Halondrus, Healer Guide
Updated 1 year ago for patch 9.2.7 by Preston. View the change log.
This page covers a healer-focused strategy for Halondrus the Reclaimer 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 - The Reclaimer
This stage begins the encounter and ends when Halondrus reaches 80% health.
- The tanks will be dealing with Lance.
- Don't stand in front to avoid Lightshatter Beam. Players hit take light damage over time and take increased damage from subsequent Lightshatter Beams.
- On Heroic, this can be used to break the Fractal Shell on Ephemeral Motes.
- Dispel Crushing Prism (magic) to remove the increasing damage over time and reduced movement speed effect.
- On Heroic, when the effect ends or is dispelled, avoid the Shattered Prism.
- This reduces the movement speed of players and Ephemeral Motes inside the effect, while also dealing moderate damage over time to players.
- On Heroic, when the effect ends or is dispelled, avoid the Shattered Prism.
- On Heroic, avoid the Planetcracker Beam as it rotates around the boss.
- During Earthbreaker Missiles, stay more than 8-yards away from other players to avoid chaining the damage dealt. Avoid the resulting Aftershocks.
- During Reclamation Form:
- Deals light damage to all players and then moderate damage over time with Eternity Engine.
- During Seismic Tremors:
- Avoid the impact locations of Ephemeral Fissures, which eventually create Ephemeral Motes.
- Ephemeral Mote
- Players must touch these to knock them away from Halondrus, this deals light damage to the player with Ephemeral Burst.
- Upon death, stay more than 3-yards away during Collapsing Mote.
- On Heroic, Fractal Shell prevents players from interacting with affected Motes.
- This is removed by hitting the Motes with Lightshatter Beam.
- Ephemeral Mote
- Avoid the impact locations of Ephemeral Fissures, which eventually create Ephemeral Motes.
- At 100% energy, during Reclaim:
- Halondrus gains a damage absorption shield that must be depleted to end the effect.
- Deals increasing moderate to heavy damage over time to all players.
- Slowly pulls in all players and Ephemeral Motes.
- If an Ephemeral Mote reaches Halondrus, Ephemeral Eruption (dispel, magic) deals moderate damage to all players and stacking light damage over time.
Stage One - The Shimmering Cliffs
This stage begins when Halondrus reaches 80% health and ends when it reaches 50% health.
- Enters Relocation Form, dealing light damage over time to all players with Quaking Steps while moving to a new location.
- Stay more than 15-yards away from Gleaming Spheres to avoid Shatter. This deals light damage to and knocks back all players, regardless of where they are.
- Upon reaching the new location, Stage One effectively repeats.
Stage Three - A Broken Cycle
This stage begins when Halondrus reaches 50% health and ends when it's killed.
- Once again enters Relocation Form, moving to a new location.
- Upon reaching the new location, Stage One effectively repeats.
- Eternity Overdrive deals increasing light damage over time to all players.
Mythic Differences
- Players must managed Volatile Charges to prevent fatal damage dealt to all players.
- Volatile Charge
- Inflicts fatal damage after 30-seconds to all players with Charge Detonation.
- Picking up or setting down a Volatile Charge resets the 30-second timer.
- When picking up or dropping a charge, players take light damage.
- While holding a Charge, players also take light damage over time.
- Upon dropping a Charge, the player is affected by Charge Exposure, greatly increasing damage taken from holding a Charge while the effect persists.
- Inflicts fatal damage after 30-seconds to all players with Charge Detonation.
- Volatile Charge
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 on
- Reclamation Form [occurs about every 2-minutes]
- Use Minor Cooldowns on
- Relocation Form/Quaking Steps
- Earthbreaker Missiles [occurs about every 45-seconds]
- Pre-heal Before (mainly for heal over time classes)
- Potion of Spiritual Clarity use
- just as Relocation Form ends
- Other things to watch for
- There is a lot of movement during Relocation Form/Quaking Steps, so saving your most mobile healing cooldowns for then will be helpful.
Debuffs to Track
Major
- Crushing Prism (dispel, magic) should be dispelled immediately on Normal, and in a controlled manner on Heroic in order to position Shattered Prisms.
Minor
- (Mythic) Volatile Charges causes players to need light healing over time.
- (Optional) Ephemeral Eruption (dispel, magic) causes players to need increasing light healing over time, however, this will affect all players at once and indicates a mistake was made during the encounter.
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