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Grand Empress Shek'zeer Strategy Guide

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Hit Points

10 Man:

10 Man (H):

25 Man: 610 Million

25 Man (H):

Abilities


Eyes of the Empress

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Staring directly into the eyes of the Empress will eventually turn you into a sha minion!  At 5 stacks, the target becomes charmed.



Dissonance Field

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Creates a Dissonance Field at a random ranged location.  Magic effects cannot penetrate the dissonance field. Casting or recieving magical effects will deplete the Dissonace Field of resonance.


Cry of Terror

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Inflicts 29,250 to 30,750 Shadow damage to all allies every 2 second.





Consuming Terror

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Inflicts 126,750 to 133,250 Shadow damage and fears enemies in a 0 yard cone in front of the caster.

Dread Screech

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Inflicts 29,250 to 30,750 Sonic damage to an enemy and their nearby allies within 5 yards.


Sonic Discharge

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Deals 139,425 to 146,575 damage to all enemies, deals more damage to those standing within the dissonance field at the time of detonation.


Calamity

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Inflicts damage equal to 50% of all players' health.


Visions of Demise

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Inflicts a vision of the enemy's demise. After 4 sec they will be feared, and inflict 4875 to 5125 Shadow damage to all players within 8 yards.



Strategy

This fight consists of three phases, where the first two phases repeat until the boss is at 30%. Two tanks are required because of the stacking debuff in Phases 1 and 3 and because of the adds in Phase 2. Each phase will be explained below.

Phase 1-Dissonance Fields


In Phase 1, the raid  has 2 minutes and 30 seconds to dps the boss. She starts with 150 energy and loses 1 energy every second. When she reaches 0 energy, Phase 2 will begin.  The first main ability is Eyes of the Empress. This is a stacking debuff placed on the tanks. If the stack ever reaches 5, the tank is afflicted with Servant of the Empress. This mind controls the tank, gaining 300% more health, and does 200% more damage and healing. The tanks will need to swap at 4 stacks.

The boss also casts Dread Screech. She'll pick 5 random players, and do 80k (110k) physical damage to these players and 100k (150k) to anyone within 5 yards. This requires the range to spread out a minimum of 5 yards during Phase 1.
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The next main ability is Dissonance Field. The boss spawns two fields at a time, and this happens twice for every Phase 1. These fields have an energy (and health) bar that decreases every second. When the energy hits zero, it will cast Sonic Discharge, which does 220k (250k) physical damage to the entire raid and does more damage to anyone inside the field at that time. The raid must be topped off before this happens.

This is similar to the Algalon fight, in that if both fields die at the same time, the raid will take too much damage to survive. Instead the raid can "kill" one of the fields earlier. To do this, one caster DPS can stand in the field. Every spell cast while in the field, the field loses even more energy (and health). It should be noted that anyone in a field will take 30k (25k) damage every second, so healers need to keep an eye on this player. Therefore, the raid will assign one of the fields to die first when they both spawn. The second field can "die" naturally.

Finally the boss will inflict one player randomly with Cry of Terror. This causes the player to deal 50k (75k) shadow damage every 2 seconds for 20 seconds to whole raid. This can be substantially reduced by having the player stand in one of the fields, preferably the one the raid is trying to "kill" first.
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Pard Tip: Since this damage is physical things such as Hand of Protection can fully negate the damage.  Also magic reducing abilities such as Devotion Aura, while not effective against the sonic discharge, are useful for reducing damage from the cry of terror (which is usually hitting the raid after an explosion).


Phase 2-Burn Phase


In Phase 2, the boss will retreat and two types of adds will come out: 6 Set'thik Windblades and 2 Kor'thik Reavers.  The number of the adds is the same for 10 and 25 man raid sizes.  The Reavers need to be tanked while the Windblades are kited around the room. Also, the adds need to be separated as much as possible since they all have Band of Valor. This is a stacking buff, where they gain one stack for each add within 8 yards. For each stack, the adds do 30% more damage and take 5% less damage. The goal is to kill all adds within 2 minutes and 30 seconds, for Phase 1 will resume at that time.

Pard Tip: Depending on tank class and gear level you can have a tank also pick up 2-3 Windblades each.  Furthermore some tanks can kite the adds and take very minimal damage throughout this phase.  It is a preference of your tanks and healers to plant, cycle cooldowns, and heal or kite.  Our raid has one tank kiting and one tank tanking a Reaver+2-3 Windblades.


Kor'thik Reaver

126.5 Million Health

Poison Bomb

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Deals 30,833 to 32,414 damage initially and 5,850 to 6,150 damage every 2 seconds to a random enemy.

Toxic Slime

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Inflicts 87,750 to 92,250 Nature damage to enemies in a 0 yard cone in front of the caster.

Poison Drenched Armor

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Poison seeps into every pore of the enemy, causing them to erupt with a toxic substance. The fumes from this poison cause the attacks of nearby friendly players to deal additional nature damage.

The Reavers have three main abilities. First, they have Poison Bomb, Toxic Slime, and Poison-Drenched Armor. Tanks will need to face Reavers away from other raiders.  Otherwise these adds are stand and tank and heal through their abilities.


Set'thik Windblade

25.2 Million Health

Fixate

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Fixates on a random target.

Sonic Blade

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Slashes an enemy with a sonic blade, dealing 150% weapon damage and interrupting spellcast.

Dispatch

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Caster will periodically shoot blades at random targets, inflicting 61,262 to 68,737 damage.

The first thing to note about these adds is they Fixate, choosing a random player for and chasing them for  30 seconds. If a Windblade gets within 5 yards of his target, he'll use Sonic Blade, which does 150% weapon damage and interrupts spell casting.  Raiders will want to kite their adds away from the Reavers and while ensuring they do not get hit by them.  Windblades can be slowed and stunned.

The next thing these adds have is Dispatch. The add will channel for 10 seconds and deal 84k (200k) physical damage to random players every 2 seconds. This can and must be interrupted.

The main mechanic with these adds is that they coat the ground with Sticky Resin when they run around. When a player runs on top of it, he/she gets the debuff Sticky Resin, which does 25k (50k) nature damage every second to the player and slows movement speed by 30%. If a player with the debuff runs on top of another Sticky Resin, the player will lose the debuff, and the Resin on the ground turns into Bubbling Resin. Each additional Resin added increases it's stack count. Once this hits 5, the Bubbling Resin will turn into an Amber Trap. Any add caught in the trap will get the debuff Trapped!, which decreases the victim's health by 5% every 3 seconds. Also, all Windblades will stop kiting players and attack the trap if one of the adds is caught in it.

The goal is to create two traps as quickly as possible. Two DPS should be assigned with this responsibility and other raiders should avoid the resin on the ground.  The tanks will place the Reavers away from the group, while all DPS focus on the Windblades. By the time all 6 Windblades are down, the 2 Amber Traps should be up. The tanks will place the Reavers inside the traps. Since all Windblades are dead, no one will free the Reavers in the trap which means they will die on their own.

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Phase 3-Dodge and Burn


Phase 3 begins when the boss hits 30% health. Note that it is crucial that both Dissonance Fields are "killed" before this happens. There is already a lot of damage going out during this phase, and adding Sonic Discharge to that will likely result in an instant wipe. The boss will still use Eyes of the Empress, so the tanks will need to continue swapping, but that is the only ability that will remain from Phase 1.

Her remaining abilities involve dealing tons of damage to the entire raid. She starts with Sha Energy, which deals 60k (80k) shadow damage to 5 random players. She'll also use Calamity, which does 50% of each player's current health as damage. To help with healing, the raid will stack up behind the boss. It is crucial that all players are above 60k (80k) health at all times.

Pard Tip:  Keep the raid at 50% or better health to ensure no instant deaths.  Players are each individually responsible for not getting hit by consuming terror.



She'll also use Consuming Terror. The boss will face a direction and deal 200kk (325k) shadow damage and cause an 8 second fear to everyone in a 70 yard frontal cone. Fortunately, this has a 4 second cast, so the raid needs to be ready to move out when this happens.

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Her final ability is Visions of Demise. A debuff will be places on players at random that lasts for 4 seconds. When the debuff expires, the player is feared for 20 seconds and does 35k (40k) shadow damage per second to anyone within 8 yards. Players with this debuff must get away from the raid before the fear goes off, or the damage will be too much to survive. The fear itself may be dispellable.


Pard Tip: Healers should be vocal on mumble to call out who they are dispelling to quickly ensure all players are dispelled.  Players who are feared into the consuming terror will likely die.

Heroic Strategy

This section will be updated soon!
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