat, and you should be able to avoid the debuffs.
I hope this guide has been helpfull, and I’ll try to keep updating it as more information becomes available and as my group progresses further into The Spire. Bosses become progressively harder, and they become harder quite quickly. Where one boss might be challenging but doable, the next boss might oneshot you alltogether. I wish you all good luck, and if you have any comments, please feel free to comment to this topic.