Phase 1 and Phase 2 will be repeated until the Shek'zeer reaches 40% health.
In Phase 1, players will need to deal with Dissonance Fields.
Phase 2 brings the Royal Guard, the protectors of Shek'zeer. A tank must pick up the Reavers while the other takes the Windblades. Kill the Windblades and attempt to trap Reavers in amber.
Upon reaching 40%, Shek'zeer will retreat to the top of the steps and remain there for the rest of the fight. Use Bloodlust and burn her down through frontal cones and fears.
非常感谢 Pit & Jeri 作为中文文本的编辑所做的出色工作。
Lasting roughly 2.5 minutes, this Phase will see players manage the Dissonance Fields utilising Cry of Terror.
After roughly 1.5 minutes of Phase 2, Phase 1 will begin again.
EVERYONE
CAST SPELLS IN THE ZONE
These will spawn roughly 30 and 90 seconds into the fight, and can be damaged by players casting spells or with the Cry of Terror debuff standing inside the field.
The focus here should be killing one Field before the other to avoid the massive Physical damage done by Sonic Discharge on the death of the Field coming at similar times.
Have the player with Cry of Terror stand in one with some other players to help.
Roughly every 11 seconds, Shek'zeer will inflict the current tank with a stack of Eyes of the Empress.
Tanks should swap at 3 stacks, going to 4 in an emergency.
If either Tank reaches 5 stacks, they will become a Servant of the Empress, almost certainly causing a wipe.
Roughly every 11 seconds, Shek'zeer will inflict the current tank with a stack of Eyes of the Empress.
Tanks should swap at 3 stacks, going to 4 in an emergency.
If either Tank reaches 5 stacks, they will become a Servant of the Empress, almost certainly causing a wipe.