Table of Contents
Before you reach the Vale Guardian, you will first need to climb a set of stairs. On these stairs you will find three Anomalies. Each one has its own mechanics independent of the others. Every time you open a new instance these enemies will spawn in a different order. The fundamentals of this fight can are summed up by this introduction.
Green has the most straight forward mechanics of the three. It will cast Unstable Magic on the ground. You will want to avoid this so you’re not teleported across the area to a random location. Aside from this mechanic, this Anomaly can be killed with every type of damage available to the group.
The other two Anomalies are fairly straight forward, but blue has two mechanics that need to be addressed. One is the green AoE, or Distributed Magic. A group of at least four players will need to be stood in this circle. Once active, the AoE will close within a few seconds. If there’s not enough players, your group will take massive damage, or die from the blast.
The other mechanic with this Anomaly is Blue Pylon Power. This boon will stop all incoming damage from players. Corrupting, or stripping of the boon is required before damage can resume from players. Unlike the other Anomalies, blue is affected by the Bullet Storm mechanic. Every time one of these energy orbs touches the blue Anomaly, it will gain the Blue Pylon Power boon.
Blue can also be killed with straight damage from any player as long as there is no boon obstructing the player damage.
Out of all three Anomalies, the red one is affected by conditions only. So only your condition players will deal any damage to this enemy.
The most common mechanics are covered here. There are further mechanics explained under the boss section below.
This fight requires that one player takes the role of tank. The Vale Guardian will follow the player with the highest toughness. It is important that only one player takes this role, everyone else should have lower toughness than the tank.
If players have more toughness thank your tank, you will find that Vale Guardian will act very erratically switching between targets to follow.
Tanking is one, if not the most important roles in this fight. Your tank will need to pull the boss to set locations in Phases three and five. Poor tanking, or failure to control the Vale Guardian will result in a wipe.
At the start of the fight several ranged players will be selected to deal with the green AoE circle, this is the Distributed Magic. Failure to have at least three players within this circle when the attack hits will wipe the group. Most groups will assign four players to deal with this circle, but it depends on your group.
Ranged players are shoehorned into this role as they can cover the circle, while also being able to hit the Vale Guardian. Distributed Magic will only spawn during phases 1, 3 and 5.
It’s fairly common for a group to have backup players who can fill roles of fallen or absent players. This is generally decided at the start before the fight begins.
Throughout the fight the Vale Guardian will spawn several red orbs which slowly move around the area. Touching these orbs will inflict high amounts of damage, so removing them from the group is a priority. You can use push skills such as knockback to knock the Seekers out of harms way.
More often than not Seekers will spawn on top of the Distributed Magic circle. So if you’re playing a ranged class you will encounter these far more than the melee group. There’s no way to destroy Seekers, but they will despawn after a set period of time.
This is a mechanic that’s not overly important during the Vale Guardian phases, but highly important during the Vale Division. Vale Guardian, and it’s Anomalies emit an aura. This will cause damage to the group throughout the fight.
It becomes very prominent when the division happens as overlapping auras from each Anomaly will cause an increased in damage to the players who have multiple auras overlapping them.
During the fight there will be two division phases. The first at 66% health, and the second at 33%. These two phases have their own mechanics which repeat the Anomaly Stairway encounter.
As soon as the Vale Guardian heads to the center to split into it’s Anomaly forms, each player will gain an attunement. This will depend on which segment of the area you’re stood in. The area is broken up clearly by lines on the floor which are Green (1), Blue (2) and Red (3).
You want to make sure that everyone goes to their right segments before attunement happens. If you’re in the wrong segment and move to another, you will take high damage due to not having the correct attunement.
Your condition group will move to the red attunement, while the rest of your group stays in blue. From here someone from blue will attack and pull the green Anomaly to the group in blue. This saves a lot of wasted time splitting the whole group up and focus damage in one area.
During the division phases you will see white orbs of light randomly passing through the area. If touched, these orbs of energy will damage you. They’re minor, but if you absorb too many in a short period of time, it’s possible to die from them.
As detailed in the Anomaly Stairway section above, it’s important to have someone stripping the Blue Pylon Power boon from the blue Anomaly at this time. As there’s a lot of orbs floating around, boon stripping needs to be present for a fast kill.
These area mechanics only shows up during the division phase, and during the Anomaly Stairway event.
Unlike most bosses, Vale Guardian has a lot of mechanics which trigger at different times. There’s a lot of general mechanics in the fight, but sectioned off into different parts of the fight.
Out of all the attacks Vale Guardian has, this is the least damaging. Keep in mind that this attack does hurt when you’re caught by it. So if you’re part of the melee group chasing, stay behind Vale Guardian at all times to avoid extra damage.
Only your tank should take the full force of this attack at any given time. If they’re doing their job properly it won’t pose any threat to the run.
After the first Vale Division, Vale Guardian will perform a new attack called Magic Storm. As soon as this happens a break bar will appear, while the area is filled with white orbs raining down from the Vale Guardians raised hand.
This attack will last for 30 seconds if the defiance bar isn’t broken. This should be a priority for ranged Crowd Control skills and the melee group.
Every encounter with the Vale Guardian will have a blue aura AoE which appears at the bosses feet. Much like the green Anomaly, you will need to avoid this attack or you will be teleported to a random location within the area. This can be a high risk issue later on in the fight when the Unstable Pylon mechanic is introduced.
After the Division phases you will be introduced to yet another new mechanic. The pylons will become unstable which will result in the segment for that pylon to light up. If you’re caught in a lit up segment you will die.
It is possible to use invulnerability skills to survive this, which is sometimes required to save a group from wiping. Every so often the Distributed Magic AoE will spawn in a bad sector which is lit up. If this happens, using invulnerability to make sure the AoE circle is filled is a fallback. This will only happen if your tank doesn’t move Vale Guardian fast enough, and the AoE spawns behind in the wrong sector.
During phase three and five you will encounter two versions of this. The first will light up 1 segment at a time. This will then proceed to light up each area in a clockwise motion. The 5th phase is slightly different however and you will have two segments light up at the same time. This will continue you to follow a clockwise motion.