Halondrus the Reclaimer | Brewmaster Guide

by Apr 23, 2022

Welcome to the Brewmaster Guide for Halondrus the Reclaimer 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) Not Relevant
Tier 5 (Level 40) Dampen Harm
Tier 6 (Level 45) Rushing Jade Wind
Tier 7 (Level 50) High Tolerance

Stage One

 

On Mythic, in each phase there will always be 8 total shielded motes before each Reclaim, with 4 on each side. This means that tanks can never miss hitting a mote with a Lightshatter Beam. Thankfully, the motes spawn pretty consistently, and will always be split with two spawning on each side of the boss. In phase one, they will spawn on the left and right sides of the boss, so have one tank assigned to each side.

 

 

This shows the general area where motes can spawn, with the red Xs showing where they will not spawn. This does not mean they can never spawn there, but they will very consistently spawn to the true left and right of the boss, meaning the tanks typically do not need to cover a full 180 degrees of their side of the boss with the Lightshatter Beam. However, use this as a guideline, and make sure you’re always looking at where your two motes are the moment that you see the Seismic Tremors (lines of gray swirlies).

Your first few pulls in this phase will be all about learning timings, but it gets pretty simple from there. My best advice is to try not to panic and pre-position too much for the second mote after you’ve beamed the first. Deal with the Earthbreaker Missiles first, then use Tiger’s Lust if needed to get over to the second mote. There’s plenty of time to move after the Missiles, so don’t crowd or get knocked into a Planetcracker Beam trying to pre-move to get your second Lightshatter Beam.

Intermission

 

The first intermission is very simple. You as the brewmaster should take the boss, as we are the strongest class to hold the boss and deal with the Lance spam. Your primary danger points during this phase will be during Earthbreaker Missiles, as it’s extra damage on top of the Lances (the boss spamming Lance does a decent bit of damage) as well as something for your healers to be preoccupied by. Make sure you have either a small cooldown/external, or a Celestial Brew for each one.

The raid will generally be up in front of the boss throughout this phase, so it’s quite comfortable for us to stay behind the boss and just follow. It makes the movement for us easier, and you’ll have plenty of room for Missiles. When the knockback from Shatter comes, just drop a transcendence a few seconds before and then transcendence back, so you don’t have to worry about being up in front of the knock.

It’s less likely during this phase, but be on the lookout for any stray Volatile Charges or a call from a raid member that they need help, as tanks can easily assist with ferrying bombs during this phase if the bomb partners end up too far away or need help.

Stage Two

 

This phase is relatively the same as the first, just with more Planetcracker Beams to watch out for. This is one of the primary reasons I recommend Tiger’s Lust, as you won’t really get any chance to safely Torpedo during this phase, but the movement from Tiger’s Lust can help a lot with weaving through Planetcrackers if a mote is farther away.

 

 

Instead of the left and right of the boss (if you’re facing it from the entrance to the room) motes in this phase will primarly spawn in the front and back of the boss, to assign tanks to those locations.

Intermission

 

In the second intermission, you’ll  still want to stay behind the boss, but you’ll want to stay very close as there will be a line of Planetcracker Beams just behind you, constantly moving forward with the boss. Tanks in this phase should act as a “last line of defense” for Volatile Charges. The raid should stay ahead of the boss at all times once entering into the phase, so any bomb that gets left behind or ends up under/behind the boss should be picked up by a tank, then run forward and dropped for the appropriate person to pick back up. It’s important to note that tanks can pretty easily pick up bombs with the debuff Charge Exposure with minor cooldowns (Celestial Brew) or even no cooldowns if you’re topped up, so prepare to be the hero in this phase and grab any bombs that get missed or left behind by raiders.

You won’t be able to transcendence every knock back in this phase, so it’s generally safer to just make sure you’re ahead of the knock before it goes off, and save transcendence for emergency situations like grabbing a bomb that’s behind or to the side of the knock if needed. Just head back behind the boss after the knock back.

Stage Three

 

In the final phase, the area around the boss will be divided up into three sections by Planetcracker Beams that cannot be crossed. The tanks and one healer should go to the same section, while melee and any other melee healers should be spread between the other two sections. The ranged and other healers will be playing out of range of the planetcracker beams entirely, so that they can stand still and burn the boss.

 

There are no more motes that need to be broken by the Lightshatter beam in this phase, so just keep it still so that ranged can move out of it when you’re on the side of the boss where the ranged are.

With only three people in your particular section, you will need to be very aggressive about hitting motes.

The healer should play to the left side of your section, with the tank that’s about to get the next beam playing towards the right. When Lightshatter Beam is cast, the other tank should keep moving to the right of the beam, while the beam tank stands completely still and covers and motes in the middle part of the room immediately after the beam. Then they’ll head to the right side to get motes while the next tank stands still with the beam, and that sequence will repeat the whole phase.

Video