Post by Erathia on Oct 26, 2013 15:35:14 GMT
Hi guys, so recently alot of people have asked me to write a guide for spire, so i'll give it a crack.
First of all, my experience when running spire has been with a setup of 1 mage, 1 knight (tank) 2 archers, so i will write this guide
in regards to that formation
I will also make this a 3 piece guide, one for players around 45-50k average BR, one for a team of around 60k BR and one of 70k + BR.
first of all - the builds.
Knight should run full tank spec with - slasher, thrasher, personal shield, apollos and mini delphic.
Archers should run - arrow shot, multi shot, delphic sniper, scatter, incindiery shot(lunatic). Once u get the timing for the 9th boss down, only 1 archer can run scatter and the other can run bloodthirsty shot.
Mage: lightning bolt, puri, resto, sunotoria, blessed light.
There are 4 buffs that are given in spire - from left to right: Yellow, reduces incoming damage by 90% for 3 turns (will be refered to as yellow), Green - heals for a large percentage of you health (will be refered to as green), red - increases your damage by 200% for 3 turns (will be refered to as red), blue - will revive a slain ally (will be refered to as blue).
Its also important to note that there is chance for any boss to have a yellow goblin with him, that once slain will give one extra random buff, I will make this guide assuming you get no goblins, as they are random.
So now i'll detail the fights on each boss, and following that, I will detail the the strategy for each group.
1st: Mostly tank and spank, around last bar he gets a damage debuff, should idealy be scattered, most groups will kill him before this point.
2nd: Gives two debuffs, one is a patk debuff and gives a small bleed, should be able to be tanked through, puri if needed. around 1.5 bars left, he will summon 4 adds that should be killed quite easily, dont hit very hard.
3rd: Big worm that starts with 4 nasty adds that hit hard, groups of around 40k BR should all use yellow as soon as the fight starts and aoe (lunatic if you have) to kill the adds as quick as possible. Very important, if the boss gets to his last bar of hp, he gives the entire party a debuff that they receive an additional 40% damage, this debuff cannot be puri'd and does not get removed on death (even though the debuff dosent show anymore). The way to avoid this debuff is to burn the boss before he gets to last bar. I will detail how to do so in the strategy section.
4th: Purely tank and spank, every 4 turns will cast an aoe. Same as 3rd boss, gives debuff on last bar. Will be refered to in strategy section.
5th: Exactly the same as 4th.
6th: This is when things start to get fun. This boss has 3 differant attacks. The first is a regular auto attack that he hits on the tank. Every 4 turns, he will cast a nasty auto attack (he slams his mallet down on ur head) on your tank, it hits hard, so idealy, the tank should have a personal shield on or atleast an incindiery\apollos should be up. His third attack is this, he shoots 2 fireballs randomly, on two party members. this fireball is scary, as it does a large percentage of your health. Its important, DONT PANIC, this boss does not hit any1 except the tank without this attack, so dont use any buffs, even if you are low, unless you are the tank and you're low. Just heal through it with sun\BL
7th: This boss is a mage and he starts to really hit hard, every 4 turns he does a nasty aoe that hits pretty hard. if the fight lasts two long, he will cast the aoe more and more frequently, so try to burn him fast. Also, on last bar he gives a debuff to the entire party that cannot be puri'd, this debuff slows ur team for 25%. This buff is not as nasty as the 3rd, 4th and 5th boss debuff, so if you're out of reds, its ok but idealy, you should burn him down like the other bosses.
8th Same as 7th, only hits much harder, this boss needs gear, or buffs to beat.
9th: this boss is an archer that every turn does an aoe attack that hits hard, be prepared to have high pdef and good healing for this boss. Additonally, on the 2nd turn and every 4 turns after, he gets a buff that does a 50% damage return, this buff MUST be scattered. Idealy, one archer can take care of it, however, until the archer has the timing down perfectly, have an additonal archer bring scatter to cover for him. If you miss even one scatter, the entire rotation will get wrecked.
10th: This boss spawns with two adds that need to be burned, after the adds first attack, they get a small shield and 50% damage return, either burn them fast or scatter the buff. This boss has a hard rotation - auto attack, aoe attack (this attack dosen't hit TOO hard) auto attack, damage + bleed on random target. This bleed hurts, as it does 10k damage on every turn for 3 turns. The problem here is, if you only run one mage, you can only puri every other bleed. The ussual trick is, puri only the tank and mage, since ussually the archers can tank through it as their pdef is higher then the mage. Ofc, keep a tight reign here, if the archer is low and has no buffs left, puri.
11th: This boss hits like a TRUCK, have ur tank save shields, apollos, incindiery, use everything to heal this up.
every 4 turns he will do an aoe that gives a mdef and pdef debuff. Try to puri it asap or your tank wont survive.
12th: This boss is acctually easier then 11th, he will randomly hit one of your party members, and once in a while he will put up a 12k bleed that should be puri'd. The important thing is, u need your two archers to save two reds for this boss, as he needs to be burned FAST. After a while, he get a 1000% damage buff (!!!!!!) that will wipe your party, kill it before that happens.
13th: This mage hits HARD, every 4 turns he will aoe your party for a massive amount damage. Again, after a while he will get a 1000% damage buff that will wipe your party, have extra reds ready.
Thats as far as we've gotten so far, we expect to beat 13th within a month.
Strategies:
45-50k BR:
You goal is 9th-10th boss. burn through boss one and two, as soon as 2nd boss dies, every1 put up a yellow and aoe the hell our of the adds. When boss is around 1 bar (a little over) have the stronger archer red and sniper. On 4th boss, when he reaches close to last bat, have the weaker archer red and sniper and the knight brut and mini delphic. on 5th, slow down the damage to auto attacks until the archer gets his delphic sniper back. when he reaches close to 1 bar, have both archers red and snipe. As soon as 6th spawns, have the knight hit apollos and shield right before his big attack, before his next big attack, use yellow, then incindiery the third... remember, dont panic on the fireballs unless they hit your tank, sun will heal your hp back up. On 6th, rotate incindiery and apollos until boss reach one bar, then have EVERYONE red and use their biggest attack, sniper, mini delphic and lightning bolt.
On 8th, just survive, use every buff avilable to burn it. Watch for the aoe, it hurts. As far as 9th, it depends how many goblins you got, in most cases, 45-50k br wont be able to burn it, but in any case, rotate the scatter when he gets his buff, and try to survive his aoe, he hurts really bad.
60k BR Average:
You target is to reach 11th.
Burn first and seconed, have knight red 3rd on last bad and both archer delphic, then slow down dps so the archer gets his sniper back, weaker archer reds 4th and stronger archer reds 5th with help from the knight. Blow by the 6th, on 7th, have both archers red and sniper on last bar.
Burn through 8. On 9th, make sure ur archer has good timing on the scatter, apollos and delphics as needed, its ok to blow a yellow and green here when low. Make sure u know when the buff is about to go up and auto attack, so u dont kill yourself. Archers whos scattering should use this rotation - MS or AS as soon as boss pops, then another AS or MS and scatter right away! after that, make sure u scatter EVERY TIME scatter is up, dont be late by even a few seconds cause it will ruin the timing and rotation and kill your party.
10th, burn fast through the adds, watch out for the nasty bleed, try to avoid using puri on the archers and save it for the mage and the tank, unless you have to. You've reached 11th, congrats, now its time to die. He simply hits too hard for a 60k BR knight to tank, but great job getting here.
70k + BR:
Target, 13th +:
Ok, so you're pros now, here are some tips.
burn first and seconed, have knight delphic 3rd, weaker archer snipe 4th and stronger archer snipe 5th, which means you all still have 2 reds left. burn 6th. on 7th, have the knight use red and mini delphic and both archers brut and snipe, it should be enough if your timing is good. burn 8th, 9th and 10th. on 11th, TRY TO SURVIVE, hope u have some revives handy, puri the debuff asap as it will wreck ur knight, use every buff at your disposal, apollos, incindiery, dont bother saving buffs for 12th, hes really not bad. If you see that your out of revives or running out of revives, go ahead and blow your reds, but without reds, you wont beat 12th so take that into account. did u get to 12th with 2 reds left on your archers? Good job, this shouldn't be too hard. Keep yourself as healed as possible, puri the bleed, red and snipe every time its up. Try to burn him as fast as possible, put out as much dps as you can, this is a dps race!.
Did you get to 13th? GZ, you did amazing, congratulate yourselves on a job well done and proceed to die. Once we beat this guy i'll try to give out a proper strategy.
Well thats it, I hope this guide helps you guys, good luck and happy hunting!
First of all, my experience when running spire has been with a setup of 1 mage, 1 knight (tank) 2 archers, so i will write this guide
in regards to that formation
I will also make this a 3 piece guide, one for players around 45-50k average BR, one for a team of around 60k BR and one of 70k + BR.
first of all - the builds.
Knight should run full tank spec with - slasher, thrasher, personal shield, apollos and mini delphic.
Archers should run - arrow shot, multi shot, delphic sniper, scatter, incindiery shot(lunatic). Once u get the timing for the 9th boss down, only 1 archer can run scatter and the other can run bloodthirsty shot.
Mage: lightning bolt, puri, resto, sunotoria, blessed light.
There are 4 buffs that are given in spire - from left to right: Yellow, reduces incoming damage by 90% for 3 turns (will be refered to as yellow), Green - heals for a large percentage of you health (will be refered to as green), red - increases your damage by 200% for 3 turns (will be refered to as red), blue - will revive a slain ally (will be refered to as blue).
Its also important to note that there is chance for any boss to have a yellow goblin with him, that once slain will give one extra random buff, I will make this guide assuming you get no goblins, as they are random.
So now i'll detail the fights on each boss, and following that, I will detail the the strategy for each group.
1st: Mostly tank and spank, around last bar he gets a damage debuff, should idealy be scattered, most groups will kill him before this point.
2nd: Gives two debuffs, one is a patk debuff and gives a small bleed, should be able to be tanked through, puri if needed. around 1.5 bars left, he will summon 4 adds that should be killed quite easily, dont hit very hard.
3rd: Big worm that starts with 4 nasty adds that hit hard, groups of around 40k BR should all use yellow as soon as the fight starts and aoe (lunatic if you have) to kill the adds as quick as possible. Very important, if the boss gets to his last bar of hp, he gives the entire party a debuff that they receive an additional 40% damage, this debuff cannot be puri'd and does not get removed on death (even though the debuff dosent show anymore). The way to avoid this debuff is to burn the boss before he gets to last bar. I will detail how to do so in the strategy section.
4th: Purely tank and spank, every 4 turns will cast an aoe. Same as 3rd boss, gives debuff on last bar. Will be refered to in strategy section.
5th: Exactly the same as 4th.
6th: This is when things start to get fun. This boss has 3 differant attacks. The first is a regular auto attack that he hits on the tank. Every 4 turns, he will cast a nasty auto attack (he slams his mallet down on ur head) on your tank, it hits hard, so idealy, the tank should have a personal shield on or atleast an incindiery\apollos should be up. His third attack is this, he shoots 2 fireballs randomly, on two party members. this fireball is scary, as it does a large percentage of your health. Its important, DONT PANIC, this boss does not hit any1 except the tank without this attack, so dont use any buffs, even if you are low, unless you are the tank and you're low. Just heal through it with sun\BL
7th: This boss is a mage and he starts to really hit hard, every 4 turns he does a nasty aoe that hits pretty hard. if the fight lasts two long, he will cast the aoe more and more frequently, so try to burn him fast. Also, on last bar he gives a debuff to the entire party that cannot be puri'd, this debuff slows ur team for 25%. This buff is not as nasty as the 3rd, 4th and 5th boss debuff, so if you're out of reds, its ok but idealy, you should burn him down like the other bosses.
8th Same as 7th, only hits much harder, this boss needs gear, or buffs to beat.
9th: this boss is an archer that every turn does an aoe attack that hits hard, be prepared to have high pdef and good healing for this boss. Additonally, on the 2nd turn and every 4 turns after, he gets a buff that does a 50% damage return, this buff MUST be scattered. Idealy, one archer can take care of it, however, until the archer has the timing down perfectly, have an additonal archer bring scatter to cover for him. If you miss even one scatter, the entire rotation will get wrecked.
10th: This boss spawns with two adds that need to be burned, after the adds first attack, they get a small shield and 50% damage return, either burn them fast or scatter the buff. This boss has a hard rotation - auto attack, aoe attack (this attack dosen't hit TOO hard) auto attack, damage + bleed on random target. This bleed hurts, as it does 10k damage on every turn for 3 turns. The problem here is, if you only run one mage, you can only puri every other bleed. The ussual trick is, puri only the tank and mage, since ussually the archers can tank through it as their pdef is higher then the mage. Ofc, keep a tight reign here, if the archer is low and has no buffs left, puri.
11th: This boss hits like a TRUCK, have ur tank save shields, apollos, incindiery, use everything to heal this up.
every 4 turns he will do an aoe that gives a mdef and pdef debuff. Try to puri it asap or your tank wont survive.
12th: This boss is acctually easier then 11th, he will randomly hit one of your party members, and once in a while he will put up a 12k bleed that should be puri'd. The important thing is, u need your two archers to save two reds for this boss, as he needs to be burned FAST. After a while, he get a 1000% damage buff (!!!!!!) that will wipe your party, kill it before that happens.
13th: This mage hits HARD, every 4 turns he will aoe your party for a massive amount damage. Again, after a while he will get a 1000% damage buff that will wipe your party, have extra reds ready.
Thats as far as we've gotten so far, we expect to beat 13th within a month.
Strategies:
45-50k BR:
You goal is 9th-10th boss. burn through boss one and two, as soon as 2nd boss dies, every1 put up a yellow and aoe the hell our of the adds. When boss is around 1 bar (a little over) have the stronger archer red and sniper. On 4th boss, when he reaches close to last bat, have the weaker archer red and sniper and the knight brut and mini delphic. on 5th, slow down the damage to auto attacks until the archer gets his delphic sniper back. when he reaches close to 1 bar, have both archers red and snipe. As soon as 6th spawns, have the knight hit apollos and shield right before his big attack, before his next big attack, use yellow, then incindiery the third... remember, dont panic on the fireballs unless they hit your tank, sun will heal your hp back up. On 6th, rotate incindiery and apollos until boss reach one bar, then have EVERYONE red and use their biggest attack, sniper, mini delphic and lightning bolt.
On 8th, just survive, use every buff avilable to burn it. Watch for the aoe, it hurts. As far as 9th, it depends how many goblins you got, in most cases, 45-50k br wont be able to burn it, but in any case, rotate the scatter when he gets his buff, and try to survive his aoe, he hurts really bad.
60k BR Average:
You target is to reach 11th.
Burn first and seconed, have knight red 3rd on last bad and both archer delphic, then slow down dps so the archer gets his sniper back, weaker archer reds 4th and stronger archer reds 5th with help from the knight. Blow by the 6th, on 7th, have both archers red and sniper on last bar.
Burn through 8. On 9th, make sure ur archer has good timing on the scatter, apollos and delphics as needed, its ok to blow a yellow and green here when low. Make sure u know when the buff is about to go up and auto attack, so u dont kill yourself. Archers whos scattering should use this rotation - MS or AS as soon as boss pops, then another AS or MS and scatter right away! after that, make sure u scatter EVERY TIME scatter is up, dont be late by even a few seconds cause it will ruin the timing and rotation and kill your party.
10th, burn fast through the adds, watch out for the nasty bleed, try to avoid using puri on the archers and save it for the mage and the tank, unless you have to. You've reached 11th, congrats, now its time to die. He simply hits too hard for a 60k BR knight to tank, but great job getting here.
70k + BR:
Target, 13th +:
Ok, so you're pros now, here are some tips.
burn first and seconed, have knight delphic 3rd, weaker archer snipe 4th and stronger archer snipe 5th, which means you all still have 2 reds left. burn 6th. on 7th, have the knight use red and mini delphic and both archers brut and snipe, it should be enough if your timing is good. burn 8th, 9th and 10th. on 11th, TRY TO SURVIVE, hope u have some revives handy, puri the debuff asap as it will wreck ur knight, use every buff at your disposal, apollos, incindiery, dont bother saving buffs for 12th, hes really not bad. If you see that your out of revives or running out of revives, go ahead and blow your reds, but without reds, you wont beat 12th so take that into account. did u get to 12th with 2 reds left on your archers? Good job, this shouldn't be too hard. Keep yourself as healed as possible, puri the bleed, red and snipe every time its up. Try to burn him as fast as possible, put out as much dps as you can, this is a dps race!.
Did you get to 13th? GZ, you did amazing, congratulate yourselves on a job well done and proceed to die. Once we beat this guy i'll try to give out a proper strategy.
Well thats it, I hope this guide helps you guys, good luck and happy hunting!