Artificer Xy’mox | Brewmaster Guide

by Mar 24, 2022

Welcome to the Brewmaster Guide for Artificer Xy’mox in the Sepulcher of the First Ones Raid Encounter! This guide contains Brewmaster-specific tips and tricks and is primarily geared towards the Mythic encounter, so don’t forget to check out Tanknotes by Panthea, or the Sepulcher of the First Ones Boss Strategy Guides and Raid Overview on Wowhead for a general overview of the mechanics of the fight on Normal and Heroic difficulties.

If you have any questions or feedback about this guide we’d love to hear from you! You can always contact us in the Brewmaster Monk section of the Peak of Serenity Discord server!

Recommended Talents

Tier 1 (Level 15) Eye of the Tiger (or Chi Wave)
Tier 2 (Level 25) Tiger’s Lust
Tier 3 (Level 30) Light Brewing
Tier 4 (Level 35) Summon Black Ox Statue or Ring of Peace
Tier 5 (Level 40) Dampen Harm
Tier 6 (Level 45) Rushing Jade Wind
Tier 7 (Level 50) High Tolerance

Tier 3: While this tier is always personal preference, I prefer Tiger’s Lust on this fight for the finer movement that it allows. Chi Torpedo will often take you farther than you need to be, or too close to the edge of a platform for comfort. This is largely feel, but Tiger’s Lust feels more suited for the movement of this fight.

Tier 4: An argument can be made for either talent for helping group adds during intermissions. If your tanks are struggling with add threat, take the mass taunt. If your raid team is struggling with getting the adds in far enough to be grouped well, take the extra knock in Ring of Peace.

Overview

 

The main difference with this fight on Mythic is that there are three platforms that spawn adds during the main phases, one per phase. It doesn’t particularly matter which tank goes to which platform, but for the purpose of this guide, we’re going to go off of a strategy where the brewmaster tank (you) goes to the second platform, and your cotank goes to 1 and 3. These can easily be changed if your raid has a reason to move tanks around. Positioning will stay the same regardless of which tank goes to which platform.

This image gives a general overview of positioning throughout the fight. The markers shown are various wormhole locations that will be explained further below.

This fight is almost entirely positioning based, so there isn’t too much to note in terms of survival. The main thing you’ll want to look out for is making sure that you have cooldowns, at least a Celestial Brew, available for every Glyph of Relocation (including ones that you’re not tanking). Cooldowns in particular should be used during hectic overlaps with rings, as your healers will be very busy and you’ll be out of range of the boss and likely to drop your Keg of the Heavens buff, which can be a nasty overlap with the Glyph damage.

Stage 1

 

At the start of the fight, the tank going to Platform 1 will go almost immediately, along with the rest of their team. The tank holding the boss will place the wormhole portal directly in the center of the room. When rings start, head towards the outer portal, but tank a little bit away from it until just before going in to bait the Gunship Barrage lines away from it, as there will be a set of these lines immediately before taking the portal.

Take the portal to the middle, and immediately roll out to the edge of the main platform, just to the side of the outer portal, for Glyph of Relocation. This will grip everyone on the far platform back to the main. The other tank should taunt at this point.

The rest of this phase is the same as heroic. The rings will always start in the middle and move outward, so you’ll always be taking the outer portal. For the second tank Glyph if you get one, just bring it to the same spot and make sure the raid stays a safe distance away.

Stage 2

 

The tank wormhole will once again be brought to the dead center. At some point near the start of this phase, place a transcendence near the edge of the platform, right on the crack of the elevated edge. This just makes rings easier to handle. The rings will once again start in the middle, so the raid will take the outer portal first. After taking the outer portal, the current tank will get Glyph. This is where we want to use transcedence/blink/door of shadows/bubble to get in between the rings as the first ring (headed out) passes over the second (headed in). As soon as these rings cross each other and create a safe spot, that’s where we want to teleport to with the Glyph, so that the raid gets gripped over the second ring. If you don’t have access to any of these, you can certainly just take the middle portal, you just have to be quick about moving off of the outer portal so that no one gets gripped into it. The second set of rings will be handled exactly the same way by the other tank once they get gripped back and taunt.

Stage 3

 

The first wormhole in Stage 3 should be brought to Diamond instead of the center. After getting teleported to Square from the first wormhole, place a transcendence just to the side of it. The rings will come from the center again, and this set will be a dance. You’ll start by taking the outer portal, then transcendence to the edge once rings 1 and 2 overlap, just like the last phase. Then, you’ll have an additional ring coming from the center, so you’ll take the outer portal again, but just before taking this portal for the third ring you’ll need to spread out for Hyperlight Spark. The next set of rings will be exactly the same, but there won’t be a tank grip during this set, so you’ll take the outer portal, then inner, then outer again.

Stage 3 (cont.)

 

After the first two sets of rings, move the boss into the final corner. The tank wormhole will once again be placed dead center, and the DPS wormhole will go to X. It’s important that it gets all the way to X, as close to the edge as possible. You can help this person out by throwing Tiger’s Lust on them so they can make it all the way there.

The final set(s) of rings will be 2 that both start from the center and move out, followed by 2 that start at the edge and move in. Move towards X and wait until the second ring has dropped from the center and started expanding. The tank should take the portal as soon as the second ring starts expanding and move as far off of the middle as they can get, just to create some distance with Glyph so you don’t kill raid members. The rest of the raid should take the portal on X at the last possible second. After the grip, everyone should spread for Hyperlight Spark, then collapse back to the middle and be ready to take the middle portal at the last possible second, after the 4th ring has passed over X.

From here, burn the boss and try to avoid the next set of rings, but if you get them they will be handled exactly the same way. The last tank Glyph before the final set of rings can be taken anywhere, just create some distance from the raid to minimize damage.

Intermissions

 

Intermissions are functionally the same as heroic for us. You’ll want to speed-taunt the Acolyte that spawns near X to get it into the group faster. Use Leg Sweep on the first Acolyte cast to stop the frontals from being pointed at the raid, then reposition yourself to face frontals towards the middle. Be ready to use Touch of Death to kill any Acolytes that are about to get off Hyperlight Ascension.

Platforms

You’ll take a warlock gate over to the platform immediately at the start of whichever phase you are assigned to tank a platform. There will be 5 stationary Cartel Plunderers and one Cartel Overseer. Just make sure to taunt the Overseer, and face it away from the main platform so you don’t point the frontal cone towards your DPS. The frontal, Massive Blast, will stay still so we can sidestep it once the cast starts. Once the adds die, don’t run all the way to the edge of the platform, as the rings start on this platform and will kill you if you are standing at the edge when they spawn. There’s no max range on the grip from Glyph of Relocation, so there’s no need to get closer to it.

 

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