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Vale Guardian

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Summary

Vale Guardian is the first boss of the Spirit Vale.

The Vale Guardian

DPS Tanking Roles
Power & Condition Toughness No
  • There is Toughness based aggro at the Vale Guardian encounter. Make sure you have someone ready to tank!
  • Bring at least two Condition Damage classes for the Red Guardian

Phase 1 (100% - 66%)

  • Tank Vale Guardian on the division between blue and red.
  • will spawn every 10 seconds and teleport you.
  • will spawn every 15 seconds and deal damage to your whole squad.
  • Seekers need to be controlled.

Split Phase 1 (66%)

  • The group will split into two groups:
    1. Two or Three Condition Damage players go to the Red Guardian.
    2. The rest of the team goes to the Blue Guardian with one squad member pulling the Green Guardian over to the Blue Guardian by attacking it.
  • Kill the Guardians and then break each of them.

Phase 2 (66% - 33%)

  • Tank Vale Guardian on the division between blue and red.
  • The blue section will glow first.
  • Vale Guardian will use whenever the glowing floor section changes.

Split Phase 2 (33%)

  • This phase is identical to Split Phase 1 (66%).

Phase 3 (33% - 0%)

  • Tank Vale Guardian on the division between green and red.
  • Vale Guardian will use whenever the glowing floor section changes.
  • The tank needs to continually move Vale Guardian clockwise to the edge of the next glowing section.

Common Mistakes

Main Phases

  1. Taking avoidable damage by standing in a glowing section or standing in front of Vale Guardian.
  2. Being teleported by .
  3. Poor Seeker control.
  4. Pulling the Seekers into the stack.
  5. Breaking slowly in Phases 2 and 3.
  6. Moving Vale Guardian slowly in Phase 3.

Split Phase

  1. Attuning to the wrong colour during the split phase.
  2. Forgetting the Green Guardian, causing it to run towards the Red Guardian team during the split phase.
  3. Getting hit by too many orbs from during the split phase.

Common Names for Mechanics

  • = Greens
  • = Blues
  • = Orbs

Pre-Event

When you enter Spirit Vale, there are three coloured Guardians ahead:

  1. Blue Guardian
  2. Red Guardian
  3. Green Guardian

The order that the Guardians spawn in is randomized.</p>

<media type="image" source="https://assets.snowcrows.com/images/guides/raids/vale-guardian/three_guardians.jpg" alt="The blue, green, and red vale guardian forms standing one behind the other before the main encounter." caption="The Vale Guardian in its separated forms for the pre-event"></media>

Each Guardian has a massive red AoE around them called . This aura deals pulsing damage inside it and stacks damage with multiple AoEs.

is a smattering of white orbs that move from the outside of the AoE towards the inside. These orbs do a fair amount of damage but can easily be avoided because of their slow movement.

<media type="image" source="https://assets.snowcrows.com/images/guides/raids/vale-guardian/bullet_storm.gif" caption="Bullet Storm &amp; Magic Aura" alt="A large red AOE surrounding the boss with blue orbs floating around the arena."></media>

The Guardians can be killed one by one and this approach is recommended until you have a better understanding of each Guardian's unique mechanics.

The Green Guardian

Unstable Magic Spike

<media type="image" source="https://assets.snowcrows.com/images/guides/raids/vale-guardian/unstable_magic_spike.jpg" alt="A red-ringed blue AoE." caption="Unstable Magic Spike AoE" class="float-right"></media>

is a unique mechanic that spawns blue AoE circles on the ground under your feet. It spawns every 10 seconds.

After two seconds these circles pop and anyone standing inside them will be teleported to a random location.

To avoid you can Dodge or simply walk out of it.

Once the Green Guardian has been lowered to 0% health, a Breakbar of 1000 needs to be broken to completely kill it.

The Blue Guardian

Distributed Magic

<media type="image" source="https://assets.snowcrows.com/images/guides/raids/vale-guardian/distributed_magic.jpg" alt="Large green AoE with a shrinking circle in the middle." caption="Distributed Magic AoE" class="float-right"></media>

is a unique mechanic that spawns a medium-sized green AoE nearby that closes over the span of 5 seconds and deals 80% of your maximum health in damage. It spawns every 15 seconds.

There are two ways to tackle this mechanic:

  1. If four players who aren’t Downed stand inside the AoE when it triggers, the attack will not do damage. Almost no groups use this method anymore.

  2. Most groups ignore completely, take the damage hit, and quickly heal up afterwards.

Blue Pylon Power

<media type="image" source="https://assets.snowcrows.com/images/guides/raids/vale-guardian/blue_pylon_power.jpg" alt="Blue Guardian’s buff bar." caption="Protection, Blue Pylon Power, and Blue Attunement"></media>

The Bue Guardian has a second mechanic called Bue Pylon Power. This mechanic makes the Bue Guardian immune to all damage.

This buff that can be stripped by any boon removal skills.

Once the Bue Guardian has been lowered to 0% health, a Breakbar of 1000 needs to be broken to completely kill it.

The Red Guardian

The Red Guardian has extremely high Toughness. This makes it take almost no damage from physical attacks, leaving it vulnerable only to Condition Damage. Have at least two Condition Damage classes in your squad to deal with the Red Guardian quickly during the main fight.

Seekers

<media type="image" source="https://assets.snowcrows.com/images/guides/raids/vale-guardian/seeker.jpeg" alt="Red orb in the middle of a red AoE." caption="Seeker and its damaging AoE" class=”float-right”></media>

Seekers are a unique mechanic that spawn every 15 seconds and last for 20 seconds. Their red AoEs, , damage all squad members inside.

Seekers can be controlled by Knockback, Immobilize, Chill, Cripple and Fear.

DO NOT PULL Seekers INTO THE GROUP!

Once the Red Guardian has been lowered to 0% health, a Breakbar of 1000 needs to be broken to completely kill it.

Vale Guardian

Vale Guardian stands in the center of a circular arena that is split into three sections. Each section of the arena has a coloured pylon attached to it, with these colours corresponding to the coloured Guardians from the pre-event.

The mechanics of this fight are a combination of the pre-event Guardians with some slight changes and additional mechanics.

  • Three Seekers spawn every 20 seconds and last 20 seconds.
  • All the other mechanics are the same as in the pre-event.

Phase 1 (100% - 66%)

Tanking

You will most likely tank Vale Guardian on the South-East edge of the arena, directly on the line splitting the arena.

Tank on the edge of the arena, this lets you Dodge backwards into the wall or use a channeled block when happens. The tank should face Vale Guardian away from the group so they don’t eat its auto attacks.

The first phase does not require Vale Guardian to be moved. Everywhere in the arena is safe to stand.

Distributed Magic

As stated earlier, most groups will ignore and heal through the damage.

Unstable Magic Spike

For the rest of the squad, you can simply walk out of . Being teleported makes you take damage and may also kill you if it is badly timed and lines up with .

Seekers

Seekers are the main issue for this phase. They can be controlled by Knockback, Immobilize, Chill, Cripple and Fear.

DO NOT PULL Seekers INTO THE GROUP!

Once you get Vale Guardian to 66% he goes Invulnerable and runs to the center of the arena. Double check that there aren’t any green AoEs as Vale Guardian phases. If there are, stay close to your healer or make sure you have four people standing inside of it.

Split Phase 1 (66%)

The three coloured Guardians that you fought earlier spawn at their corresponding pylons.

Your team must split into two groups:

  • Two or three people with Condition Damage classes go to the Red Guardian.
  • The rest of the team go to the Blue Guardian with one squad member pulling the Green Guardian over to the Blue Guardian by attacking it.

Attunement

The arena is split into three sections. The section that you are standing in gives you the attunement of the corresponding Guardian. Being in another Guardian’s does a significant amount of damage.

The players at the Blue Guardian take damage from the Green Guardian's . The healers are with you and should be able to outheal the damage.

All players at the Blue Guardian must go to or the players at Red Guardian will be Downed.

As with the pre-event, each Guardian has its corresponding mechanics and a 1,000 Breakbar when their health reaches 0%.

Once all the Guardians have been killed, Vale Guardian respawns again in the center of the arena.

Phase 2 (66% - 33%)

<media type="image" source="https://assets.snowcrows.com/images/guides/raids/vale-guardian/single_floor.gif" alt="Section in the top glows green, stops glowing, and blue section to the right begins glowing." caption="Glowing sections deal a lot of damage"></media>

All the previous mechanics that you have encountered so far continue to be in effect during this phase. There are two new mechanics in this phase:

  • One section of the arena glows and ticks ~2000 damage when you stand in it.
  • now appears.

Glowing Section

Avoiding the teleport from is very important as being teleported into one of the glowing sections may kill you.

The first section to glow is always the green section and it rotates clockwise every 20 seconds.

You will be tanking on the dividing line in the South-East of the platform between blue and red.

Stand on the red side and move to blue once the red ground starts glowing. You only need to move a few steps to either side of the line when the floor changes.

Magic Storm

first occurs shortly after Vale Guardian runs over to the group. Orbs fly out from Vale Guardian and damage squad members if they are standing in the red AoEs where the orbs land.

To stop this mechanic, break its 2,000 Breakbar. If you fail to break Vale Guardian, it will eventually stop using this skill after ~20 seconds.

<media type="image" source="https://assets.snowcrows.com/images/guides/raids/vale-guardian/magic_storm.gif" alt="Vale Guardian raises his arm to the sky and blue orbs shoot out of his hand, landing in red AoEs around him." caption="Vale Guardian raises his arm to the sky and blue orbs shoot out of his hand, landing in red AoEs around him"></media>

Once Vale Guardian reaches 33% he turns Invulnerable and runs to the center of the arena again.

Split Phase 2 (33%)

This split phase is exactly the same as the one at 66%.

Phase (33% - 0%)

The third and final phase is similar to the previous two phases, with a few changes to the mechanics.

  • Two out of the three floor sections now glow, beginning with the green and blue sections.
  • These sections now rotate every 15 seconds instead of 20 seconds.
  • Four Seekers now spawn, with the fourth spawning in the center of the arena.
  • spawns on all squad members.

When the three Guardians in Split Phase 2 have been defeated, move to the dividing line between red and green.

The glowing sections change quickly so the tank needs to move Vale Guardian quickly. As soon as the glowing section changes, immediately move clockwise to the edge of the next section.

causes Vale Guardian to stop moving. You must break it as quickly as possible to avoid it getting stuck in a glowing section.

If is nearby, stand in it to avoid the extra damage pressure it brings during this phase.

As now spawns on any squad member, you need to take extra care when standing inside of . You can easily get teleported away and not mitigate the squad-wide damage.

Continue to damage Vale Guardian until he reaches 0%. Congratulations, you are a raider.

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