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Wartune Guide: Spire Tips

Date: Jun 11 2013 18:33:16 Source: Guidescroll.com Views:
KeyWord: Wartune, Wartune Guide Wartune Spire Tips, Wartune Tips, MMORPG, Browser Game, Strategy

This guide is for giving some folks a few pointers on how to get the most out of your spire runs in Wartune.

1.) You are given FREE spire runes each day, so use them (and use them wisely, particularly the "Vulcan" rune).

2.) Bosses 3-6 each cause a +40% damage taken debuff that will last the entire duration of your spire run; you do NOT want to get this debuff even one time – with only 1 debuff, you can still do well, but if you get 2 or more, you'll find yourself having a very difficult time. These bosses will only use their debuffs once their health is low (roughly 1.2 HP bars remaining); and keep in mind that even if you die and get revived -despite the absence of the debuff icons-, the debuff still applies.

2 a.) Avoiding these debuffs is vital, and requires good group coordination/application of Vulcan runes in conjunction with heavy-hitting single target abilities, supplemented by several AoE's (2nd boss will "summon" a group of reinforcements, so a quick AoE on vulcan rune buff timer will whipe out the mobs letting your teammate nail the lizard with a strong single-target damaging ability with vulcan; as 2nd boss is cleared, make sure the first attacks that will land on 3rd boss are also AoE since it will be a boss that COMES with 4 mobs). Best way to achieve this is to have everyone rage up on first boss, deal light damage to 2nd boss until he summons his minions, then have the team coordinate using vulcan at the same time; have 1 mage use RoF for the quick AoE to wipe the mobs, rest of team finishes the boss, 3rd boss comes with minions, so if 1-2 members now use their 2nd vulcan buff's round with an AoE to open, then the baby worms will be cleared and the rest of the team can finish off the worm with their remaining vulcan charges – this will make bosses 2 and 3 go very quickly without getting nailed by their damage taken debuffs.

2 b.) After clearing boss 3, you'll want to deal damage very slowly on boss 4 if you don't have enough remaining vulcan buffed attack rounds to clear him instantly – if some of your group still have a single remaining turn on their vulcan rune, it'd actually be best for them to waste the remaining buff duration by either using a normal rune or non-damaging ability. After making sure you're not bursting down the boss's HP bar too quickly, you'll still need to stall your damage-dealing on the boss until everyone's vulcan rune cooldown timer is finished. Once the timers are done, everyone should rage back up, get the boss down to about 1.5 HP bars, then coordinate their vulcan rune usage again, and burst the remaining bosses down with a quickness (my group usually clears boss 4 with first coordinated vulcan rune, then we delay damaging boss 5 until vulcan cooldowns is gone, then we clear bosses 5 and 6 with our 2nd charges of vulcan).

3.) Boss 7 (and 8, if I remember correctly) cause a slow debuff when they are low on health – you may actually WANT to let them get the slow debuffs on your team.

4.) Boss 9 deals moderate AoE damage (hits every teammate) which isn't bad unless you have the damage taken debuffs from bosses 2-6; biggest problems with lv. 9 boss come from its 50% damage reflect. Trick is to time it so that everyone activates their remaining vulcan rune charges and finishes boss 8 with vulcan rune buffs remaining – then, nuke the CRAP out of boss 9 with our very first attacks since the boss doesn't activate his deflect until 2nd round. After this, we all "turtle-heal"/skill in order to buy time for healing cooldown timers to return. If desperate to nuke the boss while her deflect is up, designate one person to do the heavy damage healing so that heals and the revive runes can be focused on them. Deflection astrals, reverse damage, bubble, heals, and poison arrow are your friends here.

5.) If you've made it past boss 9, good job, you're now about as far as most of the best teams have gotten, here comes boss 10: boss 10 spawns with 2 mobs in front of him, these mobs will throw deflection buffs on themselves fairly early (either their first or second rounds) so open up with some heavy AoE's and knock them out before they can do it or you'll soon have a big problem but they drop fairly quickly. The boss himself does a nasty AoE attack, a fairly heavy front-most single-target attack, and a single target DoT debuff that says it deals 10k damage (seems buggy on how much you actually take from the DoT – u can sometimes SEE 10,000 damage float above your head, but it doesn't always seem to actually deal 10k damage) – the DoT is random target and fairly short duration, he'll probably end up cycling it throughout your group. Now, this boss is pretty rough, but our team has beaten it once. Never used purification for the DoT, btw. Came down to healer and tank doing the bulk of the work – tank is the most important thing on this boss, and timing your damage reduction runes is important so that healers can keep restoration focused on that meat-shield of yours up front – also can be a large factor of luck involved here, since our group had gotten an extra revive and vulcan from treasure thieves leading up to it.

6.) Level 11 boss is our "old faithful" friend, the big floating eyeball. This one is quite different from all the previous forms, since his usual AoE stun move no longer has stun and is actually a front-most single-target attack. He still does the random targeted all attack/defense stats -50%, but he uses this MUCH more often, and I can't really remember, but I believe he still does the AoE physical attack, but I believe he only used this on us once or twice. Basically, all 4 of us lasted about 7 rounds, then he caught our tank with the debuff… after that he pretty much just cycled the front-most attack and the debuff for the remainder; with the debuff on, that single-target attack dealt enough to kill anyone at full HP instantly… yeah, ouch.

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