Lihuvim, Principal Architect | Brewmaster Guide

by Apr 23, 2022

Welcome to the Brewmaster Guide for Lihuvim, Principal Architect 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) Personal Preference
Tier 3 (Level 30) Light Brewing
Tier 4 (Level 35) Ring of Peace
Tier 5 (Level 40) Dampen Harm
Tier 6 (Level 45) Rushing Jade Wind
Tier 7 (Level 50) High Tolerance

Overview

 

This fight is a lot of positioning and handling the mythic mechanics, so the big thing as a tank is knowing timings and positioning for each mechanic. Cooldowns will be used almost exclusively on the Resonance combos, as each tank will take 2 of the 3 casts of the combo once per phase.

 

Cosmic Shift on Mythic

On Mythic, you will be either debuffed with Harmonic Alignment or Melodic Alignment.

Whenever the boss casts Cosmic Shift, you will be pulled towards or pushed away depending on your debuff.
– Melodic debuff gets PULLED towards the boss
– Harmonic debuff gets PUSHED away from the boss.

A couple seconds after this push/pull, every player in the raid needs to stand on at least one member of the opposite debuff. The tanks will always be assigned to stack in front of the boss with their group, while the rest of the raid will be split into 5 groups and assigned stack locations relative to the boss.

Motes on Mythic

On mythic, everyone but tanks will drop a mote, and the general idea is for melee and healers (and potentially certain assigned ranged players) to drop theirs in melee behind the boss, while ranged drop their motes far out of the way. The melee motes will need to be dropped in an assigned pattern so that both bombs can clear all the melee motes each time, while the ranged motes will never be cleared.

Be VERY careful when clearing motes with the bomb, as any mote that gets hit will leave a large, permanent circle on the ground that does damage to anyone within it.

Adds and Synthesis on Mythic

Synthesize 1 (Bays 2 + 4)

Raid will be split between Bays 2 and 4, with both tanks at Bay 2.

Alive Adds:
– Acquisitions Automa #1 (Bay 3). Permanently Rooted/CC’ed
– Defense Matrix #1. Focused down and brought out of the raid when it dies by tanks. On Mythic, when the defense matrix dies it drops a damage reduction barrier around it so it needs to die outside of the raid.

Synthesize 2 (Bay 4)

– Degeneration Automa #1 (Bay 3)
– Degeneration Automa #2 (Bay 1)
– Defense Matrix #1

Head to the center and don’t hit the Degeneration Automa adds until they stop moving. If you’re not in the center, they might channel on your early. When the Automa from Bay 3 stop moving, use knocks (Ring of Peace) to get them closer.

The Defense Matrix gives these adds a 50% damage reduction making them harder to kill. The Defense Matrix will be moved out before it dies once again.

Synthesize 3 (Bay 2)

– Acquisitions Automa (Bay 3) – Rooted/CC’ed
– Acquisitions Automa (Bay 1) – Rooted/CC’ed
– Degenerations Automa

Degeneration Automa will move under boss and will die relatively quickly since there’s no 50% DR on them this time.

Synthesize 4 (Bay 1)

– Double Guardian
– Acquisitions Automa (Bay 2) – Rooted/CC’ed

Lust and cleave down the Double Guardians.

Beginning to Synthesize 1

 

Begin by tanking the boss between Bay 2 and the circle in the middle of the room. Tank B will taunt on bomb and Tank A will clear the melee motes. Drag the boss back towards Bay 2 slightly after motes drop.

 

 

 

Both tanks will head towards Bay 2 for Synthesize 1. After killing the adds, Tank B will taunt the Defense Matrix Automa and tank it on top of Lihuvim until it hits about 20% health. At that point, drag it out of the raid to the north, anywhere past the line shown (should line up with the line on the ground).

Synthesize 1 to Synthesize 2

 

As soon as the boss becomes active, Tank A will start dragging it towards Bay 4, again just until the boss is on the inner circle. Drag it back further after motes drop, and Tank B will taunt on bomb again. From here, get into position for the Cosmic Shift. Both tanks will just stack in front of the boss with their assigned group after the push/pull.

 

For Resonance, Tank B will take the first hit, and Tank A should taunt and take both of the next hits with a cooldown. Have the tanks just positioned in front of the boss, a few steps back and spread so that one tank is on the left and one on the right, with all melee behind the boss.

After the tank combo will be another motes drop, continue to drag the boss a few steps back on each mote drop. Tank B will taunt again on bomb while Tank A clears. Then there’s one more Cosmic Shift for the tanks to stack in front of the boss for.

 

 

After the Cosmic Shift the boss will cast 2/3 casts of Resonance. Have Tank B take them both with a cooldown as far into the corner of the Bay as possible, so melee can be moving towards the add during this time.

 

Everyone kills the Bay 4 add.

Synthesize 2 to Synthesize 3

 

After Synthesize 2, head to the middle and be ready to use Ring of Peace to help knock one of the two Degeneration Automa add sets coming in once they plant and start casting. Tank B will once again taunt the Defense Matrix Automa and run it out around 20% health. Use Leg Sweep on the adds once they are all knocked or gripped in under the boss, if assigned.

Once the boss is active again, move back towards Bay 2. The positioning and timings here remain exactly the same as the last phase, so it should just be a rinse and repeat of Bay 4. On the Synthesize, everyone kills the Bay 2 add.

Synthesize 3 to Synthesize 4

 

This time there will only be one set of the Degeneration Automa adds. Still use Ring of Peace to help get them in. The other two adds are fixate adds and will be cc’ed.

When the boss becomes active again, move him in between Bay 1 and 2 with the same positioning as the previous phases. You’ll be headed towards Bay 1 for the Synthesize, but this phase will be positioned in between Bays 1 and 2 instead of directly in front of Bay 1 due to the add that will be rooted/cc’ed in front of Bay 1 permanently. Everything else is once again a rinse and repeat.

Synthesize 4 to End of Fight

 

After the last Synthesize there will be two Guardian Automa adds to pick up, just tank them under the boss. Final positioning will be bringing the boss over in front of Bay 4, but from there it’s once again the same set of mechanics and same timings, just continue this until the boss dies.