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.
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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.
Shek'zeer lets loose a Dread Screech at 5 random players, dealing moderate Physical damage to each player and anyone within 5 yards.
Make sure to spread out in range to reduce the splash damage.
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.
Shek'zeer retreats to the top of the stairs, summoning her Royal Guard (Set'thik Windblades and Kor'thik Reavers) to defeat the raid.
Watch the damage from them, as they gain Band of Valor, which increases their damage by 30% for each friendly within 8 yards. Use defensives and healing cooldowns early to manage the increased damage taken on tanks.
A Tank should take the Kor'thik Reavers close to the stairs while the other takes the Set'thik Windblades to the center of the room.
KITE THE REAVERS
INTO AMBER TRAPS
Amassing 5 Bubbling Resin on top of each other causes them to congeal and harden, forming an Amber Trap.
Amber Traps should be used on the Reavers.
Kite the Reaver into the trap, and it will lose 5% health every 2 seconds.
STACK TOGETHER
TO FORM BUBBLING RESIN
Windblades coat a Ranged player in Sticky Resin.
When players with Resin stack up, a Bubbling Resin is formed just below their feet.
Players should stack up together to make this a quick and easy process, as stacking 5 is necessary to form an Amber Trap.
IF FIXATED
KITE THE WINDREAVER
The Windblades will fixate on a player, running around after them. Make sure to stay at max range during the fixate to avoid taking damage from Sonic Blade.
A debuff that causes players' attacks to occasionally deal an additional 50k nature damage.
Tanks affected by this can spread it to nearby players to help with the Windblades.
Random players are targeted with Poison Bombs from the Reavers, inflicting initial mild Nature damage and leaving a small damage over time effect.
Reavers cast Dispatch at random players, inflicting massive damage.
Make sure to interrupt this cast!
The Reavers cast a 30-yard frontal cone that deals moderate Nature damage to Tanks. Ensure the Reavers are pointed away to avoid hitting non-Tanks.
If a fixating Windblade gets too close to a target, they will cast Sonic Blade.
This spell is extremely dangerous, and you should always kite the Windblade at max range for safety.
A debuff that causes players' attacks to occasionally deal an additional 50k nature damage.
Tanks affected by this can spread it to nearby players to help with the Windblades.
The Reavers cast a 30-yard frontal cone that deals moderate Nature damage to Tanks. Ensure the Reavers are pointed away to avoid hitting non-Tanks.
Random players are targeted with Poison Bombs from the Reavers, inflicting initial mild Nature damage and leaving a small damage over time effect.
If a fixating Windblade gets too close to a target, they will cast Sonic Blade.
This spell is extremely dangerous, and you should always kite the Windblade at max range for safety.
Reavers cast Dispatch at random players, inflicting massive damage.
Make sure to interrupt this cast!
Burn Shek'zeer down before she burns you. Ramping damage, fears, and frontals are what you have to worry about here.
IF DEBUFFED
RUN OUT TO GET DISPELLED
5 random players are given a Vision of Demise debuff, fearing them after 4 seconds.
Upon fearing, players will deal moderate Shadow damage every second to players within 8 yards.
Run out of the raid and have a healer dispel the feared to get them back in fast.
EVERYONE
STACK AND DODGE
Mild Shadow damage that will start targeting 1 player and a further player every 2 seconds until it hits everyone.
A raid-wide 50% current health hit, this should align with Healing Cooldowns.
This returns from Phase 1, ensuring tanks need to swap.
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.
Mild Shadow damage that will start targeting 1 player and a further player every 2 seconds until it hits everyone.
A raid-wide 50% current health hit, this should align with Healing Cooldowns.
This returns from Phase 1, ensuring tanks need to swap.
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.