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Patch 5.2: Throne of Thunder & Raid Schedule | Isle of Thunder | World Boss Nalak Guide | World Boss Oondasta Guide & Loot Table | Season 13 Armor Preview | Tier 15 Armor Set Preview
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Classes Changes: Paladin | Death Knight | Druid | Hunter | Mage |
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Home > > Patch 5.1 Terrace of Endless Spring | Sha of Fear Detailed Strategy Guide
This guide is intended to provide a comprehensive description of the encounter with Sha of Fear in Terrace of Endless Spring. It is targeted to anyone who desires to understand the fight mechanics.
This guide is updated for World of Warcraft MoP 5.1.
The Sha of Fear is the final boss encounter of the Terrace of Endless Spring, and it can be considered the final encounter of Tier 14. This is a very long fight.
The encounter will mostly test your raid's DPS and healing, but due to its length, it also strains your raid members' ability to maintain focus.
|Difficulty||Sha of Fear||Terror Spawn||Terrace Guardians|
In addition to the items listed below, the Sha of Fear drops the tokens that you will need for buying your Tier 14 Head parts.
|Item Name||Armor||Slot||Main Stats|
|Robes of Pinioned Eyes||Cloth||Chest||Intellect/Spirit|
|Dreadwoven Leggings of Failure (LFR, Heroic)||Cloth||Legs||Intellect/Hit|
|Wrap of Instant Petrification||Leather||Chest||Agility|
|Item Name||Type||Main Stats|
|Shin'ka, Execution of Dominion (LFR, Heroic)||Two-Handed Axe||Strength/Mastery|
|Kilrak, Jaws of Terror (LFR, Heroic)||One-Hand Sword||Strength/Mastery|
|Item Name||Type||Main Stats|
|Essence of Terror (LFR, Heroic)||Trinket||Intellect/Haste on damage|
The fight against the Sha of Fear is a very long single-phase encounter. The Sha of Fear will use a variety of abilities against your raid, as well as summon adds, throughout the course of the fight.
You will fight the Sha of Fear on a large round platform, where he will remain stationary for the duration of the fight. Adjacent to this main platform, there are three other small platforms.
On the main platform, the raid will need to avoid a number of abilities from the Sha of Fear and often take cover in a safe zone that the tank will create by properly positioning themselves (see next section).
At regular intervals throughout the fight, 5 random raid members (always 1 tank, 1 healer, and 3 DPS players) will be sent to one of the adjacent platforms. A hostile Pandaren NPC will spawn and the group will have to defeat it. This NPC uses a number of abilities. When the NPC dies, the raid members can (and should) return to the main platform.
The difficulty of the fight is constant from start to finish. In addition to the hard enrage timer, the group of players who is sent away to fight the Terrace Guardian will have have to make sure that they defeat him before the Sha of Fear sends another group of players away. This is because if both tanks are sent away from the Sha of Fear, the raid will wipe.
We will first look at what must be done on the main platform, after which we will discuss what must be done on the adjacent platforms.
On the main platform, in addition to attacking the Sha of Fear, the raid will have to make good use of the Wall of Light, a safe zone activated by the tank being standing in the right place, and deal with adds that the Sha of Fear spawn at random places on the platform.
On the main platform, you will notice a circle of light on the floor. This is where the tank who is currently tanking the Sha of Fear must always stand. Doing so creates a very obvious V-shaped safe zone, called the Wall of Light, behind the tank. Players who stand within the Wall of Light take 10% less damage from all sources, and are immune to Breath of Fear, one of the boss' most damaging attacks.
Healers can remain within the safe zone for the entire fight. Ranged DPS will sometimes have to exit the safe zone to deal with adds spawning on the platform. Melee DPS will spend most of the fight behind the boss (so outside the safe zone) and they will occasionally move to deal with the adds that spawn on the platform or to take cover within the safe for Breath of Fear.
The Sha of Fear makes use of several abilities. In addition to this, the boss has an Energy bar that slowly fills up to maximum capacity over a period of 30 seconds, independently of any factors. When the boss reaches maximum Energy, he uses his Breath of Fear attack (detailed below), and his Energy resets.
The strategy for the main platform is relatively simple.
There are several positioning constraints for your raid during this fight. First of all, the tank who is currently tanking the Sha of Fear (that is to say, the tank who is not sent to a platform to fight a Terrace Guardian) must always stand within the beam of light in order to maintain the Wall of Light. The location is unmistakable, being clearly marked on the floor of the platform.
Second of all, all players must always attempt to be at spread out more than 2 yards apart, to minimise the damage taken from Eerie Skull.
Finally, the entire raid must stand within the Wall of Light safe zone, with a few exceptions. Namely, DPS players must venture out of the Wall of Light in between casts of Breath of Fear in order to attack and kill the Terror Spawns. Also, melee DPS can stand behind the boss for most of the fight, and run inside the Wall of Light for Breath of Fear (they simply need to keep track of the Sha's energy bar). Finally, players who are under the effect of the Fearless buff can afford to remain outside of the Wall of Light (to make it easier for the players inside to spread, and to maximise their DPS uptime on the Terror Spawns).
Additionally, players will have to be careful and move if they are targeted by a Terror Spawn's Penetrating Bolt.
Terror Spawns are a problem as they constantly bombard your raid with Penetrating Bolt, which means that you have to either be on the move, or take a large amount of damage. As such, it is imperative that the number of Terror Spawns that are alive be kept under control.
It is up to your DPS players to leave the safe zone of the Wall of Light, and position themselves behind the Terror Spawns in order to DPS and kill them. This is generally a simple task, but players must pay special attention not to be caught outside the Wall of Light when the boss is about to reach maximum Energy and cast Breath of Fear.
It may not always be possible to have the platform clear of all Terror Spawns, in which case your raid will have to strike a balance between how much DPS to apply to the adds and to the Sha of Fear. The idea is that there should not be too many Terror Spawns alive, because this will overwhelm your raid.
Healers (and tanks) must be aware of when Thrash is coming up. This will result in a very large amount of damage on the tank, which can kill them if they are not prepared.
In addition to this, healers will need to heal the damage that random raid members take from Eerie Skull, as well as the damage that players will sometimes take from Penetrating Bolt (if they are careless, or if there are too many Terror Spawns alive).
Whenever the boss casts Ominous Cackle (in our experience, roughly every 90 seconds), a group of 5 randomly chosen raid members will be sent to a platform adjacent to the main platform, where they will fight a Terrace Guardian. This group of players will always have the composition of 1 tank, 1 healer, and 3 DPS players. Even though the players are randomly chosen, it seems that the game splits the raid into groups, and always sends the same group configurations to the platforms throughout the fight. The only time we have noticed a change is when a player is dead, in which case a new player will be chosen to fill their place.
All 3 adjacent platforms will present the same challenge do your raid. The Terrace Guardian to defeat has the same abilities on all platforms, although its name will slightly change depending on the platform the group is teleported to. The Terrace Guardian of a platform always respawns after being defeated.
Each platform is round and of relatively small size. Around the edges of the platform, there are many pillars, behind which players can move in order to line of sight the Terrace Guardian (who is stationary, in the center of the platform).
The Terrace Guardians make use of several abilities.
As we have previously mentioned, whenever a group of players defeats a Terrace Guardian, they can return to the main platform by clicking a golden globe that appears near the dead Terrace Guardian. Killing the Terrace Guardian buffs the raid members with the Fearless buff, which increases damage and healing done by 60%, movement speed by 60%, and renders the players immune to Breath of Fear for 30 seconds.
Players who are sent to the platform of a Terrace Guardian have a few simple tasks to perform. We will summarise them before going into more details.
As we stated before, the Terrace Guardian is stationary in the center of the platform. Your raid should spread around him, and continuously collect Sha Globes as they appear.
While the directions in which the Terrace Guardian fires the volleys of Dread Spray will appear random at first, this is not so, and it follows a very specific pattern. This means that it is possible to avoid being hit by any of the volleys, by memorizing the patterns and positioning yourself properly.
We have created a diagram that shows the Dread Spray patterns on each of the three platforms (credit goes to Magicmoose who posted the original diagram on Wowhead).
We would note that it is not really needed to follow this strategy and avoid all the volleys of Dread Spray, since their damage is not very high. Dispelling the fears is also not recommended, due to their short duration (but using Fear Ward on the healer, where possible, is very helpful).
Line of sighting the Death Blossom spell is always needed, as it deals a very large amount of damage. Sha Globes still need to be collected during this time, and the tank is best suited for this task (the damage done by Death Blossom is Physical, meaning that the tank will take little damage overall and can afford to run around collecting globes instead of hiding behind a pillar).
We would like to mention that in 10-man, it is highly advised (almost mandatory) that you use 2 healers. This allows you to have the required DPS to comfortably keep the number of adds in check, and also allows you to kill the Terrace Guardians faster. It may be possible to complete the fight with 3 healers, if you have exceptional DPS, but we believe that this would only make it harder.
We recommend using Heroism/ Bloodlust/ Time Warp towards at the start of the fight. This is because the fight does not increase in difficulty, and using Heroism/Bloodlust/Time Warp while all cooldowns and potions are up is very beneficial.
Alternatively, you can try to use it after a group of players has just returned from defeating a Terrace Guardian, since they will be dealing 60% increased damage due to the Fearless buff. If another group of players is away from the main group during this time (something which is likely to happen), then they can use Heroism/Bloodlust/Time Warp on the Terrace Guardian platform, or on the main platform after they return.
The encounter is not difficult to understand, but learning how to execute it properly will take a bit of practice.
On the main platform, your raid will need to become proficient at avoiding the impact locations of Penetrating Bolts. In addition to this, you will need to figure out what the most efficient way of killing the Terror Spawns is for your raid, while also keeping up a good amount of damage on the boss himself.
On the Terrace Guardian platforms, players will have to be proficient at picking up Sha Globes, since you really cannot afford to have the Terrace Guardian healed. Additionally, players here must be aware of their boss mod timers, and get ready to avoid Death Blossom by line of sighting it.
Other than this, the remaining tasks are relatively simple, and your raid should be able to learn them through repetition.
The The Mind-Killer achievement is part of the Glory of the Pandaria Raider meta achievement. The achievement requires that you defeat the Sha of Fear without anyone in your raid being feared by Dread Spray or Breath of Fear.
This is simply an awareness check, since both abilities can be avoided without much difficulty. Avoiding Breath of Fear requires that everyone be within the Wall of Light when the Sha of Fear reaches 100 Energy.
Avoiding Dread Spray simply requires that everyone understand and memorize the patterns of the Dread Spray spell, which we explained above.