Contents

Spirit Vale Raid Guide

Spirit Vale (Wing 1) has 3 bosses and 1 encounter. In the jungle, you fight strange beings and bandits. The wing's balanced difficulty and mechanics make it good for beginners.

Vale Guardian

In Numbers
22,021,440
687
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The (VG) is a mechanically charged encounter consisting of three phases, with a split phase between each one. Groups can take a variable amount of time to complete each phase depending on their DPS output.

There is a -based tank that aggros to for the duration of the fight. He hits hard so higher is recommended. The tank can either remain on the border of the arena or in the center, depending on the group’s ability level. Bringing at least 2 -based classes is recommended due to the .

Pre-Event

When you enter Spirit Vale, there are three coloured Guardians ahead: , and . The order that the Guardians spawn in is randomized.

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 towards the inside. These orbs do a fair amount of damage but can easily be avoided because of their slow movement.

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. More experienced groups are able to stack all the Guardians together to kill them.

The Green Guardian

is unique mechanic. spawns blue AoE circles on the ground under your feet close to . After two seconds these circles pop and anyone standing inside them will be teleported to a random location.

This mechanic spawns every 10 seconds. If you are inside one of the AoEs, the edges of your screen turn gold and you can hear a whooshing noise.

To avoid you can , , walk out, or block with ; however, you cannot the mechanic if there are multiple overlapping AoEs.

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

The Blue Guardian

Distributed Magic

is unique mechanic. 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, which vary in difficulty: If four players who aren’t stand inside the AoE when it triggers, all the damage is mitigated. Ensure you get there early as in at the last second may not count you as being inside the AoE. Almost no groups use this method. The more advanced method (and most commonly seen) is to ignore completely, take the damage hit, and quickly heal up afterwards. should use to help mitigate some of the damage.

If you opt for route 1, send ranged DPS classes to stand in .

Blue Pylon Power

The has a second mechanic called . This mechanic makes the immune to all damage. This buff does not work as true invulnerability as the can still be critically hit and conditions can still be applied, but they deal no damage.

is a buff that can be stripped by any boon removal skills. The most common form of boon removal is a using its sword auto attack chain or . , the final skill in the Sword auto attack chain, removes a boon from your foe. The clone from does the same auto attack chain. Another common boon strip is using or .

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

The Red Guardian

Seekers

are unique mechanic. Every 15 seconds, the spawns two which live for 20 seconds before despawning. Their red AoEs, , damage all squad members inside.

can be controlled by , , , and . Usually they are controlled by having your take to them. Further control, through , is normally also the responsibility of the with .

DO NOT PULL INTO THE GROUP!

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

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

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 now spawn every 20 seconds and last 20 seconds. is unchanged. is unchanged. is unchanged. is unchanged.

Phase 1 (100%-66%)

Tanking

The tanking strategies in Phase 1 and 2 for typically come in two forms:

Tank in the center of the arena. Tank on the SE edge of the arena, directly on the line splitting the arena.

Tanking in the center is only recommended for well-coordinated, high dps groups with good control. The reach the group much sooner than edge tanking. These groups don’t go to .

Likewise, tanking on the edge of the arena normally indicates that you ignore and heal through the damage.

The first phase does not require to be moved, regardless of which tanking tactic you use. Everywhere in the arena is safe to stand.

The tank should face away from the group so they don’t eat his auto attacks. DPSers should make sure to stay behind when attacking.

Unstable Magic Spike

For you can walk out of the blue AoEs, , block, , or use if you are on to avoid being teleported. Being teleported makes you take damage and may also kill you if it is badly timed and lines up with a .

Seekers

are the main issue for this phase and normally are controlled by the who can use to knock them away and to them. can also use to pass along immobilizes and cripples.

Do not in !

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

Split Phase 1

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 classes go to the . The rest of the team go to the with one squad member pulling the over to the 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 take damage from ’s . The healers are with you and should be able to outheal the damage.

All players at must go to or the players at will be downed.

As with the pre-event, each Guardian has its corresponding mechanics and a 1,000 when their health reaches 0%. This also includes the mechanic. Try to avoid as many orbs as possible.

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

Common Mistakes During the Split Phase

Attuning to the wrong colour. Not going to when killing the . Not removinge the buff from the , causing him to be practically . Not pulling the , causing it to run towards the team. Being teleported by once the has been pulled. Getting hit by too many orbs from .

Phase 2 (66%-33%)

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.

If your group is tanking the center, you must move slightly away from the center to avoid touching the active glowing section.

If you are tanking on the wall, return to the dividing line in the SE of the platform. Stand on the red side and move to blue once the red ground starts glowing.

Magic Storm

first occurs shortly after runs over to the group. It continues to occur every time the glowing section changes. points his arm to the sky and stops moving. Orbs fly out from him and damage squad members if they are standing in the red AoEs where the orbs land.

To stop this mechanic, break his 2,000 . The orbs do a lot of damage so break quickly. If you fail to break , he eventually stops using this skill after ~20 seconds.

and often happen at the same time.

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

Split Phase 2

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

Phase 3 (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 now spawn, with the fourth spawning in the center of the arena. spawns on all squad members, regardless of how close they are to .

When the three Guardians in Split Phase 2 have been defeated, move to the SW dividing line and wait for to run over. There is a breakbar shortly after he arrives.

Due to how quickly the glowing sections change, the tank needs to move up to the edge of the next glowing section. As soon as the glowing section changes, immediately move to the edge of the next section.

Because causes to stop moving, he needs to be broken **ASAP** to continue moving him to the next 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, regardless of proximity to , 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 DPS down until he is defeated.

Summary

- A green AoE spawns every 15 seconds. At the end of five seconds the AoE explodes, dealing roughly 80% of your health in damage. This mechanic can be out-healed or four people can stand in the AoE to completely mitigate its damage. During the split phases, only three people need to stand in it. - Blue AoEs spawn around players who in close proximity to or the . These AoEs spawn every 10 seconds and trigger after two seconds. When triggered, they teleport any players standing inside them to a random point in the arena or within the ’s aura field. During the final phase, spawns under all squad members, regardless of proximity. These AoE circles can be avoided by simply walking out of them, out, , blocking, or using . - Three spawn every 20 seconds and last 20 seconds before they despawn. During the final phase, a fourth spawns in the center of the arena. These pulse a high damage tick through . can be controlled by your through and . Split Phase - Make sure you are attuned to the right colour during the split phase. If you aren’t, you take damage from the pulsing from the Guardians. The same mechanics as the pre-event occur during the split phase. Once each Guardian reaches 0% health, you need to break a 1,000 in order to completely defeat them. Glowing Section - In phase two, the green section of the arena glows and causes 2000 tick damage to those squad members standing in it. Every 20 seconds the glowing section rotates clockwise, Green Blue Red. In phase three, two sections glow starting with green and blue. They rotate clockwise every 15 seconds.

Common Mistakes

Moving slowly in Phase 3. Not breaking quickly in Phases 2 and 3. Taking avoidable damage - standing in a glowing section or standing in front of . Being teleported by . Not using on the . the into the stack. Attuning to the wrong colour during the split phase. Not pulling the , causing it to run towards the team during the split phase. Getting hit by too many orbs from during the split phase.

Common Names for Mechanics

= Greens. = Blues. = Orbs.

Spirit Woods

Intro

is Wing 1’s first encounter, consisting of 3 events.

Mastery is required for an Event 2 section, but is skippable with and portals. and Masteries are required for getting 2/3 of the available hidden chests after completing the encounter, though they can also be skipped with and portals. (if making portals) To reset cooldowns, you need Mastery. It's also useful for , at the beginning of Event 3.

Have and for enemies’ frequent .

Have condi-cleanses for the constant .

(optional, but common) portals for Event 1. Non- portals also help (like and ), but no means more cooldowns.

(optional) (usually ) is useful after Event 2, on the way to Event 3.

Event 1: Closing Spectral Rifts

Players start on a platform overlooking the arena. The event begins when all enemies in the arena die.

To finish the event, close 20 rifts (Spectral Rifts) within 4 minutes while being attacked by enemies.

Rifts appear around the arena. After they appear, close them within 20 seconds, or they explode, causing massive squad-wide damage.

Stand in rifts to close them. The red ring turns blue when a rift is being closed. More players in a rift close them more quickly.

Enemies spawn while the event is happening. They use and . Kill them if possible, but focus on closing rifts and staying alive.

For faster movement between rifts: Place portals between distant rifts, using to reset cooldowns. Glide instead of running to lower rifts.

The event finishes after closing 20 rifts.

Go through the opened gate and across the bridge. LoS the enemies behind a pillar before killing them.

Event 2: Escaping the Spirits

The torch in the brazier (before the start of this event) is used for 3 achievements. If it’s needed, have a support player carry it. The torch disables weapon skills. It’s destroyed if the player carrying it downs, dies, weapon-swaps, changes bundles (e.g., kits), or transforms (e.g., ). (Envoy I) For getting from the brazier and from the revealed chest. (Keep the Lights On) Light the brazier after Event 3. (Loot Finder) Loot 3/4 chests after Event 3.

Players start on a platform overlooking the path.

(commander) Before starting, make sure that everyone knows what strategy you're using. If you don't know what strategy to use, have 4 support/DPS players close rifts, while 6 DPS players run through rifts and kill barriers. In most strategies, support players close rifts, while DPS players run through rifts (to help close them) and kills barriers. Different strategies use more DPS players to close rifts or have DPS close specific rifts. Bring condi-cleanses for and for .

The event begins when players jump down. Use Ready Check first! Use Ready Check, to make sure everyone's ready to start together. When the commander jumps and glides, everyone follows. Some players prefer starting from the narrow ledge to the left of the starting platform. Like the platform, the event only begins when players jump down.

When starting the event, glide to put further distance between you and an insta-kill AoE of spirits.

To finish the event, destroy 4 barriers (Ethereal Barriers) and close nearby rifts (Spectral Rifts). While doing so, you’re being attacked by enemies and fleeing from an insta-kill wall of spirits.

Kill barriers, and close their rifts. The barriers have very large hitboxes, so you can often use ranged or even melee attacks while closing rifts. Barrier 1 has 1 rift. Barrier 2 has 1 rift. Barrier 3 has 2 rifts. After the barrier, glide over the gap. If you don’t have Mastery, use a portal instead. Barrier 4 has 3 rifts. Portals are often used so rift-closers don't have to run to the next rift.

The event finishes after destroying the fourth barrier.

Event 3: Opening the Gate

Before the event starts, run straight, left, and then up the stairs, ignoring the enemies. The event is in a graveyard. Using lets players run past enemies easily before starting the event. Nearby reset cooldowns. If you just joined the instance or /gged, run from the beginning to the end of Event 2.

To complete the event, players must stand on 5 pressure plates spread throughout the room at the same time, while enemies attack them. and dead players don’t count.

The pressure plates are in 5 locations. There are multiple ways to get to them; however, from the top of the stairs: jumping puzzle: Jump onto the tree branch, and then run across it until mushrooms appear. Jump on the mushrooms to reach the pressure plate. gazebo: Jump onto the tree branch, and then run across it until mushrooms appear. Jump down onto the nearby platform, and then run into the small building. across the branch: Jump across the tree branch to the other side. Continuing straight, jump down onto the nearby platform. mausoleum: Jump across the tree branch to the other side. Continuing straight, jump down onto the nearby platform. Jump down to the next platform, and then run through the vine-covered doorway. Turn left to reach the pressure plate in a nearby alcove. under the stairs: Jump down. The pressure plate is below the stairs.

The event finishes when all 5 pressure plates are activated at the same time.

Go through the opened gate.

If someone is carrying the torch, run to the right of the gap leading to . Put it in the nearby brazier, revealing a hidden chest. (Envoy I) Interact with the lit brazier with a to turn it into an .

Accessing 2/3 of the hidden chests requires the and Masteries, or a portal.

3/4 of Wing 1’s hidden chests (which contain for Envoy I) are found nearby: (needs lit brazier) To the left of the brazier, go to a nearby pedestal. Past the brazier near the first hidden chest, use the to land on a ledge, and then glide to the top of the nearby pillar. From the second hidden chest, drop down to the ground. Go to the platform where Event 2 began and jump down. Turn back toward the platform.

After looting the third hidden chest, move away and /gg to respawn before .

Summary

Event 1: Close 20 rifts (Spectral Rifts) before time runs out. Rifts are closed when 1+ player(s) stand in the rings. More players in a rift close the rift more quickly. Rifts explode for heavy squad-wide damage when not closed within 20 seconds of appearance. Close older rifts first. After the event, LoS enemies behind a pillar before killing them.

Event 2: Break barriers (Ethereal Barriers) and close rifts while fleeing from an instant-kill wall. (for Envoy I, Keep the Lights On, and Loot Finder achievements) Before starting the event, have a support character carry the torch from the brazier. Don’t weapon-swap, change bundles, transform, down, or die. To get further ahead of the insta-kill wall, glide when starting the event. Glide after the third barrier.

Event 3: Stand on 5 pressure plates at the same time. Downed/dead players don’t count for pressure plates. The 5 pressure plates are located after the jumping puzzle, gazebo, across the branch, in the mausoleum, and under the stairs. After completing Event 3, place the torch in the brazier. (for Envoy I) With a in your inventory, interact with the lit brazier for the . For Envoy I () and Loot Finder, loot the 3 hidden chests before /gging to respawn.

Common Mistakes

In all events, not having , , or condition-cleanses, causing constant and . (Event 2) Not gliding at the same time as everyone else, dying to the instant-kill AoE of spiritss. (Event 2) Forgetting to glide after the third barrier.

Common Names

= Spirit Run closing Spectral Rifts = capturing rifts pre-Event 2 torch in the brazier = brazier Ethereal Barriers = walls pressure plates = buttons

Gorseval the Multifarious

In Numbers
0

Intro

is Wing 1's second boss. It has 3 phases, with split phases between each main phase.

As a DPS-check boss, you need high enough squad DPS, or you'll wipe to mechanics. Squad DPS also affects what strategies to use.

Depending on your squad DPS, there are different strategies for , World Eater, and : high squad DPS (>75k): Fast-break , out-DPS World Eater, and split into subgroups to kill . low squad DPS (<75k): Slow-break , out-DPS World Eater, and move as a squad (without the , who waits to use ) to kill . If you have very low squad DPS, out-heal , escape World Eater, and move as a squad (without the , who waits to use ) to kill .

Before fighting, ask your commander about strategies! Even with high squad DPS, it's common to use mixed strategies like fast/fast/slow breaks for , out-DPSing World Eater, and moving as a squad (without the )!

For going to the arena or escaping World Eater, you need the Mastery.

uses -based aggro. The tank is usually a or .

If you're breaking , bring lots of CC skills!

Bring and for 's .

Bring for cleaving the adds next to .

(optional) Bring to the adds and .

(Envoy I) Once per raid reset, drops 1 . You need to kill 5 times, so it takes 5 weeks to get enough .

Boss: Gorseval the Multifarious

Phase 1 (100% to 66%)

You start outside of the arena. Glide over an to reach the arena.

The fight begins when a player moves from the edge of the arena toward the boss. If you're tanking, stand east of , so it doesn't hit the others.

has: : Aura that constantly ticks damage. : Basic auto-attack. swipes horizontally, causing low damage. : AoE skill. slams down its arm from above, causing moderate damage. : Causes damage for 50% of player health. also gets a 4,500 and , and black goo covers the arena in patterns of rings, causing moderate damage and stacking when they explode. World Eater: Instant-kill skill avoided by either phasing or escaping the arena.

When the fight begins, starts with one of two attack patterns: , and then . , and then .

For , use , , or to avoid the .

After 3 attacks, teleports to the arena center, and then begins .

During , gains a 4,500 and (a stronger version of the removed Retaliation boon).

ends when 's is broken, or after 25 seconds.

Black rings cover the arena in patterns. After 3 seconds, they explode, causing moderate damage and stacking for anyone in them. Patterns 1 and 2 have safe areas under . Pattern 3 is safe a little further from . Pattern 4 is safe further from . Pattern 5 is safe a little closer to . Pattern 6 has no safe areas.

Depending on your strategy (chosen pre-fight, based on squad DPS): fast break: Quickly break with CC skills. slow break: Slowly break with CC skills. no break: Don't break . Instead, stay in safe areas, and out-heal the damage.

During , DPS slowly! Don't kill yourself from ! For every tick of skill damage, you're damaged for a fixed amount, so multi-hit small skills hurt more than single-hit big skills. Conditions don't trigger .

After ends, uses and . It also spawns 4 adds that cause conditions and . Use to cleave the adds alongside , or on to kill them from range.

Depending on your strategy (chosen pre-fight, based on squad DPS), the upcoming World Eater is handled differently: out-DPSing World Eater: Stop World Eater by DPSing to 66%, before the attack finishes. escaping World Eater: After , kill an Ethereal Barrier near an . Staying near the opening, kill the adds, DPS , and don't get and out of the arena. Wait until World Eater's AoE has almost filled the arena, and then glide into the . Glide back into the arena.

25 seconds after ends, starts using World Eater. After 13 seconds, the skill finishes, killing players inside of the arena.

If escaping World Eater: Delay using the for as long as possible! It disappears 15 seconds after the first person uses it! Make sure to kill the adds before you escape, so World Eater doesn't kill them! increases 's damage (+10%) for each add killed! After World Eater, restarts its attack pattern from the beginning of Phase 1.

At 66%, goes to the arena's center and gains , becoming .

Split Phase 1: Charged Souls

Kill all before any merge with , causing it to use World Eater, likely wiping the squad.

Upon starting the split phase, 4 spawn NE (northeast), SE (southeast), SW (southwest), and NW (northwest) of , slowly walking toward it.

Depending on your strategy (chosen pre-fight, based on squad DPS), you kill the as: 2 subgroups: Subgroup 1 kills the NW and SW , while Subgroup 2 kills the NE and SE . squad + separate : 9 players kill the NW (at ), and then move clockwise. The waits south of , and uses and other skills to the other .

Slow the with , , , and .

While the AoEs cause , it isn't a problem with decent DPS.

only merge with at its center. For example, touching bubble doesn't start World Eater.

After the die, is no longer , starting Phase 2.

Phase 2 (66% to 33%)

Phase 2 is the same as Phase 1, but with .

: Black orbs with an expanding light blue AoE spawn in the arena. Touching the AoE gives 10 stacks of (indicated by a ghost icon above your head). Kill the black orbs from range. Assign one person to killing the black orbs around /the squad, an Ethereal Barrier (if avoiding World Eater), and adds. When you get , you have -100% outgoing damage, and +100% incoming damage. (Each stack decreases outgoing damage by 10% and increases incoming damage by 10%). To remove , kill the black orbs, and then collect the 2 small gold orbs that they drop.

has a different set of patterns: Patterns 1 is safe under . Patterns 2 and 3 are safe a little further out. Pattern 4 is safe further out. Pattern 5 is safe near the arena's edge. Pattern 6 has no safe areas.

At 33%, goes to the arena center and gains , becoming .

Split Phase 2: Charged Souls

Split Phase 2 is the same as Split Phase 1, but with .

Kill all before any reach and instantly kill the squad.

Upon starting the split phase, 4 spawn NE, SE, SW, and NW of , slowly walking toward it.

Kill any orbs near the or .

After the die, is no longer , starting Phase 3.

Phase 3 (33% to 0%)

Phase 3 is the same as Phase 2, but with .

: Small orange AoE circles appear under players. After 1 second, players are trapped in blue eggs. Avoid the AoEs by moving out of them. Free trapped players by using Rebel (if trapped) and attacking the eggs (if not trapped).

Many squads that do fast CC for Phases 1 and 2 slow their CC for Phase 3.

has a different set of patterns: Pattern 1 is safe near . Pattern 2 is safe a little further out. Patterns 3, 4, and 5 are safe under . Pattern 6 has no safe areas.

dies at 0%, ending the fight.

Summary

Phase 1: Avoid 's , fast-break/slow-break/out-heal , and out-DPS/escape World Eater until becomes at 66%. Glide over an to reach the arena. To start the fight, move from the arena's edge, aggroing . For , use , , or to avoid the . After 3 auto-attacks, teleports to the arena center and begins . DPS slowly to avoid killing yourself from . Move to the safe areas as the patterns of black rings change. Depending on your strategy (chosen pre-fight, based on squad DPS), fast-break, slow-break, or out-heal . Depending on your strategy (chosen pre-fight, based on squad DPS), if you're escaping, break an Ethereal Wall after , kill the adds, and then glide into the before World Eater finishes. If you're out-DPSing, stop World Eater by DPSing to 66. At 66%, becomes , and Split Phase 1 begins.

Split Phase 1: Kill all before any reach , killing the squad. 4 spawn in the NE, SE, SW, and NW directions. If moving as separate subgroups, Subgroup 1 kills the NW and SW , while Subgroup 2 kills the NE and SE . If moving as a squad (without the ), kill the NW and move clockwise. The uses and other skills to the SE and SW . When all die, stops being , and Phase 2 begins.

Phase 2: The same as Phase 1 until 33%, but with and different patterns. Kill orbs from range, avoiding the expanding light blue AoEs. If you get the debuff, then kill orbs to collect 2 gold orbs. Depending on squad DPS, fast or slow CC , and then stop/avoid World Eater. At 33%, becomes , and Split Phase 1 begins.

Split Phase 2: Like Split Phase 1, but with . Kill all before any reach , killing the squad. 4 spawn in the NE, SE, SW, and NW directions. Kill any orbs near the and . When all die, stops being , and Phase 3 begins.

Phase 3: The same as Phase 3 until 0%, but with and different patterns. Move out of the player-targeted small orange AoE circles; after 1 second, players are trapped in blue eggs. Free trapped players by using Rebel (if trapped) or attacking them (if not trapped). At 0%, dies.

Common Mistakes

for , not using , , or to avoid the during , killing yourself from breaking too fast, so you can't DPS enough to phase and stop World Eater letting a reach , starting World Eater and killing everyone during split phases, not using full DPS not killing the main phase adds before the split phases, making miss the letting AoEs cover the arena not removing the condition by killing the big orbs for their smaller gold orbs getting caught in

Common Names

= slam = tantrum, rampage = orbs = eggs

Sabetha the Saboteur

In Numbers
0

Intro

is Wing 1's third and final boss. There's 1 pre-event between and her platform. She has 4 main phases, with 3 mini-boss phases between them.

Players need the Mastery for reaching the event and doing cannons.

The cannons players also need the Mastery, so they don't take damage when using launchpads.

All players must be able to easily use their SAK (special action key) during the fight for .

doesn't move, attacking the players furthest and closest to her. No tank is needed.

There are 3–4 slots for special roles: 2 cannons DPS players take launchpads into to kill cannons. The first player takes cannons 1 and 3, while the second player takes cannons 2 and 4. 1 kiter (normally the ) stays away from , keeping off the squad. If needed, use a fourth slot for backup cannons. If something happens to one of the other cannons players, the backup cannons player replaces them.

Bring or for killing adds. is especially useful for killing Flame Turrets.

(Envoy I) There's 1 hidden chest after .

Pre-Event: Killing Bandits

Kill bandits to fill the pre-event's progress bar, making appear on her platform.

To start the event, glide into an north of arena.

During the event, 1 player gets . : Ground-targeted skill that activates launchpads that it hits, launching players into the air. It damages players and enemies. When you get , your screen edges turn yellow, there's a noise, a green AoE follows you, and a SAK appears. If unused, the SAK disappears after 5 seconds.

Run to the stairs, but don't go up. Kill enemies until the area's clear.

Ignoring the enemies, run up the stairs and ramps until you reach a sharp turn-back. Using the platform next to the ramp, LoS the enemies, and then kill them.

Run to the launchpad. Kill any remaining nearby enemies, and then use the launchpad. Use the lever, lowering some nearby platforms. When lowered, like a jumping puzzle, you can jump across them. Use the platforms to go to the other side without a .

Run until you reach the bridge, and then hide behind the left tree. LoS the enemies before killing them.

If the event bar isn't full, kill the remaining bandits.

Boss: Sabetha the Saboteur

Phase 1 (100% to 75%)

You start outside a floating platform with a rope bridge.

Going over halfway across the bridge begins the fight.

Phase 1 has , cannons, and adds.

Some mechanics damage the platform. If the platform dies, the squad dies.

uses auto-attacks and 3 special skills: : Targets the player furthest from . Long-lasting AoEs. : Every ~15 seconds, the player nearest to gets a bomb icon, a large AoE, and red text in the middle of the screen/chat ("Timed Bomb!"). After 3 seconds, it explodes, heavily damaging players in the AoE. Cannot be blocked, , or . : Every 45 seconds, targets a random player. A long AoE appears for a moment, and then an instant-kill flame wall rotates around her counter-clockwise.

When the fight begins, uses and . If you're the kiter, stay away from the squad. (Move to the stack if needed after is used.) If you have , move away from other players.

If you're the kiter, stand SW of to get every .

If you're not the kiter, stand on the same side as the next cannon to bait , giving the most time to send someone to cannons.

Cannons attack the squad and the platform. Cannons fire AoEs at the platform, damaging the squad and the platform. At XX:00 and XX:30, a cannon spawns, along with 4 adds. Cannons spawn one at a time in 4 places outside of the platform, in 2 alternating patterns. Pattern 1: Pattern 2: Don't stand in cannon AoEs!

Players assigned to destroying them use launchpads to go the cannons. After killing cannons, they return to the platform, using to avoid if needed. Bandit Sappers and other adds spawn 5 seconds after a cannon spawns, giving players . Wait for someone to get before killing them! Use for cleaving or to kill them, as some of them have . When the cannons player is on the launchpad, use . Don't wait on the launchpad too early! uses on the furthest player on the platform! Be careful when returning to the platform if is active. After using a launchpad, you get and cannot use another launchpad for 50 seconds. Cannons players must alternate launchpads, allowing to wear off. If a cannon is missed, ignore that cannon. The other cannons player kills the new cannon.

Around the same time as the adds, uses her first . The instant-kill wall rotates counter-clockwise until she's back in her original position. Stand behind , close to , to run the shortest distance safely. Running too slowly away from the wall = death. The kiter joins the squad for avoiding . If will quickly pass by the current cannon, the cannons player waits until after it passes the launchpad, to avoid a late launch and dying.

After , resumes using and her other skills.

When reaches 75%, she becomes and teleports away.

Mini-Boss 1: Kernan

appears. After 3 seconds, she stops being .

She has 2 attacks: : Basic auto-attack. Low damage. : 3-part conal AoE. Each shot increases in size and damage.

While fighting , throws Heavy Bombs onto the platform. After a few seconds, they explode, heavily damaging the platform and players. To stop Heavy Bombs, interact with them. After a short cast time, they're kicked off the platform. Make sure that the bomb is kicked before moving away!

When reaches 25%, reappears, and Phase 2 begins.

Phase 2 (75% to 50%)

Phase 2 is the same as Phase 1, but with . Kill before focusing on .

Continue to kite , move out , use to send players to cannons, kill adds, and avoid .

When reaches 50%, she becomes and teleports away.

Mini-Boss 2: "Knuckles"

appears. After 3 seconds, he stops being .

He has 2 attacks: : Basic auto-attack. Low damage. : Every 30 seconds, gets a . Causes squad .

CC when his appears, to prevent possible off the platform or (in Phase 3) into .

Kick Heavy Bombs.

When reaches 25%, reappears, and Phase 3 begins.

Phase 3 (50% to 25%)

Phase 3 is the same as Phase 2, but with and an extra . Kill (making sure to CC his ) before focusing on .

When the first appears, the second player is targeted 1 second later.

Continue to kite , move out , use to send players to cannons, kill adds, and avoid .

When reaches 25%, she becomes and teleports away.

Mini-Boss 3: Karde

appears. After 3 seconds, he stops being .

He has 2 attacks and 1 mechanic: : Basic auto-attack. Low damage. : locks himself in place, hitting anyone in front of him. Very high damage! Flame Turret: Summoned by . Shoots lots of low-damage projectiles.

immediately uses . To avoid it, move behind him.

Kill the Flame Turrets quickly to avoid being overwhelmed. Use to quickly kill them.

Kick Heavy Bombs.

When reaches 25%, reappears, and Phase 4 begins.

Phase 4 (25% to 0%)

Phase 4 is the same as Phase 3, but with and . Kill (and his Flame Turrets) before focusing on .

spawns small, dark red AoEs on the platform, dealing moderate damage to players.

Continue to kite , move out , use to send players to cannons, kill adds, and avoid .

When reaches 0%, she dies, ending the fight.

Spirit Vale's final hidden chest is west of platform. To go to it, go southwest, and then north, near the Cooking station.

Summary

Phase 1: Avoid attacks, kill cannons, kills adds, and DPS to 75%. Kite away from the squad. Move out Use on launchpads to launch cannons players into . After the Bandit Sapper gives a player , kill adds. Avoid . At 75%, becomes and teleports away.

Mini-Boss 1: Stay behind , kick Heavy Bombs, and DPS her to 25%. To avoid the high-damage , stay behind or to the side of . Interact with Heavy Bombs to kick them off the platform. When reaches 25%, returns.

Phase 2: Like Phase 1, but with . Kill before focusing on . At 50%, becomes and teleports away.

Mini-Boss 2: CC when his appears, kick Heavy Bombs, and DPS him to 25%. CC when his appears to avoid squad . Kick Heavy Bombs off the platform. When reaches 25%, returns.

Phase 3: Like Phase 2, but with and a second . CC and kill , and then DPS to 25%. The second appears 1 second after the first. Kill before focusing on . CC when his appears. At 25%, becomes and teleports away.

Mini-Boss 3: Stay behind , kill Flame Turrets, and kick Heavy Bombs. DPS him to 25%. Avoid by staying behind . Kill his summoned Flame Turrets. Kick Heavy Bombs off the platform. When reaches 25%, returns.

Phase 4: Like Phase 2, but with and . Kill , and then DPS to 0%. Kill and his Flame Turrets before focusing on . Avoid 's small, dark red AoEs. At 0%, dies, ending the fight.

Common Mistakes

Dropping on the squad, instead of away from it. Having , but not moving away from players, heavily damaging them. Not kicking Heavy Bombs, damaging the platform. Not launching someone up to kill cannons in time, resulting in that cannon damaging the platform and squad. Not using on launchpads before it disappears. Going to the launchpad too early, dying to or . Returning from cannons as rotates into you. Not avoiding . Not CCing when his appears, causing , possibly off the platform or into . Not avoiding . Not avoiding where you can.

Common Names

= flak = big bomb = Flame Wall, wall