* PSDH Teamspeak



Password: None

* Recent Posts

PSDH Seasonal Scary Spooky Strange Sacrificial (just kidding, or are we?) Sit-in by Mr_Dark
[October 18, 2022, 01:52:50 pm]

[ANN] Easter Eggstravaganza by Nova Lelie
[April 18, 2022, 01:55:17 pm]

Dragon's End by Nova Lelie
[March 21, 2022, 11:00:25 pm]

Many Hours, Still a Noob. by Nova Lelie
[January 06, 2022, 09:50:58 pm]

Wonderful Wintersday Party 2021 by Nova Lelie
[December 12, 2021, 07:54:30 pm]

PSDH Harrowing Hideously Horrible Haunted Halloween Happening by Mr_Dark
[October 14, 2021, 08:21:22 am]

* Calendar

* Upcoming Events

Stay Connected
Ever wanted a way to stay connected to your guildies outside of event times, or want to get notified 30 minutes before one of our events start?
Why not join the [PSDH] Discord? To join our Discord server, just click on the link in this message or press the Discord logo in our banner at the top.

Triple Trouble Role Sign-Up
Want to help us out on TT-Wurm by being a condi or egg blocker? Sign-up Here!

Author Topic: Spirit Vale Guide/Tips  (Read 6373 times)


  • Guild Leader
  • Full Member
  • *****
  • Posts: 729
    • View Profile
    • Darkweb
  • IGN: MrDark.9634
  • Server: Piken Square
Spirit Vale Guide/Tips
« on: November 18, 2015, 10:19:02 am »
Written guide by Dulfy

Video guide by DnT

Last night we got together 10 players and tried the first raid wing. After about 4 hours of dying we had to stop because it was getting late.
Thanks everyone who joined, hope you had as much fun as I did :D

Party Composition
Over the evening we had about 5 or 6 different group compositions because people had to leave. One thing we did notice is that we did a lot more damage when we had 2 Druids in the group.

Over the evening we have had the following classes:
1 x Warrior / Berserker (Semi-Tank, PvT armor, Zerk weapons)
1 x Berserker
2 x Chronomancer
3 x Reaper
2 x Druid
1 x Tempest
2 x Guardian / Dragonhunter

Maybe someone else remembers the composition we had on the final attempt.

It's possible to swap traits and weapons between bosses, just make sure everyone is out of combat.

Blue Guardian
Green magic circles will spawn on the ground, you must have at least 4 (non-downed) players in it, otherwise it will do massive AoE damage which is likely to wipe the group. Call it out when you see a circle.

Before you can damage this boss you will have to strip his boons; Mesmers and Necromancers are especially good for this. When the boons are stripped just full DPS.

Skills/Traits/Utilities that can remove boons:

Red Guardian
This guy can only be damaged by using condition damage (TT-Wurm husks on steroids). He will also spawn seekers which do AoE damage, use knock backs to keep them away from the group.

Green Guardian
No strategy, just full DPS. Every few seconds he will spawn blue circles on the ground which will do damage and teleport you away from the boss.

Final Boss (Vale Guardian)
The Vale Guardian is a combination of the Blue, Red and Green guardians.

Note: In our attempts we only came in phase 3 and had it down to about 70% health

Before you get in the arena split up in 3 groups; DPS, Condi and Boon strip. This is needed for when the boss splits back into the 3 guardians (Phase 2).

Aggro: The boss will aggro on the first person who hits it! We've learned this the hard way and have had glass zerker have aggro on the boss :P
So when you step into the arena, let the tank go in first and do some damage first. After that the rest can move in.

Arena: When the boss fight starts a wall will appear around the arena which makes it impossible for players to get out, but also to get in.
Before we entered the arena we did a ready check to see if everyone was still there. After the ready check we stepped into the arena, just on the edge so we didn't aggro the boss. Once we were all in the arena I moved in to aggro the boss.

Phase 1
The Value Guardian will do all attacks from the 3 mini-bosses at the same time; Green magic circle, Blue teleports and Red AoE balls.
When you see a green circle appearing: Call it out right away!. It will wipe the group if there are not at least 4 players in the green circle before channelling ends.

To make phase 1 a bit easier and not have the green magic circles spawn all over the arena, the tank should get the boss to the side of the arena. The green circles spawn in relation do the boss location, so when the boss is against the wall the circles will only appear on one half of the arena.

Green circles must have #1 priority! Even above picking up downed players, because if you don't have at least 4 (non-downed) players in the circle the whole group will wipe.

Phase 2
When the boss is down to about 75% health it will split into Green, Blue and Red Guardian again. Before it does that you have a short period of time to move to the correct pillar which was assigned to your group (what I talked about at the start). You will receive an icon above your head which should correspond with the colour of the guardian you're killing. If you go to another colour guardian (eg, you have green and go to red), you will receive more damage.

Just kill the guardians using their own mechanism, once their health is 0% a break bar will appear. When all break bars are gone the 3 guardians will merge back into the Vale Guardian.

Phase 3
The Vale Guardian will come back again and it's basically the same as phase 1, but harder. The main difference is that parts of the floor will now light up and do damage over time to everyone who's on that floor part. It's essential to kite the boss around away from the floor part which active.

Phase 4
Similar to phase 2 but harder. Make sure to get to your pillar on time.

Phase 5
Similar to phase 3, but now 2 parts of the floor light up.
Your tank will have to time when he/she pulls the boss towards the next floor part, otherwise you might end up with a green circle on an active floor.

This is were we wiped and called it a day. Hopefully more updates soon ;)

Update 19/11
Last night we got it down to around 25% health and went in phase 5. With all the different attacks going on it's good to have dedicated callers for green and blue circles.
« Last Edit: November 23, 2015, 02:35:57 pm by Mr_Dark »
Necro: Darkard | Warrior: Darkward | Ele: Darkauor | Thief: Darksantard | Guard: Darkguard


  • Guild Leader
  • Full Member
  • *****
  • Posts: 729
    • View Profile
    • Darkweb
  • IGN: MrDark.9634
  • Server: Piken Square
Re: [WIP] Spirit Vale Guide/Tips
« Reply #1 on: November 19, 2015, 02:56:59 pm »
Last night we got the Vale Guardian in phase 5 and down to around 25% health... and then we wiped.... once again :p

With all the different attacks going on it's good to have dedicated callers for green and blue circles, so the rest can focus on attacking the boss and dodging it attacks.

Necro: Darkard | Warrior: Darkward | Ele: Darkauor | Thief: Darksantard | Guard: Darkguard


  • Newbie
  • *
  • Posts: 1
    • View Profile
  • IGN: Darkmage.6830
  • Server: Ring of Fire
Re: [WIP] Spirit Vale Guide/Tips
« Reply #2 on: November 19, 2015, 03:44:56 pm »
If I'm not mistaken the vale guardian is just the first boss not the final. It has more after that one.


  • Newbie
  • *
  • Posts: 28
    • View Profile
  • IGN: arukAdo.2047
  • Server: Piken Square
Re: [WIP] Spirit Vale Guide/Tips
« Reply #3 on: November 20, 2015, 03:27:43 pm »
Here some personal thoughts, feel free to hate or like.

This seem to me to be a decent group template:

1 Tank (whatever class)
2 Herald
1 Banner/Phalanx War
2 Condi (whatever class)
1 Chrono
1 Druid (or whatever healer)
last 2 slots "should" be open to any dps class (ranger preci buff?more banners?reaper melee?range dps ele?one more condi?ect...)
or for an additional healer/guardian/support if its needed

Importants things:
-Heralds should have the ferocity buff(+150), facet of swift/fury/heal on all the time, f2 anytime its up,
dragon for break bars/red balls, dwarf as secondary elite for massive dmg reduction on spikes (green circle?),
traited correctly and with boon food its perma 10+ stack of might/fury/regen/swift if they split melee/range,
with 2 hammers then its perma 25 might on range, in any case blasting fire field become less important
-Phalanx war provide +150 power to 5 ppl (the melee ppl likely)
-Ranger provide +150 preci to 5 ppl (the ranged ppl likely)
-Chrono should take time warp for elite, and double cast it (f5)... very often (alacrity),
 wells for all others skills (dont take the stability one and lost time trait)
-Necro provide vampiric aura
-The tank probly cant provide banners (heh)

Ive heard in another team/ts that if you have more than 4 people on the green circle then you would take more dmg,
maybe should be checked next time and accordingly has to be dealt with for green circle backups (condi usually),
it is overall obvious that the more you run around the less dps you do, especially after the third phase,
the blue circle are actually the most dps killer, while the green circle is rather the mechanic killer.

It is important to make a color check for seperation, as well a melee/range check for green circle i think.

Life steal and small heals seems to counter the mushrooms dmg, so its actually possible to camp and stay on it,
but the bonus overall isnt worth it if you consider time warps give 40% more attack speed and can be up for 24sec.

Squishy builds (read -15kHP, high dps zerk) may consider things like Furious Maintenance Oil, Mangoo pie or rune of the wurm.
Rezing ppl is also a lost of dps after all.
Anybody tryed to use the powder/whistle? totally forgot to try them in the instance :p
« Last Edit: November 20, 2015, 04:46:50 pm by arukAdo »


  • Newbie
  • *
  • Posts: 3
    • View Profile
  • IGN: Blackhail
Re: [WIP] Spirit Vale Guide/Tips
« Reply #4 on: November 20, 2015, 11:26:42 pm »
Everyone should watch this ;)


  • Newbie
  • *
  • Posts: 28
    • View Profile
  • IGN: arukAdo.2047
  • Server: Piken Square
Re: [WIP] Spirit Vale Guide/Tips
« Reply #5 on: November 21, 2015, 07:01:22 pm »
theres now a guide on dulfy, i wasnt so far on team composition :p


SimplePortal 2.3.5 © 2008-2012, SimplePortal