Pure single target encounter that alternates between 2 phases. Ky'veza needs to die before the end of the 3rd intermission.
In P1, she targets a few players who leave behind a ghost that mirror some of the boss' abilities.
When she casts Nether Rift, all ghosts do as well. Rifts pull players toward them and touching one kills you.
If all rifts are on one side, the pull strength multiplies and you can't escape. Spread them around the room so they counter each other.
During intermission, Ky'veza stands in the middle of the room and deals heavy raid-wide damage, then P1 starts again.
When Queensbane expires on players, they launch orbs across the room that deal heavy damage to any player they hit.
During intermission, 2 giant cones rotate around the boss. Dodge them.
Ky'veza always spawns 5 ghosts in all 3 phases.
She buffs 3 ghosts when they spawn. After each intermission, she buffs an extra ghost, up to all 5 in the last phase.
If a ghost is still buffed at the start of an intermission, the raid wipes. Ghosts that charge through the boss lose their buff.
Buffed ghosts that hit the boss increase her damage by 10% for 10s. This buff stacks. If 3 hit her at once, the buff becomes permanent.
Players targeted by Assassination move away from the raid and spread around the room.
Don't get dragged into the rifts and don't get hit by the charges. Dodge the lines.
EVERYONE
MOVE AWAY FROM RAID AND
SPREAD AROUND THE ROOM.
At the start of P1, the boss marks 5 ranged players for Assassination. After 6s, they explode, taking heavy damage and gaining a 9s stackable DoT.
They also leave behind a ghost of the boss which copies some of her abilities.
Move away from the raid and drop your ghosts around the room.
Instead of summoning an extra ghost each phase, she buffs an additional one.
EVERYONE
DON'T GET DRAGGED
INTO A RIFT!
Thrice in P1, Ky'veza and her ghosts summon a rift where they stand for 6s.
The raid is pulled toward the rifts and takes heavy damage. If rifts are spread around the room, they counter each other's pull.
If all rifts are on the same side, it's very hard to resist their pull. Players dragged into a rift die instantly.
EVERYONE
DIRECT GHOST TO CHARGE
AWAY FROM THE RAID
Twice in P1, each ghost targets a ranged player then charges through them, dealing damage and applying a 9s stackable DoT to any player in their path.
Direct ghosts to charge away from the raid; this repositions them and their rifts.
The ghost charging at you is indicated with a red arrow.
EVERYONE
MAKE RED GHOSTS CHARGE THROUGH THE BOSS.
1 OR 2 AT A TIME. 3 ONLY ONCE DURING FINAL P1.
Ky'veza buffs 3 ghosts, marked by a red glow. Red ghosts will wipe the raid at the start of intermission.
Red Ghosts that charge through Ky'veza lose their buff and grant her a stackable 10% damage buff for 10s.
If 3 or more hit her at once, her damage buff becomes permanent. She buffs 1 additional ghost each phase.
With 5 red ghosts in the last phase, you'll have to hit her with 3 at the same time (there are 2 charges per phase).
EVERYONE
DODGE THE BOSS'
ABILITIES AND THE ORBS.
Players hit by Assassination or by the charges get a 9s stackable DoT.
When it expires, players launch 3 orbs across the room, dealing heavy damage to players in their path.
EVERYONE
DON'T STAND
ON THE LINES.
At 100 Energy, Ky'Veza goes to the center of the room and her P1 ghosts disappear.
Dodge the lines and heal through the damage. After 24s, P1 starts again.
EVERYONE
DODGE THE CONES, HEAL,
AND HIT THE BOSS.
Ky'veza goes to the center of the room and her ghosts from P1 disappear.
She starts a 24s channel that deals heavy raid damage, and 2 giant cones slowly rotate around her, killing any players hit, then P1 starts again.
The direction in which the cones rotate changes each intermission.
EVERYONE
DODGE OTHER PLAYERS' LINES.
STOP MOVING TO HELP OTHERS DODGE.