Vale of Rites is much more accessible than many players think, due to the fact that none of the bosses require burns (thus players with weaker equipment can still clear it). I am writing this guide in hopes that players/guilds who aren't "endgame" attempt this instance during the level 98 or lvl 99/100 level caps.
This guide is NOT the "minimum requirements" to do vale of rites, nor are the outlined strategies the "only" way to kill the bosses. When you try to do it the first time, you're going to make mistakes. This means you're going to take more damage than an experienced player....so first timers want MORE hp than someone who has run it 100 times.
Mentality:
Your focus when you start learning this instance should not be anything damage related. You shouldn't worry about what hpa boss was when your group wiped. You should worry about how long you've lived, and how many screw ups you've had. Learn the fights first,then worry about boss health. When your dps stop dying, when you get your interrupts timed properly, when you shorten the time it takes to make a boss appear, the damage (and boss loot) will follow.
Gear Suggestions:
dps fully buff to 180k hp (less if you wear chain). Use the Rock Guardian transformation potion (20% hp) to help with this goal.
DPS: t12 +16 level 98 crafted weapon (or better) (strong weapons are recommended to shorten the length of long boss fights).
Grotto + pillars gear, or grotto + level 98 crafted gear is sufficient to do the instance, if you're weapon is strong enough.
--offtanks only needs roughly 300k pdef and 250k hp (most wardens can buff this high).
Any healer who was geared for level 90 content can run vale.
Suggested Group Composition:
1 main tank. K/w is not "needed" for this instance.
2 off-tanks (ex. wardens who can tank first boss, then dps others, or tanks who also have some dps character that can switch)
3 healers (including 1 druid)
1 wl/m (battle res, attack buffs, warp charge etc.)
4-5 dps. 4 if you have m/wl, 5 if not.
**I strongly recommend one of the 3 tanks be a c/m for first boss. C/m makes first much easier, and is still helpful later in the instance.
Trash Mobs:
The only threats are the "Assasin of the Vale" monsters. They do an aoe stun, and an aoe damage skill. You can approach these in one of 3 ways:
1) Disable them (silence pull, blasting cyclone, co-ordinate multiple silences on different targets at same time, etc.)
2) Run in with tank ONLY, melee dps WAIT in until after the stun, then engage.
3) buff your hp a lot and just tank the damage
If you struggle with certain groups of mobs, pulling them 1 by 1 or using instruments/cooldowns is advised. No shame in playing music to kill trash mobs.
B1: Lightquencher, Banebringer, Hopewrecker
This fight consists of 3 bosses, thus requiring 3 tanks, who alternate between 4 phases (phases are announced by messages on the screen every 35~ seconds). After killing any of the bosses, you have 30s to kill the remaining 2 or the first guy resapwns with a 5% stacking stat buff. You want to bring all 3 bosses hp low (5 or 10%) without killing them, then wait for an appropriate phase to kill all 3 in quick succession. Understanding how Hopewrecker's spells work is the key to victory. When executed properly, no one tank takes a lot of damage, so your offtanks don't need to be super well geared.
"Change Formation: Wedge!"
occurs every 3rd phase. Each of the 3 bosses teleport to a specific location (i.e Lightquencher ALWAYS ports to the same spot every wedge phase). If any 2 of the bosses get near each other, they gain some kind of bonus. Your 3 tanks must recognize a wedge phase has started, run to their designated boss, and keep them seperated in a triangular fassion. DPS should focus the boss with the highest hp. Banebringer will cast a physical aoe which will kill low hp players who are close to him (hence the 180k hp buff suggestion). The other bosses do stuff that isn't important.
*** This formation is one in which you can kill the bosses when all 3 are low, since you have control of their positioning. ***
"Change Formation: Lightning!"
Lightquencher will fight your party, while hope and bane port around the circular platforms. Bring light into the middle of the ring. Bane and hope will charge targets determined by where they are standing, so if a dps is out of position, they might die. One or both of the offtanks should position themselves inside the ring of platforms, but closer to the "exit" of the room, while the rest of the group is stacked in the middle -- this will cause hope and bane to charge that tank. If a player moves away from the middle of the room, they might get charged and die. DPS should focus lightquencher, unless he is low hp, in which case they don't really need to do anything but stay grouped and use ranged spells.
"Change Formation: Traction!"
Hopewrecker will fight your party (and this is who your dps attack), while bane and light port around the platforms. Bring hope into the middle of the ring. Bane and light will absorb damage, while casting a spell on hope, giving hopewrecker a stacking buff. When Hope's buff reachers 10 stacks, he will use a spell called Purple Flame Blaze that does ~70% max hp to nearby players. This spell is interruptable but the cast bar is hidden for some reason. A macro that detects spell casting can be used to help time interrupts. Hope also casts a second raid wide aoe / dot spell. If you fail to interrupt Purple Flame Blaze when hope reaches 10 stacks, and then take damage from the second ability, people will die. A champion/mage has short enough cooldown disables to deal with all the required interrupts on this phase.
**Alternatively, you can jut have all raid members but the person tanking hope stand, grouped up, far away from hope during this phase. Only the one tank will take damage, allowing you to do this phase without interrupting hope at all. It is "safer" since missing an interrupt doesn't result in deaths, but also means you have one phase where you deal no damage to any bosses, extending the fight time.**
--note: by dealing sufficient damage to bane and light, you can slow down the rate at which hope gains stacks, causing fewer Purple Flame Blazes but I find interrupting hope or having beastly healers to heal through all the damage is easier.
--Due to the shields light and bane have, you CANNOT kill all 3 bosses on this phase. If hope is at 5%, the dps don't need to do anyhting but interrupt.
"Change Formation: Hammer!"
Banebringer will fight your party, while hope and light teleport to ONE SPOT and stay in those spots for the entire formation. Bring bane into the middle of the ring. Lightquencher will cast "Black Lightning Forcefield" repeatedly without any downtime, while Hopewrecker casts "Purple Gout of Flame" repeatedly with no downtime. Both of these spells deal area damage to your raid -- forcefield is a lightning field in the middle of your raid, while Purple Gout of Flame creates a line of lightning spheres directed at one player.
The line of lightning spheres is the most difficult to deal with, so your interrupts should be focused on Hopewrecker. The cast time is 3seconds long. If you silence at 1second, hope will immediately begin casting again, so save your interrupts for 2+ seconds into the cast ar. A c/m can interrupt hope by itself for the entire phase, otherwise you may want multiple players interrupting hope here.
Significanlty more dangerous is kiting. If you spread out during this phase, yu can determine which single player the line of spheres is aimed at (usually the closest person to hope after it ports). This player can stay away from the raid and receive heals, while everyone else stays out of harms way. However, if players have low hp for are slow at spreading out, interrupting is far easier.
*** Since you can control where the bosses are, you can kill them on this phase. ***
The 4 phases keep repeating in random order, with every 3rd phase being a Wedge. You have approixmately 7 minutes to win the enounter, or Lightquencher will become Enraged, ccausing all damage dealt to lightquencher to be converted into healing aka you can't kill it.
Execution:
DPS should put all 3 bosses on focus to monitor their hp and allow for easy targettging. Tanks should pre-designate which boss they will tank, and never taunt the other bosses. Start the fight using normal burns -- tanks get something like 3 seconds to hit their targets. Once a phase begins deal with it as required. If a boss gets low on a non-kill phase, dps should stop attacking and try to damage the others if possible. ALWAYS REMEMBER TO INTERRUPT HOPE'S NONSENSE (or just stand far away during traction).
In summary: Interrupt hopewreckers spells, keep bosses seperated on Wedge phase, hit whoever is in the middle of the room, Kill bosses only on wedge or hammer, dps/healers stays grouped in mid on non-wedge phase, keep bosses roughly same health.
At this point, there is no need for offtanks for bosses. Players can stay in tanky gear/classes for trash if needed, but it is recommended you swap to dps class/gear while your raid clears trash to second boss.
This post has been edited 10 times, last edit by "BlankMinded" (Feb 23rd 2017, 9:15am)