Holy Paladin Artifact Challenge
Learn how to defeat the Artifact Challenge encounter,
, as a Holy Paladin. In this guide, we'll go over optimal talents, legendaries, gear, consumables, and spec-specific tips. This guide is being updated and maintained by
. A Holy Paladin for the guild
. If there are any questions, feel free to contact him on
This guide was originally written by
who has since
retired from the game
Rotation and Abilities
Leveling from 1-20
Holy Paladin Challenge Appearance
In this section I will go over the strategy for the Holy Paladin 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.
Holy - Justice's Flame
Before you begin you will need to do some preparation. Below you will find some recommended items/talents you should have before attempting the scenario, the better your gear and the more artifact traits the better. This is just a guideline. You can do the scenario without some of these items, or with less gear but you will run into a bit more trouble than others.
For this scenario I would recommend having around an item level of 900, you can do it with less but may run into more difficulty. Using the 2pc/4pc from Nighthold will help out tremendously in this scenario as well. Most trinkets work out well, I used a
personally. Although it is not a traditional healer trinket using
can be useful, particularly in the Final stage. Having 45%(50% without T19 2pc) will be of value. Having reliable
crits can make the difference between success and failure though that high crit isn't required.
Some water to drink can be helpful in some scenarios.
Below are the Talents/Legendarys I recommend using. There isn't much wiggle room
is extremely valuable for the first stage of the encounter.
is by far the best aura as you have 4 people in your party that gain 6% damage reduction, and in other stages you yourself take high amounts of damage.
is extremely valuable in the last stages and throughout the first stage.
Most legendarys will find some use in this scenario, but none make things significantly easier, or harder. Below are the top 3 but they don't provide a huge benefit so don't be afraid to give it a go if you have other legendarys!
This legendary is probably the best one to use, it gives you a large amount of survivability in all stages of the Scenario, letting you deal more damage.
Helps make your Avenging Wrath more potent helping smooth out the more difficult moments, as well letting you do some extra damage.
You will be using a lot of CC so this will proc very frequently. Giving a nice haste buff for damage or healing.
Those are the best three legendarys to use for this encounter, that being said all of them are somewhat useful. The weakest ones are probably
. There isn't much to kite outside of phase one so the movement speed is near worthless, and if you have the time to cast
you will want to follow it up with more damage, not healing generally so the ring doesn't provide much value.
Doing the Scenario
Stage one is probably the most challenging, There are four Mechanics to watch out for the
is the most threatening as it will stack up a damage increase that will eventually one shot you, or one of your party members. The
is the second most threatening as it casts
which has a 5 second cast and paints an arrow to you, if this mechanic hits you it will drain ALL of your mana and deal a large amount of damage. The
has two mechanics. It will cast
's on Commander Jarod Shadowsong, and Granny Marl. Jarod is your tank and will take most of the damage, Granny takes a large amount of damage if she happens to get hit by things, and is the most susceptible to dying.
The first wave is just a
. It introduces the
mechanic, which you will need to either cast
to interrupt it, or aim the blue arrow onto Jarod so he takes the damage.
The second wave is a bit more challenging it contains both
. You will be able to use
on every OTHER
. The rest need to go into Jarod, or Granny in a pinch. Outside of that when the
gets to about half health you want to stun it to prevent
, or if its damage is hitting a bit too much for your liking (i wouldn't risk more than five casts). You should use
on it. Help damage it down, as you will not have the spell for over a minute. DO NOT use
as it will cause your NPC's to stop attacking it, and instead attack whatever else is there. This stands for all waves.
The third wave contains a
. This wave is fairly easy, as the
on its own doesn't do much damage, neither does the
. I was able to just heal through the damage of
. Be sure to interrupt the
's casts the same as the second wave.
The fourth wave contains
x2. Use your
at about half health. You will need to use throughput cool downs when the
. A lot of party damage will come out, and targets are susceptible to the
. I used
for when you get into a pinch.
The fifth wave is the most challenging. as it contains one of each
. There is a pivotal moment where the
is ramping up the same time
goes out. I recommend blowing both
at the same time. This lets you avoid the damage from
, while everyone is in danger of dying to the
After you have survived the fifth wave you can wait as long as you need, and i recommend you wait for all of your cool downs before continuing.
In this stage you will be alone, and have a five minute timer to save your allies. The five minutes is fairly lenient so take your time and don't rush.
As soon as you are released from the green orb and the timer starts you will be faced with several
's. These deal increasing damage the longer they are alive, and damage when they die. So you need to kill these ASAP. I recommend using
for the self healing as your very first cast, followed up by
. Burst down the adds with
. Stop to heal yourself if you are low before killing any of them, but the sooner they die the better.
After this you will head up the stairs and fight a Felguard, and his bats. They do not seem to have any meaningful mechanics, but watch out for the floating green orbs. Dropping a
on them will deactivate them and prevent you from being harmed. After the Felguard and his bats are damaged you can wait for
to come back up before clicking on the door. As you click on the door there will be 3 NPC's that take ticking damage and one that is feared. If the one that is feared runs over you, you too will be feared. So dispel it first. After this you need to heal the three adds. They do not have grid frames or boss frames so you will need to target them manually. If one of them dies they will turn into one of the adds from Stage one and will slow you down greatly. So use your
to keep them all alive. Rotate between them and top them off, while keeping them alive from the ticking damage.
Afterwards you will face another
. You can use the adds you healed earlier to soak
Moving forward there will be a room filled with many of the Green orbs you encountered with the felguard, similar to before use your
and damaging ability's to deactivate them. At this point you will want to wait for either
. Similar to the first room of this stage there are a handful of the
you will want to burst down quickly. There is an additional
. He will summon some beams you just avoid and kill him. He is fairly easy after the
After this the timer stops and you have as much time as you need so wait for mana, and any/all cool downs.
This stage your allies will fight each other, so keep your
on the two that are hitting each other, the third will take no damage and they will swap so keep an eye on this.
The boss in the middle of the room will summon adds that slowly move towards him, you need to heal 8 of them up before they reach him. Any that do reach him will become one of the adds from Stage one, and make the final stage far more difficult.
I recommend as soon as the first 3 adds start moving towards the center of the room using
to heal them up as quickly as possible, don't be afraid to use
if they are REALLY close to reaching the center of the room.
The second wave precast
. Heal through the 3 adds and if you have
still you are in great shape.
When the next three come use
if its available to top one off, then heal the final eighth one, which will deactivate the third in this set. If you did this correctly you will have no adds to deal with.
Be sure to keep an eye on your allies in your party as they deal a fair amount of damage, and you will need to swap your
's throughout this stage.
The final stage is very similar to the Nightbane encounter if you have done it, he casts
which deals damage to your allies based on your current health. He will also leap on you leaving a giant puddle of green fire that will eventually fill up the room.
Start the encounter off by using
When doing this you should stick to the outskirts of the room so as to prevent a puddle from being in the middle. Move when he leaps on you and heal your allies until you get
at this point you should use the green fire from his first leap to get yourself to about half health. When
explodes he will leap on you shortly after so use
then. Going forward it is the same mechanic, move from the leaps and keep yourself low before Ignite Soul explodes. Use all of the tools at your disposal to survive,
on cooldown when it explodes use
when necessary and save
for really scary moments. You can also pocket
to top yourself off with a quick
explodes, but before you get leapt on.
Feel free to use
on the boss as you can run out of room very quickly and the sooner he dies the better.
After he dies congratulations you have completed the scenario! A portal to Dalaran will open for you to collect your new weapon appearance!
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Final Fantasy XI
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