Rather than copy and paste the old Spire guide, I figured it was time to make a new one:
See
http://wartune.wikia.com/wiki/The_Spire for a summary of how to use the Spire abilities.
Guardian Shield: Reduces incoming damage by 90% for 3 rounds. 120 second cooldown.
Pean of Life: Heals you for half your maximum health. 60 second cooldown.
Vulcan Wrath: Increases your damage by 200% for 3 rounds. 60 second cooldown.
Sacred Nirvana: Revives you. If you are not dead, it revives another party member. 120 second cooldown.
Treasure Thief: This is a goblin add that appears randomly, rarely. If you kill it, it gives you an extra Spire ability--adding 1 use, randomly, to one of them. The Treasure Thief is relatively weak, not quite as strong as the 1st boss.
Boss strategies:
1st boss, Karl (minotaur): Rage builder for high br's. Most groups should be able to get past this one without any special strategy. If you're a low br level 46 group, then maybe you will have trouble. If so, use up all your spire abilities when you are having trouble.
2nd boss, Krowl (lizard): It will summon a group of adds at around the middle of the 2nd health bar. These should be killed using a relatively weak area damage ability. They shouldn't be a problem for most groups. This boss gives you a short-term debuff that should not be a problem for high-br groups. Build up rage after the adds are dead.
3rd boss, Muloch (worm): This boss enters with a group of adds, much tougher than Krowl's. They need to be killed as soon as possible, with a strong area damage ability.
Important: This and the next two bosses will put a strong debuff on you during their last health bar. These debuffs stack. To avoid this, use Vulcan Wrath right before the last bar begins, and then use your Delphic to hopefully skip the last bar. Other party members can help with this. In high br groups, the weakest Delphic can be used for this.
4th boss, Garrol (snake): Tank and spank aside from the debuff, which needs the same treatment as the previous boss. A stronger Delphic should be used here, possibly from two members.
5th boss, Lorne (mantid): Similar to the previous boss, but stronger. Again, use a Delphic with Vulcan Wrath to skip last health bar. Go very slowly on this boss if rage is low.
6th boss, Randol (goblin): This boss hits very hard, and so burst heals or Spire abilities should be used to survive. This boss and later ones do not give you the damaging debuff.
7th boss, Pharrak (mummy): This boss hits relatively hard, but not in the strong bursts that the previous boss uses. It's not a big problem for groups of around 55-60k br, but it is very difficult for low br groups.
8th boss, Alikar (warlock): Has very strong area damage abilities. Kill as quickly as possible.
9th boss, Andela (archer): Has a 50% damage reflect shield that must be removed using Scatter Shot. This boss will frequently give you full rage with her attacks, which can be used for high damage abilities after the shield has been removed. The designated Scatter Shot archer will not need to build rage, because of this. If the shield is up, try to avoid destroying yourself. At this stage of server progression, it is handy to have 2 mages for this fight, because few of us have enough pdef and health to survive her attacks.
10th boss, Staphos (armored warrior): Purification required because of a 10k damage bleed.
11th boss, Bera (floating eyeball): Tends to 1-shot the tank. The below guide has a lot of additional strategic information for him. For my group, we debuff him with Incendiary Shot, use our resurrections when we can, and try to otherwise kill him as quickly as possible. Purification seems to be useful here, to remove defense debuffs.
12th boss, Darnos (headless knight): This boss has an enrage timer (1000%), and so it is wise to kill him as quickly as possible. It is not wise to have anyone placed behind the front tank(s) in the formation facing this boss, because it will sometimes attack those directly behind the main target. My group has passed him once.
13th boss, Maretti (sorceror): This boss hits very hard, occasionally with an attack that hits everyone in the group. He also has a +1000% damage enrage that occurs after several rounds. The below guide has some advice on him.
See here for more information: forum.r2games.com/showthread.php?66024-Spire-Tips and wartune.wikia.com/wiki/The_Spire