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Utolsó módosítás programmer, ekkor: 2025.02.22.
![]() Introduction This guide is intended to provide a comprehensive description of theencounter with Grand Empress Shek'zeer in Heart of Fear. It is targeted at anyonewho desires to understand the fight mechanics. This guide is updated for World of Warcraft MoP 5.4. Grand Empress Shek'zeer is the sixth and final boss in the Heart of Fearraid instance. This is a very difficult encounter, and one worthy of being anend-raid boss. The fight will place the highest stress on your healers, who must go throughseveral very intense moments. It also requires a high amount of raid DPS. 1. General Information↑top1.1. Health Values
1.2. Enrage TimerWe are not sure of the enrage time of this boss in Normal mode, but it isat least 9 minutes. In Heroic mode, the enrage timer is 15 minutes. 1.3. Raid Composition
2. Loot↑topIn addition to the items listed below, Shek'zeer drops the tokens thatyou will need for buying your Tier 14 Chest parts. 2.1. Armor
2.2. Weapons
3. Overview of the Fight↑topThe encounter against Grand Empress Shek'zeer is a three-phase fight. Phases One and Two will alternate until the boss reaches 30% health, atwhich point Phase Three begins. We detail this cycle below. Phase One begins when the boss is engaged, and ends after 2 minutesand 30 seconds. During this phase, your only enemy is Grand EmpressShek'zeer. Phase Two begins at the end of Phase One, and ends when all the addsthat spawn during this phase are killed, or when 2 minutes and 30seconds have elapsed since the start of the phase. Shek'zeer is not presentduring this phase, and cannot be damaged. Phase One then starts again, and this cycle continues until Shek'zeerreaches 30% health, at which point Phase Three begins. Phase Three begins when the boss reaches 30% health (something whichcan only happen during a Phase One, since the boss is not attackable duringPhase Two), and ends when the boss is killed. During this phase, your onlyenemy is once again Shek'zeer. The fight appears to have an enrage timer that is lenient enough to allowfor at least two Phase One-Two alternations, but if your DPS is reasonablyhigh, you should only go through one such alternation. 4. Phase One↑topPhase One lasts for 2 minutes and 30 seconds. The boss has an energy barduring this phase, which starts out at 150 energy and depletes slowly overtime. When the energy bar reaches 0, the phase ends. However, this is of noconcern to you, as the energy resource plays a purely cosmetic role in theencounter, and the phase will always end after 2 minutes and 30 seconds.Shek'zeer's energy has no interaction with her or your raid's abilities. Once the phase ends, Shek'zeer disappears and cannot be attacked. 4.1. AbilitiesDuring this phase, the boss will use several abilities. 4.1.1. Dissonance Fields And Cry of TerrorBy far, the most important, and most problematic ability that you will haveto deal with during this phase is Twice during Phase One (30 seconds into the phase, and 60 seconds afterthat) Shek'zeer will place two Dissonance Fields on the ground, a little wayapart from one another. For lack of a better description, these are yellowishswirly zones. The Dissonance Fields have health pools, but they cannot be damaged byconventional means. They instead lose health each time a raid member casts aspell. Eventually, this causes the Dissonance Fields to die. All spells castby your raid affect both Fields equally, so that they will normally die at thesame time. Each time a Field dies, it deals a large amount of raid-widePhysical damage, through an ability called Your raid's goal is to avoid having both fields die at the same time, sincethe combined damage will most likely cause several deaths, if not a wipealtogether. In order to make one Dissonance Field die faster thanthe other, you should have players stand inside the field and cast spellswhile in there. These spells will cause that particular Dissonance Field totake more damage than the other. The best way to ensure that the fields do notdie together, though, is through the use of a debuff called Very importantly, when the player debuffed by Cry of Terror moves insideone of the Dissonance Fields, several things happen.
4.1.2. Other AbilitiesDuring Phase One, Shek'zeer also uses two other abilities.
4.2. StrategyWe will begin by stating two basic things that your raid must do during thisphase, namely spread out at least 5 yards apart and perform a tankswitch. These two tasks constitute the foundation of your strategy. Additionally, your raid will have to handle the The idea is that you should avoid having two Dissonance Fields dying withina few seconds of one another. To do this, you will have to choose a DissonanceField to kill first, and have the player affected by We will now go into further detail regarding these aspects. 4.2.1. Tanking Shek'zeerAs we mentioned, your two tanks will have to alternate tanking Shek'zeer.We advise tanks to switch at 4 stacks of the debuff. There is no complexity tothis task. In case a tank reaches 5 stacks, and thus becomes fully corrupted, youhave no option but to DPS them down and resurrect them, in an attempt tocontinue the fight. In reality, though, this will probably lead to a wipe. 4.2.2. PositioningYour raid will have to spend the entire phase spread out at least 5yards apart, to avoid taking unnecessary damage from 4.2.3. Dissonance FieldsAs we have stated above, handling the Dissonance Fields is by far thegreatest challenge of this phase. Your raid leader will designate which of the two Dissonance Fields shoulddie first. While it is possible to decide ahead of time (since the Fieldsalways spawn in the same locations), it is probably better to designate thatField which is located near to the random player targeted by Players cannot spend too long inside the Dissonance Fields, becausethe Field deals damage to them, all the while preventing them from beinghealed. These players must also leave the field at least a few seconds beforeit dies, so that there is time to top them off before the raid-wide damage. Your raid's goal will be to have the In any case, you will have to experiment with this and see, in practice,what timing works best for your raid. Keep in mind that the first set ofDissonance Fields spawn 30 seconds into the fight, and the second set spawns60 seconds after that. This means that you will have 60 seconds to deal withthe first set, and 60 seconds to deal with the second set before the phaseends. For mitigating the damage of the Dissonance Field explosions you shoulduse raid cooldowns like 5. Phase Two↑top2 minutes and 30 seconds after the start of Phase One, Grand EmpressShek'zeer will disappear, and Phase Two will begin. Phase Two ends when all the adds that spawn during this phase are killed,or after 2 minutes and 30 seconds have elapsed from the start of the phase. If2 minutes and 30 seconds go by, Phase One will re-start even if there are addsleft alive. The adds will not despawn. 5.1. AbilitiesAs soon as Phase Two starts, several adds will join the fight. In both 10 and 25-man, 2 Kor'thik Reavers and 6 Set'thik Windbladesspawn. Set'thik Windblades are small adds that have several abilities.
Kor'thik Reavers are large adds that also have several abilities.
When an add is within 8 yards of another add, they will both benefit froma buff called 5.2. StrategyYour raid's goal during this phase is to kill all the adds as quicklyas possible. Generally speaking, you should kill the Windblades before theReavers, and aim at having the Reavers trapped in Since you are trying to build two Amber Traps, you will need to wait for 5.2.1. Dealing with AbilitiesWe will begin by stating that the 30% damage done increase that the addsget when in proximity of one another, from The Kor'thik Reavers will need to be tanked at all times, and facedaway from the raid. Their tank will take damage from the frontal cone attack,from Whenever a Set'thik Windblade begins casting By tanking the Windlbades next to a Reaver you will benefit from the damagebonus from 5.2.2. Creating Amber TrapsDuring this phase, players will have to create Amber Traps by merging5 We recommend trapping the Reavers (by kiting them over the trap), and onlyonce all the Windblades are dead. This means that you will typically end thephase with the Reavers trapped, and all other adds dead. Given that it takesa Windblade quite some time to free a Reaver from an Amber Trap, you can affordto the trap the Reaver just as you are killing the final Windblades. Moreover, it is perfectly safe to enter Phase One again while you have theReavers trapped, as the add will remain trapped for as long as it takes for itto die. 6. Phase Three↑topPhase Three begins when Grand Empress Shek'zeer reaches 30% health.At this point, the boss gains a series of new abilities (and only retainsone of her old ones). It is a burn phase, that lasts until the boss iskilled. 6.1. AbilitiesShek'zeer retains her In addition to this, she gains several new abilities.
6.2. StrategyThis phase is extremely brutal, and your raid's healing will be put to thetest more than at any point so far in Tier 14 Normal mode encounters. Preliminarily, your raid should remain spread out, so that Her frontal cone attack has a cast time, making it possible to avoid it. Anyplayers unfortunate enough to be hit by it should have their feardispelled. Additionally, regarding dispelling, players who are affected byVisions of Demise should be dispelled as soon as possible (once the initial4-second debuff turns into the second, dispellable one). The hardest part of the phase is surviving the immense raid damage thatyour raid will encounter. Even though In 10-man, it is possible to have your raid stack up behind Shek'zeer, inorder to facilitate healing, and simply having the players affected by Visionsof Demise move out of the raid immediately. This may also be possible in25-man, but the increased number of players who must move out isproblematic. This is a standard burn phase, where you will want to use all your raid'scooldowns to stay alive and increase your DPS on the boss. 7. When to Use Heroism/Bloodlust/Time Warp↑topThe best timing for Alternatively, if you are having difficulty reaching Phase Three with asingle transition to Phase Two, you can use Heroism/Bloodlust/Time Warp duringPhase One, since there is little raid movement during this phase, allowingyou to burn the boss relatively undisturbed. 8. Learning the Fight↑topConsidering that this is an encounter where you can only progress on aphase-by-phase basis, your raid will naturally learn the encounterprogressively. That said, there are a few factors which will prove harder to managethan others. Chief among them is the handling of the During Phase Two, you will have to maximise your DPS on the adds, so as tohave everything cleaned up before the 2 minute and 30 second mark. Propertrapping of the adds will be important here, but again, this is a skill thatyou will have to practice to get the hang of it. Phase Three is not so much complex as it is brutal in terms of incomingraid damage. In addition to your healers being on top of their game, and yourDPS players burning Shek'zeer down efficiently, you will have to learn tomaster dispelling of Overall, there are not many tips that we can provide for learning theencounter, and it will be up to your raid members to execute the fightaccordingly. 9. Achievement: Timing is Everything↑topThe As the name of the achievement suggests, timing is indeed everything. Youwill have to DPS both Reavers simultaneously, and only kill them when they areboth low enough that they will die within the 10 seconds required for theachievement. Obviously, this will make the phase more strenuous for yourraid, since the Reavers are very dangerous. 10. Heroic Mode↑topThe Heroic mode of the Grand Empress Shek'zeer encounter presents fewchanges from the Normal mode, although it is a considerably more difficultencounter overall. 10.1. Differences from Normal ModeThere are three differences from Normal mode. Firstly, the boss and the adds have increased health and deal increaseddamage. This is a natural thing for all Heroic modes, so it should come as nosurprise. Secondly, during Phase One, Shek'zeer will cause one of the two Thirdly, during Phase Three, Shek'zeer casts a new ability called 10.2. Strategy10.2.1. Phase OneDuring Phase One, the only change comes from dealing with the corrupted To ensure that the player who is inside the field does not die (due to notreceiving any healing while inside the field), you can cast a In order to make sure that the corrupted Dissonance Field is detonated asquickly as possible, you should maintain a balance between the health of thetwo existing fields while neither of them is corrupted. This means that youshould alternate which field you send Cry of Terror players to, so that bothfields lose health equally. This ensures that the corruption will never go ona full-health field. Needless to say, you must make sure not to transition into Phase Threewhile you still have Dissonance Fields up, as their detonation during PhaseThree will almost certainly results in deaths. 10.2.2. Phase TwoNothing really changes in this phase from Normal mode, except for theincreased health and damage of the adds. This means that you need to be morecareful than ever before. 25-man raids will want to consider tanking the adds in 3 groups, instead of2, since the damage of all 6 Windblades combined may be too much for a singletank to take. Even 10-man raids will want to pay special attention to their tanks'survival, since the adds melee extremely hard. 10.2.3. Phase ThreeThe only change in strategy during Phase Three comes from the introductionof the new ability, The best and easiest way to handle this ability is to always have the tankthat is not currently tanking Shek'zeer intercept the beam, thus soaking thedamage. The damage should be rather easy for a tank to survive, and thistotally trivializes the mechanic. Since the beam follows the initially targeted player, it is important thatthis player remain stationary, once the tank is in position and soaking. 10.2.4. Unusual Raid CompositionsAs you will have noticed from the suggested raid compositions for thisfight, we suggest using up to 4 healers in 10-man and up to 9 in 25-man. Thisis because the raid damage in both Phase One and Phase Three is truly brutal.Using this many healers, assuming that your roster allows it, will make theinitial kills considerably easier. 11. Concluding Remarks↑topThis concludes our raid guide for Grand Empress Shek'zeer. We hope youhave found our guide helpful, and we remind you that we always award greatconsideration to your feedback, both on our forums or by e-mail. |