Arms Warrior DPS Sepulcher of the First Ones Raid Guide — Dragonflight 10.2.5
On this page, you will find tips, tricks, and strategies tailored to your Arms Warrior for each boss of the following raid: Sepulcher of the First Ones. All our content is updated for World of Warcraft — Dragonflight 10.2.5.
Introduction
During the Dragonflight Pre-Patch, Castle Nathria, Sanctum of Domination, and Sepulcher of the First Ones will be simultaneously featured as Fated Raids. During this time encounters within each specific raid will include an additional mechanic and items will drop at increased item levels. If you would like to learn more general information about the Fated Raids system as a whole, please see our overview below. Otherwise, continue to use this page for specialization-specific tips.
On this page, you will find Arms Warrior specific information to deal with each boss in the Sepulcher of the First Ones raid.
This page assumes that you already understand most of the mechanics of each encounter. These can be found on the full raid guide, so what is contained here are details specifically tailored toward Arms Warrior and what you can do to deal with each fight as best as possible.
While the normal single-target talents can be used for most bosses, Fated Power: Chaotic Essence twists this by adding a significant multitarget component which Warriors are well suited to engaging. As affixes are random each week, these guidelines do not consider it, but you should talent into at least Warbreaker and Bladestorm, along with the Signet of Tormented Kings legendary for whichever bosses the affix is active on.
Talent Cheatsheet
You can easily import the talent tree below into the game with the following string:
- BcEAAAAAAAAAAAAAAAAAAAAAAAAkkkkkQko0SSAAAAABRkoQAEJQiAHgmEhAEECAAAAAAAAOAIRCIA
Vigilant Guardian
We advise you to use the following Legendaries against Vigilant Guardian.
- Nature's Fury
- Signet of Tormented Kings
This is a heavy AoE encounter with various priority kill targets and a single-target burn during the final 15%. On Mythic difficulty, the boss is active the entire time, rather than only the end of the encounter, allowing a consistent target to stack Frenzy on.
Dodge the many swirlies that appear while moving with your group as needed to group up all the adds present and empower two Automated Defense Matrix adds around the encounter area. Aim the red Deresolution lines away from your raid members whenever possible.
Once the Automated Defense Matrix adds are empowered at 100 Energy, stay inside the small bubble they create, and use healing cooldowns to survive the extreme burst damage going out until an Unstable Core spawns.
Run the Matter Dissolution away from the raid, and save Heroic Leap to get back, since it will apply a slow.
For more information, please refer to our Vigilant Guardian guide.
Skolex, the Insatiable Ravener
We advise you to use the following Legendaries against Skolex, the Insatiable Ravener.
- Nature's Fury
- Enduring Blow
On Mythic difficulty, permanent damaging ground effect pools will be created for every person hit by any avoidable mechanic, on top of those created by the bosses attacks.
Devouring Blood comes out every 8 seconds, requiring frequent movement that may make Field of Blossoms more difficult to maximize, though the timing is predictable.
Ephemera Dust can be Spell Reflected to avoid a stack, but not negated entirely.
For more information, please refer to our Skolex, the Insatiable Ravener guide.
Artificer Xy'Mox
We advise you to use the following Legendary against Artificer Xy'mox.
- Elysian Might
- Enduring Blow
This is a single-target boss, with AoE add phases at 75% and 50% boss health. On Mythic difficulty, there will be additional adds on a nearby platform at the start of the fight and immediately following each intermission.
Signet of Tormented Kings is better for dealing with adds, but Enduring Blow will be better for ending the encounter. Either way, at least Bladestorm should be saved for add phases at 75% and 50% health, along with other cooldowns as able.
Dausegne, the Fallen Oracle
We advise you to use the following Legendaries against Dausegne, the Fallen Oracle.
- Nature's Fury
- Enduring Blow
High uptime on two-target cleave aligns very well with Sweeping Strikes, making Arms a strong choice for this encounter as long as the Core is not being destroyed too quickly.
Night Fae Soulshape or Venthyr Door of Shadows are effectively required to survive the Disintegration Halo overlaps on Mythic difficulty. Heroic Leap will not avoid the debuff.
Shattering Throw will deal extra damage during the Siphoned Barrier.
For more information, please refer to our Dausegne, the Fallen Oracle guide.
Prototype Pantheon
We advise you to use the following Legendaries against Prototype Pantheon.
- Nature's Fury
- Enduring Blow
Phase 1 and 2 have two bosses active, with all four up during the last phase, making Sweeping Strikes very strong. For the same reason Collateral Damage can contribute a great deal of damage over the course of the encounter, although Warbreaker may be preferred for the final burn.
Help interrupt Gloom Bolt from the Prototype of War and Anima Bolt from the Prototype of Renewal whenever possible.
Sinful Projection can be Spell Reflected to avoid the stun, as can the individually targeted bolts.
For more information, please refer to our Prototype Pantheon guide.
Lihuvim, Principal Architect
We advise you to use the following Legendaries against Lihuvim, Principal Architect.
- Nature's Fury
- Enduring Blow
This is a highly scripted encounter on Mythic difficulty, with more emphasis placed on killing adds than the boss, so time cooldowns appriopriately. Although cooldowns are generally saved for the first Schematic, Avatar and Warbreaker should be used on the pull and then on cooldown in order for them to line up with the intermission AoE burst.
The boss gains 1 energy per second, serving as a easy indicator of when it will transition to the next phase.
Cosmic Shift deals significant raid-wide damage and can push players into unstable motes. Use Charge and Heroic Leap to avoid causing extra damage and reducing the encounter area.
For more information, please refer to our Lihuvim, Principal Architect guide.
Halondrus the Reclaimer
We advise you to use the following Legendaries against Halondrus the Reclaimer.
- Nature's Fury
- Enduring Blow
This is a pure single-target encounter with moderate to high movement, making Field of Blossoms difficult to maximize.
Earthbreaker Missiles hits twice, inflicting direct damage and leaving an aftershock on the ground to avoid. Be sure to leave enough room to move out safely and not cut off others.
The boss will stand and move to a new area at 80%, 50%, and 30% health, while still firing missiles and causing periodic knockbacks that can be countered with Charge.
For more information, please refer to our Halondrus the Reclaimer guide.
Anduin Wrynn
We advise you to use the following Legendaries against Anduin Wrynn.
- Nature's Fury
- Enduring Blow
This encounter is a mix of single-target against Anduin and heavy AoE in the intermission. Frequent add spawns allow for high uptime on First Strike.
Warriors should aim to be a part of the first Kingsmourne group, so that cooldowns can be used on the pull, during Kingsmourne, and during the intermission 3 minutes into the encounter. This sequence will then repeat, with the second intermission at 7 minutes in. The rest of the encounter from 10% onward is a single-target burn.
Nothing can be Spell Reflected, but it can be a useful defensive cooldown for many mechanics. Rallying Cry is also very useful while soaking Befouled Barrier.
Lords of Dread
We advise you to use the following Legendary against Lords Dread.
- Nature's Fury
- Enduring Blow
The two bosses are stacked the entire time, which makes Merciless Bonegrinder a great Conduit to use. Collateral Damage is also a good choice, and the two are extremely powerful when combined during the Swarm phase.
Each boss will gain 1 Energy per second, casting an ultimate ability when they reach 100. Mal'Ganis will use Swarm of Decay causing both bosses to take double damage for 20 seconds, making it very important to save all cooldowns.
Kin'tessa will instead use Infiltration of Dread, a time-consuming group coordination check, during which time the bosses cannot be targeted.
Because Mal'Ganis starts with 50 Energy, he will reach 100 Energy 50 seconds into the encounter. Therefore, any cooldowns under 1 minute can be used on the pull, with the rest saved for that first Swarm phase. Ideally, Sweeping Strikes should be used when Mal'Ganis has about 85 Energy, so that the buff expires just as the Swarm phase begins. This way, Rend and Colossus Smash can be applied to both bosses as Sweeping Strikes fades, followed by the full burst rotation: Ancient Aftershock/ Spear of Bastion -> Bladestorm -> Whirlwind until the Merciless Bonegrinder buff falls, followed by another use of Sweeping Strikes and the normal single-target rotation.
Once the phase ends, cooldowns can be used freely until after the Infiltration intermission, after which they should be timed appropriately based on Mal'Ganis' Energy.
For more information, please refer to our Lords of Dread guide.
Rygelon
We advise you to use the following Legendaries against Rygelon.
- Nature's Fury
- Enduring Blow
Although this is mainly a single-target fight, the frequent Collapsing Quasar motes can be hit by Sweeping Strikes or Whirlwind to continually trigger First Strike or Hammer of Genesis.
Collateral Damage may also be used, but rarely stacks very high due to how quickly motes are defeated.
The rest of the encounter is simply avoiding dangerous ground effects, obeying encounter mechanics, and claiming your spot during the Unstable Matter transition to avoid standing with another player and dying.
For more information, please refer to our Rygelon guide.
The Jailer
We advise you to use the following Legendaries against The Jailer.
- Elysian Might
- Enduring Blow
The Jailer is a very predictable encounter with the first three phases based on time rather than health percentage. Although encounter mechanics will affect your overall performance, this makes it very easy to plan out cooldown use and always know which mechanic is happening next.
Spear of Bastion and Bladestorm are very good for breaking out players mind controlled by Rune of Compulsion at 3:15, 4:05, and 4:55. Although Bladestorm will not be up for every single set, Miktanikos' Effusive Anima Accelerator will help ensure Spear of Bastion is available, so long as the spear hits at least two targets each time.
Nothing can be completely immuned with Spell Reflection, but it is very useful for reducing damage done throughout the fight. It should be available for every single Torment cast throughout phase 1 and 2, while Die by the Sword can be saved for Rune of Domination bombs or soaking Martyrdom.
In the first phase, cooldowns can be used freely, though they should be saved for Azerite Radiation buffs, presuming your group has a strategy to maximize them.
In the second phase, save cooldowns for breaking out players mind controlled by Rune of Compulsion.
In the third phase, save cooldowns for adds spawned by Incarnation of Torment, or the final burn at 10%.
For more information, please refer to our The Jailer guide.
Changelog
- 25 Oct. 2022: Updated for Dragonflight pre-patch.
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This guide has been written by Archimtiros, Warrior class theorycrafter and SimulationCraft developer who has been writing class guides for more than a decade. You can follow him on Twitter or see more of his day to day work in Skyhold, the Warrior Discord.
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