Beast Mastery Hunter Artifact Challenge Guide
Learn how to defeat the Artifact Challenge encounter,
, as a Beast Mastery Hunter. In this guide, we'll go over optimal talents, legendaries, gear, consumables, and spec-specific tips. This guide is written by
Eyes of the Beast
Hunting Party Podcast
. Updated for the latest patch.
Rotation & Abilities
Gear + Stats
Beast Mastery Artifact Challenge
In this section we will go over the strategy for the Beast Mastery Artifact Challenge appearance. The artifact appearance is a unique reward from completing the
solo scenario that can only be entered while the Mage Tower building is active on the Broken Shore. Completing it rewards the Serpentbite appearance for
. You can see this appearance pictured above, using one of the alternate colors available for defeating all Legion dungeon bosses with the appearance equipped.
Preparing for the Challenge
First things first, make sure you've collected some
s before the Mage Tower is built as you'll need 100 of them for each attempt (the first attempt is free). Now we'll go over some recommended gear, legendaries, and talents before getting into the strategy for completing this scenario. You may be able to complete this scenario without all of the recommendations below, but it will be pretty tough. Finally, you should go into this challenge expecting to wipe. Don't be discouraged if you die in the first 30 seconds on your first attempt.
Having an equipped item level of at least 890 is recommended. Anything lower than that and you may be better served waiting to gear up before putting in lots of serious attempts. At 900+ this challenge becomes more accessible. You'll also benefit from having your T19 set bonuses, good trinkets, and an artifact with at least 41 points (to unlock
). This level of gear is required not just for the DPS, but also for the health pool to survive all of the unavoidable damage.
The most desirable legendaries for this challenge are the healing related ones. If you don't have any of those, you're going to have a much tougher time.
It's highly recommended to have at least one healing legendary
before bothering with this, but it is technically possible without one.
: The best overall legendary for this challenge. It almost trivializes the final part of the challenge as it can outheal the constant damage you'll be taking (as long as you stand still).
: The next best legendary. Less healing per second than the legs, but still very strong.
: There have been reports of the encounter resetting when you feign death (even if your pet is alive), but others have said they had no problem using this helm. If you run into the problem, you'll want to use something else. If this is your only healing legendary you should give it a try, making sure to Feign Death whenever you're below 80% health.
: This will give your pet some extra survivability without sacrificing its DPS.
: This fight involves constantly stunning and interrupting your target, which means the Sephuz proc will be used on cooldown, which is a nice DPS gain.
In lieu of any of these, just wear whatever legendaries give you the most DPS.
: If you have healing legendaries, you'll be using this to help kill
in the first part of the fight. If you do not have healing legendaries, you'll be using this to kill
in the second part of the fight.
Counter Shot Macro
Interrupts your focus target, and if you have no focus target set it will interrupt your current target instead. You should set your focus target to
to best utilize this. It will allow you to interrupt even if you're targeting something else. Look in your key binding settings to see where your set focus target is bound.
#showtooltip Counter Shot
Fel Surge Totem Macro
Replace your existing Cobra Shot button with this. Whenever a Fel Surge Totem spawns, you will automatically target and kill it with your Cobra Shot (just re-target Tugar afterwards). If you don't kill these totems quickly you will be stunned.
#showtooltip Cobra Shot
/target Fel Surge Totem
/cast Cobra Shot
Pet Damage Mitigation Macro
Make sure your pet's Shell Shield (or equivalent) ability has its autocast turned off. You can use this macro to soak an incoming
cast on your pet.
will give your pet 85% damage reduction, which is enough to survive one of these casts (as long as the pet isn't low health). It's best to use this when both Counter Shot and Intimidation are on cooldown.
/cast Shell Shield
Note: Replace Shell Shield with the name of your pet's damage reduction cooldown, if it's not a Turtle.
This WeakAura alerts you when Tugar begins casting his
, so you know to interrupt/stun it.
This requires that Tugar be set as your focus target to work
. Go into your targeting keybinds to find out what key sets your focus target (or set one if it's not bound).
WeakAura Import String
Pet Low Health
This WeakAura alerts you when your pet is below 80% health. This is essentially a reminder to cast
to keep your pet topped off. You'll want to delete or disable this when you're not doing the challenge.
WeakAura Import String
You should use a pet with a damage reduction shell with a 1-minute cooldown -- either a
. You will want to turn OFF the auto cast on this shield ability (e.g.
for Turtles). This is so you can use it to soak
casts you can't interrupt (see the macro section of this guide).
Alternatively, if you do not have any healing legendaries, you may want to try using a Spirit Beast for the
heal on yourself. In that case you'll want to take the Aspect of the Beast talent to help make up for the lost damage reduction on Shell Shield.
Setting your pet to Tenacity spec is not necessary, and you'll want the extra damage from a Ferocity pet.
This is the standard single target talent build recommended in the
Beast Mastery guide
is absolutely mandatory for this challenge as it will be used to perform extra interrupts. Despite the fact that the Aspect of the Beast talent reduces your pet's damage taken, it's better to have Killer Cobra because of the
trait (and that healing truly counts if you're not using two healing legendaries). If you decide to go the Spirit Beast pet route, you may want to take Aspect of the Beast for the pet damage reduction (or else your pet may not be able to soak any casts without dying).
In order to complete this challenge you need to kill two bosses,
and his pet worm,
. When either of them dies, the other enrages and deals 150% increased damage. The goal will be to kill
first as the worm is simpler to deal with by itself. Depending on your DPS, the challenge will last approximately 8 minutes. During this time you'll have to play almost perfectly, not missing a single interrupt, keeping yourself alive by not taking any avoidable damage, and maintain high single target DPS. First we'll go over each of the bosses and their abilities.
Boss Ability Overviews
-- Tugar will cast this approximately every 12-15 seconds and it must be interrupted. This will be done primarily with
. See the macro section for a helpful macro that involves setting Tugar as your focus target for interrupts. Since both of these interrupts have long cooldowns, you will need to alternate them, and also use
as a backup interrupt. Once per minute, you can use your pet to soak a cast with damage reduction cooldowns such as
(see the pet and macro sections above).
-- When Tugar casts this, avoid standing in any areas where rocks will hit the ground. This also causes
to burrow underground and circle around the room. It is important that you do not get hit by the worm as he is moving underground as it will stun you. When the worm burrows and charges at you, you need to position yourself so that the worm's path intersects with the fallen rocks. This removes stacks of the worm's damage reduction buff.
Tugar will periodicaly spawn eggs that need to be killed. If they hatch, they will spawn a worm. These can be cleaved down (just make sure they aggro onto your pet) while remaining focused on Tugar. Earthquakes periodically spawn more eggs to kill.
-- This is unavoidable damage that you should be able to passively heal through with any healing legendaries and
If your pet dies, it will not be able to re-establish aggro on Tugar (even if you feign death) until it naturally builds up aggro again, which could take a long time. My recommendation is to start over if your pet dies.
Jormog does not need to be actively tanked. He spends part of the fight in a stationary position and the other part burrowed underground. When he is burrowed you need to move out of his path to avoid being stunned and taking damage.
-- Jormog starts the fight with 9 stacks of this buff, which reduces his damage taken by 90%. Each stack removed reduces this by 10%. Stacks are removed by kiting Jormog (when burrowed) through the rocks that fall on the ground during Earthquake. When Jormog is burrowed, he will peak his head out of the ground before moving towards you again. During this time, you should position yourself so that as many fallen rocks are between Jormog and you as possible. This way Jormog will pass through the rocks and remove stacks of the buff.
-- When Jormog is in his stationary position, he will periodically cast this. It deals a lot of damage that could be lethal in combination with other mechanics. This is why healing legendaries are a big benefit. This can be interrupted with
, but not Counter Shot. However, you should focus all of your interrupts on Tugar while he's still alive. Once Tugar is dead, Sonic Scream becomes a very dangerous ability as its damage will be buffed by 150%. That is when you need to start interrupting it.
-- This won't be lethal, but it can add up with other abilities.
Stage One: Tugar
Begin the fight by misdirecting your pet and engaging Tugar. It's a good idea to pre-pot here. If you are using any healing legendaries, now is also a good time to use your
. Utilize this early part of the fight to put in as much damage as possible. Keep Mend Pet rolling on your pet throughout this stage.
It is best to stand near the bridge side of the encounter area, with your pet near the middle of the room tanking Tugar. Do not go outside the encounter area or else you will be killed by a poison cloud.
Interrupt every cast of
. You can use
. Using all 3 of these abilities allows you to interrupt every single cast. However, it can be very difficult to interrupt with a trap due to the aiming and travel time. It is much simpler to have your pet soak these casts with a damage reduction cooldown (e.g.
) instead, which can be done once per minute at least (see the pet and macro sections for more info).
I highly recommend the WeakAura posted in the preparation section to help alert you when these casts happen.
Stay mobile to avoid any unnecessary damage when Tugar is casting
. When Jormog is burrowed underground, it is crucial that you lead him through the fallen rocks on the ground to remove stacks of his
buff. When Jormog pops his head out of the ground, place as many rocks between you and his head as possible so he will crash through them.
Do not get hit by Jormog when he is underground as you'll take extra damage and be stunned.
Cleave down eggs and worms as they spawn with your Multi-Shot and Beast Cleave, but stay focused on Tugar primarily.
will periodically spawn throughout this stage and must be killed immediately. If they aren't killed in time, they will stun you for 5 seconds which will very likely result in a wipe. See the macro section for a helpful macro to deal with these.
By the time Tugar is near death, you ideally want to have Jormog down to 2 stacks or less of his
buff so that it will be easier to kill him in stage two.
The biggest challenge here is to execute every interrupt on Tugar (or soak with your pet). Keep calm. It's not a DPS race. Don't tunnel the boss. Make sure your pet stays on Tugar so that Intimidation will work properly when needed. This fight follows a repeatable pattern that you will get better at the more you practice.
Use your healing cooldowns (and a potion if necessary) to stay alive. If you are using a Spirit Beast pet, don't forget to use Spirit Mend on cooldown as well.
If your pet dies while Tugar is still alive, save yourself the time and just exit the scenario to try again (unless Tugar is near death, then try to get him down).
Stage Two: Jormog
When Tugar dies, Jormog enters a
and deals 150% increased damage. He will no longer burrow underground, Earthquakes will stop, adds will stop spawning, and this becomes a straight DPS race.
If you do not have healing legendaries, this is where you'll want to use
and your second combat potion.
You must interrupt as many casts of
as possible! This can be done with both
, but not Counter Shot. You will need to be near max health to survive one of these uninterrupted casts while Jormog is enraged.
If you have a healing legendary (especially
) this part of the fight should be a breeze for you. You can even miss interrupting Sonic Scream casts and usually survive. If you don't have healing legendaries, you'll have to hope you kill the boss before you run out of health.
With enough practice (and gear), this challenge is very doable for Beast Mastery Hunters. At the time of completion (on the first day the Mage Tower opened) I was ilvl 902 equipped and it took me approximately a dozen attempts. Once I had nailed down the interrupts, it was mostly smooth sailing (but I did have healing legendaries). There is no hard enrage to this encounter so most of it comes down to executing interrupts. More gear helps simply because it reduces the fight time, but it won't help you get all those interrupts.
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Final Fantasy XI
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