Destruction Warlock Artifact Challenge Guide
[Last updated 22 天前]
Rotation & Abilities
Macros & Addons
Destruction Warlock Challenge Appearance
In this section I will go over the strategy for the Destruction Warlock Challenge Appearance!
The artifact appearance is a unique reward from completing a challenging solo scenario,
, that can only be entered while the Mage Tower building is active on the Broken Shore. It rewards a unique artifact appearance.
Destruction - Guise of the Darkener
If you learn better from watching an encounter, check out this video! Please note, this video was made on the first day and things may have changed since then.
Below, you will find some recommended items/talents you should have before attempting the scenario. These are just a guideline. You can do the scenario without some of these items but you may run into a bit more trouble than others. You will need to collect a good amount of
s. Each attempt, after the first, at this challenge requires 100
. You can certainly finish the scenario without all these preparations, but it will make it easier. Be prepared for it to take a few attempts, regardless of gear and preparation, you need to execute this encounter nearly flawlessly. Don't get discouraged!
This scenario is more a mechanics check than a dps check. It is simply about interrupting, positioning and situational awareness.. This challenge has been completed by Warlocks as low as 880 item level. However at this stage in legion i would recommend having at least 915 item level and 66 traits. Any set bonuses you have will be helpful.
However, some legendary items are certainly going to help you.
is fantastic, as you will be interrupting and using other crowd control abilities VERY often throughout the encounter. You will have a very high up-time.
will be very beneficial as well, since you will not receive any external healing during this fight. The absorbs gained and passive stats are very good.
is a solid choice, as it will allow you to cleave more often onto your secondary target.
is the last scenario-specific legendary I can recommend. The movement gained from it can be very strong within this encounter.
Aside from the aforementioned legendary items, any DPS legendaries you have will be good for this encounter.
I'd like to talk a bit about my recommendations for this encounter.
to be the most beneficial on this encounter as it allows you to shift your focus away from doing damage and simply doing mechanics. The other two talents do not have any special benefit on this encounter.
tends to be the best choice because it allows you to avoid casting
in order to keep your health as high as possible. There are no external healing buffs or sources within this encounter.
is certainly my best recommendation for this row. It not only heals you, but instantly fears the target. This can be used very often and WILL save you at least once.
For this tier,
is simply the best throughout the entire encounter. It allows for much more overall damage to your main target. The other two talents should not be taken for any reason.
can be taken.
will provide more healing throughout the fight with consistent absorbs. However,
can be combined with
as a *panic* button. You will see this in the video guide.
is generally the most beneficial on this fight Between your Doom Guard's interrupt and
you should be able to kick every cast. If you want to use one of the other talents on this row to be safe, feel free to.
is recommended just as an all around solid option.
is a viable option You want your off-target to be as low as possible when transitioning into the last phase, and having this talent will allow you to achieve that. However due to gear levels you may find that you transition far faster, and as such the off target will be taking significantly reduced damage. With enough gear you can easily burn through Stage two from full health not needing to use
. There is far too much movement for me to recommend
Doing the Scenario
Phase 1 starts as a 2-target cleave scenario. You will be fighting
Start the encounter as you would any other fight, doing your standard 2-target opener. Focus heavily on
is taking reduced damage.
Shortly after you start the encounter,
. Use either your kick or
to interrupt this. Remember that you can always combine
and if your health is high enough, you will not die. He casts it every 12-15 seconds. If necessary, you can
him to stop his cast.
is a spell that Tugar casts. It drops rocks in three spots around the area.
will tunnel under the ground and do laps around the room, occasionally surfacing. When he surfaces, he will then charge at you. You want
to charge into as many of the rocks that fell during
as you can. This will remove his
stacks, which reduce damage taken by 10% per stack.
DO NOT GET HIT BY THE CHARGE
is being cast by Tugar, you can cast
on him. This will cause the rocks to fall from the ceiling, but will stop him from spawning very annoying worm adds. If you don't manage to fear this cast, you will need to simply kill the adds that spawn.
is another spell cast by Tugar. This cannot be avoided, but the healing receive by
will easily counteract it.
will spawn periodically. Keep an eye out for them and kill them immediately. One cast from any spell will do, as they have 1hp. If you let them cast, you will be stunned for 5 seconds and will likely just die.
will usually be near the edge spitting at you and casting
. This ability will do damage to you and spell-lock you if you are caught casting when it goes off. If you become Chaos-locked you will almost certainly die, as you will not be able to interrupt Tugar. Keep an eye out for this cast - setting Jormog as your focus will help you notice this.
has died, you will transition into Phase 2. There are a very minimal changes during this phase.
will gain 150% increased damage, however
will no longer happen.
Keep in mind that Jormog can be feared and stunned. You can use this to your advantage when he is casting
in the last phase.
Simply focus him down, using
to heal yourself if necessary.
can be used at your discretion there are advantages and disadvantages to using it in each phase. Personally i used it in Phase two, but getting out of phase one cleanly may be advantageous as it is the more mechanically difficult phase.
Interrupt, fear or stun Tugar's
. You should rotate your Doomguards interrupt, or Felhunter's
followed by a
in order to achieve this.
Do not let
into the fallen rocks to remove his
Fear Tugar when he casts
immediately to avoid being stunned.
Make sure you keep
at all times.
get hit by
when he is underground.
has died, focus down
. He will gain 150% increased damage, however
will no longer happen.
Congratulations on your new Artifact Skin! :D
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