Restoration Shaman Artifact Challenge
Learn how to defeat the Artifact Challenge encounter,
, as a Restoration Shaman. In this guide, we'll go over optimal talents, legendaries, gear, consumables, and spec-specific tips. This section of the guide is written by
The Battle for Azeroth pre-expansion
July 17th (US) / July 18th (EU)
. When the pre-patch hits, the Mage Tower Challenge
can't be completed
, so you have limited time left. Learn more about other
top things removed in 8.0
, and if you've enjoyed learning new classes for the Mage Tower, check out
how classes are changing in BFA
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.
Restoration - Frozen Fate
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 915+, you can do it with less but may run into more difficulty. Using any Set bonuses will help out, pretty well all healer trinkets are viable for this encounter.
Some water to drink will be helpful as there are occasional mana breaks.
Below are the Talents/Legendarys I recommend using. There isn't much you should change, using
is a viable choice to help with fixates in stage one. But i found
to be more consistently useful.
Most legendaries 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.
This trinket will help you get through some of the rougher moments of the scenario. Its on cooldown throughput and overheal redistribution can be extremely powerful.
These will let you almost never heal yourself, being extremely handy. That being said if you use these be careful in the Final Stage.
Those are the best three legendaries to use for this encounter, that being said all of them are somewhat useful. The weakest one is probably
as you won't be casting many
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
Keep an eye out 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 mechanics, and is the most susceptible to dying.
The first wave is just a
. It introduces the
mechanic, you will need to aim the blue arrow onto Jarod so that the
hits him instead of you.
The second wave is a bit more challenging it contains both
. The key is making sure
doesn't get too many stacks of
. You can use
to stop any casts, and reset the stack's. Alternatively you can and should rotate using
. You can help do some damage, but make sure nobody in your party dies.
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
. But if necessary use
to kite the FIxate. Be sure to interrupt the
's casts the same as the second wave.
The fourth wave contains
x2. Make sure
doesn't get out of hand as this wave has ALOT of damage. 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 reccomend saving as MANY cooldowns as possible for the wave after this. So try to get away with only using a
The fifth wave is the most challenging. as it contains one of each
immediatly. Interrupt the
's casts as normal. Be careful when the
fixates, as it is possible it will line up with a
cast. Meaning that Jarod if he is attacking the
will move with you, making lining up the
much more difficult.
is best used whenever you start to fall behind in this phase. If you never need it even better!
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. WIth the exception of
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. Start off by using
but do not kill the
with it, just get them low then finish them up with direct damage. Use
as necessary to survive here. Be very careful not to blow up more than one or two adds as you risk dieing.
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. Hit them with a
to deactivate them and prevent you from being harmed. After the Felguard and his bats are killed you will be able to move on. 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. A few
's should do the trick.
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. After you open the door you will face a room 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
are dead. So focus them down with single target abilitys first.
After this the timer stops and you have as much time as you need so wait for mana, and any/all cool downs. Use this to wait for
you will need this later. You can continue when it has around 1 minute on cooldown.
This stage your allies will fight each other, so keep a close eye on them, and heal them when necessary.
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 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.
The second wave use
while keeping an eye on your party. If one or two adds happen to get off don't worry.
When the next three come top up one of them quickly, then move on to the final one. As soon as you heal the eighth one you, 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 if they die you have to restart.
If some of the adds made it to the boss you will need to deal with them here, they all mirror stage one adds so deal with them just as you did in Stage one.
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 casting
it will increase your allys damage.
When doing this you should stick to the outskirts of the room so as to prevent a puddle from being in the middle. Feel free to help DPS if you have the spare globals 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. At higher gear levels you will have significantly more health than your allies and will need to get even lower. When
explodes he will leap on you shortly after so be quick to to top yourself with a
. 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,
can be useful for surviving a leap if you are low and quick enough to react. Use
after a leap to get yourself healthy while healing your party. Save
for if the room gets filled you can cast that on you and your party and spam heal yourself to stay alive for its duration while the boss dies (hopefully).
Feel free to do some damage in this phase as if you aren't careful with your space you can run out of room.
After he dies congratulations you have completed the scenario! A portal to Dalaran will open for you to collect your new weapon appearance!
If you happen to die wait it out and see what happens, your allys may be able to finish him off if he is low enough allowing you to complete the scenario even while dead! If this happens wait until you see the Dalaran portal open, and all RP finishes to prevent any nasty bugs. If you did die you can release after the RP is finished and fly to Dalaran to turn in the quest and receive your new appearance!
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