
Prototype Pantheon, Healer Guide
Updated 1 month, 3 weeks ago for patch 9.2 by Preston. View the change log.
This page covers a healer-focused strategy for Prototype Pantheon in Sepulcher of the First Ones in Shadowlands. While it's tailored for healers, other roles may also find the information useful. If you have any suggestions or feedback, you can leave a comment below or tweet @PrestonDvorak.
This guide has been updated and maintained based on my own experiences with the encounter, combat log information, and Dungeon Journal information. I'll continue to update it as-needed.
General Mechanics and Abilities
Normal and Heroic
Stage One - War and Duty
This stage begins the encounter and ends when Prototype of War or Prototype of Duty reach 50% health.
- Prototype of War
- Interrupt
Gloom Bolt to prevent the moderate damage dealt to and the healing absorption effect applied to random players.
- Dispel
Runecarver's Deathtouch (magic) in a controlled manner, once the affected player is more than 8-yards away from other players and inside a
Bastion's Ward.
- During
Necrotic Ritual:
- Avoid the expanding pool of
Necrosis. Players inside cannot be healed and take moderate damage over time.
- All Necrotic Ritualists must be killed to end the
Necrotic Ritual.
- Avoid the expanding pool of
- Interrupt
- Prototype of Duty
- The tanks will be dealing with
Humbling Strikes, which increases the damage taken from subsequent
Humbling Strikes and deals light to moderate damage to all players.
- During
Pinning Volley:
- Avoid the impact locations of
Pinned.
- Players hit are stunned and take light damage over time until the Pinning Weapon is killed.
- Deals light damage to all players and pushes them away with
Windswept Wings.
- Avoid the impact locations of
Ascension's Call spawns projections of Kyrians, which go on to create the
Bastion's Wards needed to deal with
Runecarver's Deathtouch (dispel, magic) noted above.
- The tanks will be dealing with
Stage Two - Sin and Seed
This stage begins when one of the Prototypes reaches 50% in stage one, and ends when Prototype of Renewal or Prototype of Absolution reaches 50% health.
- Prototype of Renewal
- Interrupt
Anima Bolt to prevent the moderate damage and light damage over time dealt to random players.
- Spawns Withering Seeds across the area.
- Withering Seed
- Can be healed by players.
- When healed to full health,
Invigorating Bloom heals all players for a small amount and grants a stacking increased healing done effect.
- If allowed to die,
Withering Nova deals moderate damage to all players and light damage over time.
- Withering Seed
- Avoid the locations of
Animastorms.
- Avoid the path of
Wild Stampede.
- Interrupt
- Prototype of Absolution
- The tanks will be dealing with
Wracking Pain, which increases all damage taken by players and Necrotic Ritualists hit.
- During
Hand of Destruction, move as far away from Prototype of Absolution as possible to lower the damage taken.
- Avoid the paths of
Sinful Projection. Players hit gain one stack of
Burden of Sin.
- At the start of the stage, applies one stack of
Burden of Sin to all players, dealing light damage over time.
- The tanks will be dealing with
Stage Three - Pantheon of Death
This stage begins when one of the Prototypes reaches 50% in stage two, and ends when the Prototypes are killed.
- All Prototypes are active during this stage, and use the same abilities as stage one and stage two.
- On Heroic, when a Prototype is killed, it begins healing with
Complete Reconstruction. This effect is interrupted when all Prototypes are killed.
Mythic Differences
Stage One - War and Duty
- Prototype of War
- Necrotic Ritualists spawn with
Imprinted Safeguards, reducing damage taken.
- Necrotic Ritualists spawn with
- Prototype of Absolution
- During
Night Hunter:
- If targeted, move within 4-yards of a Necrotic Ritualist to remove
Imprinted Safeguards with
Insatiable Hunger.
- If not targeted, stand between a targeted player and the Image to split the damage dealt by
Night Hunter.
- Players hit gain
Touch of the Night, greatly increasing damage taken from subsequent
Night Hunters.
- If targeted, move within 4-yards of a Necrotic Ritualist to remove
- During
Stage Two - Sin and Seed
- Prototype of Renewal
- Withering Seeds spawn with
Imprinted Safeguards, reducing healing received.
- Withering Seeds spawn with
- Prototype of Absolution
- Players targeted by
Night Hunter should stand within 4-yards of a Withering Seed to remove
Imprinted Safeguards.
- Players targeted by
Healing Notes
Quick Notes, All Difficulties
The notes below mostly pertain to progression difficulty, meaning if you out-gear the difficulty you're on or use extra healers they may not apply.
- Use Major Cooldowns
- as-needed during stage three
- likely when
Hand of Destruction and
Humbling Strikes overlap
- likely when
- as-needed during stage three
- Use Minor Cooldowns on
- Withering Seeds
Humbling Strikes
Hand of Destruction
- Pre-heal Before (mainly for heal over time classes)
Potion of Spiritual Clarity use
- in between stages, before the next bosses activate
- Other things to watch for
- The healing requirement of this encounter increases greatly thru stages two and three. Conserving mana during stage one will be important.
Debuffs to Track
Major
Runecarver's Deathtouch (dispel, magic) must be dispelled in a controlled manner.
- (Optional)
Bastion's Ward can be tracked to help indicate when players are ready to be dispelled.
- (Optional)
Gloom Bolt absorbs a large amount of healing and should be healed off quickly.
Minor
Pinned causes players to need light healing over time.
Anima Bolt causes players to need light healing over time.
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