SpiresPeak

Overview
SpiresPeak is a small enclosed valor arena that sits atop LowerSpire. There is only one wave and one boss of this arena.

Picture coming soon

Classes
SpiresPeak, like the other MobArenas in the Valor class, have special Valor Classes that are the same for each Valor Arena. The 6 Valor Classes are as follows.

Seeker - Short-Mid range DPS
Resource: Valor.

Passive: Windup - For every 25 hearts of damage the Seeker deals, they gain speed/jump boost 1 for 5 seconds, as well as 1 Blast Charge.

Drive [6 second cooldown][Generates 1 Valor]
 * The Seeker lunges forward, dealing damage to all enemies in their path.
 * If more than 5 enemies are damaged by this ability, the cooldown resets and the Seeker is healed by 1 heart (only resets once before triggering the long cooldown).
 * Using this ability after the cooldown is reset will not generate Valor.
 * Deals more damage to targets afflicted with weakness.

Living Blade [3 Uses][12 second cooldown][1-3 Valor]
 * 1) Damages targets in a triangular area 5 blocks in front of and to the left of the Seeker.
 * 2) Damages targets in a triangular area 5 blocks in front of and to the right of the Seeker.
 * 3) Damages targets 5+(Valor/2) blocks in front of the Seeker.
 * Damages targets 3 blocks beyond the furthest point of the initial damage.

Bombard [6 second cooldown][2 or 3-6 Valor]

Right click [2 Valor][1 Blast Charge]: Shift right click [3-6 Valor]:
 * Fires one blast charge to the seeker's targeted enemy, or to their target block if they have no entity targeted
 * The blast charge explodes upon impact, damaging all nearby enemies and applying weakness 2 to them for 8 seconds
 * Prepares all blast charges to be fired with regular right click
 * Firing blast charges with this method deals more damage and weakens enemies for 2 seconds longer
 * Switching off of the Bombard skill cancels the full barrage, but still consumes all the original valor

Sorcerer - Mid-Long range DPS
Resource: Flux.

Passive: Dissonance - Enemies that are afflicted with Dissonant Energy take additional damage from the Sorcerer's abilities. Dissonance persists until death, at which point it will jump to a random enemy within 5 blocks (if the killing blow is landed by the Sorcerer).

Arcane Spark [Basic attack][1 second cooldown]
 * Damages all enemies 10 blocks in front of the Sorcerer.
 * Applies Dissonance to all enemies hit.

Transfuse [6 second cooldown][Generates 1 Flux]
 * Damages all targets afflicted with Dissonant Energy.
 * Applies slowness/weakness 2 to all targets for 3 seconds.

Dazzle [15 second cooldown][2-4 Flux]
 * Every .5 seconds for 5-7.5 seconds, enemies affected by Dissonant Energy fire beams of magic to other enemies also afflicted with Dissonant Energy, damaging all enemies in the path of the beam.
 * Applies levitation to all enemies hit for 1 second.

Boundary [45 second cooldown][5 Flux]
 * Creates a force field that protects allies within 3+(Flux/4) blocks of the Sorcerer.
 * All allies that are within the Boundary when it's activated gain absorption 3 for 20 seconds.
 * All enemies within the boundary when it's activated take heavy damage and are flung from the boundary and gain levitation for 5 seconds.
 * Any enemy that tries to enter the boundary while it's active is pushed away and gains levitation for 2 seconds.

Ranger - Long range DPS
Resource: Focus.

Passive: Careful Aim - Headshots deal x2 damage to the victim, and every fourth headshot deals x3 damage and heals the Ranger for 1 heart [6 second cooldown].

Piercing Shot [6 second cooldown][Generates 1 Focus]
 * Damages all enemies between 4 and 20 blocks in front of the Ranger.

Noxious Trap [12 second cooldown][2 Focus]
 * Sets a trap on the clicked block that lasts for 30 seconds, or until an enemy walks over it.
 * Once activated, the trap roots up to 8 enemies in a 3 block radius of the trap, and applies wither 1 to them for 7.5 seconds.

Volley [30 second cooldown][4-6 Focus]
 * Damages all enemies with 4+(Focus/3) blocks of the Ranger's target location every .75 seconds for 3.75 - 5 seconds.
 * Weakens all enemies hit for 1.5 seconds each time they get hit.

Berserker - Short range DPS
Resource: Bloodlust.

Passive: Flurry - every third melee hit heals the berserker for 1/4 of the damage dealt, applies haste 3 for 5 seconds [3 second cooldown].

Grievous Wound [6 second cooldown][Generates 1 Bloodlust]
 * Damages every enemies within 2+(Bloodlust/2) blocks of the primary target.
 * Slows all enemies by 20% for 3 seconds.

Thrash [20 second cooldown][1-5 Bloodlust]
 * Damages all enemies within 3+(Bloodlust/3) blocks of the Berserker every .5 seconds for 5 seconds (the AoE follows the Berserker around).
 * Applies mining fatigue to enemies hit for 4 seconds.

Anchor Howl [45 second cooldown][4 Bloodlust]
 * Roots all enemies within 10 blocks of the Berserker.
 * Slows all enemies within 20 blocks of the Berserker by 20%.
 * Forces all enemies affected to target the Berserker.

Defender - Short-Mid range Tank/Support
Resource: Resolve.

Passive: Quick Reflexes - has a 25% chance to parry any incoming attack, nullifying the damage, and generating 1 Resolve.

Passive 2: Blast Shield - reduces explosion damage to all players in a cone behind a defender with their shield raised.

Shield Slam [6 second cooldown][Generates 1 Resolve]


 * Causes all enemies within 20 blocks to target the Defender.


 * Damages all enemies within 3 blocks of the Defender.

Reverberating Slam [25 second cooldown][2-4 Resolve]


 * Damages all enemies 4+(Resolve/3) blocks in front of the Defender for 3 hearts.


 * Slows all enemies hit by 20% for 4 seconds.

Shockwave [15 second cooldown][1-3 Resolve]


 * Kicks all enemies 3+(Resolve/2) blocks in front of the defender into the air.


 * Damages all enemies hit for 1 heart.


 * Slows all enemies hit by 20% for 3 seconds.

Cleric - Short range Healer/Support
Resource: Divinity.

Passive: Beacon of the Light - heals all allies within 20 blocks for 1 HP every 5 seconds.

Holy Light [6 second cooldown][Generates 1 Divinity]


 * Heals an ally for 6+(Divinity/1.5) HP if they're within 6 blocks of the Cleric, otherwise just heals for a flat 6 HP.


 * Heals the Cleric for 1/4th of the initial heal.


 * Gives 1 heart of absorption to the Cleric's target.

[While sneaking]


 * Heals the Cleric for 6+(Divinity/1.5) HP.


 * Gives 1 heart of absorption to the Cleric.

Calming Glow [15 second cooldown][3 Divinity]


 * Applies regeneration 1 to allies within 5+(Divinity/2) blocks for 8 seconds.


 * Removes slowness/levitation/poison/wither/being on fire from allies healed.

Light of Dawn [30 second cooldown][1-5 Divinity]


 * Heals all allies within 3+Divinity blocks of the Cleric for 4-14 HP.


 * Applies strength 1 to allies healed for 10 seconds.


 * Gives 1-5 hearts of absorption(depending on Divinity used) to all allies healed for 20 seconds.

Consecration [20 second cooldown][5 Divinity]
 * Consecrates the ground at the player's target location, hurting enemies and helping allies who stand on it every .25 seconds for 5 seconds.


 * Damages enemies slows them by 40% for .5 seconds.
 * Applies strength and speed to allies.

Bosses
There is only one wave of SpiresPeak, the sole Boss Wave. As such, there is only one boss.

Rocksteady
Positron Beam
 * Iron Golem with 1250 HP.
 * Starts out the encounter with resistance 4, speed 2, and strength 1.

Every 30 seconds, the spire defense systems activate. After charging for 5 seconds, the positron beam fires into the center of the room, dealing more damage to those in the middle of the room than those at the outer edge. Damage dealt is as follows, before individual class damage mitigation: Rocksteady takes damage from Positron Beam, and if it's within 5 blocks of the center of the arena when it's damaged by the beam, its level of resistance is lowered by 1.
 * 30 hearts in a radius of 5 blocks of the center.
 * 8 hearts in a radius of 10.
 * 6 hearts for the rest of the arena.

Purge Protocol

Every 20 seconds, a pool of "disenfectant" is placed, with a radius of 3, at a random player's location.
 * Disenfectant damages all players in the pool for 2 hearts every second for as long as they remain in the pool.
 * Applies slowness/weakness 1 to players damaged by it for 4 seconds.
 * Disenfectant pools last until the player that was selected dies, or until they're selected again.
 * Rocksteady isn't damaged by Disenfectant, but it does apply slowness 1 to him for 1.5 seconds per tick.

Snowcurity

Every 5%, Rocksteady spawns a snowman to aid him in battle.
 * Snowmen attack the nearest player, and have 150 HP
 * Upon damaging a target, the Snowcurity apply slowness 4 and weakness 2 for 5 seconds, and blindness for 2 seconds

The reward for beating Rocksteady is unknown.