On Normal mode, Sha will stay on the Terrace for the duration of the fight.
Players will periodically be teleported to the Outer Shrines through Omnious Cackle to fight the Guardians. They will return upon defeating them.
Sha will now only stay on the Terrace until 66% health. He will then transition to the Dread Expanse.
The raid will have to fight through waves of Dread Spawns on the Dread Expanse. The longer you stay in the phase, the more waves spawn and the more difficult the fight becomes.
Aim to cleave the Spawns down efficiently while kiting them around the boss with the orb holders.
It should be noted that if you are close enough to phasing Sha at 66% it is not necessary to play the Shrine. Players that are transported there around 70% boss health can not engage the Guardian by standing at max range, negating any danger when the next phase is so soon.
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The fight starts on the Terrace of Endless Spring.
On Heroic, the raid must take Sha down to 66% while managing players being sent to the Outer Shrines to face Guardians of the Terrace.
Once the raid pushes Sha to the Dread Expanse once, everyone will receive Lei's Hope anytime they are fighting on the terrace.
This increases attack and casting speeds by 15%.
Five players will be targeted and sent to one of three outer shrines located around the terrace.
This will always target a single Tank and Healer, and then DPS.
Make sure to defeat these platforms fast so that you have enough Tanks to battle Sha.
Sha releases a breath to any player not behind the Wall of Light, dealing fatal Shadow damage and fearing for 1.5 seconds.
Stand behind the Wall of Light at all times.
A narrow column of Pure Light still projects Skyward from the center of the terrace.
When a player stands in this circle, a Wall of Light is formed. Sha will target the player in the circle.
The Wall of Light will deflect Sha's Breath of Fear and reduce all damage taken by 10%.
A mechanic to ensure a player is always in the circle of Pure Light.
Sha will hit a distant target with fatal Shadow damage and increase their Shadow damage taken by 25% for 8 seconds.
Random players are targeted with a splash AoE, spread out where you can to avoid dealing moderate Shadow damage to all players.
The Sha strikes 3 times on every fourth attack. Try to use mitigation when possible.
Sha periodically calls upon Terror Spawns that attack using Penetrating Bolt.
These Spawns will deflect all attacks from the front and so must be killed by players positioned behind.
While these can be killed, a common strategy is to ignore them and just dodge the Penetrating Bolt.
The bolt will be hurled at a player and cause moderate Shadow damage within 3 yards and increase their Shadow damage taken by 25% for 15 seconds. Spread out and focus on the boss.
Once the raid pushes Sha to the Dread Expanse once, everyone will receive Lei's Hope anytime they are fighting on the terrace.
This increases attack and casting speeds by 15%.
A mechanic to ensure a player is always in the circle of Pure Light.
Sha will hit a distant target with fatal Shadow damage and increase their Shadow damage taken by 25% for 8 seconds.
Five players will be targeted and sent to one of three outer shrines located around the terrace.
This will always target a single Tank and Healer, and then DPS.
Make sure to defeat these platforms fast so that you have enough Tanks to battle Sha.
Random players are targeted with a splash AoE, spread out where you can to avoid dealing moderate Shadow damage to all players.
Sha releases a breath to any player not behind the Wall of Light, dealing fatal Shadow damage and fearing for 1.5 seconds.
Stand behind the Wall of Light at all times.
The Sha strikes 3 times on every fourth attack. Try to use mitigation when possible.
A narrow column of Pure Light still projects Skyward from the center of the terrace.
When a player stands in this circle, a Wall of Light is formed. Sha will target the player in the circle.
The Wall of Light will deflect Sha's Breath of Fear and reduce all damage taken by 10%.
Sha periodically calls upon Terror Spawns that attack using Penetrating Bolt.
These Spawns will deflect all attacks from the front and so must be killed by players positioned behind.
While these can be killed, a common strategy is to ignore them and just dodge the Penetrating Bolt.
The bolt will be hurled at a player and cause moderate Shadow damage within 3 yards and increase their Shadow damage taken by 25% for 15 seconds. Spread out and focus on the boss.
After being sent to the Shrines by Sha, you will have to face 1 of 3 opponents (Cheng Kang, Yang Guoshi or Jinlun Kun) to return to the Terrace.
Dance to avoid fears and walk into the orbs to prevent healing to succeed.
EVERYONE
SOAK THE ORBS
HIDE FROM THE AOE
WHILE TANK COLLECT GLOBES
Spinning in a circle, the Guardian will unleash a hail of bolts for 5 seconds in all directions that deal massive Physical damage.
Players should run and hide behind pillars until the Blossom has completed.
The Tank should stay out and use cooldowns to survive so that they can run around and collect Sha Globes for the duration to prevent healing.
FOLLOW THE PATTERN
TO DODGE THE BOLTS
The Guardian rapidly fires sprays of Dread Bolts in specific directions for 8 seconds. Each wave deals moderate Shadow damage and applies a debuff that will fear you if you are hit a second time.
This mechanic may seem complicated, but the pattern is always the same for each Guardian.
In the attached video, you can see the player intentionally taking a single hit while following the WeakAura because the route it suggests guarantees no second hit.
Each shrine has a different order, so pay attention to the suggested pattern!
Upon returning from a Shrine, you will receive Fearless.
This increases damage and healing done by 60%, movement speed by 150%, and grants immunity to Fear effects for 30 sec.
This allows you to stand in Breath of Fear for the duration.
A replacement for melee attacks, the Terrace Guardians Shoot the current player with aggro.
3 Tanks (at least) should be used to ensure you have a Tank every time groups are transported to a platform by Omnious Cackle.
Upon returning from a Shrine, you will receive Fearless.
This increases damage and healing done by 60%, movement speed by 150%, and grants immunity to Fear effects for 30 sec.
This allows you to stand in Breath of Fear for the duration.
A replacement for melee attacks, the Terrace Guardians Shoot the current player with aggro.
3 Tanks (at least) should be used to ensure you have a Tank every time groups are transported to a platform by Omnious Cackle.
On Heroic, the Sha of Fear retreats to the Dread Expanse at 66% remaining health.
He also brings all players with him, and they gain Fading Light, which restores 90% health and mana, and resets cooldowns.
During this phase, you'll need to manage Dread Spawns and Sha of Fear's randomly ordered mechanics.
EVERYONE
DODGE THE BOSS
Sha of Fear submerges under the surface for a short time.
A random player will be targeted for the emerge location, and blue clouds will spawn in the area.
The raid must run away from this location to avoid taking fatal Frost damage.
Every time the boss uses Submerge, he summons an increasing number of Dread Spawns.
USE ORB
TO CLEAR FEAR
The third of 3 randomly ordered mechanics from Sha.
5 players are randomly selected and feared in place, inflicting mild Shadow damage every second for 12 seconds.
The fear can be broken by the current holder of Pure Light using Transfer Light (throwing the orb).
The orb should be thrown through all players affected with Huddle in Terror to clear this as fast as possible.
KEEP RUNNING
TO DODGE POOLS
The second of 3 randomly ordered mechanics from Sha, Waterspout will form in small blue pools under players and explode after 1.5 seconds, dealing moderate Frost damage to all players within 2 yards.
When this mechanic begins, players should try to constantly move around until it is complete, watching for pools spawning under their feet.
WATCH FRONTAL
AND DODGE
TO THROW THE ORB
USE EXTRA ACTION BUTTON
The uncorrupted light from the Terrace binds itself into an orb that can be picked up by a player.
This orb grants immunity to fear and reduces their damage taken by 30%.
When a player is holding the orb, they will gain the Seek the Light debuff, being targeted by all Dread Spawns currently alive.
They should wait until the Spawns are close to them and use the Transfer Light Extra Action Button to throw it to another player.
Every 30 seconds Sha will make the current target Naked and Afraid, stripping their gear from them, reducing their armor and chance to dodge or parry by 100% for 50 seconds.
3 Tanks must be used for this, as tanking with this debuff is fatal.
The Tank without the debuff should taunt when the previous gets it.
The Spawn will periodically gain a 100% movement speed buff that can stack up to 5 times.
This will reset upon a player using Transfer Light.
If the Spawn reaches the melee range of its target, it instantly kills them.
Dread Spawns target random players for mild Shadow damage at any range.
Every time a player uses Transfer Light, this will be re-cast.
When there is a low amount of Dread Spawns, this mechanic is fairly easy to ignore, but ramps heavily through the fight.
Every fourth Thrash now becomes a Dread Thrash, striking 6 times instead of 3.
Tanks must use defensive cooldowns to survive.
Every 30 seconds Sha will make the current target Naked and Afraid, stripping their gear from them, reducing their armor and chance to dodge or parry by 100% for 50 seconds.
3 Tanks must be used for this, as tanking with this debuff is fatal.
The Tank without the debuff should taunt when the previous gets it.
Every fourth Thrash now becomes a Dread Thrash, striking 6 times instead of 3.
Tanks must use defensive cooldowns to survive.
The Spawn will periodically gain a 100% movement speed buff that can stack up to 5 times.
This will reset upon a player using Transfer Light.
If the Spawn reaches the melee range of its target, it instantly kills them.
Dread Spawns target random players for mild Shadow damage at any range.
Every time a player uses Transfer Light, this will be re-cast.
When there is a low amount of Dread Spawns, this mechanic is fairly easy to ignore, but ramps heavily through the fight.