These Guardians will spawn in a line that leads you towards your first raid boss - Vale Guardian.
The order in which the Guardians spawn is randomized every time you enter the raid, however, the order does not affect anything of great importance.
The first thing you will see is that each Guardian has a large red AoE circle around them, this is their . This aura deals pulsing damage to whoever is inside it and will increase in damage if you are inside multiple Magic Auras i.e. pull multiple of the Guardians together.
is the creation of white orbs that move from the outside of the towards the players inside. These orbs hit for a fair amount of damage but can easily be avoided and you should try to do so.
Each of the coloured Guardians can be killed separately and it’s advised to do so until you have a better understanding of each Guardian. This understanding comes in the forms of the various mechanics that each Guardian has.
The Green Guardian, as with all of the coloured Guardians, has a unique mechanic - .
This mechanic will spawn every ~10 seconds under each of the squad member’s feet who are in close proximity to the Green Guardian. will spawn and after ~2 seconds it will trigger and cause anyone standing within the AoE to be teleported to a random location.
It is fairly easy to recognise as it will be a small glowing blue AoE. Your screen will be outlined with a faint yellow glow if you are standing inside the AoE.
There are a few ways to avoid this mechanic, the first being to simple move out of it by dodging or walking, the second is to block it with Aegis or any block and finally with Distortion if you are playing a Support Chronomancer.
As with all the coloured Guardians, there will also be and .
The Blue Guardian has a unique mechanic - .
This mechanic will spawn every ~15 seconds within the of the Blue Guardian. This mechanic appears as a large green AoE circle which is actually comprised of a stationary outer light green circle and a bright green central moving circle.
This bright green moving part will start at the outer rim of and shrink towards the centre of the AoE, which takes ~5 seconds. Once it has disappeared the mechanic will trigger and all squad members will take a huge amount of damage, ~80% of their health.
There are two ways to tackle this mechanic which vary in difficulty:
Blue Pylon Power is a buff that can be stripped by any boon denial skills. The most common form of boon removal will a Support Chronomancer using or . , the final skill in the Sword auto attack chain, removes a boon from your foe. The clone from will carry out the same auto attack chain.
and are still in effect.
Seekers can be controlled by Knock Backs, Immobilize, Chill, Cripple and Fear. The most typical solution to Seeker control is allowing your Heal Druid to Immobilize them with . Further control, through Knock Backs, is normally also the responsibility of the Heal Druid with .
Unlike the other two Guardians, the Red Guardian has extremely high Toughness. This makes it almost invulnerable to physical attacks, leaving it only vulnerable to Condition Damage. You will always want at least two Condition Damage classes in your squad to allow you to deal with the Red Guardian quickly.
Once the Red Guardian has been lowered to 0% health, a breakbar will appear with a value of 1k and you will need to break this in order to completely kill it.
and are still in effect.
Once all three Guardians are dead, you can proceed to Vale Guardian.
Vale Guardian will be standing in the center of a circular arena that is split into three sections. Each segment 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.
Prior to engaging with Vale Guardian, there are a few fundamental choices that have to be made. Firstly, you must decide how you will deal with . As explained above your two options are:
As the green AoE circles from may spawn out of melee range of Vale Guardian, it is advised that you should send classes that are able to carry out ranged DPS. will always spawn inside the section that Vale Guardian is currently standing in. Knowing this will make make it a lot easier for you to find the green AoE, should you need to run to it.
The second choice you must make before engaging Vale Guardian is to decide who will tank. Vale Guardian has a Toughness based aggro system, meaning that he will aggro to the squad member with the highest Toughness.
In almost all groups this will be a Support Chronomancer as they currently are the best tanking profession. As a DPS profession you should never have any problems with high Toughness, as all builds that are recommended on this website have very low Toughness (Sub 1270). If you are running a support class, you should check in with the tank to make sure that you do not have more Toughness than they do.
Finally, you must ensure that you have at least two condition based DPS classes that can go to the Red Guardian during the split phase. As explained earlier, the Red Guardian is practically Invulnerable to physical damage.
Now that you know how the mechanics have evolved from the pre-event, you’ve decided how to deal with and you’ve chosen your tank, it’s time to start the fight with Vale Guardian.
Tanking Vale Guardian on the wall normally indicates that you will be ignoring and healing through the damage. The moving tactic should indicate that you will need to send four people to each AoE in order to mitigate the damage.
The first phase will always be static, regardless of which tactic you use. This is because the mechanic of glowing floors does not trigger in phase one. This mechanic will only begin in the second phase and increase in the third phase. Carry on reading through and it will be explained later.
Once you’ve engaged Vale Guardian, you should always be standing behind him. Your tank will ensure that this is the case but you should make sure that you don’t end up in front of him as his attacks deal a fair amount of damage.
As explained earlier, throughout Phase one, there will be three mechanics constantly occurring: , Seekers and .
Once you get Vale Guardian to 66% he will go Invulnerable and run to the center of the arena. Be sure to 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.
The three coloured Guardians that you fought earlier will now spawn at their corresponding pylons. Your team must now split into two groups.
Two or three people, Condition Damage classes, will go to the Red Guardian and the rest of the team to the Blue Guardian. One squad member will probably get the Green Attunement and pull the Green Guardian over to the Blue Guardian.
As we explained earlier, the arena is split into three sections. The segment in which you are standing when the Guardians spawn will dictate which coloured attunement you recieve.
For example if you are standing in the blue pylon’s segment, you will receive the Blue Attunement buff. With this buff you will take a bit of damage from the from the Blue Guardian, however, if you have Blue Attunement and are standing in the AoE field of the Red Guardian who has the then you will take significantly more damage. Clearly, you should aim to get the attunement from whichever Guardian you will go to during the split phase.
Typically, groups will pull the Green Guardian on top of the Blue Guardian. Although you will take more damage, as you should be attuned to Blue Attunement meaning that you will take additional damage from , you will have 7 or 8 of your squad members with you. This will be more than enough damage and healing to enable you to take on both Guardians at the same time.
It is very important that one person goes to pull the Green Guardian, otherwise it may run towards the group that is killing the Red Guardian. If you are struggling with killing both simultaneously, you can delay pulling Green Guardian until the Blue Guardian is about to die.
As with the pre-event, each Guardian will have its corresponding mechanics and a 1,000 Breakbar when their health reaches 0%. This also includes the mechanic and it’s advised that you try to avoid as many orbs as possible.
Common mistakes during the split phase are:
Once all the Guardians have been killed, Vale Guardian will respawn again in the center of the arena.
All the previous mechanics that you have encountered so far will continue to be in effect during this phase. In addition to this, one segment of the arena will glow and cause ticking damage if you are standing in it.
This split phase is exactly the same as the one at 66%. To refresh your memory of what goes on, just scroll up and take a read.
The third and final phase is similar to the previous two phases, however, some of the mechanics evolve even further.
- A green AoE will spawn every 20 seconds that lasts for five seconds. At the end of those five seconds the AoE will explode 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 will spawn around players who are in close proximity to Vale Guardian or the Green Guardian. Theses AoEs spawn every 10 seconds and trigger after two seconds. When triggered, they will teleport any players standing inside them to a random point in the arena or within the Green Guardian’s aura field. During the final phase, will spawn under all squad members, regardless of proximity. These AoE circles can be avoided by simply walking out of them, Dodging out, Evading, blocking or using .
Seekers - Three Seekers will spawn every 20 seconds and last 20 seconds before they despawn. During the final phase, a fourth Seeker will spawn in the center of the arena. These Seekers pulse a high damage tick through . Seekers can be controlled by your Heal Druid through and .
Split Phase - Make sure you are attuned to the right colour during the split phase. If you aren’t, you will take a fair amount of 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 will need to break a 1,000 Breakbar in order to completely defeat them.
Glowing Segments - In phase two, the green segment of the arena will glow and cause 2000 tick damage to those squad members standing in it. Every 20 seconds the glowing segment will rotate clockwise, Green Blue Red. In phase three, two segments will glow starting with green and blue. They will rotate clockwise every 15 seconds, down from the original 20.
Common Big Mistakes: