This is the guide for the first gate of the legion raid Valtan. The minimum item level for Valtan is 1415 for normal mode and 1445 for hard mode. The mechanics covered below will apply for both normal and hard mode. Before beginning the fight at gate 1, it is important for each raid member to assign themselves a number from 1 to 8. This will be important for the Orb Stagger Check mechanic described below.
For Extreme/Inferno mode, please refer to this page.
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Auction |
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Valtan Gate 1 (Normal) | 1 | 150 | 300 | 400 | - | - | 500 (Price of Box: 300) | - |
Valtan Gate 2 (Normal) | 2 | 200 | 400 | 600 | 8 | 1 | 700 (Price of Box: 300) | - |
Valtan Gate 1 (Hard) | 3 | 200 | 400 | 500 | - | - | 700 (Price of Box: 450) | - |
Valtan Gate 2 (Hard) | 3 | 240 | 480 | 700 | 18 | 1 | 1100 (Price of Box: 600) | 5 bones |
The fight starts off with the purple wolf at 50 bars of HP. The purple wolf has no major mechanics and only a series of normal patterns which will be explained below.
At 45 bars of HP, the purple wolf will teleport to the middle of the map and begin to separate into the red and blue wolf.
As the red wolf spawns, he will deal damage to the surrounding area. As such, most parties tend to stay around the 7 o'clock position as shown above to avoid taking damage.
At 40 bars of HP, the blue wolf will invade the map and 2 people will be randomly assigned a red and blue symbol on top of their heads.
If you have the red symbol, this indicates that the red wolf will target you and if you have the blue symbol, the blue wolf will be your target. The goal here is to make sure the red wolf and the blue wolf is separated as can be seen in the mini-map below.
If they are not separated, the two wolves will either take reduced damage or no damage at all. Usually, before the raid starts or right before this mechanic happens, the raid party will call out where to place the red and blue wolves (usually red target player top and blue target player bottom).
Further to this mechanic, the blue wolf will not be affected by any attacks by any player except for those players with the yellow buff on their buff bar.
Once enough damage has been inflicted to the blue wolf, the blue wolf will disappear for the time being. At the same time, the red wolf will usually follow up with a tornado, discussed more below in the normal patterns section. At this point in the raid, it should be a DPS push to the next stagger check. If the DPS push is not fast enough, the red wolf will impose darkness on all raid members reducing the vision of all raid members making the fight much harder.
This is one of the most important mechanics of gate 1 and also one of the mechanics that wipes most parties. At 30 bars of HP, the red wolf will teleport to the middle and begin channeling a wipe attack. At this time, all raid members must go to their pre-assigned clock positions before the raid began. Orbs will spawn around the red wolf and the objective of this mechanic is to eat the orb the raid member was assigned to and then start the stagger check. The orb colors alternate between blue and red. If any of the orbs are taken in the wrong order, it's an immediate wipe.
A good way to check for when it's your turn to take the orb is either remembering who is in front or behind you or looking at the boss' debuff bar. During this mechanic, the boss will have a purple debuff on the debuff bar. As raid members begin to take the orbs in order, that debuff will stack based on the number of orbs taken. For example, if you were assigned as orb 7, when the debuff shows x6, then that would be your turn to take the orb as you are orb 7.
This mechanic will happen a second time with the blue wolf. Once the stagger check has been successfully completed, the red wolf will disappear and all players will now face the blue wolf. There is one important pattern that the blue wolf will do once he spawns in and that is described in detail here.
Note that there is a way to cheese this mechanic. Everyone would group at the 6 o'clock position and the raid leader will stay in the middle with the red wolf and use the sidereal Wei to do most of the stagger. After using Wei, the raid leader would kite the orbs while the rest of the team moves forward to complete the stagger check. However, one thing of note is that as your item level goes up, your party would have much higher DPS and if the Wei cheese is used on the first orb mech, your party would be waiting a while to have Wei back up a second time for the second orb mechanic. So it is advisable to be familiar with the orb mechanic as higher item level parties will often do the actual orb mechanic on the first stagger check and use Wei for the second stagger check.
This mechanic is exactly the same as the x40 pattern. However, this time, the red wolf is the invader. Similar to the x40 pattern, 4 players will get a golden buff which allows the player to damage the red wolf. All other players that do not have this buff will do no damage to the red wolf. For a refresher on this mechanic, please refer to the x40 pattern explanation above.
This mechanic is exactly the same as the x30 orb stagger check. However, in most parties, most people will use the Wei cheese as the sidereal gauge will most likely be full by the time it gets to the second orb mechanic and reduces the chances of failing and restarting the gate. However, for a refresher on the orb mechanic, please see the x30 orb stagger check above.
In this section, we will go over the normal patterns that the red and blue wolf does. The purple wolf will do any combination of the blue and red wolf attacks.
It's important to watch out for these bleed stacks because if the red wolf lands an attack on you while you have two stacks of bleed, the bleed stacks will trigger and you will take massive damage from the bleed stacks. Therefore, if you have 2 bleed stacks, you must use Panacea to remove the bleed stacks to avoid taking significant damage to yourself and other party mates. There are no counterable patterns that you would need to be worried about for this gate.
The blue wolf normal patterns are slightly easier to dodge compared to the red wolf. However, it is still advisable to know to be familiar with the patterns as there are certain patterns that will still deal significant damage if not controlled properly.
Out of all the patterns that the blue wolf does, this is one of the most important patterns to be aware of as failure to dodge this mechanic will generally result in death if you are on ilevel. This will first happen when the blue wolf spawns in after the first orb stagger check. When he spawns in, his hands will either have a red, green or blue ring. Shortly after, he will do a 360 slash and depending on what color ring he has around his hands, the AOE attack will be different. If he has a red ring around his hands, he will spawn various red pools of flame around him and you will need to go far out to be able to avoid taking damage.
If he has a green ring around his hands, he will create green flames that explode in an inside-safe pattern. However, he will fire the green projectiles at 6 party members and if this is not controlled properly, it can be chaotic and result in multiple team members getting wiped. One tip is to have ALL raid members gather in one location and when he fires the green projectiles, all raid members will run to the opposite side of the map and that will dodge the large AOE attack.
Lastly, if he has the blue ring around his hands, he will throw blue projectiles at 6 team members which shortly explodes into icicle spears that will freeze raid members if they are hit by it. Similar to the green rings, to avoid getting frozen, all raid members can gather at one location and run to the other side of the map to avoid getting hit by the spears. The other option is to spacebar directly into the spear to avoid getting frozen (Note that this does not avoid damage).
For gate 1, the main sidereal that would be used is Wei during the orb stagger mechanic for the Wei cheese. However, some higher level parties might opt to do the orb mechanic both times in order to use Thirain for extra damage. Balthor is never used for Gate 1.