Shadow Priest Artifact Challenge
Learn how to defeat the Artifact Challenge encounter,
, as a Shadow Priest. In this guide, we'll go over optimal talents, legendaries, gear, consumables, and spec-specific tips. This guide is being updated and maintained by
. If there are any questions, feel free to contact him on
Rotation & Abilities
Macros & Addons
M+ and Raids
Hello, and welcome to the Wowhead Artifact Challenge guide for Shadow Priests. I'll be guiding you into obtaining your Artifact Challenge Appearance! In this guideI will go over what is the challenge and the rewards you should expect.
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 an unique artifact appearance.
Shadow - Twisted Reflection
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. While doable with lower levels of gear, the better gear you have and more artifact traits the easier the challenge is. This is just a guideline. Many different players have done the challenge in many different ways. That said, the method below is the one we consider the easiest.
For this scenario I would recommend having around an average item level of 900, it is doable with less but may run into more difficulties. Using the 2pc/4pc from Nighthold isn't really necessary, but will help you a little in this scenario. Most raid-recommended trinkets will work out well, personally I used
, due to the slow on the proc, covered later in the guide, and
for flat value of the trinket. It is also recommended having a couple
laying around, because every attempt at it costs 0
after the first one.
for Phase 3
Above are the Talents I recommend using. It focuses on easing the
usage for phase three. To some extent, there's some flexibility in which talent build you can use:
can be used instead if you prefer to have a controllable sprint on demand.
can be used if you're having difficulties with the second phase of the encounter or if you're confident in your
can be helpful if you're having difficulties in finding windows to DPS the hands and should be paired with
It is possible to complete the challenge with
, but using
trivializes the last phase of the encounter.
Since most Shadow legendaries are fairly close to each other in terms of raw value, any legendaries can be used. The best legenary for the fight is
, due to the possibilities of having it proc on every cooldown. Most of other legendaries are viable option, with highlights on each below:
- The shield effect from it allows you to survive most of 1-shot mechanics in the scenario, which can be really helpful to ignore small mistakes.
- Can be really powerful since you're not going into
that often, making you able to bank stacks for burst windows.
- Provides a nice burst if you can save the proc for useful situations, like hands on phase 2 and 3.
- Provides bonus damage for your
which can be useful if you're able to line it up in necessary times.
- Provides a good burst damage, but requires you to stand still, so it is hard to capitalize on that effect since you're kiting most of the time.
- Not that effective in the scenario, since you're not going into
that often, but usable.
- Allows you to cast while moving if you're able to find windows of 4s to stand still. Can be really useful if you manage your movement properly.
- Can be used to kill the small adds spawned during phases 2 and 3. Since you can ignore them, it doesn't add much value.
- Not really useful in the scenario since you can ignore the small adds in phase 2 and 3.
Phase 1 consists of you attempting to kill
while kiting him, since
is immune to damage. If he ever reaches you,
will most likely kill you or knock you out of the stage of the fight (which kills you).
speeds up the longer this phase goes. Once he reaches 33.3%, he will be put into
to recover his energies, starting the intermission.
During the Intermission,
is attackable for 40 seconds while
heals up. During the intermission
himself will only directly cast
, which deals little to no damage. However, he will also Tear open rifts to the Nether which spawn
s. During the rest of the fight you'll need to either kill them or kite them, since they move really slow. After 40 seconds, phase 2 starts.
During Phase 2,
goes immune for one last time and
starts chasing you again, now healed back to around 68% HP. This phase is exactly like Phase 1, but now
will spawn a
every 30 seconds.
, which will likely kill you if not dealt with. Once
reaches 33.3% HP again, phase 3 starts.
During phase 3
will drop his immunity for the rest of the fight and all mechanics of the fight will happen once more, with addition to
which is a rune in the ground that, if you don't stand in it, will summon a
to attack you. At the start of the phase
will be in
healing for 40 seconds, afterwards, he will start chasing you again, but the other mechanics won't stop.
Save as many resources as possible.
Make sure to use a
before combat starts to be able to use another one during the fight.
You'll want to have both your DoTs up and then kite
in the circle around
, to minimize the amount of movement you have.
While moving, make use to use your instant-cast spells:
and available, and
You're able to use crowd-control effects on
can buy you 4 seconds to cast
or to regain distance from him.
Make sure to use
as often as possible (at least once every 10 seconds) to both slow
, because the tentacles'
also slows the target.
Towards the end of the phase, be careful going into
, because leaving it means you'll have no movespeed from
which might kill you.
as trinket option because their proc effect also slows the target and it has a quick high uptime and can save you if you're lucky enough!
s are really slow, don't waste your time killing them, just kite them for the rest of the fight meaning that during the intermission you will be able to mostly stand still and DPS
Again avoid using long cooldowns, but you still should get him to around 70~75% health remaining.
All advices from
also apply here. This is the really hard phase of the encounter for Shadow. You'll likely not be able to kill
before they cast once, but need to kill them before they cast twice. This is the recommended way to deal with each
to kill it quickly and
it at the end of the cast of the first
to kill it quickly and
at the end of the cast of the first
Sometime before it spawns, use
, meaning you'll be in
and able to cast while move when it spawns.
the first cast if it happens.
All advices from
also apply here. The objective of the quest is just to kill
so we focus all our efforts into that, leaving
soon as the phase starts.
Apply both your DoTs to
and abuse the effects from
to cast while moving while dealing massive amounts of damage to it.
becomes attackable, apply your DoTs to him just to generate more
as soon as it comes back from cooldown.
Stand on top of
when they are about to spawn (around 4 seconds to activate), which should be simple since you can cast while moving.
Apply both your DoTs to eventual
spawns, they should die before any casts.
is dead, your quest is completed, so you're safe to die from
Here is a video example of me showing this strategy in practice: (and how it works even with small mistakes!)
Beast Mastery Hunter Artifact Challenge Guide
Holy Paladin Artifact Challenge
Retribution Artifact Challenge: The God-Queen's Fury
Warlords of Draenor Druid Changes
Elementals in Draenor: An In-Depth Guide to Elemental Shaman
Wrath Timewalking Guide
Mage Tower Building
Command Center Building
Nether Disruptor Building
Unholy Death Knight Artifact Challenge Guide
Warlords of Draenor Follower Guide
Heirloom Collections Guide
Warlords of Draenor Legendary Ring Guide
Hidden Artifact Weapon Appearances and Effects
Draenor Pathfinder: How To Unlock Flying in Draenor
Nethershards in Patch 7.2
[Enjoying our collection of Guides? Try
to support the site, get an ad-free experience, and get premium features!]
Final Fantasy XI
© 2017 ZAM Network LLC