Dedicated to helping you conquer the Spiral

MooShu Mayhem

MooShu Mayhem

Feb 7, 2013

With our Spellbound farming event coming up this weekend, we wanted to give you guys some hints on how to get together a good farming group for these spells. We’ve got suggestions on good schools to use as a ‘hammer’ in your group, how to play to their strengths to make your fights faster, and suggestions for treasure cards that can help you out.

Generally speaking, we prefer to farm with a full four-person fight – obviously having 4 people buffing up and hitting is the fastest way to farm. However, this weekend we’ll be helping low level wizards, many of whom aren’t high enough level to train the most useful spells yet, or who can’t cast a spell because they may gain unwanted experience that could level them up. For this reason, we’re presenting our ideas for how to farm these bosses in PAIRS. Additional players can help in the fight, but only two players are required for any of these strategies. Even with the fight just half full, groups can still work together to defeat the bosses quickly.

 

General Requirements

– Each farming pair assumes that the hammer is level 58+ and has trained gargantuan at a minimum. If a certain percentage of power boost is required for the strategy to work, we’ll specify that for you. Having the ability to use colossal rather than gargantuan and having a higher power/gear boost than stated would be ideal. Many of these enemies also cast weakness, and damage boost can be key to offsetting that, so if you intend to act as your group’s hitter, please invest in some good gear.

– The buffing player, aka the support player must enter the battle before the hammer, in order to buff them on the same turn they hit. If you have fragile players who will be farming with you (ie, low level players who can die easily and who will not be helping to buff up for the kill hit), they should enter the battle in time for the final round only. In this case, we will usually be trying to kill on round two, which means your fragile players should enter the battle sometime during round one, any time from spell selection on.

-At Koto, be prepared with two of each necessary card in your deck as he may tower shield. Be prepared with the same for Shoji if you plan to attack with an elemental school as he frequently elemental shields himself.

Any type of feint will suffice for these strategies. Trained, potent, treasure, item (eg, from an amulet) or pet feint will all work well. We will have treasure feints, treasure elemental blades, and treasure spirit blades on hand at the event to trade to any wizards that could use them.

 

Farming Pairs and Strategies

1. Storm and ANY other school.

Requirements for the hammer: the storm wizard must have a minimum 85% damage boost from gear. If they have trained colossal, their gear need only have a 70% damage boost.

Requirements for the support player: must have some type of feint.

Strategy, 1 turn kill: Have the support player cast feint on the boss, and the storm player cast an enchanted tempest.

Decks:

 

Video:

 

2. Fire and ANY other school.

Requirement for the hammer: the fire wizard must have a minimum 20% damage boost.

Requirements for the support player: must have some type of feint AND trained or treasure elemental blades.

Strategy, 2 turn kill: on the first round, the support player can either feint the boss or elemental blade the fire player, and the fire player should blade themself. (Exception – at Zaneki, replace the blades in your deck with a prism.) On the second round, the support player should either feint the boss or blade the fire player (whichever they were not able to do first round), and the fire player should cast an enchanted meteor strike.

Decks:

 

Video:

3. Myth and ANY other school.

Requirements for the hammer: the myth wizard must have a minumum 25% damage boost.

Requirements for the support player: must have some type of  feint AND trained or treasure spirit blades.

Strategy, 2 turn kill: on the first round, the support player can either feint the boss or spirit blade the myth player, and the myth player should blade themself. On the second round, the support player should either feint the boss or blade the hammer (whichever they were not able to do first round), and the myth player should cast an enchanted humungofrog.

Decks:

 

Video:

 

4. Death and ANY other school.

Requirements for the hammer: the death wizard must have a minumum 35% damage boost. The higher your power pip percentage, the better. If you do not get a power pip on round two, you will have to attack on turn 3 instead of turn 2.

Requirements for the support player: must have some type of feint AND trained or treasure spirit blades.

Strategy, 2 turn kill: on the first round, the support player should feint the boss. DO NOT BLADE the death player on round one. The death player should use empower on the first round, hitting themself to gain 3 regular pips. One the second round, the support player should spirit blade the death wizard, who will then cast gargantuan scarecrow.

Decks:

 

 

Video:

5. Death and balance (or any school player with a balance amulet).

Requirements for the hammer: the death wizard must have a minumum 35% damage boost.

Requirements for the support player: Must have a wand that gives one power pip. Must either be balance, or have a balance amulet and “Donate pips” treasure cards. Must have some type of feint.

Strategy: on round one, the balance player donates pips to the death player. The death player blades himself. On turn two, the support player feints the boss, and the death wizard casts gargantuan scarecrow.

Decks:

 

Video:

6. Life and balance (or any school player with a balance amulet).

Requirements for the hammer: no damage boost required, but if your support player is using regular/trained donate power cards, 100% pip chance is preferable.

Requirements for the support player: Must have a wand that gives one power pip. Must either be balance, or have a balance amulet and “Donate pips” treasure cards. Must have some type of feint.

Strategy, 2 turn kill: on the first round, your balance player donates pips to your life player. If you life player does not have 100% pip chance, a treasure card donate is preferable. The life player should blade themself. On round two, the balance player should feint the boss and the life player should cast gargantuan forest lord.

Decks:

 

Video: (notice that a treasure donate is used since the life player did not have 100% pip chance)

What About Ice and Balance?

At these particular bosses, ice and balance don’t make the greatest heavy hitters.

Why not Ice?

Well, Koto is ice and resists 80% to his own school. Zaneki is fire but frequently ice shields. For this reason, using ice as a hammer requires an extra turn for both of these bosses. (In one case, to prism – in the other, to pierce.) If you’d like to use an ice hammer for a two turn kill at Shoji, however, go for it – you can repeat the same strategy that’s laid out for fire wizards, but instead use an enchanted blizzard. You will need a 20% damage boost.

Why not Balance?

Firstly because Shoji is balance, and there’s no real fast, efficient way for a balance player to farm a balance boss who elemental shields. Secondly, in order to efficiently buff up a balance as a hammer, you need a second balance player (or someoe with no auction/crowns gear that comes with balance spells) which a lot of the time simply isn’t feasible. If you do have a second player with access to balance/dragon blade and feint, you can fight Zanecki and Koto using the same strategy that is laid out for fire/myth wizards and hit with an enchanted sandstorm. You will need a 50% damage boost.

We hope these idea have been helpful to you! If you have any questions or alternate ideas, fire away in the comments!