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Arms Warrior Sepulcher of the First Ones Raid Tips - Shadowlands 9.2.5
来自 Archimtiros
[Last Updated]:
2022/11/28
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补丁:10.2.7
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Sepulcher of the First Ones is the final raid of World of Warcraft: Shadowlands, where we confront Zovaal, the Jailer and his forces one last time to save reality from his plans. In Shadowlands Season 4, Sepulcher of the First Ones is part of the Fated Raids rotation, having its encounters scaled up, giving out better rewards, and having different Fated affixes on every boss.
Fated Raids Overview
In this guide, you will learn how to optimize your Arms Warrior in the Sepulcher of the First Ones Raid by highlighting the best talents, tier set bonuses, best soulbinds, and best legendaries, along with encounter specific tips and tricks to help you succeed against each raid boss.
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Arms Warrior Sepulcher of the First Ones Talents
Arms Warrior Talent Guide
Arms Warrior Sepulcher of the First Ones Covenant Choice
Arms Warriors will continue to prioritize Kyrian and Night Fae for both single and multitarget encounters, with the difference between them largely revolving around the timing of their covenant abilities and strength of their covenant legendaries (assuming they are being used). Acquiring the four piece set bonus or double legendaries via Unity does not change this, only enhancing their potential.
The best covenants for Arms Warriors are Kyrian and Night Fae for all encounters.
Kyrian
晋升堡垒之矛
does not align perfectly with other cooldowns, but offers a regular boost to rage generation without overcapping and Colossus Smash will often be active anyway due to Enduring Blow. Alignment is less of an issue in multitarget due to cooldowns often being held for adds anyway, and the covenant gains even more potential due to the addition of
极乐伟力
, although care needs to be taken to stay inside the area of effect for the full duration. Because this can be difficult in encounters with high movement or dangerous ground effects, there are times where Night Fae may be more reliable despite the slightly lower top end potential.
Night Fae
上古余震
is stronger than the Kyrian version, and aligns naturally with Avatar, though can result in overcapping rage and is limited to only 5 targets, which may be an issue in some larger AoE phases. Despite this, Night Fae can still be a strong choice due to the Soulbinds - particularly Dreamweaver's
灵茧守护者
and
繁华原野
, though it can be just as difficult to stay inside the field's full duration as Elysian Might. The true difference between them will largely come down to comfort and timing, though either should be successful within a small degree of one another.
Best Covenants for Arms Warrior
Arms Warrior Sepulcher of the First Ones Legendaries
持久挥砍
and
痛苦之王的印章
are the main legendaries in all raid content, depending on whether the specific encounter features one target or multiple.
团结
should also always be used to also benefit from your covenant power, despite legendaries now being lower item level than Mythic raid or Mythic+ gear.
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Type
Legendary
Best Slot
Single Target
持久挥砍
Waist
AoE
痛苦之王的印章
Ring
Both
团结
Wrist
持久挥砍
Available Slots
: Waist, Helm
Crafting Preference
: Waist
Secondaries to use
: Crit/Haste
Enduring Blow is the go-to raid legendary for single target and low-target cleave, resulting in significantly increased Colossus Smash uptime, which synergizes quite well with both tier bonuses.
Verdict
: Best single target raid legendary.
痛苦之王的印章
Available Slots
: Wrist, Finger
Crafting Preference
: Finger
Secondaries to use
: Crit/Haste
Very powerful whenever there are frequent or long-lived packs of adds to be AoE'd down, and not even incredibly far behind in terms of single target. Although there are generally less fights where this is a more important consideration than single target, it combines very well with covenant legendary powers granted by Unity, such as Elysian Might.
Verdict
: Useful for heavy multitarget fights such as Vigilant Guardian and Anduin.
团结
Available Slots
: Any
Crafting Preference
: Wrist
Secondaries to use
: Crit/Haste
Unity replaces individual Covenant legendaries with a single universal one that automatically switches between the four. Because it does not count as a "Shadowlands Legendary" for equip limit purposes, it is the only way of equipping two legendary pieces of armor at the same time, and therefore very important to obtain. An initial legendary belt with this power is awarded for completing Chapter 7 of the Eternity's End campaign, but it may not be upgraded, so it is worth reaching Revered reputation in order to recrafting the power in order to bring it all the way up to item level 291.
Verdict
: Indispensable. The initial belt can be used, but should be recrafted at item level 291 as soon as possible.
Arms Warrior Legendary Guide
Tier Set Bonus for Arms Warrior
Sepulcher of the First Ones features tier set gear, which grant specialization specific bonuses that greatly increase power to the point where the items are worth using even when significantly lower item level, though this can be supplemented with the Creation Catalyst system in order to transform regular pieces of gear into tier. The Arms Warrior set bonus is Pile On, present on Armaments of the Infinite Infantry pieces, and its bonuses are as follows:
Armaments of the Infinite Infantry
2-Set
-
怒意堆聚
- Colossus Smash lasts 3 sec longer and increases your damage dealt to affected enemies by an additional 5%.
4-Set
-
怒意堆聚
- Tactician has a 50% increased chance to proc against enemies with Colossus Smash and causes your next Overpower to grant 2% Strength, up to 8% for 15 sec.
The Arms bonuses provide a very consistent damage increase, thanks to the high uptime of Colossus Smash granted by
持久挥砍
. Absent extended periods of downtime, the four piece strength bonus can be stacked very quickly at the start of an encounter and is very easy to maintain nearly 100% of the time through normal Tactician procs. While this consistency lacks the exciting highs (and unfortunate lows) of more random procs, the lack of RNG means a much more consistent performance from the player, rather than relying on a lucky combination of events to maximize their DPS.
Tier Set Bonus for Arms Warrior
Arms Warrior Sepulcher of the First Ones Boss Tips
Talent Changes
: None
Soulbinds & Conduits
: Night Fae
Legendaries
:
痛苦之王的印章
Arms Warrior Tips
This is a heavy AoE fight which favors Fury more than Arms, as adds die quickly and are generally only lightly grouped, which also makes Night Fae a somewhat easier choice to play than Kyrian.
At 15% health the boss activates a self-destruct sequence, which is the only meaningful single target check, although it is very easy to overcome and shouldn't need to be exclusively talented for.
Use Heroic Leap to get
移除解析
and
物质分解
out of the raid, thought be mindful that you cannot leap over
裂变解析
without taking damage.
裂变解析
can be spell reflected.
Talent Changes
: None
Soulbinds & Conduits
: Night Fae
Legendaries
:
持久挥砍
Arms Warrior Tips
A pure single target encounter with minor but predictable downtime.
吞噬之血
spawns every 8 seconds, which requires frequent movement to avoid. While this should be easy to manage so long as melee is stacked up tightly, it can make standing in effects like
繁华原野
difficult to maximize.
On Mythic difficulty,
吞噬之血
is not dispellable and getting hit leaves a persistent ground effect, making it incredibly important to avoid.
Avoid the frontal
呕吐
and do not be closest to the tank to avoid
虫洞之颚
. Use Heroic Leap or Intervene to quickly stack up when it is time to trigger
暴食潜地
.
幻磷之尘
can be spell reflected to reduce a stack of damage taken, but does not deal damage back to the boss.
Talent Changes
: None
Soulbinds & Conduits
: Night Fae or Venthyr
Legendaries
:
持久挥砍
Arms Warrior Tips
Sweeping Strikes and/or Bladestorm should be used for each
统御核心
spawn.
Shattering Throw can be used to deal extra damage to the boss during
虹吸屏障
.
Rotating soaks for
震颤弹幕
and staggering the
衰变光环
debuff are the most important aspects of the encounter.
Venthyr
暗影之门
or Night Fae
灵魂变形
can help avoid the Halo debuff entirely and is very important on Mythic difficulty where two to three rings radiate back to back. Venthyr is generally easier, as the cooldown is up for every set, although the most dangerous overlaps can still be countered with Night Fae Soulshape.
Talent Changes
: None
Soulbinds & Conduits
: Night Fae or Kyrian
Legendaries
:
持久挥砍
Arms Warrior Tips
Cooldowns should be saved for add waves during the intermission at 75% and 50% health on Normal and Heroic difficulty - prioritize
赛财团助战者
, while interrupting
赛财团射咒者
. Anger Management can help Bladestorm line up for both phases, as the time between them is fairly short.
On Mythic difficulty, adds also spawn on a different platform near the beginning of the fight, and once more after each intermission (the timing of which will vary depending on how fast the boss is pushed).
Signet will add more AoE DPS and may be a better parsing option, though Enduring Blow is better for the fight as a whole due to a greater amount of time focusing on the boss specifically.
静滞陷阱
can be spell reflected to avoid the stun. Although the traps will rearm after 30 seconds on Heroic and Mythic difficulty, this can still be a good way to create temporary space.
Talent Changes
: None
Soulbinds & Conduits
: Night Fae
Legendaries
:
持久挥砍
Arms Warrior Tips
Phase 1 and 2 are entirely two target, which greatly favors Arms and Collateral Damage, thought Phase 3 features all four targets and is more in favor of Warbreaker or Fury.
Heroic Leap to get into
晋升堡垒的结界
quickly if targeted by
刻符者的死亡之触
, then charge or intervene out once dispelled.
Interrupt
心能箭矢
and
幽影箭
as able.
A lot of abilities can be spell reflected, including both bolts, Animastorm, Necrosis, Windswept Wings, and Withering Nova, but the most important use is preventing the stun from
罪孽投影
.
Talent Changes
: None
Soulbinds & Conduits
: Night Fae or Kyrian
Legendaries
:
持久挥砍
Arms Warrior Tips
Phase 1 is almost entirely single target and is up for ~50 seconds (20 on Mythic) before bursting down the Protoform Schematic and dealing with various adds.
On Heroic, cooldowns can be used on the pull and then saved for either the Protoform Schematic or Degeneration Automa AoE - these adds will spawn in the first and third intermission phases, at ~1:00 and 5:50 into the encounter.
On Mythic, the first set of cooldowns will likely need to be saved for the Schematic, since most groups split DPS to kill two during the first intermission. The Degeneration Automa instead spawn during the second and third intermissions at ~3:00 and 5:30. Because the boss gains energy at a consistent rate of 1 per second, it should be easy to anticipate each phase and time cooldowns appropriately.
动能共振
and
碎裂共振
are tank mechanics indicated by large gold colored circles around the target - avoid standing in them at all costs.
原生体散射
will create a ring of motes around the boss - unlike Resonance, players can stand inside this ring, but must avoid making contact with the motes themselves.
退化
can be spell reflected, but should otherwise be used as a general cooldown for reducing spell damage taken.
Talent Changes
: None
Soulbinds & Conduits
: Night Fae
Legendaries
:
持久挥砍
Arms Warrior Tips
Pure single target encounter with moderate to high movement, particularly on Mythic difficulty. While any covenant can be used, the movement makes Elysian Might difficult to maximize; with the 4p tier Venthyr or Necrolord are the easiest rotations to manage as they are not restricted by any ground targeted effects.
The boss will begin moving to another part of the arena during the intermissions at 80%, 50%, and 30% health. The raid will move with it, dodging regular encounter mechanics and dealing with knockbacks from
粉碎
. Use Charge or Heroic Leap to avoid being knocked off the cliff.
This is a very large boss with a lot of movement, so try to ensure you stay near your groups Enhancement Shaman in order to continue to benefit from Windfury Totem.
Throughout the encounter, knockback any
幻磷微尘
that comes near the boss, while avoiding
碎光射线
and
裂星射线
- during the final phase, this will require constantly rotating around the boss, although another strategy is to move through them quickly with defensive cooldowns or Heroic Leap order to maintain your position.
碎地者飞弹
is a two part mechanic, dealing initial damage and then creating a secondary aftershock. Position yourself so that you do not overlap with any other players, but still have room to move out of the secondary explosion.
On Heroic and Mythic difficulty,
挤压棱镜
should be dispelled away from the boss, to create a slowing field for any motes passing through.
Nothing can be spell reflected, so it should be used as a general defensive cooldown for missiles, motes, or beams.
Talent Changes
: None
Soulbinds & Conduits
: Night Fae,
无情碾骨
&
争先打击
Legendaries
:
持久挥砍
or
痛苦之王的印章
Arms Warrior Tips
Frequent add spawns give
争先打击
a very high uptime, because it is a buff on you rather than a debuff on them, this can also translate into increased single target damage.
Cooldowns can be used on the pull and mostly as they come up, though it is paramount that they be ready for adds during the
陨落君王的残迹
phases at ~3:00 and 7:00 due to the greatly increased damage from
意志之力
.
Being hit by either of the two
王之哀伤饿了
frontal cones will send players into the Banished realm. Warriors should try to be in the first group, so that they can use cooldowns and still have them up by the intermission.
Nothing is spell reflectable, so it should be used as a general defensive cooldown, particularly during
亵渎屏障
or the initial hit of
灭愿者
. These are also good times for Rallying Cry.
Talent Changes
: Collateral Damage
Soulbinds & Conduits
: Kyrian or Night Fae &
无情碾骨
Legendaries
:
持久挥砍
Arms Warrior Tips
The encounter alternates between Mal'Ganis and Kin'tessa casting ultimate abilities as each reaches 100 energy. Because the bosses gain 1 energy per second, these timings are very predictable.
When Mal'Ganis reaches 100 energy,
凋零虫群
causes both bosses to take 100% increased damage from
AoE
all
abilities, now including DoTs, trinkets, and other special effects such as
原初仲裁官判槌
, so time them appropriately. This 20 second phase is incredibly bursty and all cooldowns should be saved to take advantage of it.
Because of this emphasis on layering cooldowns and burst damage, Elysian Might is extremely strong, however since all damage is now increased rather than purely AoE damage, Nature's Fury is also now a viable option.
This is also an extremely high incoming damage phase, so cooldowns should be chained throughout - try to avoid using them at the same time though, to cover the entire phase with small damage reductions, rather than having a lot of reduction for a few seconds and nothing for the remainder.
After the Swarm, Kin'tessa will build up to her
恐惧潜入
phase, which is a time consuming group coordination check, so use cooldowns freely in the lead up to it.
Otherwise, simply avoid frontal cleaves and green/purple puddles on the ground. Spell Reflect will nullify the disorient from passing Cloud of Carrion, but doesn't prevent the debuff application and you should not be taking it anyway.
Mal'Ganis begins the fight at 50 energy, gaining 1 energy per second. Because the timing is so predictable, the general flow of the fight is easy to plan out (note: because of the changes, there are now other viable Sweeping Strikes rotations, however the greatest damage potential still comes from stacking Collateral Damage and Merciless Bonegrinder):
Use <1m cooldowns on the pull, saving longer ones for the Swarm/AoE phase, which begins 50 seconds into the encounter.
Save the second Sweeping Strikes until Mal'Ganis reaches 85 energy - this is to begin stacking Collateral Damage, while ensuring that the last two GCDs are Rend and Colossus Smash, before Sweeping falls off with the start of the Swarm phase.
After Sweeping falls, use Avatar -> Spear of Bastion/Ancient Aftershock -> Bladestorm -> Whirlwind until the Merciless Bonegrinder buff falls, filling with Overpower whenever necessary due to lack of rage.
After Bonegrinder ends, follow up with Sweeping Strikes, reapply Rend, and continue to use cooldowns freely until Kin'tessa's
恐惧潜入
phase at ~2:05 into the encounter.
Mal'Ganis should have 50 energy when the bosses reappear, with the next Swarm phase in 50 seconds, so simply repeat the previous steps. Because the length of the infiltrator phases can vary, the next Swarm phase may not be exact but should be around 3:10 - use Mal'Ganis energy bar to help keep track of timing.
Talent Changes
: None
Soulbinds & Conduits
: Night Fae &
争先打击
Legendaries
:
持久挥砍
Arms Warrior Tips
Primarily single target with a lot of minor cleaving opportunities. Although the adds need to be killed, they mainly serve as fodder to trigger
争先打击
, funneling into even more single target damage. They have a surprisingly large hitbox, so Sweeping Strikes also works well for free damage.
The bulk of the encounter is simply putting damage into the boss while avoiding ground effects, and ensuring
坍缩的类星体
are killed before reaching the boss. This leaves a field which debuffed players will need to step into, so ensure that you do not move into it unless specifically meant to.
Step into one of those fields if debuffed by
黑暗之蚀
, being careful not to clear before any players with shorter duration debuffs. Doing so will clear the debuff and apply
事件视界
instead, so be sure not to move back into melee until that debuff expires.
To transition into the Singularity phase, players will need to defeat an
不稳定的物质
pylon and stand in one of the fields it leaves behind in order to avoid being instantly killed. Only one player can use each field, so it is very helpful to coordinate positions beforehand.
Continue to damage the boss during the Singularity phase. On Heroic difficulty, all players need to soak the
星辰凋零
to destroy each
不稳定的核心
. These targets do not take normal damage, so avoid cleaving - simply stay grouped up on the core until it triggers
引力坍缩
, indicated by a large ring, then immediately move away. The rest of the fight repeats, alternating each phase.
Nothing can be spell reflected, so use it as a general defensive cooldown, particularly during the second phase soak on Heroic difficulty.
Talent Changes
: None
Soulbinds & Conduits
: Night Fae or Kyrian
Legendaries
:
持久挥砍
Arms Warrior Tips
The Jailer is a very rigid encounter with the first three phases based on time rather than health percentage. Although there can be a great deal of RNG which affects your overall performance, this makes lining up cooldowns and knowing which mechanic is happening next very easy to predict.
Spear of Bastion and Bladestorm are very good for breaking out players mind controlled by
强迫符文
at 3:15, 4:05, and 4:55. Although Bladestorm won't be up for every single set, Miktanikos'
溢流心能加速器
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 Reflect, but it is very useful for reducing damage done throughout the fight. It should be available for every single
折磨
cast throughout phase 1 and 2, while Die by the Sword can be saved for
统御符文
bombs or soaking
殉难
.
In the first phase, cooldowns can be used freely, though should be saved for
艾泽里特辐射
buffs, presuming your group has a strategy to maximize them.
In the second phase, save cooldowns for breaking out players mind controlled by
强迫符文
.
In the third phase, save cooldowns for adds spawned by
折磨化身
, or the final burn at 10%.
Arms Warrior Sepulcher of the First Ones Strengths and Weaknesses
Arms Warriors have a very versatile toolkit, with options for single target, two-target cleave, and burst AoE, which is very useful given the healthy amount of adds present in various boss encounters. Upon completing the tier bonus, however, they do begin to get outshined by Fury, only really performing well on the few major two target cleave fights.
Warriors also have strong mobility and a number of defensive options, which makes them fairly tanky against sustained incoming damage, although the lack of cheat death or immunity mechanics leaves them subject to heavy bursts of damage, contributing to a high death percentage in higher tier content. Overall, Warriors have a lot of defensive potential but may be more prone to deadly mistakes than other classes.
Strengths
Weaknesses
Notable Sepulcher of the First Ones Gear
The highest item level gear is most readily available from raids, with the last three bosses in Sepulcher dropping items 7 item levels higher than any other source. Various bosses inside the Sepulcher also drop tier gear which enable special set bonuses, though these items can also be obtained through the Creation Catalyst system.
Item
Slot
Source
原初仲裁官判槌
Weapon
典狱长
孤高序曲
Weapon
征战原型体
阋墙伤痕
Trinket
典狱长
屠界者之虹
Neck
典狱长
无穷步兵的凝视
Helm
安度因·乌瑞恩
无穷步兵的肩甲
Shoulders
Lords of the Dead
无穷步兵的胸铠
Chest
莱葛隆
无穷步兵之握
Gloves
利许威姆
无穷步兵的腿铠
Legs
黑伦度斯
Tier cloak, wrists, waist, and boots are also available through the Creation Catalyst system.
Trinket Breakdown
Most of the Sepulcher trinkets were untested on the PTR and have therefore not been evaluated at this time.
老兵之魂
comes from a previous tier, but remains one the better trinkets of the tier, particularly early on. It takes time to ramp up, but grants a large amount of haste which lasts throughout the rest of the fight.
阋墙伤痕
is a curious trinket which stacks a series of kiss/curse style effects over time, such as various statistical buffs in exchange for taking periodic damage or slowing movement speed, before exploding for a burst of damage and starting over again. While not the best choice on a new progression encounter, it is one of the best trinkets in the game, which is fitting considering the final boss it comes from.
压制能量水晶
continues to be one of the better Mythic+ trinkets, as one of the few statistical on-use trinkets with a relatively short cooldown. It is best aligned with AoE, though also works well in single target due to syncing with Avatar and Colossus Smash.
Fury Warrior Gear Guide
Our Arms Warrior guides are always updated with the latest information from in-game experience, simulations, and logs; make sure to check our changelog to this page, by clicking on
View Changelog
at the top of the page. If you are interested in more in-depth Arms Warrior guides for , make sure to browse the
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