Paladin / Ranger / Druid — Kheldar's Sister of the Spire Kill
Kheldar's on-stream Sister of the Spire kill — the first logged Sky boss kill on file. Five hours, 12+ deaths, low instance, and the L65 Harmony trick that made it possible.
Overview
Documented from Kheldar's stream — the first logged Sky boss kill on file. Compiled guide, not his official write-up.
The wall on Sister of the Spire is her cleric undine spirit adds, which out-heal your damage, and Sister herself is level 65, so pacify and regular Harmony never land. The line that worked: Harmony the spirit adds with the L65 Harmony version, pull Sister, snare-and-evac the adds so they lock back to spawns, isolate her, and tank-and-heal her down.
The kill took around five hours and 12+ deaths, and neither quest target dropped — Genie Warblade and Cirlet of Briars are both no-drop Sky sword gates, so expect repeat runs. His own caveat, kept front and center: this was a low instance, and he could not repeat it at D1.
Stances & Invocations
Stance
Defensive
Incoming physical damage −50%, magical −20%. Every point reduced consumes equal endurance, reduced by Strategy skill.
Warrior, Paladin, Shadow Knight
Evasive
95% chance to evade all incoming attacks. Every point evaded costs 2 endurance, reduced by Strategy skill. Evasion fails without endurance or while feigning death.
Ranger, Monk, Bard, Rogue, Beastlord
Invocation
Divine
Spending mana heals the group member with the lowest HP percentage by that amount. Each additional wisdom class repeats the heal for 33% of the mana spent.
Cleric, Paladin, Ranger, Druid, Shaman, Beastlord
Recovery
Mana regen doubled and spells cost 5% less mana. Out-of-combat regen unaffected; the regen modifier stays active out of combat even when the invocation isn't.
Cleric, Paladin, Ranger, Shadow Knight, Druid, Bard, Shaman, Necromancer, Wizard, Magician, Enchanter, Beastlord
All three qualify for Divine — every heal cast helps the lowest bar.
Key Abilities
Druid
| # | Name | Note |
|---|---|---|
| 1 | Harmony (L65 version) SPELL | The unlock — regular Harmony never lands up here |
| 2 | Snare SPELL | The add-reset half of the pull tech |
Ranger
| # | Name | Note |
|---|---|---|
| 1 | Bow work ABILITY | Chip while the adds reset |
Paladin
| # | Name | Note |
|---|---|---|
| 1 | Heal + Lay on Hands SPELL | The five-hour health plan |
Targets
| Target | Zone | Note |
|---|---|---|
| Sister of the Spire | Plane of Sky | D0/low instance — the Harmony-snare-evac line |
Playstyle Notes
Mounted at all times. L65 Harmony on the spirits, pull Sister, snare-evac the adds home, then settle into the longest tank-and-spank in the record. Bring patience and a clear evening.
AA Priorities
- Healing lines — Five hours of attrition
Gear Notes
| Item | Source | Detail |
|---|---|---|
| Mount | Other | Being mounted stops the island knock-off punts — drakes, sphinxes, Gazers all punt |
Pros & Cons
- The proof-of-concept that opened Sky soloing
- The Harmony-snare-evac tech transfers to other add-walled fights
- No fall damage between islands — recovery from mistakes is cheap
- Low instance only — D1 said no
- Five hours and a dozen deaths for no-drop loot you may not use
- Everything on the islands wants to punt you off them