Counter Spell Guide

End Game Tactics / Level 20 Gear for Counter Spell

End Game Tactics / Level 20 Gear

Overview

This guide is intended to help with the end game boss fight and loot.

Emberdark Guide

So you’ve reached the level cap, now what? Well current end game content consists of a boss mob in the final zone Emberdark. Once you strike the killing blow there is a guaranteed drop of a purple item with randomized bonuses that will more than likely be vastly superior to whatever you have currently equipped in that slot. Farming this zone to max out all your gear with Emberdark pieces should now be your ultimate goal.

Stage 1:

The level is laid out as a fairly circuitous winding route from the entrance bridge to the tower located in the center of the map. The starting bridge can be treacherous as enemies can spot you fully exposed from quite a distance.

There are usually a few enemies hanging out at location A or B. Location C can sometimes house several enemy mages which may try to attack with fireball spells but due to the height difference these can be easily dodged and they will carry well past their lethal range behind you.

The bigger concern is from lightning bolts as the concussive force can knock you down into the lava below. Random floating Oracles can attack from behind and above once the fighting starts so make sure you know that the nearest ladder is located at D if knocked down. If you take poison or disease damage and don’t have any cleansing potions the water fountain is located inside C. Once the enemies have been cleared out proceed to location E. There are usually a few wandering NPCs inside this barracks so use the choke point of the door to your advantage.

Stage 2:

After clearing out the barracks you are about half way through the level. Make sure you have at least 4 keys before proceeding. The altar at location A has a random buff. Every little bit helps so hop over the lava to it and pick up the bonus health, speed, or power.

The hallway behind the altar at location B is usually teeming with enemies. Lure them out to the open walkway so as not to attract the attention of the ones lurking behind all the locked doors in on the other side of the wall at location C. Feel free to use a grenade or wildfire as the cells beyond will have some more to replenish your stock.

Once the cells are cleared the eternity hallway (location D) is next. This long hallway has several enemies patrolling. A few fireballs or grenade should take care of them with the shrapnel bouncing lethally between the walls for added damage.

Finally the hallway ends and the door opens out into the forges. Pick up the extra grenade by the wall chest if you need it. Now, make your way along the pathway taking care that all visible bats, ghosts, and oracles are dealt with at this time while it is relatively easy.

You are now ready to enter the tower at location E. WAIT! The tower is locked! You only brought 3 keys didn’t you? Did you forget to pay attention earlier? You must declare attention bankruptcy and return to the beginning of the guide. Or you can trek back through the level looking for a key. There are only a select few in the map so you can hope that an enemy drops it when they respawn and you kill them or you can return to a previous zone to stock up at a vendor.

Stage 3:

Now that the tower is unlocked you may find several enemies waiting for you. There are flaming barrels on each floor of the tower so don’t go charging in half ♥♥♥♥♥♥. Take out all the enemies on the ground floor location A. Then peek up to see if you can spot any patrols on floor B or C. The ladders are arranged on opposite sides to get to the next floor. Once you are on the same floor as the last ladder at location D make sure you prepare for the upcoming fight by going to the next section of this guide.

Boss Fight Tactics

Group Tactics

The final boss is balanced against group assaults. However, a group that contains a priest or shaman will have a much easier time than a group consisting only of mages. Upon reaching the top of the tower all party members should be well stocked on grenades, mines, and health potions.

There is a high probability the first person up the ladder will draw agro so everyone should be prepared to run up quickly and unleash all their grenades and mines. Even with concentrated initial burst damage the boss may still have > 50% health remaining.

Now you find your party in the middle of an inferno. The whole floor is on fire with no safe places to move, and when you do an errant lightning bolt pushes you back into the flames you just escaped from (or out the window as I was unlucky enough to be caught by one in mid jump). A flashbang or smoke grenade is helpful here as they can buy you a few seconds cover to pop your health potion or revive any fallen party members.

With a little luck you finish the fight and everyone now has a piece of gear to pick up with their name attached to it. Congratulations! Now you can trade amongst your party to try and replace all your lower level gear.

Solo Tactics

  • Shaman: Keep your totems alive and let them do most of the hard work while you stay far back chipping away with arcane bolt. Your healing totem is essential to survive all the damage you will take.
  • Priest: Max out your grenades/mines and try to pick up a staff of fireball. In the confined space of the tower you will take almost as much damage from a fireball ricocheting around as the end boss. Use smoke or flash bangs to buy time to heal.
  • Mage: Don’t bother fighting in the tower. It’s a death trap to squishy mages with no damage mitigation and healing capabilities. Pop up and draw agro then retreat to the base of the tower. Once you have the boss’ attention mine the bottom of the tower and wait for them to go off before throwing in all your grenades and a wild fire. Small confined rooms are very lethal but it still won’t be enough. Retreat again around the corner by the lava lake and toss a flash bang or set a flash mine. Once stunned press your advantage and unleash your fireballs. With luck you can knock the boss into the lava and easily mop up. By this time the respawn timer may be resetting in the level and now you have to worry about new enemies flanking you. If the boss is still pursuing retreat further past the forge and into the long hall. Pop a mana potion and prepare to chain several fireballs as you continue backpedaling. Remember staffs are instant cast and don’t consume mana so if you are still alive at this point use them!
  • Warrior: TBD. If you have a level 20 warrior and have soloed the last boss please post in discussion group and I will add it to the guide.
  • Warlock: TBD. Post any tips for level 20 warlocks to win the fight in discussion group.
  • Rogue: TBD. Post any tips for level 20 rogues to win the fight in discussion group.

Elite Gear

Purple Emberdark Equipment:

Once the boss fight has been won all participating members will receive a unique enchanted gear of purple quality. The bonuses are randomized and can include frosty or flaming set effects.

Flaming Set Bonus

One thing that can make the entire lead up and end fight a little bit simpler is to try to combine gear to get 5/5 of flaming effect. The set bonus for having all 5 pieces is that each arcane bolt will generate a small amount of fire damage as well. This is particularly useful for quickly dispatching those pesky slimes but also greatly reduces the time required to get to the final fight.

Frosty Set Bonus

While not quite as beneficial as the flaming bonus the frosty effect can also allow for improved movement through ice or slowing down those melee chargers. It is important to note that if you have both 5/5 frosty and 5/5 flaming the flame will take precedence. At least 4/5 frosty will improve your survivability and escape attempts.

Now that you’ve gotten a taste of elite gear effects the next step is to work on maxing out your characters equipment slots. As you can see below I still need to get shoulders, chest, gloves, leggings, boots, and one of my rings. Before this character would be at maximum potential.

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