Vale Guardian
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Vale Guardian
- Race
- Elemental
- Level
- 80
- Rank
- Legendary
- Location
- Spirit Vale
(Forsaken Thicket)
Image(s) |
Click to enlarge. Interactive map |
“Pylons. Did they power those beings...or create them?
The Vale Guardian is the first boss in the Spirit Vale raid wing. It is an elemental of mysterious origin, powered or summoned by the pylons in the Vale.[1]
Locations[edit]
Walkthrough[edit]
- Primary article: Spirit Vale#Vale Guardian
Combat abilities[edit]
- Behavior
- Vale Division - At 66% and 33% health remaining, Vale Guardian will become invulnerable, move to the center of the arena, and disappear, spawning a Red, Green, and Blue Guardian at their respective colored pillars. During this split phase, the Vale Guardian is not present in the arena and will only return once all three colored guardians are defeated. Each of these lesser guardians has one of the signature abilities of the Vale Guardian, and all besides the Green Guardian have other special mechanics.
- The Red Guardian summons Seekers and only takes heavy damage from conditions.
- The Green Guardian uses Unstable Magic Spike (blue teleport circles)
- The Blue Guardian uses Distributed Magic, however only 3 players are needed to nullify it and can gain Blue Pylon Power which needs to be stripped (boon removal).
- At the beginning of this phase, players will become attuned to the pylon color of the third of the platform they are standing on (Pylon Attunement: Red, Pylon Attunement: Green, or Pylon Attunement: Blue). Players will take heavy periodic damage if they are standing in the area of a color they are not attuned to. Pylon Attunement effects are removed once the Guardian Split phase ends.
- An additional segment of the floor lights up (dealing periodic damage) in rotation after splitting and rejoining.
- Gains Magic Storm skill after first split.
- Effects
(unlocked when casting Magic Storm)
- Magic Aura - Deals periodic damage to all enemies within 1500 units.
- Skills
- Bullet Storm - The Vale Guardian sends slow-moving projectiles at you that deal damage on hit.
- Casts multiple, slow moving, white orbs causing moderate damage. This ability is only present when the Vale Guardian is split into the three minor guardians.
- Distributed Magic - The Vale Guardian distributes its magic to a point that must be absorbed before it unleashes devastating damage.
- Vale Guardian summons a green circle which slowly 'closes', which if insufficient players are present inside, deals devastating damage to the entire player group. At least 4 players who are not downed or defeated need to be in the circle before it closes to avoid the massive group damage. These players will be dealt a moderate amount of damage when the skill ends. Distributed Magic appears in the third of the arena the Vale Guardian was in when it casted it.
- Magic Aura - The Vale Guardian pulses energy every 3 seconds, damaging all foes in range.
- A passive damaging aura effect present throughout the Vale Guardian fight.
- Magic Storm - Magic orbs erupt from the Vale Guardian, releasing energy and damaging targets in a small area around their impact point.
- An ability which casts multiple high-damage aoes on the ground. Casting this ability also grants Vale Guardian a breakbar. Attack will automatically end after 30 seconds. Attack has a 30 second cooldown.
- Punch - Punches foes.
- Spawn Seekers - At regular intervals, the Vale Guardian will spawn Seekers in the arena.
- Unstable Magic Spike - The Vale Guardian creates unstable spikes of magic, teleporting enemies caught in the impact.
- Vale Guardian casts electric-like blue AoEs on the ground, teleporting and damaging players caught inside them.
- Unstable Pylon - Vale Guardian renders the Blue portion of the ground unstable, damaging players standing on these portions periodically.
- Unstable Pylon - Vale Guardian renders the Green portion of the ground unstable, damaging players standing on these portions periodically.
- Unstable Pylon - Vale Guardian renders the red portion of the ground unstable, damaging players standing on these portions periodically.
- Blue Guardian Skills
- Distributed Magic - The Red Guardian[sic] distributes its magic to a point that must be absorbed before it unleashes devastating damage.
- Magic Aura - The Blue Guardian pulses energy every 3 seconds, damaging all foes in range.
- Punch - Punches foes.
- Green Guardian Skills
- Magic Aura - The Green Guardian pulses energy every 3 seconds, damaging all foes in range.
- Punch - Punches foes.
- Unstable Magic Spike - The Green Guardian creates unstable spikes of magic, teleporting players caught in the impact.
- Red Guardian Skills
- Magic Aura - The Red Guardian pulses energy every 3 seconds, damaging all foes in range.
- Punch - Punches foes.
- Spawn Seeker - Creates a single seeker
- Seeker Skills
- Magic Pulse - The Seeker pulses magic damage every second, hitting all enemies in range.
- Stolen skills
Stats of encounter relevant enemies[edit]
Enemy | Health | Defiance bar |
---|---|---|
Vale Guardian | 22,021,440 | 2,000 |
Green Guardian | 722,579 | 1,000 |
Seeker | 649,260 | |
Blue/Red Guardian | 540,705 | 1,000 |
Rewards[edit]
- Event rewards
- 2 (doubled with Call of the Mists active)
- 200,025
- 10,000
- Magnetite Shard (10)
- Vale Guardian Coffer
- Compendium of Knowledge (with Call of the Mists active)
- The Lost Art of Armor Crafting (drops if the Envoy Armor I: Experimental Armor collection hasn't yet been unlocked)
- 1 random piece of equipment of Exotic rarity
- A chance at the following unique drops (more than one can drop at a time):
- Assaulter's Sparking Dagger
- Defender's Sparking Dagger
- Healer's Sparking Dagger
- Malicious Sparking Dagger
- Assaulter's Sparking Vanquisher
- Defender's Sparking Vanquisher
- Healer's Sparking Vanquisher
- Malicious Sparking Vanquisher
- Chest of Vale Guardian Boots
- Assaulter's Energized Loop
- Defender's Energized Loop
- Healer's Energized Loop
- Malicious Energized Loop
- Mini Blue Guardian
- Mini Green Guardian
- Mini Red Guardian
- Mini Vale Guardian
Gallery[edit]
Related achievements[edit]
- Spirit Vale: Beyond the Vale — Defeat the Vale Guardian. (10)
- Spirit Vale: Flee the Storm — Avoid getting hit by Magic Storm, and then defeat the Vale Guardian. (2 )
- Spirit Vale: RGB — Obtain each Pylon attunement once. (1 )
- Spirit Vale: White Noise — Kill all of the Vale Divisions within 10 seconds of the first one dying, and then defeat the Vale Guardian. (3 )
Notes[edit]
- Vale Guardian has 1910 armor (687 toughness and 1223 defense).
- Vale Guardian has a 140 range diameter hitbox, which is considered medium.
- Though its race in lore is an elemental, mechanically it is a plant. This was an intentional choice by the developers for most raid bosses so no sigil/potion would provide a race bonus against them.
- Blue teleport circles can be blocked with Aegis.
See also[edit]
- Associated items
References[edit]
- ^ Spirit Vale#Dialogue
- <Squad member>: These towers powered that guardian. Or summoned it.
- <Sylvari squad member>: What are these towers? Are they for a ritual or some other purpose?
- <Squad member>: Magic pylons. Did they summon those creatures?
- <Human squad member>: These towers don't look like anything I've seen before. Who made them?
- <Asura squad member>: Pylons. Did they power those beings...or create them?