Holy Priest Artifact Challenge Guide
Learn how to defeat the Artifact Challenge encounter,
, as a Holy Priest. In this guide, we'll go over optimal talents, legendaries, gear, consumables, and spec-specific tips. I am
Priest Healer for Incarnate on US-Ner'zhul. I've been raiding in WoW for almost 6 years straight with my most recent accomplishments of finishing Mythic Nighthold US - 15, World 69th.
Priorites & Abilities
Macros & Addons
Holy - Memory of Argus
Holy Priest Artifact Challenge Guide
This challenge requires you to complete 7 Stages in order to achieve your Challenge Appearance. They will test not only your ability to heal, but also your mastery of all aspects of your specialization. You are accompanied by a Warrior, a Hunter, and Rogue NPCs that you must keep alive throughout the entire scenario.
Recommended Item Level: 900
Author Completed at item level: 910
Augment Rune -
Optimal Legendaries (not required to complete!!)
Stage 1 -
Stage 5 -
Stage 7 -
High item level Stat sticks (intellect+secondaries) like
Proc Heal trinkets are sub-optimal due to their random effects and do not contribute to increasing your dps.
Mana trinkets should not be necessary.
Stage 1: The Landing
Gaining entrance into Black Rook Hold first requires you complete 5 waves of undead with no break in between. You can drop combat briefly in between waves by not interacting with your allies as a new wave pops out, this can allow you to make use of multiple potions, preferably Deadly Grace if you can afford them, but Prolonged Power is also a great option. Any extra damage that you can contribute will make this Stage go much smoother.
Wave 1: Archer
activates that is focused by the entire party, use
to interrupt her
ability. If you are hit by this ability you will lose considerable amounts of mana and take heavy damage. You can also Line of Sight this ability by letting an ally NPC soak it for you, but be warned, this will still deal heavy damage to them instead of you. You are far better off interrupting every
Wave 2: Archer/Mage
spawns with a Mage this time. Keep your party focused on DPSing the
when they cast
will spam cast
on a random target, increasing in power. Save your
to interrupt the
when they reach 3 stacks of their buff. This will interrupt the cast and cause the buff to fall off. Continue DPSing the
until it is dead while keeping the
Shackled when it begins to cast
.You can purge the buff from the
with Dispel Magic, but often this just buys you limited amount of time and detracts from your damage, only use if absolutely necessary to reduce damage intake.
Wave 3: Mage/Soldie
A new mob activates on Wave 3, the
. He has two abilities, a
that does aoe damage and a
that prioritizes you, but occasionally will go to an NPC. Continue to focus your damage into the
, again using
to interrupt the
at 3 stacks of their buff while using
begins to cast
. If the
, cast by the
is on you, don't worry, you often can heal through the damage, utilize
, and even a Health Potion if necessary in order to keep yourself topped off. The
should be interrupted but it can be healed through.
Wave 4: 2xSoldier/Mage
The hard waves begin! Two
s spawn and immediately both begin to cast
the first one, then immediately
the next one before too much damage goes out on the party. You will then immediately
as they will have gotten to high stacks. Continue alternating Shackles on the
as needed to interrupt the
, this is a good wave to utilize
to heal through the
damage that may have gotten through.
will also allow you to reset the cooldown of your
very rapidly if you are able to use some Smites while keeping the party alive. If you and another party member are dropping low, this Wave is also a good time to utilize Guardian Spirit to survive.
Wave 5: Soldier/Mage/Archer
Going into Wave 5, you MUST have your
already off cooldown and ready to utilize as this Wave requires a very precise sequence of spells to ensure stability. As the last wave activates, step back near the middle of the room and start DPSing the
. When the
begins to cast
, then turn around to
who is now casting
on you. This sequence is imperative to pull off and will provide optimal nullification to all of the different mobs most deadly abilities. Once you have completed this, continue to damage the
and continue alternating
. Do not be afraid to use Guardian Spirit if you are worried that an NPC might die, use it wherever necessary.
Made it through? Congratulations! You’ve completed one of, if not the hardest Stage of the Scenario!
Stage 2: Searching for the Rook
Follow your NPCs into a small room, easy!
Stage 3: Desperate Times
Here starts a time trial. You have 5 minutes to rescue your allies and before you are kicked out of the challenge. Simple mistakes are your only downfall, be well prepared and this will be a cake walk.
Part 1: Capture
Your allies are captured and you are surrounded by adds in a perfect position for Holy Nova. DON’T!
These adds will detonate upon death, dealing 50-60% of your max HP in damage. Kill them one at a time, and take your time topping yourself off before killing each one. Do not feel rushed, you will have plenty of time. Kill all of them one by one and move past the gate.
Part 2: Stairs
Upon killing the eyes you are greeted by a Felguard, a few bats and some weird fel orbs moving aimlessly across the room. Holy Nova all of the adds down, using Holy Fire on the Felguard. Keep yourself up and kill the bats rapidly will ensuring the Fel Orbs stay dead as they do revive periodically.
After all mobs are dead, start opening the Gate. Past the Gate are 5 mobs to deal with, one is feared and running in circles, target them and immediately dispel them when you walk through the door. Three mobs are injured and dying, use
and spam them until they are fully healed. If they die, they will become very large and powerful mobs that will likely cause a wipe.
will ensure that you can heal all 3 quickly then allow you to reach the next gate where a single
awaits you. Always interrupt her
and you should be just fine.
Another Gate needs to be opened and there are tons of Fel Orbs on the other side. Simply Holy Nova to get through them.
The final gate holds your friends, an Inquisitor, and multiple eyes from the start of this stage. Single target the Inquisitor, then kill each Eye one by one to save your pals.
Stage 4: What Lies Ahead
This is a preparation stage. Take as much time as you need, change talents, refresh Food/Flask buff and adjust legendaries if need be. Open the gate to start Stage 5.
Stage 5: Erdris and the Risen
If you are familiar with the boss in Hellfire Citadel, Gorefiend, then this Stage will be very familiar to you. You have a limited amount of time to heal adds before they reach the boss with 8 adds healed required to move on to Stage 6. Your performance in Stage 5 will determine how easy/difficult Stage 6 will be, as you must kill any adds that you could not heal up. At the same time you are healing these adds, your allies are fighting each other, so you must keep them alive whilst topping off multiple adds.
For the first wave, use
, prepot, and begin pouring
into the adds, prioritizing the add to your right first. There is some Line of Sight issues with getting these adds targeted so ensure that they are over the ledge before you begin casting on them. Nighthold’s 4pc comes in handy big time for this part. Do not use
for the adds, it takes far too long to ramp up your healing, instead focus on purely
for the adds and heal your allies in between mobs.
For the second wave, continue with what is left of your
duration to top off what mobs you can. I missed one add on this wave.
For the third, and hopefully last, wave start with Divine Hymn as you wait for the adds to come over the ledge then immediately start spamming them with
when they are in range. Use Guardian Spirit on any ally that is taking heavy damage, Grip your Warrior (Jarod) away from your allies if he is really beating down on the Hunter or Rogue. This is a very difficult multi-task to perform so do not discouraged if this takes multiple attempts to perfect. If you go to 4 waves, try to top off the one add quickly to end the phase. Missing 3 adds will make Stage 6 exceptionally difficult, missing more than 3 will almost ensure a total wipe.
Stage 6: Rise, Soldiers!
This phase is made easier by your performance in Stage 5. You are faced with any adds that you did not top off and are exact copies of mobs that you faced in Stage 1 and follow the same priorities. Use
to interrupt the
while prioritizing the
as the first target to kill and have your NPCs focus on. Again interrupting the
before it gets to 4 stacks of the buff. Mop up all of these enemies and the final Stage begins!
Stage 7: A Thorn in the Side
This phase is quite simple but requires some precision on your part in order to be successful. At the start of the phase, immediately move to the edge of the room to maximize your surface area.
has two abilities, a Leap that deals moderate damage to you and leaves large fel patches on the ground that deal moderate damage, and a
similar to the one on the Nightbane boss in Karazhan that deals damage to your party equal to your current HP. Keep yourself around 50% HP at all times, this fire explosion is the only thing that damages your Rogue and Hunter, while there is minor damage on the Warrior from the boss. Keeping yourself alive and maximizing surface area for you to run to is key on this encounter. If you are quick, you can
before he can leap on you reducing your damage taken and increasing your space. Keep your health in constant balance around 50% using any resources available to you and continue DPSing the boss until is goes down!
Congratulations on your new appearance!
I hope this guide has helped you conquer the artifact challenge and if you have any questions feel free to message me on
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