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Marksmanship Hunter Artifact Challenge
Learn how to defeat the Artifact Challenge encounter,
, as a Marksmanship Hunter. In this guide, we'll go over optimal talents, legendaries, gear, consumables, and spec-specific tips. This guide is written by
the Thrill of the Wild
the Hunting Party Podcast
Rotation & Abilities
Marksmanship Hunter Challenge Appearance
Thwarting the Twins is part of the new "challenge mode" solo scenarios introduced by completing the Mage Tower in the Broken Shores. It is by a good margin the most difficult solo content currently available in the game, with the exception perhaps of soloing current raid content.
Marksmanship - Wildrunner
For most Marks Hunters, this encounter seems to be designed for players with an ilvl of at least 910, and a good selection of legendaries to choose from. It is doable from 900 - 910 with a good bit of luck and a lot of planning. It is incredibly difficult below 900.
This late in Legion however it should be incredibly easy to get a high Item level, for this reason it is reccomended you have around 920+ item level, you can try it (and do it with less) but it won't take long to get 920+.
While I've heard they're helpful in other challenges, there is virtually no benefit to healing legendaries against the Twins. Most any ability that can hurt you will one-shot you. The small amount of damage that Raest does to you by casting Shadow Bolts can be healed easily with
, and there are plenty of adds around to kill to reset its CD. At higher ilvls, the bubble from
Prydaz, Xavarics Magnum Opus
may give you enough combined HP to survive some abilities that would have otherwise one-shot you.
are a huge benefit. The scenario is a very high DPS check, and having the Snowshoes (along with the 2-pc set bonus) will allow you to use
in every phase.
I found the
Schleuder für Magnetsprengkapseln
to give me a nice extra tool for kiting the adds and Karam. The extra time you have while they're disoriented gives you a nice chance to damage the Hand, or to gain some distance while kiting. The added speed bonus from
is nice, and you will be interrupting and CC'ing quite a bit to proc it. In the end, however, I found the knockback and disorient from the wrists to be preferable, as it seemed to me to be more useful to be able to stand still for a few seconds to cast
, rather than to be able to run faster and only be able to cast instants.
Ultimately due to legendarys being item level 1000 any legendary should do, don't be afraid to do this challenge with any of them!
- simply for the damage output.
Sichern und Laden
- the RNG factor isn't ideal, but two free instant Aimed Shots while moving is great.
- having a strong kiting utility is helpful, and the reliable speed boost is much more useful than the farstrider RNG movement buff.
- There isn't alot of time for standing still Aimed Shots to benefit from Patient Sniper, and Explosive Shot gives good AoE, and an easy to cast instant ability. It's much easier to use than you might expect, despite constantly having to kite your target in a circle, and is good practice for jump shots: jumping, turning to face your target, casting
, then turning back the direction you were going before you land. If you aren't comfortable with
will serve just as well, you should be able to get some good distance and take some advantage of it throughout the fight.
is great for an AoE stun. Wyvern Sting could also be useful if you're having trouble kiting Karam while killing the large Hands, though I found that Freezing Trap, Binding Shot and Bursting Shot were enough.
- this was a hard choice, I liked both
helps clean up the adds, but
gives you an extra bit of burst on the twins. I think both are good choices depending on how you attack the encounter. Ultimately, I found the extra adds were mostly just nerve-wracking, not actually dangerous, and the priority target damage from
was more beneficial. If the adds being up makes kiting too difficult for you, go for
- since you can't hard cast many Aimed Shots, Trick Shot loses a lot of value, and since you're moving a lot, you nearly always have full focus, so it's easy to get max damage out of PS. I liked to saving Piercing Shot for the Hand, and try to shoo it through Karem and some adds, when possible.
Food and Flasks are a must. Treat this fight like showing up to raid. You'll also need two potions per pull. Drums for the bloodlust buff is also a huge help, especially at lower ilvls.
Fläschchen des Siebten Dämons
Trommeln der Wut
Üppiges Festmahl von Suramar
Delikatessenplatte der Nachtgeborenen
Thwarting the Twins involves fighting two NPCs,
. For the first 4 phases, when one is active, the other will be inactive and you won't be able to damage them. Karem only casts melee abilities, which will knock you back and deal a ton of damage if they hit you, so you must kite him when he's active; he also heals during each of his off-phases. Raest casts a ranged ability and does not generally move, though he can be re-positioned by interrupting one of his casts but that isn't really necessary.
Phase 1 - Kiting Karem
In the first phase, you just kite Karem in a circle. Use cooldowns here but save
Trommeln der Wut
for the final push. If he touches you it will be hard to recover due to the knockback and difficulty regenerating health without adds to kill. There is a small dps check in this phase in that he has a stacking speed buff, making it harder to kite him the longer you go. The phase ends when he gets a little bit below 35%.
As long as you keep up
, there's no reason you won't be able to out-kite him. At the beginning, before his speed ramps up, try to hard cast at least two Aimed Shots every Vulnerable. As he gets faster, you may need to only cast one, or even only cast instants. Dropping a Freezing Trap or a Binding Shot gives you extra time to create distance before stopping to make hard casts.
There are also some purple puddles that appear on the ground under Karem occasionally. These will slow you if you step in them. You can sort of give yourself more room by going outside the obvious circle (there are little platforms) and let the purple puddles spawn there. But it's not a huge help, so don't bother if it messes up your kiting rhythm.
Phase 2 - Raest and adds
In this next phase, Karem is in "purgatory" and can't be damaged, but Raest now can be damaged, so make a hard swap to Raest and unload on him. You should have your second
up for this phase.
There will also be lots of little adds spawning in this phase. They are slow moving, and need to be kited. Do not focus your damage on them. You can and should use
on them when they're in range of Raest, and that along with
(if you took it) should be enough damage to kill enough of the adds to reset your
and keep your HP topped off. If you can plan your kiting to keep the adds mostly stacked together, all the better for killing them off while focusing on Raest. Remember this fight is mostly a single target damage fight, killing the adds is nice but not required.
This is a good burn phase so be sure to get as much damage as you can here.
Phase 3 - Karem and the Big Hand
When Raest again becomes immune, Karem will start chasing you again. Kite Karem and the adds while prioritizing damage against Karem.
Hand aus den Weiten
will appear every 30 seconds; this fortunately lines up well with your interrupt, because if the large hand gets a cast off, you will insta-die. Whenever the Hand appears, swap to it as soon as possible and start damaging it. Interrupt its first cast, and then kill it as quickly as possible. Using
on Karem at this point is very helpful so you can stand still and cast
Killing these hands is always your top priority as they are the major threat in this encounter, failure to kill them in time will result in a wipe.
There can be a lot to keep track of in this phase. You need to know where all the adds are, know where Karem is and how long you have CC on him, including
's stun /
's disorient, and you need to be able to swap to the hand to get the interrupt off, and swap back and forth between the hand and Karem to CC or keep concussive up so don't get complacent.
Phase 4 - Raest and the Rune Monster
Phase 4 is much like phase 2, but the added mechanic is there will be a
dropped on the ground. You need to stand in this rune until it goes away, otherwise
Ausgeburt des Alptraums
will appear and kill you. I could not figure out any way to successfully kite these creatures, so standing in the rune is the top priority.
Your priority here is to kill Raest during this phase or very shortly after the end of the phase. As all of the mechanics will compound on each other. The sooner you kill Raest the sooner it will be over. If you do not kill Raest before Karem finishes Purgatory, Karem will begin chasing you again. You'll have to kite him, and the adds, and soak the runes, and interrupt and kill the Hand while trying to kill Raest. So get as much damage as possible on him here, use
Trommeln der Wut
and all cooldowns as well your second potion as soon as Raest becomes targetable.
After the challenge is completed a portal back will then appear, and you can turn in your quest and collect the appearance congratulations!
Hand aus den Weiten
and/or kill before it can cast
Griff aus den Weiten
Use as many CDs as possible to burst down
when he can be damaged.
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