This is the guide for the first legion raid boss Valtan on Inferno or Extreme mode. This guide will cover both Gates 1 and 2 and assumes that you are knowledgeable of the mechanics for Normal mode Valtan. This guide is applicable to both inferno and extreme mode. The difference between inferno and extreme mode is that inferno mode uses a "Book of Coordination" whereby all raid members have equalized gear. As for extreme mode, gear is taken into account, but the mechanics are the same as for inferno mode. For Extreme mode, the minimum item level is 1580 for normal mode and 1620 for hard mode.
If you need a refresher on the regular mechanics, please refer here.
The HP bar for inferno/extreme mode is hidden. As such, instead of displaying the mechanics in terms of HP, it will be displayed based on the enrage timer. Please note that these timers are rough estimates. It will depend on how much damage and stagger your party is able to do:
Note: The mechanic shown here can be hard to execute for beginning parties. As such, there is a cheese strategy in which you use Sidereal Balthorr to avoid the wipe attack. More on the Balthorr use on the next mechanic.
At the beginning of the fight, Valtan will start with two stacks of armor with destruction points of approximately 45. To be able to complete this raid within the allotted time limit before he goes berserk, both of those armor stacks will need to be destroyed with either destruction skills or destruction bombs. There will also be four pillars situated at the 1, 3, 9 and 11 position which hold two blue orbs each. Each raid member must collect 1 orb (no more than one as there are only 8 blue orbs total for each raid member!) to avoid the wipe mechanic that will happen later on. Also, during this stage, Valtan will target and channel a charge towards a raid member. Valtan will not stop until he either hits the end of the map or a destructible terrain (in this case, it would be the pillars). If Valtan charges into a destructible terrain, he will be momentarily stunned. The goal during this stage is to focus on leading Valtan to charge or destroy all four pillars so that the blue orbs can be collected. DPS should not be the main priority here.
Valtan usually starts off the raid swinging his axe in a circular motion and then begin to channel his first charge. The general concensus is to have Valtan charge towards the 3 o'clock pillar first. Important to note is that as he is channelling his first charge, the raid member with the corrosive bomb must throw it before he finishes channelling to add 1 extra destruction point to either the destruction skills or the destruction bombs. Also, be aware of the small walls that are scattered across the map. If Valtan charges into those, he will stop charging, but will not get stunned.
After he starts charging, all raid members must dodge to the side and throw out their first destruction bombs and use all destruction skills while he is stunned and 2 raid members must collect the first set of blue orbs from the pillar. Once he recovers, he will jump and swing at another random raid member. Here, the raid members would want to either lead him to jump swing and destroy either the 11 o'clock or the 1 o'clock pillar. That would expose the second set of blue orbs and another 2 raid members should collect those orbs as well. After the jump swing, he will do a second charge at another random raid member. Depending on which pillar was broken previously, you would lead him to destroy the other pillar (either the 11 or 1 o'clock pillar that wasn't destroyed) and another 2 raid members should collect the third set of blue orbs.
At this time, Valtan will do a triple swing into a circle swing normal pattern. He will then jump up and throw 8 axes each at each raid member. To dodge this pattern, all raid members just need to run around in small circles. As he comes down, he will do a final slam that is mostly map wide that will generally kill raid members instantly on item level. The safe spot for this pattern is the outer edges of the map. If you are unable to get to the edge of the map on time, you can use a Time-Stop potion which will freeze you for a couple seconds and you will be immune to all forms of damage.
Valtan will then do a third charge at another random raid member and this charge should be lined up at the 9 o'clock pillar so the last 2 raid members can collect the final set of orbs. Corrosive bombs and destruction bombs should also be used here as the cooldowns of those bombs should have been refreshed at this stage. If all is done and well, DPS can now resume until the wipe mechanic which will happen at x128 bars of health.
After all orbs have been collected, Valtan will begin to channel a wipe attack. He will throw his axe up in the air for a couple seconds and slam his axe on the ground. While his axe is in the air, you will see a red pizza pattern telegraph. You can dodge this by moving to a spot in between two red telegraphs. Shortly afterwards, Valtan will do a second axe slam and this is normally a wipe. However, if the orbs from the previous mechanic were collected correctly, that orb will save you from the wipe mechanic.
As mentioned in the previous mechanic, there is a way to cheese this first wipe mechanic. All raid members will do everything as mentioned in the previous mechanic. However, you don't need to collect the blue orbs anymore. After Valtan gets to around 129 bars of health, the raid leader will have to use Sidereal Balthorr. Balthorr greatly reduces the incoming damage of both the red pizza telegraph damage as well as avoding the wipe mechanic. In general, most public lobbies will use the Balthorr cheese as it can be hard to coordinate collecting the orbs.
Below is a video of the whole mechanic including armor destruction and the first wipe mech.
At 112 bars of HP, he will become untargettable and a cutscene will play where he destroys the outer parts of the map. At this point, all his charges will become counterable. Be aware of the sides of the map as from now on, you can die from falling off the map.
This is another wipe mechanic that all raid members need to be aware of. Valtan once again becomes untargettable and a short cutscene will play where he jumps up in the air and randomly targets one raid member. A red cone shaped telegraph will follow that raid member for a brief moment. This cone is a wipe attack and must be avoided at all costs. As this is a wipe attack, time-stop cannot be used here. At the same time, 4 pillars will protrude out from the ground. The goal is to aim the red cone telegraph away from the 4 pillars and once the cone stops following the raid member, the raid member must move behind one of the pillars. All other raid members must also hide behind one of the 4 pillars as failure to do so will result in Valtan doing massive damage to your health. Afterwards, there will be another red cone telegraph targeted at the same raid member. However, this time, if the red cone telegraph hits any of the pillars, the pillars will explode and also cause the other pillars to explode afterwards in a chain-reaction. The second red cone telegraph is not a wipe attack, so this attack can be time-stopped if needed. Below is an example of the wipe mechanic.
At 68 bars of health, Valtan will jump up again and choose either side of the map at random. He will land on the side chosen and that part of the map will be destroyed. Before Valtan lands, all raid members should go to the middle to see which side he will fall to. He will follow up with a moving circle swing back to the middle of the map. Four pillars will again spawn and he will do an roar that will knock raid members off the map. Similar to the previous mechanic, all raid members must hide behind one of the pillars to avoid getting knocked off the map by the roar. Afterwards, he will do a red cone telegraph attack (same as the second red cone telegraph from the previous mechanic) at a random raid member. That raid member must aim the red cone telegraph away from the other raid members. Be careful of the pillars that will chain explode from the red cone telegraph attack.
Valtan will once again become invincible and jump up and after he lands, a puddle will spawn on each raid members feet that will explode and damage the raid member and any raid members nearby as well. The normal strategy is to have everyone stand in one position (normally the 9 o'clock position) and then once the puddles spawn, dash out to avoid damage. Afterwards, a cutscene will play. After the cutscene, he will attempt to do a counterable grab at a random raid member. If Valtan is successful at landing the grab, he will continue to do a counterable charge at other random raid members. This can be quickly chaotic if not handled initially as raid members will be scrambling to try to counter to avoid other charges.
For the initial charge, Valtan will make a series of grunting noises, shortly after the second grunt, it would be a good queue or indication to start the counter. Below is a video of the cutscene as well as a successful counter.
This mechanic is similar to the first ring destruction. As Valtan has already destroyed one side of the map, he will just choose to destroy the other side of the map which will further reduce the size of the map and increase the chances of dying from falling off the map. From this point on, as the map is now smaller, all attacks from Valtan will be much more dangerous. He will no longer have anymore mechanics, but will transition into a ghost phase described below.
Around 12 bars of health, Valtan will go through a portal similar to one of his normal patterns and then land in the center. He will always land in the center and slam his axe on the bottom part of the map, so be sure to avoid the bottom part of the map during this mechanic. He will then proceed to slam his axe in 4 cardinal directions based on where he does his first slam. His first slam will always be at a random player. Generally, players will gather up in the left side of the map so his slams will always be left, right, down and up. Valtan will then hit the ground repeatedly and the ground will form cracks which will damage and can possibly (high possibility!) knock players off the map. The best way to successfully complete this without getting knocked off the map is moving in a clockwise/counter-clockwise direction as soon as he starts slamming the ground. The other method is to use a time-stop potion. The timing for this is when he slams the ground for the 5th time. After the 5th slam, you would pop your time-stop potion. He would then do one final slam with an "outside-safe, inside safe" pattern, which means the first safe zone will be on the outside and then the second safe zone will be on the inside. Soon after, 3 pillars will pop up. Valtan will do a final roar before transitioning into the ghost phase which can knock players off as shown with the yellow telegraph. Players will need to hide behind the pillars to avoid getting knocked off the map. Once successfully done, the pillars will explode. All players will need to assemble in the area with no pillars to avoid getting damaged and knocked off the map. Valtan will then respawn as a "ghost" with 40 bars of HP. During this time, all his attacks will be normal patterns and he will only stay in the center. During the ghost phase, Valtan will have 6 stacks of damage reduction. In order to remove the damage reduction stacks, players will need to successfully counter clones that will spawn around the map. If the counter is not sucessful, the clone will slam the ground which has a chance of knocking players off the map as well. It is particularly important to get these counters as it not only reduces the amount of damage reduction stacks Valtan has, but it also reduces the time until the next Sidereal can be used. Generally, Thirain will only be used from this point on as it is a race to the finish line.
For this transition, it is possible to use Balthorr to avoid getting knocked off the map. As soon as he heads into the portal, place Balthorr down and you will not have to worry about getting knocked off the map. However, the red telepgraph attacks will still hurt, so it is advised to dodge those.
Below is a video of the final ghost transition as well as the final ghost fight which will highlight all of the patterns that he will do during ghost phase. In the video, Balthorr was not ready yet, so we did it the normal way.
In this section, we will go over the normal patterns for Valtan.
For gate 2, as a "cheese" for the raid wipe during the x128 mech, instead of collecting the blue orbs, Balthorr can also be used here to nullify the raid wipe. Once Balthorr is used however, all raid members must stand in the Balthorr zone to receive the buff. Balthorr is also usually used before the ghost phase transition. Before the ghost phase transition, Valtan will do a series of ground slams which will cause the ground to form fissures that can knock you off the map. To avoid this, most groups would use Balthorr here as well to avoid getting knocked off the map and can mitigate damage. Afterwards, during the ghost phase, if you have done enough counters to have the sidereal meter filled up again, Thirain can be used here to help push dps to finish the fight. Wei is never used in Gate 2.