Painsmith Raznal | Brewmaster Guide
Welcome to the Brewmaster Guide for Painsmith Raznal in the Sanctum of Domination 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 Sanctum of Domination 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!
15 Row: *Chi Wave if running Charred Passions
25 Row: While both Tiger’s Lust and Chi Torpedo are viable, Chi Torpedo gives a longer movement speed increase on the way back in from an axe, which is useful both for boss damage and to get across spiked balls with a BoP
Positioning in this fight is highly dependent on the amount of Blessing of Protections, other stun immunes, or teleport abilities like Door of Shadows that your tanks/raid have available. The positionings listed in this guide are the ideal spots to drop the tank mechanic, but are not absolute and can be adjusted if your raid does not have the required utility to get to those spots.
This guide mainly covers positioning, as the only real damage that we will take is from Blackened Armor. You can easily cycle cooldowns and Celestial Brews to handle the damage from this, but try to make sure you have something for each debuff in Phases 2 and 3, as the damage starts to ramp, especially when traps are being popped. Special note that Shard of Annhylde’s Aegis is an excellent trinket for this fight, as it is up in each phase and can completely mitigate the damage of Blackened Armor while it is up.
Painsmith is 95% positioning. While the boss’s tank mechanic does hurt a bit in the later phases, it’s easily dealt with by just cycling cooldowns and Celestial Brew. The boss does very little damage to us outside of Blackened Armor, so it’s mainly just learning all the positionings for the fight.
In Phase 1, we’re going to tank the boss within the 5×5 red square in the bottom left. This is the raid’s safe spot from tank spikes. Every Cruciform Axe will be brought out to the square indicated by the tank marker in the top right.
Players with Shadowsteel Chains will be standing on Star, Circle, and Diamond markers. Just make sure you see them, and more importantly, they see you, as you’re running back to the group after dropping the Axe off. It’s very easy for them to accidentally walk into you and bump you while you’re trying to get back, and they’re focused on moving towards the gap in the spiked balls.
The raid will always kill the spiked ball on the edge of the platform, to keep the boss near that safety square.
When intermission begins, everyone should group up near the warlock gate, spread to dodge the swirls, and then group up again. The entire rest of intermission involves moving as a group. This is the most difficult thing to get 20 people to understand and execute. No one should be running ahead of the group. Avoid using any movement speed increases other than the raid-wide ones (Stampeding Roar and Wind Rush Totem) that should have planned spots to be used in. Whenever possible, try to move through spiked balls in the furthest back opening available. Playing as far back as you can in this phase will help. There’s nothing particularly interesting to note here for tanks, just move with the group and try not to get hit. If you must choose to get hit by something, choose swirls first, then spikes. Spiked balls will kill us, spikes will not kill but will stun us and get us behind, and swirls will do very little to us (unless we take several). Be smart about what you get hit by if you get in a situation where you have to choose.
In Phase Two our “safety square” where the boss will be tanked moves up to the Skull corner. Make sure that you are always in this corner if you are tanking the boss during the odd sets of Hammer impacts. If spiked balls spawn on either of the near sides, you will need to stay very close to the spiked ball until the spikes erupt from the hammer.
Odd hammers (ones targetting the tank that takes the boss first) should be placed in the 1/1 square when possible*, with even hammers placed in the 2/2 square as shown.
The tank that is running out odd hammers will need to pop the traps in the corner.
* If the spiked balls spawn on either of the sides closest to where you’re dropping the odd hammers, you’ll need to just move 2 squares off of them. When this happens, you’ll need to place a transcendence down, and port over the spiked balls once they have rolled over it.
Where we drop off the Scythe in Phase 3 will be dependent on the spiked ball spawns. The raid will continue to use Skull corner as the “safety square.” If the balls spawn on either of the close sides, we will need to get through them using either a BoP, Bubble, Door of Shadows, or cooldowns with a stun immune potion, and drop the scythe in the corner square.
If the Spiked Balls spawn on either of the far sides, the Scythe will continue to go to the opposite corner, with Odd scythes being placed in the 2/2 square, and Evens in the 3/3.