Summary
DPS | Tanking | Roles |
---|---|---|
Power & Condition | Toughness | No |
- There is
Toughness based aggro at theVale Guardian encounter. Make sure you have someone ready to tank! - Bring at least two
Condition Damage classes for theRed 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:
- Two or Three
Condition Damage players go to theRed Guardian . - The rest of the team goes to the
Blue Guardian with one squad member pulling theGreen Guardian over to theBlue Guardian by attacking it.
- Two or Three
- 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 usewhenever 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 usewhenever 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
- Taking avoidable damage by standing in a glowing section or standing in front of
Vale Guardian . - Being teleported by
. - Poor
Seeker control. Pulling theSeekers into the stack.- Breaking
slowly in Phases 2 and 3. - Moving
Vale Guardian slowly in Phase 3.
Split Phase
- Attuning to the wrong colour during the split phase.
- Forgetting the
Green Guardian , causing it to run towards theRed Guardian team during the split phase. - 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:
Blue Guardian Red Guardian 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
<media type="image" source="https://assets.snowcrows.com/images/guides/raids/vale-guardian/bullet_storm.gif" caption="Bullet Storm & 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>
After two seconds these circles pop and anyone standing inside them will be teleported to a random location.
To avoid
Once the
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>
There are two ways to tackle this mechanic:
-
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. -
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
This buff that can be stripped by any boon removal skills.
Once the
The Red Guardian
The
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>
DO NOT PULL
Once the
Vale Guardian
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
Tank on the edge of the arena, this lets you
The first phase does not require
Distributed Magic
As stated earlier, most groups will ignore
Unstable Magic Spike
For the rest of the squad, you can simply walk out of
Seekers
DO NOT PULL
Once you get
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 theRed Guardian . - The rest of the team go to the
Blue Guardian with one squad member pulling theGreen Guardian over to theBlue 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
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,
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
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
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>
Once
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
If
As
Continue to damage