When you first enter Spirit Vale, you'll come face-to-face with each of the coloured guardians: the
Each Guardian has a large red AoE around them called , this deals pulsing damage and stacks if you stand in multiple AoEs. are floating 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 due to their slow movement.
The Guardians here can be killed one by one and this is recommended until you understand each Guardian's unique mechanics. Once each of the Guardians has been lowered to 0% health, a
Breakbarof 1000 needs to be broken to completely kill it.
The Green Guardian
Unstable Magic Spike
spawns blue AoE circles on the ground under your feet. They spawn 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
The Blue Guardian
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:
- By design, if four players who aren’t
Downedstand inside the AoE when it triggers, the attack will not do damage. This is no longer needed for most groups.
- Most groups ignore completely, take the damage hit, and quickly heal up afterwards.
Blue Pylon Power
The Red Guardian
Do not pull
Seekersinto the group.
Seekersspawn every 20 seconds and last 20 seconds.
- All the other mechanics are the same as in the pre-event
You will likely tank the
Vale Guardianat the south-east edge of the arena, on the line splitting the sections. This lets you Dodgebackwards into the wall or use a channeled block for . The tank should face the Vale Guardianaway from the group.
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 Damageclasses go to the Red Guardian.
- The rest of the team go to the
Blue Guardianwith one squad member pulling the Green Guardianover to the Blue Guardianby attacking it.
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
All players at the
As with the pre-event, each Guardian has its corresponding mechanics and a 1,000
Once all the Guardians have been killed,
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.
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.
first occurs shortly after
To stop this mechanic, break its 2,000
<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>
This split phase is exactly the same as the one at 66%.
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.
Seekersnow 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
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